Commit Graph

34 Commits

Author SHA1 Message Date
Chris Dalton
baf3e78092 Revert "ccpr: Draw curves in a single pass"
This reverts commit df04ce2949.

Reason for revert: Going to revisit AAA quality

Original change's description:
> ccpr: Draw curves in a single pass
> 
> Throws out the complicated MSAA curve corner shaders, and instead just
> ramps coverage to zero at bloat vertices that fall outside the curve.
> 
> Updates SampleCCPRGeometry to better visualize this new geometry by
> clearing to black and drawing with SkBlendMode::kPlus.
> 
> Bug: skia:
> Change-Id: Ibe86cbc741d8b015127b10dd43e3b52e7cb35732
> Reviewed-on: https://skia-review.googlesource.com/112626
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>

TBR=bsalomon@google.com,csmartdalton@google.com

Change-Id: I014baa60b248d870717f5ee8794e0bed66da86e6
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:
Reviewed-on: https://skia-review.googlesource.com/113181
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2018-03-08 15:56:02 +00:00
Chris Dalton
fe462efbcb Revert "ccpr: Simplify triangle corners"
This reverts commit 622650a194.

Reason for revert: Going to try to improve AAA quality on curve corners

Original change's description:
> ccpr: Simplify triangle corners
> 
> Modifies triangle corner shaders to just approximate their coverage with
> linear values that ramp to zero at bloat vertices outside the triangle.
> 
> For the vertex backend, since corners now have the same fragment shader
> as the rest of the triangle, we fold them in with the other steps and
> draw triangles in a single pass.
> 
> The geometry backend still draws triangles in two passes, as there is
> not an apparent performance advantage in combining them.
> 
> Bug: skia:
> Change-Id: Ib4a89d793a3c706f734d0271875c8a3e5c87c49b
> Reviewed-on: https://skia-review.googlesource.com/112632
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>

TBR=bsalomon@google.com,csmartdalton@google.com

Change-Id: I45e7b9d7d7f8452b28bd54ca1e90a1f046cb2462
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:
Reviewed-on: https://skia-review.googlesource.com/113180
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2018-03-08 15:54:12 +00:00
Chris Dalton
622650a194 ccpr: Simplify triangle corners
Modifies triangle corner shaders to just approximate their coverage with
linear values that ramp to zero at bloat vertices outside the triangle.

For the vertex backend, since corners now have the same fragment shader
as the rest of the triangle, we fold them in with the other steps and
draw triangles in a single pass.

The geometry backend still draws triangles in two passes, as there is
not an apparent performance advantage in combining them.

Bug: skia:
Change-Id: Ib4a89d793a3c706f734d0271875c8a3e5c87c49b
Reviewed-on: https://skia-review.googlesource.com/112632
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
2018-03-08 02:19:50 +00:00
Chris Dalton
df04ce2949 ccpr: Draw curves in a single pass
Throws out the complicated MSAA curve corner shaders, and instead just
ramps coverage to zero at bloat vertices that fall outside the curve.

Updates SampleCCPRGeometry to better visualize this new geometry by
clearing to black and drawing with SkBlendMode::kPlus.

Bug: skia:
Change-Id: Ibe86cbc741d8b015127b10dd43e3b52e7cb35732
Reviewed-on: https://skia-review.googlesource.com/112626
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
2018-03-08 02:13:50 +00:00
Chris Dalton
5183e649ef ccpr: Combine GS triangle hulls and edges into a single draw
Updates the geometry shader backend to match the vertex backend and draw
triangle rasters together with their their edges in a single draw call.
This gives a performance boost as well as cleaning up some API
awkwardness.

This is one step toward the final goal of drawing ccpr primitives in a single
pass.

Bug: skia:
Change-Id: I2723692d02b9e39ca5dc5d9e022b528a051988ab
Reviewed-on: https://skia-review.googlesource.com/112104
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
2018-03-07 20:15:11 +00:00
Chris Dalton
84403d7f53 ccpr: Tessellate fans for very large and/or simple paths
This increases CPU work, but reduces overdraw on the GPU as compared to
Redbook fanning.

TBR=bsalomon@google.com

Change-Id: I396b887075d4422531908c2361ee1e26f076d5c3
Reviewed-on: https://skia-review.googlesource.com/107141
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2018-02-14 17:21:17 +00:00
Cary Clark
82040a9a05 Revert "ccpr: Tessellate fans for very large and/or simple paths"
This reverts commit 4138c972ef.

