/* * Copyright 2019 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gm/gm.h" #include "src/core/SkCanvasPriv.h" #include "src/gpu/GrCaps.h" #include "src/gpu/GrDirectContextPriv.h" #include "src/gpu/GrGeometryProcessor.h" #include "src/gpu/GrMemoryPool.h" #include "src/gpu/GrOpFlushState.h" #include "src/gpu/GrOpsRenderPass.h" #include "src/gpu/GrPipeline.h" #include "src/gpu/GrProgramInfo.h" #include "src/gpu/GrRecordingContextPriv.h" #include "src/gpu/GrShaderCaps.h" #include "src/gpu/GrShaderVar.h" #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" #include "src/gpu/glsl/GrGLSLVarying.h" #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h" #include "src/gpu/ops/GrDrawOp.h" #include "src/gpu/v1/SurfaceDrawContext_v1.h" namespace skiagm { constexpr static GrGeometryProcessor::Attribute kPositionAttrib = {"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; constexpr static std::array kTri1[3] = { {20.5f,20.5f,1}, {170.5f,280.5f,4}, {320.5f,20.5f,1}}; constexpr static std::array kTri2[3] = { {640.5f,280.5f,3}, {490.5f,20.5f,1}, {340.5f,280.5f,6}}; constexpr static SkRect kRect = {20.5f, 340.5f, 640.5f, 480.5f}; constexpr static int kWidth = (int)kRect.fRight + 21; constexpr static int kHeight = (int)kRect.fBottom + 21; /** * This is a GPU-backend specific test. It ensures that tessellation works as expected by drawing * several triangles. The test passes as long as the triangle tessellations match the reference * images on gold. */ class TessellationGM : public GpuGM { SkString onShortName() override { return SkString("tessellation"); } SkISize onISize() override { return {kWidth, kHeight}; } DrawResult onDraw(GrRecordingContext*, SkCanvas*, SkString*) override; }; class TessellationTestTriShader : public GrGeometryProcessor { public: TessellationTestTriShader(const SkMatrix& viewMatrix) : GrGeometryProcessor(kTessellationTestTriShader_ClassID), fViewMatrix(viewMatrix) { this->setVertexAttributes(&kPositionAttrib, 1); this->setWillUseTessellationShaders(); } private: const char* name() const final { return "TessellationTestTriShader"; } void addToKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const final {} class Impl : public ProgramImpl { public: void setData(const GrGLSLProgramDataManager& pdman, const GrShaderCaps&, const GrGeometryProcessor& geomProc) override { pdman.setSkMatrix(fViewMatrixUniform, geomProc.cast().fViewMatrix); } private: void onEmitCode(EmitArgs& args, GrGPArgs*) override { args.fVaryingHandler->emitAttributes(args.fGeomProc.cast()); const char* viewMatrix; fViewMatrixUniform = args.fUniformHandler->addUniform( nullptr, kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix); args.fVertBuilder->declareGlobal( GrShaderVar("P_", kFloat3_GrSLType, GrShaderVar::TypeModifier::Out)); args.fVertBuilder->codeAppendf(R"( P_.xy = (%s * float3(position.xy, 1)).xy; P_.z = position.z;)", viewMatrix); // GrGLProgramBuilder will call writeTess*ShaderGLSL when it is compiling. this->writeFragmentShader(args.fFragBuilder, args.fOutputColor, args.fOutputCoverage); } SkString getTessControlShaderGLSL(const GrGeometryProcessor&, const char* versionAndExtensionDecls, const GrGLSLUniformHandler&, const GrShaderCaps&) const override { SkString code(versionAndExtensionDecls); code.append(R"( layout(vertices = 3) out; in vec3 P_[]; out vec3 P[]; void main() { P[gl_InvocationID] = P_[gl_InvocationID]; gl_TessLevelOuter[gl_InvocationID] = P_[gl_InvocationID].z; gl_TessLevelInner[0] = 2.0; })"); return code; } SkString getTessEvaluationShaderGLSL(const GrGeometryProcessor&, const char* versionAndExtensionDecls, const GrGLSLUniformHandler&, const GrShaderCaps&) const override { SkString code(versionAndExtensionDecls); code.append(R"( layout(triangles, equal_spacing, cw) in; uniform vec4 sk_RTAdjust; in vec3 P[]; out vec3 barycentric_coord; void main() { vec2 devcoord = mat3x2(P[0].xy, P[1].xy, P[2].xy) * gl_TessCoord.xyz; devcoord = round(devcoord - .5) + .5; // Make horz and vert lines on px bounds. gl_Position = vec4(devcoord.xy * sk_RTAdjust.xz + sk_RTAdjust.yw, 0.0, 1.0); float i = 0.0; if (gl_TessCoord.y == 0.0) { i += gl_TessCoord.z * P[1].z; } else { i += P[1].z; if (gl_TessCoord.x == 0.0) { i += gl_TessCoord.y * P[0].z; } else { i += P[0].z; if (gl_TessCoord.z == 0.0) { i += gl_TessCoord.x * P[2].z; } else { barycentric_coord = vec3(0, 1, 0); return; } } } i = abs(mod(i, 2.0) - 1.0); barycentric_coord = vec3(i, 0, 1.0 - i); })"); return code; } void writeFragmentShader(GrGLSLFPFragmentBuilder* f, const char* color, const char* coverage) { f->declareGlobal(GrShaderVar("barycentric_coord", kFloat3_GrSLType, GrShaderVar::TypeModifier::In)); f->codeAppendf(R"( half3 d = half3(1 - barycentric_coord/fwidth(barycentric_coord)); half coverage = max(max(d.x, d.y), d.z); half4 %s = half4(0, coverage, coverage, 1); const half4 %s = half4(1);)", color, coverage); } GrGLSLUniformHandler::UniformHandle fViewMatrixUniform; }; std::unique_ptr makeProgramImpl(const GrShaderCaps&) const final { return std::make_unique(); } const SkMatrix fViewMatrix; }; class TessellationTestRectShader : public GrGeometryProcessor { public: TessellationTestRectShader(const SkMatrix& viewMatrix) : GrGeometryProcessor(kTessellationTestTriShader_ClassID), fViewMatrix(viewMatrix) { this->setWillUseTessellationShaders(); } const char* name() const final { return "TessellationTestRectShader"; } void addToKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const final {} private: class Impl : public ProgramImpl { public: void setData(const GrGLSLProgramDataManager& pdman, const GrShaderCaps&, const GrGeometryProcessor& geomProc) override { pdman.setSkMatrix(fViewMatrixUniform, geomProc.cast().fViewMatrix); } private: void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override { const char* viewMatrix; fViewMatrixUniform = args.fUniformHandler->addUniform( nullptr, kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix); args.fVertBuilder->declareGlobal( GrShaderVar("M_", kFloat3x3_GrSLType, GrShaderVar::TypeModifier::Out)); args.fVertBuilder->codeAppendf("M_ = %s;", viewMatrix); // GrGLProgramBuilder will call writeTess*ShaderGLSL when it is compiling. this->writeFragmentShader(args.fFragBuilder, args.fOutputColor, args.fOutputCoverage); } SkString getTessControlShaderGLSL(const GrGeometryProcessor&, const char* versionAndExtensionDecls, const GrGLSLUniformHandler&, const GrShaderCaps&) const override { SkString code(versionAndExtensionDecls); code.append(R"( layout(vertices = 1) out; in mat3 M_[]; out mat3 M[]; void main() { M[gl_InvocationID] = M_[gl_InvocationID]; gl_TessLevelInner[0] = 8.0; gl_TessLevelInner[1] = 2.0; gl_TessLevelOuter[0] = 2.0; gl_TessLevelOuter[1] = 8.0; gl_TessLevelOuter[2] = 2.0; gl_TessLevelOuter[3] = 8.0; })"); return code; } SkString getTessEvaluationShaderGLSL(const GrGeometryProcessor&, const char* versionAndExtensionDecls, const GrGLSLUniformHandler&, const GrShaderCaps&) const override { SkString code(versionAndExtensionDecls); code.appendf(R"( layout(quads, equal_spacing, cw) in; uniform vec4 sk_RTAdjust; in mat3 M[]; out vec4 barycentric_coord; void main() { vec4 R = vec4(%f, %f, %f, %f); vec2 localcoord = mix(R.xy, R.zw, gl_TessCoord.xy); vec2 devcoord = (M[0] * vec3(localcoord, 1)).xy; devcoord = round(devcoord - .5) + .5; // Make horz and vert lines on px bounds. gl_Position = vec4(devcoord.xy * sk_RTAdjust.xz + sk_RTAdjust.yw, 0.0, 1.0); float i = gl_TessCoord.x * 8.0; i = abs(mod(i, 2.0) - 1.0); if (gl_TessCoord.y == 0.0 || gl_TessCoord.y == 1.0) { barycentric_coord = vec4(i, 1.0 - i, 0, 0); } else { barycentric_coord = vec4(0, 0, i, 1.0 - i); } })", kRect.left(), kRect.top(), kRect.right(), kRect.bottom()); return code; } void writeFragmentShader(GrGLSLFPFragmentBuilder* f, const char* color, const char* coverage) { f->declareGlobal(GrShaderVar("barycentric_coord", kFloat4_GrSLType, GrShaderVar::TypeModifier::In)); f->codeAppendf(R"( float4 fwidths = fwidth(barycentric_coord); half coverage = 0; for (int i = 0; i < 4; ++i) { if (fwidths[i] != 0) { coverage = half(max(coverage, 1 - barycentric_coord[i]/fwidths[i])); } } half4 %s = half4(coverage, 0, coverage, 1); const half4 %s = half4(1);)", color, coverage); } GrGLSLUniformHandler::UniformHandle