skia2/gm/tessellation.cpp
Chris Dalton 57ab06c14e Delete mixed samples
Mixed samples is no longer relevant for Ganesh. DMSAA and the new
Ganesh architecture both rely on full MSAA, and any platform where
mixed samples is supported will ultimately not use the old
architecture.

Change-Id: I5acc745010e090ef26310d92ec6240be2cd494cf
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/399837
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2021-04-22 20:11:34 +00:00

422 lines
17 KiB
C++

/*
* 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/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/GrSurfaceDrawContext.h"
#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
#include "src/gpu/glsl/GrGLSLVarying.h"
#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
#include "src/gpu/ops/GrDrawOp.h"
namespace skiagm {
constexpr static GrGeometryProcessor::Attribute kPositionAttrib =
{"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
constexpr static std::array<float, 3> kTri1[3] = {
{20.5f,20.5f,1}, {170.5f,280.5f,4}, {320.5f,20.5f,1}};
constexpr static std::array<float, 3> 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*, GrSurfaceDrawContext*, 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 getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const final {}
class Impl : public GrGLSLGeometryProcessor {
void onEmitCode(EmitArgs& args, GrGPArgs*) override {
args.fVaryingHandler->emitAttributes(args.fGeomProc.cast<TessellationTestTriShader>());
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);
}
void writeFragmentShader(GrGLSLFPFragmentBuilder*, const char* color, const char* coverage);
void setData(const GrGLSLProgramDataManager& pdman,
const GrShaderCaps&,
const GrGeometryProcessor& geomProc) override {
pdman.setSkMatrix(fViewMatrixUniform,
geomProc.cast<TessellationTestTriShader>().fViewMatrix);
}
GrGLSLUniformHandler::UniformHandle fViewMatrixUniform;
};
GrGLSLGeometryProcessor* createGLSLInstance(const GrShaderCaps&) const override {
return new Impl;
}
SkString getTessControlShaderGLSL(const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override;
SkString getTessEvaluationShaderGLSL(const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override;
const SkMatrix fViewMatrix;
};
SkString TessellationTestTriShader::getTessControlShaderGLSL(
const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const {
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 TessellationTestTriShader::getTessEvaluationShaderGLSL(
const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const {
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 TessellationTestTriShader::Impl::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);
}
class TessellationTestRectShader : public GrGeometryProcessor {
public:
TessellationTestRectShader(const SkMatrix& viewMatrix)
: GrGeometryProcessor(kTessellationTestTriShader_ClassID), fViewMatrix(viewMatrix) {
this->setWillUseTessellationShaders();
}
private:
const char* name() const final { return "TessellationTestRectShader"; }
void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const final {}
class Impl : public GrGLSLGeometryProcessor {
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);
}
void writeFragmentShader(GrGLSLFPFragmentBuilder*, const char* color, const char* coverage);
void setData(const GrGLSLProgramDataManager& pdman,
const GrShaderCaps&,
const GrGeometryProcessor& geomProc) override {
pdman.setSkMatrix(fViewMatrixUniform,
geomProc.cast<TessellationTestRectShader>().fViewMatrix);
}
GrGLSLUniformHandler::UniformHandle fViewMatrixUniform;
};
GrGLSLGeometryProcessor* createGLSLInstance(const GrShaderCaps&) const override {
return new Impl;
}
SkString getTessControlShaderGLSL(const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override;
SkString getTessEvaluationShaderGLSL(const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override;
const SkMatrix fViewMatrix;
};
SkString TessellationTestRectShader::getTessControlShaderGLSL(
const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps& caps) const {
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 TessellationTestRectShader::getTessEvaluationShaderGLSL(
const GrGLSLGeometryProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps& caps) const {
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 TessellationTestRectShader::Impl::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);
}
class TessellationTestOp : public GrDrawOp {
DEFINE_OP_CLASS_ID
public:
TessellationTestOp(const SkMatrix& viewMatrix, const std::array<float, 3>* 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 GrXferProcessor::DstProxyView&,
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<GrGeometryProcessor> shader;
if (fTriPositions) {
if (!fVertexBuffer) {
return;
}
tessellationPatchVertexCount = 3;
shader = std::make_unique<TessellationTestTriShader>(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<TessellationTestRectShader>(fViewMatrix);
}
GrProgramInfo programInfo(state->writeView(), &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<float, 3>* const fTriPositions;
sk_sp<const GrBuffer> fVertexBuffer;
int fBaseVertex = 0;
};
static SkPath build_outset_triangle(const std::array<float, 3>* 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* ctx, GrSurfaceDrawContext* rtc,
SkCanvas* canvas, SkString* errorMsg) {
if (!ctx->priv().caps()->shaderCaps()->tessellationSupport()) {
*errorMsg = "Requires GPU tessellation support.";
return DrawResult::kSkip;
}
if (!ctx->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);
rtc->addDrawOp(GrOp::Make<TessellationTestOp>(ctx, canvas->getTotalMatrix(), kTri1));
rtc->addDrawOp(GrOp::Make<TessellationTestOp>(ctx, canvas->getTotalMatrix(), kTri2));
rtc->addDrawOp(GrOp::Make<TessellationTestOp>(ctx, canvas->getTotalMatrix(), nullptr));
return skiagm::DrawResult::kOk;
}
DEF_GM( return new TessellationGM(); )
} // namespace skiagm