Reason for revert: broke android flutter build

Original change's description:
> ccpr: Tessellate fans for very large and/or simple paths
> 
> This increases CPU work, but reduces overdraw on the GPU as compared to
> Redbook fanning.
> 
> Bug: skia:
> Change-Id: I47239c964261e0014a94266a71223eab0597bfb8
> Reviewed-on: https://skia-review.googlesource.com/105203
> Reviewed-by: Brian Salomon <bsalomon@google.com>
> Commit-Queue: Chris Dalton <csmartdalton@google.com>

TBR=bsalomon@google.com,csmartdalton@google.com

Change-Id: I98b5c10b97c3fa603de5122d9bb47ca07659242c
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:
Reviewed-on: https://skia-review.googlesource.com/106620
Reviewed-by: Cary Clark <caryclark@skia.org>
Commit-Queue: Cary Clark <caryclark@skia.org>
2018-02-12 17:29:59 +00:00
Chris Dalton
4138c972ef ccpr: Tessellate fans for very large and/or simple paths
This increases CPU work, but reduces overdraw on the GPU as compared to
Redbook fanning.

Bug: skia:
Change-Id: I47239c964261e0014a94266a71223eab0597bfb8
Reviewed-on: https://skia-review.googlesource.com/105203
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2018-02-12 17:06:31 +00:00
Chris Dalton
27059d36d6 ccpr: Use primitive restart feature on ARM
Bug: skia:
Change-Id: Ia7ab55f8b6ecdd674762f5197d35e8db58f07c01
Reviewed-on: https://skia-review.googlesource.com/98180
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
2018-01-23 21:29:10 +00:00
Chris Dalton
383a2ef6ed CCPR: Rename GrCCPR* -> GrCC*
Also runs clang-format on the files that don't have special shader
builder styling.

Bug: skia:
Change-Id: I4a67569a7c8472acfb9200644c913844a92e3b2d
Reviewed-on: https://skia-review.googlesource.com/92083
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
2018-01-08 22:51:11 +00:00
Mike Reed
274218ef01 move largest apis into private
Related to https://skia-review.googlesource.com/c/skia/+/91860

Bug: skia:
Change-Id: Ia8fd981b422bbab75541b078277d2e09e1fc9d41
Reviewed-on: https://skia-review.googlesource.com/91940
Reviewed-by: Brian Salomon <bsalomon@google.com>
2018-01-08 20:42:27 +00:00
Chris Dalton
90e8fb1d98 Reland "CCPR: Initial semi-optimized vertex shader Impl"
This is a reland of e3877ce5ce
Original change's description:
> CCPR: Initial semi-optimized vertex shader Impl
> 
> TBR=bsalomon@google.com
> 
> Bug: skia:
> Change-Id: I24173e146d8c95cec5f29e8cb4fa5e2c28f9a33c
> Reviewed-on: https://skia-review.googlesource.com/89120
> Reviewed-by: Chris Dalton <csmartdalton@google.com>
> Commit-Queue: Chris Dalton <csmartdalton@google.com>

Bug: skia:
Change-Id: I1d194853540e64df9c7b55ceb388a5d2f32bc258
Reviewed-on: https://skia-review.googlesource.com/90963
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2018-01-04 23:51:34 +00:00
Chris Dalton
d23c7c45dc Revert "CCPR: Initial semi-optimized vertex shader Impl"
This reverts commit e3877ce5ce.

Reason for revert: Intel crashing again

Original change's description:
> CCPR: Initial semi-optimized vertex shader Impl
> 
> TBR=bsalomon@google.com
> 
> Bug: skia:
> Change-Id: I24173e146d8c95cec5f29e8cb4fa5e2c28f9a33c
> Reviewed-on: https://skia-review.googlesource.com/89120
> Reviewed-by: Chris Dalton <csmartdalton@google.com>
> Commit-Queue: Chris Dalton <csmartdalton@google.com>

TBR=bsalomon@google.com,brianosman@google.com,csmartdalton@google.com

Change-Id: I2485db30397958722a07c5992c748ab69365ebb6
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:
Reviewed-on: https://skia-review.googlesource.com/89300
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2017-12-22 19:05:26 +00:00
Chris Dalton
e3877ce5ce CCPR: Initial semi-optimized vertex shader Impl
TBR=bsalomon@google.com

Bug: skia:
Change-Id: I24173e146d8c95cec5f29e8cb4fa5e2c28f9a33c
Reviewed-on: https://skia-review.googlesource.com/89120
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2017-12-22 18:42:05 +00:00
Brian Osman
2871436b2a Revert "CCPR: Initial semi-optimized vertex shader Impl"
This reverts commit a8f6aef13d.