fViewMatrixUniform; }; std::unique_ptr makeProgramImpl(const GrShaderCaps&) const final { return std::make_unique(); } const SkMatrix fViewMatrix; }; class TessellationTestOp : public GrDrawOp { DEFINE_OP_CLASS_ID public: TessellationTestOp(const SkMatrix& viewMatrix, const std::array* triPositions) : GrDrawOp(ClassID()), fViewMatrix(viewMatrix), fTriPositions(triPositions) { this->setBounds(SkRect::MakeIWH(kWidth, kHeight), HasAABloat::kNo, IsHairline::kNo); } private: const char* name() const override { return "TessellationTestOp"; } FixedFunctionFlags fixedFunctionFlags() const override { return FixedFunctionFlags::kNone; } GrProcessorSet::Analysis finalize(const GrCaps&, const GrAppliedClip*, GrClampType) override { return GrProcessorSet::EmptySetAnalysis(); } void onPrePrepare(GrRecordingContext*, const GrSurfaceProxyView& writeView, GrAppliedClip*, const GrDstProxyView&, GrXferBarrierFlags renderPassXferBarriers, GrLoadOp colorLoadOp) override {} void onPrepare(GrOpFlushState* flushState) override { if (fTriPositions) { if (void* vertexData = flushState->makeVertexSpace(sizeof(float) * 3, 3, &fVertexBuffer, &fBaseVertex)) { memcpy(vertexData, fTriPositions, sizeof(float) * 3 * 3); } } } void onExecute(GrOpFlushState* state, const SkRect& chainBounds) override { GrPipeline pipeline(GrScissorTest::kDisabled, SkBlendMode::kSrc, state->drawOpArgs().writeView().swizzle()); int tessellationPatchVertexCount; std::unique_ptr shader; if (fTriPositions) { if (!fVertexBuffer) { return; } tessellationPatchVertexCount = 3; shader = std::make_unique(fViewMatrix); } else { // Use a mismatched number of vertices in the input patch vs output. // (The tessellation control shader will output one vertex per patch.) tessellationPatchVertexCount = 5; shader = std::make_unique(fViewMatrix); } GrProgramInfo programInfo(state->caps(), state->writeView(), state->usesMSAASurface(), &pipeline, &GrUserStencilSettings::kUnused, shader.get(), GrPrimitiveType::kPatches, tessellationPatchVertexCount, state->renderPassBarriers(), state->colorLoadOp()); state->bindPipeline(programInfo, SkRect::MakeIWH(kWidth, kHeight)); state->bindBuffers(nullptr, nullptr, std::move(fVertexBuffer)); state->draw(tessellationPatchVertexCount, fBaseVertex); } const SkMatrix fViewMatrix; const std::array* const fTriPositions; sk_sp fVertexBuffer; int fBaseVertex = 0; }; static SkPath build_outset_triangle(const std::array* tri) { SkPath outset; for (int i = 0; i < 3; ++i) { SkPoint p = {tri[i][0], tri[i][1]}; SkPoint left = {tri[(i + 2) % 3][0], tri[(i + 2) % 3][1]}; SkPoint right = {tri[(i + 1) % 3][0], tri[(i + 1) % 3][1]}; SkPoint n0, n1; n0.setNormalize(left.y() - p.y(), p.x() - left.x()); n1.setNormalize(p.y() - right.y(), right.x() - p.x()); p += (n0 + n1) * 3; if (0 == i) { outset.moveTo(p); } else { outset.lineTo(p); } } return outset; } DrawResult TessellationGM::onDraw(GrRecordingContext* rContext, SkCanvas* canvas, SkString* errorMsg) { auto sdc = SkCanvasPriv::TopDeviceSurfaceDrawContext(canvas); if (!sdc) { *errorMsg = kErrorMsg_DrawSkippedGpuOnly; return DrawResult::kSkip; } if (!rContext->priv().caps()->shaderCaps()->tessellationSupport()) { *errorMsg = "Requires GPU tessellation support."; return DrawResult::kSkip; } if (!rContext->priv().caps()->shaderCaps()->shaderDerivativeSupport()) { *errorMsg = "Requires shader derivatives." "(These are expected to always be present when there is tessellation!!)"; return DrawResult::kFail; } canvas->clear(SK_ColorBLACK); SkPaint borderPaint; borderPaint.setColor4f({0,1,1,1}); borderPaint.setAntiAlias(true); canvas->drawPath(build_outset_triangle(kTri1), borderPaint); canvas->drawPath(build_outset_triangle(kTri2), borderPaint); borderPaint.setColor4f({1,0,1,1}); canvas->drawRect(kRect.makeOutset(1.5f, 1.5f), borderPaint); sdc->addDrawOp(GrOp::Make(rContext, canvas->getTotalMatrix(), kTri1)); sdc->addDrawOp(GrOp::Make(rContext, canvas->getTotalMatrix(), kTri2)); sdc->addDrawOp(GrOp::Make(rContext, canvas->getTotalMatrix(), nullptr)); return skiagm::DrawResult::kOk; } DEF_GM( return new TessellationGM(); ) } // namespace skiagm