skia2/gm/tessellation.cpp
Brian Salomon 5a32828e5e No VS specialization for identity or scale/trans in reduced shader mode
Modifies helpers on GrGLSLGeometryProcessor that insert, set, and make
keys for view/local matrix uniforms to not omit the uniform when
the matrix is identity or use a float4 when it is scale/trans. Always
uses a 3x3.

Bug: skia:11844
Change-Id: I0f25b60b46b8932d7e2cac4a50159d22b9cd84d2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/395656
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
2021-04-14 20:09:09 +00:00

423 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*,
bool hasMixedSampledCoverage, 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