Reason for revert: Looks to failing on ANGLE bots

Original change's description:
> CCPR: Initial semi-optimized vertex shader Impl
> 
> Bug: skia:
> Change-Id: If22f47a3b945ce7336f8e609c2e0c911f09e1d18
> Reviewed-on: https://skia-review.googlesource.com/86820
> Reviewed-by: Brian Salomon <bsalomon@google.com>
> Commit-Queue: Chris Dalton <csmartdalton@google.com>

TBR=egdaniel@google.com,bsalomon@google.com,csmartdalton@google.com

Change-Id: Ic5a73434cba4246a72790db2c27d06e7a50f389a
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:
Reviewed-on: https://skia-review.googlesource.com/88220
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2017-12-20 22:15:48 +00:00
Chris Dalton
a8f6aef13d CCPR: Initial semi-optimized vertex shader Impl
Bug: skia:
Change-Id: If22f47a3b945ce7336f8e609c2e0c911f09e1d18
Reviewed-on: https://skia-review.googlesource.com/86820
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2017-12-20 20:59:46 +00:00
Chris Dalton
2326177e34 CCPR: Don't use instanced draw calls with geometry shaders
It isn't necessary for the vertex shader to know all the points
because everything happens in the geometry shader. It's simpler to use
regular vertex arrays instead.

Bug: skia:
Change-Id: I7bf83180476fbe0ab01492611cd72e72b3f7d4f2
Reviewed-on: https://skia-review.googlesource.com/82881
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2017-12-11 17:27:38 +00:00
Chris Dalton
be4ffab4e2 CCPR: Combine loops and serpentines back into a single shader
Bug: skia:
Change-Id: I945471ccd2580a2d39afd9c80acb8d9e5e196435
Reviewed-on: https://skia-review.googlesource.com/82460
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2017-12-08 20:13:18 +00:00
Chris Dalton
a3e9271ec4 CCPR: Eliminate texel buffers
Points cost 8 bytes and indices cost 4. If a point is accessed twice,
it's a wash whether we duplicate it or index. This change eliminates
texel buffers by duplicating points across instance arrays. This
reduces our dependence on extensions as well as getting rid of our
indirect memory access pattern in vertex shaders.

As a result of this change, memory usage by GPU buffers will only be a
fraction larger at worst, and slightly better at best.

Bug: skia:
Cq-Include-Trybots: skia.primary:Test-Debian9-Clang-GCE-CPU-AVX2-x86_64-Release-All-SKNX_NO_SIMD
Change-Id: I3c7f03772edd4f850d5fdd7b55552647335c1b52
Reviewed-on: https://skia-review.googlesource.com/79185
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2017-12-05 21:12:48 +00:00
Brian Osman
ede860e91c Delete even more unused views code
Bug: skia:
Change-Id: I41480aa89dfcd8cb7e016e477cbabe354f35ce8a
Reviewed-on: https://skia-review.googlesource.com/75480
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2017-11-29 18:12:35 +00:00
Chris Dalton
c17bf32a1b Convert geometry shaders to operate in Skia device space
Defers the transformation to normalized window coordinates until after
the geometry shader. Merges vertex and a geometry shader builders into
a single compilation unit with a common base class.  Updates CCPR
geometry shaders accordingly.

Bug: skia:
Change-Id: If93c90e978b1fdc7120febd05cfb05810fd496b5
Reviewed-on: https://skia-review.googlesource.com/62980
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2017-10-25 15:59:18 +00:00
Chris Dalton
6a3dbeed00 Refactor CCPR coverage shaders for a vertex impl
Decouples geometry generation and analytic coverage. This paves the
way for a vertex shader implementation.

TBR=egdaniel@google.com

Bug: skia:
Change-Id: I2a183401bfe70b9f14b9b1cf035de6020a2135fa
Reviewed-on: https://skia-review.googlesource.com/60103
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2017-10-16 20:08:41 +00:00
Eric Boren
d6365e5fb8 Revert "Refactor CCPR coverage shaders for a vertex impl"
This reverts commit e501033bbd.

Reason for revert: Broke several bots

Original change's description:
> Refactor CCPR coverage shaders for a vertex impl
> 
> Decouples geometry generation and analytic coverage. This paves the
> way for a vertex shader implementation.
> 
> Bug: skia:
> Change-Id: I23b79d4397db22bd8fc063b8dfca58ab00037292
> Reviewed-on: https://skia-review.googlesource.com/59200
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Greg Daniel <egdaniel@google.com>

TBR=egdaniel@google.com,csmartdalton@google.com

# Not skipping CQ checks because original CL landed > 1 day ago.

Bug: skia:
Change-Id: I314bf03fa6cbeceb1c527d4d9464147b2e8464c6
Reviewed-on: https://skia-review.googlesource.com/59821
Reviewed-by: Eric Boren <borenet@google.com>
Commit-Queue: Eric Boren <borenet@google.com>
2017-10-16 12:53:14 +00:00
Chris Dalton
e501033bbd Refactor CCPR coverage shaders for a vertex impl
Decouples geometry generation and analytic coverage. This paves the
way for a vertex shader implementation.

