/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrQuadPerEdgeAA.h" #include "GrQuad.h" #include "GrVertexWriter.h" #include "glsl/GrGLSLColorSpaceXformHelper.h" #include "glsl/GrGLSLGeometryProcessor.h" #include "glsl/GrGLSLPrimitiveProcessor.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "glsl/GrGLSLVarying.h" #include "glsl/GrGLSLVertexGeoBuilder.h" #include "SkNx.h" #define AI SK_ALWAYS_INLINE namespace { static AI Sk4f fma(const Sk4f& f, const Sk4f& m, const Sk4f& a) { return SkNx_fma<4, float>(f, m, a); } // These rotate the points/edge values either clockwise or counterclockwise assuming tri strip // order. static AI Sk4f nextCW(const Sk4f& v) { return SkNx_shuffle<2, 0, 3, 1>(v); } static AI Sk4f nextCCW(const Sk4f& v) { return SkNx_shuffle<1, 3, 0, 2>(v); } // Fills Sk4f with 1f if edge bit is set, 0f otherwise. Edges are ordered LBTR to match CCW ordering // of vertices in the quad. static AI Sk4f compute_edge_mask(GrQuadAAFlags aaFlags) { return Sk4f((GrQuadAAFlags::kLeft & aaFlags) ? 1.f : 0.f, (GrQuadAAFlags::kBottom & aaFlags) ? 1.f : 0.f, (GrQuadAAFlags::kTop & aaFlags) ? 1.f : 0.f, (GrQuadAAFlags::kRight & aaFlags) ? 1.f : 0.f); } // Outputs normalized edge vectors in xdiff and ydiff, as well as the reciprocal of the original // edge lengths in invLengths static AI void compute_edge_vectors(const Sk4f& x, const Sk4f& y, const Sk4f& xnext, const Sk4f& ynext, Sk4f* xdiff, Sk4f* ydiff, Sk4f* invLengths) { *xdiff = xnext - x; *ydiff = ynext - y; *invLengths = fma(*xdiff, *xdiff, *ydiff * *ydiff).rsqrt(); *xdiff *= *invLengths; *ydiff *= *invLengths; } // outset and outsetCW are provided separately to allow for different magnitude outsets for // with-edge and "perpendicular" edge shifts. This is needed when one axis cannot be inset the full // half pixel without crossing over the other side. static AI void outset_masked_vertices(const Sk4f& outset, const Sk4f& outsetCW, const Sk4f& xdiff, const Sk4f& ydiff, const Sk4f& invLengths, const Sk4f& mask, Sk4f* x, Sk4f* y, Sk4f* u, Sk4f* v, Sk4f* r, int uvrCount) { // The mask is rotated compared to the outsets and edge vectors, since if the edge is "on" // both its points need to be moved along their other edge vectors. auto maskedOutset = -outset * nextCW(mask); auto maskedOutsetCW = outsetCW * mask; // x = x + outsetCW * mask * nextCW(xdiff) - outset * nextCW(mask) * xdiff *x += fma(maskedOutsetCW, nextCW(xdiff), maskedOutset * xdiff); *y += fma(maskedOutsetCW, nextCW(ydiff), maskedOutset * ydiff); if (uvrCount > 0) { // We want to extend the texture coords by the same proportion as the positions. maskedOutset *= invLengths; maskedOutsetCW *= nextCW(invLengths); Sk4f udiff = nextCCW(*u) - *u; Sk4f vdiff = nextCCW(*v) - *v; *u += fma(maskedOutsetCW, nextCW(udiff), maskedOutset * udiff); *v += fma(maskedOutsetCW, nextCW(vdiff), maskedOutset * vdiff); if (uvrCount == 3) { Sk4f rdiff = nextCCW(*r) - *r; *r += fma(maskedOutsetCW, nextCW(rdiff), maskedOutset * rdiff); } } } static AI void outset_vertices(const Sk4f& outset, const Sk4f& outsetCW, const Sk4f& xdiff, const Sk4f& ydiff, const Sk4f& invLengths, Sk4f* x, Sk4f* y, Sk4f* u, Sk4f* v, Sk4f* r, int uvrCount) { // x = x + outsetCW * nextCW(xdiff) - outset * xdiff (as above, but where mask = (1,1,1,1)) *x += fma(outsetCW, nextCW(xdiff), -outset * xdiff); *y += fma(outsetCW, nextCW(ydiff), -outset * ydiff); if (uvrCount > 0) { Sk4f t = -outset * invLengths; // Bake minus sign in here Sk4f tCW = outsetCW * nextCW(invLengths); Sk4f udiff = nextCCW(*u) - *u; Sk4f vdiff = nextCCW(*v) - *v; *u += fma(tCW, nextCW(udiff), t * udiff); *v += fma(tCW, nextCW(vdiff), t * vdiff); if (uvrCount == 3) { Sk4f rdiff = nextCCW(*r) - *r; *r += fma(tCW, nextCW(rdiff), t * rdiff); } } } // Updates outset in place to account for non-90 degree angles of the quad edges stored in // xdiff, ydiff (which are assumed to be normalized). static void adjust_non_rectilinear_outset(const Sk4f& xdiff, const Sk4f& ydiff, Sk4f* outset) { // The distance the point needs to move is outset/sqrt(1-cos^2(theta)), where theta is the angle // between the two edges at that point. cos(theta) is equal to dot(xydiff, nextCW(xydiff)), Sk4f cosTheta = fma(xdiff, nextCW(xdiff), ydiff * nextCW(ydiff)); *outset *= (1.f - cosTheta * cosTheta).rsqrt(); // But clamp to make sure we don't expand by a giant amount if the sheer is really high *outset = Sk4f::Max(-3.f, Sk4f::Min(*outset, 3.f)); } // Computes the vertices for the two nested quads used to create AA edges. The original single quad // should be duplicated as input in x1 and x2, y1 and y2, and possibly u1|u2, v1|v2, [r1|r2] // (controlled by uvrChannelCount). While the values should be duplicated, they should be separate // pointers. The outset quad is written in-place back to x1, y1, etc. and the inset inner quad is // written to x2, y2, etc. static float compute_nested_quad_vertices(GrQuadAAFlags aaFlags, Sk4f* x1, Sk4f* y1, Sk4f* u1, Sk4f* v1, Sk4f* r1, Sk4f* x2, Sk4f* y2, Sk4f* u2, Sk4f* v2, Sk4f* r2, int uvrCount, bool rectilinear) { SkASSERT(uvrCount == 0 || uvrCount == 2 || uvrCount == 3); // Compute edge vectors for the quad. auto xnext = nextCCW(*x1); auto ynext = nextCCW(*y1); // xdiff and ydiff will comprise the normalized vectors pointing along each quad edge. Sk4f xdiff, ydiff, invLengths; compute_edge_vectors(*x1, *y1, xnext, ynext, &xdiff, &ydiff, &invLengths); // When outsetting, we want the new edge to be .5px away from the old line, which means the // corners may need to be adjusted by more than .5px if the matrix had sheer. Sk4f outset = 0.5f; if (!rectilinear) { adjust_non_rectilinear_outset(xdiff, ydiff, &outset); } // When insetting, cap the inset amount to be half of the edge length, except that each edge // has to remain parallel, so we separately limit LR and TB to half of the smallest of the // opposing edges. Sk4f lengths = invLengths.invert(); Sk2f sides(SkMinScalar(lengths[0], lengths[3]), SkMinScalar(lengths[1], lengths[2])); Sk4f edgeLimits = 0.5f * SkNx_shuffle<0, 1, 1, 0>(sides); if ((edgeLimits < 0.5f).anyTrue()) { // Dealing with a subpixel rectangle, so must calculate clamped insets and padded outsets. // The outsets are padded to ensure that the quad spans 2 pixels for improved interpolation. Sk4f inset = -Sk4f::Min(outset, edgeLimits); Sk4f insetCW = -Sk4f::Min(outset, nextCW(edgeLimits)); // The parallel distance shift caused by outset is currently 0.5, but need to scale it up to // 0.5*(2 - side) so that (side + 2*shift) = 2px. Thus scale outsets for thin edges by // (2 - side) since it already has the 1/2. Sk4f outsetScale = 2.f - 2.f * Sk4f::Min(edgeLimits, 0.5f); // == 1 for non-thin edges Sk4f outsetCW = outset * nextCW(outsetScale); outset *= outsetScale; if (aaFlags != GrQuadAAFlags::kAll) { Sk4f mask = compute_edge_mask(aaFlags); outset_masked_vertices(outset, outsetCW, xdiff, ydiff, invLengths, mask, x1, y1, u1, v1, r1, uvrCount); outset_masked_vertices(inset, insetCW, xdiff, ydiff, invLengths, mask, x2, y2, u2, v2, r2, uvrCount); } else { outset_vertices(outset, outsetCW, xdiff, ydiff, invLengths, x1, y1, u1, v1, r1, uvrCount); outset_vertices(inset, insetCW, xdiff, ydiff, invLengths, x2, y2, u2, v2, r2, uvrCount); } } else { // Since it's not subpixel, the inset is just the opposite of the outset and there's no // difference between CCW and CW behavior. Sk4f inset = -outset; if (aaFlags != GrQuadAAFlags::kAll) { Sk4f mask = compute_edge_mask(aaFlags); outset_masked_vertices(outset, outset, xdiff, ydiff, invLengths, mask, x1, y1, u1, v1, r1, uvrCount); outset_masked_vertices(inset, inset, xdiff, ydiff, invLengths, mask, x2, y2, u2, v2, r2, uvrCount); } else { outset_vertices(outset, outset, xdiff, ydiff, invLengths, x1, y1, u1, v1, r1, uvrCount); outset_vertices(inset, inset, xdiff, ydiff, invLengths, x2, y2, u2, v2, r2, uvrCount); } } // An approximation of the pixel area covered by the quad sides = Sk2f::Min(1.f, sides); return sides[0] * sides[1]; } // For each device space corner, devP, label its left/right or top/bottom opposite device space // point opDevPt. The new device space point is opDevPt + s (devPt - opDevPt) where s is // (length(devPt - opDevPt) + outset) / length(devPt - opDevPt); This returns the interpolant s, // adjusted for any subpixel corrections. If subpixel, it also updates the max coverage. static Sk4f get_projected_interpolant(const Sk4f& len, const Sk4f& outsets, float* maxCoverage) { if ((len < 1.f).anyTrue()) { *maxCoverage *= len.min(); // When insetting, the amount is clamped to be half the minimum edge length to prevent // overlap. When outsetting, the amount is padded to cover 2 pixels. if ((outsets < 0.f).anyTrue()) { return (len - 0.5f * len.min()) / len; } else { return (len + outsets * (2.f - len.min())) / len; } } else { return (len + outsets) / len; } } // Generalizes compute_nested_quad_vertices to extrapolate local coords such that // after perspective division of the device coordinate, the original local coordinate value is at // the original un-outset device position. r is the local coordinate's w component. However, since // the projected edges will be different for inner and outer quads, there isn't much reuse between // the calculations, so it's easier to just have this operate on one quad a time. static float compute_quad_persp_vertices(GrQuadAAFlags aaFlags, Sk4f* x, Sk4f* y, Sk4f* w, Sk4f* u, Sk4f* v, Sk4f* r, int uvrCount, bool inset) { SkASSERT(uvrCount == 0 || uvrCount == 2 || uvrCount == 3); auto iw = (*w).invert(); auto x2d = (*x) * iw; auto y2d = (*y) * iw; // Must compute non-rectilinear outset quantity using the projected 2d edge vectors Sk4f xdiff, ydiff, invLengths; compute_edge_vectors(x2d, y2d, nextCCW(x2d), nextCCW(y2d), &xdiff, &ydiff, &invLengths); Sk4f outset = inset ? -0.5f : 0.5f; adjust_non_rectilinear_outset(xdiff, ydiff, &outset); float maxProjectedCoverage = 1.f; if ((GrQuadAAFlags::kLeft | GrQuadAAFlags::kRight) & aaFlags) { // For each entry in x the equivalent entry in opX is the left/right opposite and so on. Sk4f opX = SkNx_shuffle<2, 3, 0, 1>(*x); Sk4f opW = SkNx_shuffle<2, 3, 0, 1>(*w); Sk4f opY = SkNx_shuffle<2, 3, 0, 1>(*y); // vx/vy holds the device space left-to-right vectors along top and bottom of the quad. Sk2f vx = SkNx_shuffle<2, 3>(x2d) - SkNx_shuffle<0, 1>(x2d); Sk2f vy = SkNx_shuffle<2, 3>(y2d) - SkNx_shuffle<0, 1>(y2d); Sk4f len = SkNx_shuffle<0, 1, 0, 1>(SkNx_fma(vx, vx, vy * vy).sqrt()); // Compute t in homogeneous space from s using similar triangles so that we can produce // homogeneous outset vertices for perspective-correct interpolation. Sk4f s = get_projected_interpolant(len, outset, &maxProjectedCoverage); Sk4f sOpW = s * opW; Sk4f t = sOpW / (sOpW + (1.f - s) * (*w)); // mask is used to make the t values be 1 when the left/right side is not antialiased. Sk4f mask(GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f, GrQuadAAFlags::kLeft & aaFlags ? 1.f : 0.f, GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f, GrQuadAAFlags::kRight & aaFlags ? 1.f : 0.f); t = t * mask + (1.f - mask); *x = opX + t * (*x - opX); *y = opY + t * (*y - opY); *w = opW + t * (*w - opW); if (uvrCount > 0) { Sk4f opU = SkNx_shuffle<2, 3, 0, 1>(*u); Sk4f opV = SkNx_shuffle<2, 3, 0, 1>(*v); *u = opU + t * (*u - opU); *v = opV + t * (*v - opV); if (uvrCount == 3) { Sk4f opR = SkNx_shuffle<2, 3, 0, 1>(*r); *r = opR + t * (*r - opR); } } if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) { // Update the 2D points for the top/bottom calculation. iw = (*w).invert(); x2d = (*x) * iw; y2d = (*y) * iw; } } if ((GrQuadAAFlags::kTop | GrQuadAAFlags::kBottom) & aaFlags) { // This operates the same as above but for top/bottom rather than left/right. Sk4f opX = SkNx_shuffle<1, 0, 3, 2>(*x); Sk4f opW = SkNx_shuffle<1, 0, 3, 2>(*w); Sk4f opY = SkNx_shuffle<1, 0, 3, 2>(*y); Sk2f vx = SkNx_shuffle<1, 3>(x2d) - SkNx_shuffle<0, 2>(x2d); Sk2f vy = SkNx_shuffle<1, 3>(y2d) - SkNx_shuffle<0, 2>(y2d); Sk4f len = SkNx_shuffle<0, 0, 1, 1>(SkNx_fma(vx, vx, vy * vy).sqrt()); Sk4f s = get_projected_interpolant(len, outset, &maxProjectedCoverage); Sk4f sOpW = s * opW; Sk4f t = sOpW / (sOpW + (1.f - s) * (*w)); Sk4f mask(GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f, GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f, GrQuadAAFlags::kTop & aaFlags ? 1.f : 0.f, GrQuadAAFlags::kBottom & aaFlags ? 1.f : 0.f); t = t * mask + (1.f - mask); *x = opX + t * (*x - opX); *y = opY + t * (*y - opY); *w = opW + t * (*w - opW); if (uvrCount > 0) { Sk4f opU = SkNx_shuffle<1, 0, 3, 2>(*u); Sk4f opV = SkNx_shuffle<1, 0, 3, 2>(*v); *u = opU + t * (*u - opU); *v = opV + t * (*v - opV); if (uvrCount == 3) { Sk4f opR = SkNx_shuffle<1, 0, 3, 2>(*r); *r = opR + t * (*r - opR); } } } return maxProjectedCoverage; } enum class CoverageMode { kNone, kWithPosition, kWithColor }; static CoverageMode get_mode_for_spec(const GrQuadPerEdgeAA::VertexSpec& spec) { if (spec.usesCoverageAA()) { if (spec.compatibleWithAlphaAsCoverage() && spec.hasVertexColors()) { return CoverageMode::kWithColor; } else { return CoverageMode::kWithPosition; } } else { return CoverageMode::kNone; } } // Writes four vertices in triangle strip order, including the additional data for local // coordinates, domain, color, and coverage as needed to satisfy the vertex spec. static void write_quad(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec, CoverageMode mode, float coverage, SkPMColor4f color4f, bool wideColor, const