Bug: skia:
Change-Id: I23b79d4397db22bd8fc063b8dfca58ab00037292
Reviewed-on: https://skia-review.googlesource.com/59200
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
2017-10-15 04:13:06 +00:00
Chris Dalton
8d17769700 CCPR: Remove kCombinedTriangleHullsAndEdges
Removes the mode that generates edge and hull geometry simultaneously
from the geometry shader. Perf was hit and miss and it's not
compatible with vertex shaders. We can revisit if geometry shaders
still show promise on some platforms after a vertex shader impl is
finished.

Bug: skia:
Change-Id: I984231e9a5bb60fe31d3ba280c7390a74aa5bc27
Reviewed-on: https://skia-review.googlesource.com/51300
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2017-09-26 17:00:06 +00:00
Brian Osman
9a725dd948 Use shader based blending to clamp kPlus mode w/F16
Bug: skia:6173
Change-Id: I21042d484d9a7b3eee04aa3301d9793d00ad6908
Reviewed-on: https://skia-review.googlesource.com/48183
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2017-09-20 14:28:03 +00:00
Chris Dalton
a640c49b7e Minor cleanups for CCPR
Bug: skia:
Change-Id: Ic4838f0e242ded0c3d0cb5c86715ed67d8152f5c
Reviewed-on: https://skia-review.googlesource.com/44520
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
2017-09-12 18:08:21 +00:00
Chris Dalton
7f578bf07b CCPR: Remove cubic insets and MSAA borders
Avoids the need for MSAA cubic borders by chopping up the cubic
geometry and crossing the inflections points and loop intersections
with lines and quadratic(s) instead. This allows us to render the
remaining cubic segments with simple hulls and analytic AA, giving
better image quality and performance.


Bug: skia:
Change-Id: If371229f575ee0286c325c230a116d602a9d38ce
Reviewed-on: https://skia-review.googlesource.com/41883
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
2017-09-05 23:06:42 +00:00
Chris Dalton
c1e59638b4 CCPR: Rewrite path parsing
Creates a GrCCPRGeometry class that chops contours up into simple
segments that ccpr can render, and rewrites the GPU buffer creation to
be able to handle arbitrary lengths of ccpr geometry.

Bug: skia:
Change-Id: Iaa173a02729e177b0ed7ef7fbb9195d349be689d
Reviewed-on: https://skia-review.googlesource.com/41963
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2017-09-05 22:41:12 +00:00
Chris Dalton
419a94da02 Add a GrCCPRGeometry file
Enough ccpr-specific geometry code is in flight that it feels like it
should have its own file.

Bug: skia:
Change-Id: I99ef620a7dc35178cf774b3a4ec6159d46f401c7
Reviewed-on: https://skia-review.googlesource.com/39162
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
2017-08-28 16:53:27 +00:00
Greg Daniel
500d58b2a6 Make Copy Ops to go through GpuCommandBuffer instead of straigt to GPU.
Bug: skia:
Change-Id: I4eae4507e07278997e26419e94586eef0780c423
Reviewed-on: https://skia-review.googlesource.com/38361
Commit-Queue: Greg Daniel <egdaniel@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
2017-08-24 20:18:27 +00:00
Chris Dalton
b072bb6a5c CCPR: Process quadratic flat edges without soft msaa
The artifacts previously thought to require msaa can be handled by
(1) converting near-linear quadratics into lines, and (2) ensuring all
quadratic segments are monotonic with respect to the vector of their
closing edge [P2 -> P0].

No. 1 was already in effect.

No. 2 is implemented by this change.

Now we only fall back on soft msaa for the two corner pixels.

This change also does some generic housekeeping in the quadratic
processor.

Bug: skia:
Change-Id: Ib3309c2ed86d3d8bec5f451125a69326e82eeb1c
Reviewed-on: https://skia-review.googlesource.com/29721
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
2017-08-07 15:21:30 +00:00
Robert Phillips
2890fbfe14 Make GrPipeline hold a GrRenderTargetProxy (instead of a GrRenderTarget)
In a future world where GrSurface no longer has an origin it will be
useful for the GrPipeline to be holding the GrRenderTargetProxy (which will
still have an origin).

Change-Id: I743a8cc07b6b92f8116227fb77b7c37da43cde8a
Reviewed-on: https://skia-review.googlesource.com/26804
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
2017-07-26 20:59:00 +00:00
Chris Dalton
1a325d25b9 Coverage counting path renderer
Initial implementation of a GPU path renderer that draws antialiased
paths by counting coverage in an offscreen buffer.

Initially disabled until it has had time to soak.

Bug: skia:
Change-Id: I003d8cfdf8dc62641581b5ea2dc4f0aa00108df6
Reviewed-on: https://skia-review.googlesource.com/21541
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
2017-07-14 21:45:35 +00:00