SkRect& domain, const Sk4f& x, const Sk4f& y, const Sk4f& w, const Sk4f& u, const Sk4f& v, const Sk4f& r) { static constexpr auto If = GrVertexWriter::If<float>; if (mode == CoverageMode::kWithColor) { // Multiply the color by the coverage up front SkASSERT(spec.hasVertexColors()); color4f = color4f * coverage; } GrVertexColor color(color4f, wideColor); for (int i = 0; i < 4; ++i) { // save position, this is a float2 or float3 or float4 depending on the combination of // perspective and coverage mode. vb->write(x[i], y[i], If(spec.deviceQuadType() == GrQuadType::kPerspective, w[i]), If(mode == CoverageMode::kWithPosition, coverage)); // save color if (spec.hasVertexColors()) { vb->write(color); } // save local position if (spec.hasLocalCoords()) { vb->write(u[i], v[i], If(spec.localQuadType() == GrQuadType::kPerspective, r[i])); } // save the domain if (spec.hasDomain()) { vb->write(domain); } } } GR_DECLARE_STATIC_UNIQUE_KEY(gAAFillRectIndexBufferKey); static const int kVertsPerAAFillRect = 8; static const int kIndicesPerAAFillRect = 30; static sk_sp<const GrBuffer> get_index_buffer(GrResourceProvider* resourceProvider) { GR_DEFINE_STATIC_UNIQUE_KEY(gAAFillRectIndexBufferKey); // clang-format off static const uint16_t gFillAARectIdx[] = { 0, 1, 2, 1, 3, 2, 0, 4, 1, 4, 5, 1, 0, 6, 4, 0, 2, 6, 2, 3, 6, 3, 7, 6, 1, 5, 3, 3, 5, 7, }; // clang-format on GR_STATIC_ASSERT(SK_ARRAY_COUNT(gFillAARectIdx) == kIndicesPerAAFillRect); return resourceProvider->findOrCreatePatternedIndexBuffer( gFillAARectIdx, kIndicesPerAAFillRect, GrQuadPerEdgeAA::kNumAAQuadsInIndexBuffer, kVertsPerAAFillRect, gAAFillRectIndexBufferKey); } } // anonymous namespace namespace GrQuadPerEdgeAA { ////////////////// Tessellate Implementation void* Tessellate(void* vertices, const VertexSpec& spec, const GrPerspQuad& deviceQuad, const SkPMColor4f& color4f, const GrPerspQuad& localQuad, const SkRect& domain, GrQuadAAFlags aaFlags) { bool wideColor = GrQuadPerEdgeAA::ColorType::kHalf == spec.colorType(); CoverageMode mode = get_mode_for_spec(spec); // Load position data into Sk4fs (always x, y, and load w to avoid branching down the road) Sk4f oX = deviceQuad.x4f(); Sk4f oY = deviceQuad.y4f(); Sk4f oW = deviceQuad.w4f(); // Guaranteed to be 1f if it's not perspective // Load local position data into Sk4fs (either none, just u,v or all three) Sk4f oU, oV, oR; if (spec.hasLocalCoords()) { oU = localQuad.x4f(); oV = localQuad.y4f(); oR = localQuad.w4f(); // Will be ignored if the local quad type isn't perspective } GrVertexWriter vb{vertices}; if (spec.usesCoverageAA()) { SkASSERT(mode == CoverageMode::kWithPosition || mode == CoverageMode::kWithColor); // Must calculate two new quads, an outset and inset by .5 in projected device space, so // duplicate the original quad into new Sk4fs for the inset. Sk4f iX = oX, iY = oY, iW = oW; Sk4f iU = oU, iV = oV, iR = oR; float maxCoverage = 1.f; if (aaFlags != GrQuadAAFlags::kNone) { if (spec.deviceQuadType() == GrQuadType::kPerspective) { // Outset and inset the quads independently because perspective makes each shift // unique. Since iX copied pre-outset oX, this will compute the proper inset too. compute_quad_persp_vertices(aaFlags, &oX, &oY, &oW, &oU, &oV, &oW, spec.localDimensionality(), /* inset */ false); // Save coverage limit when computing inset quad maxCoverage = compute_quad_persp_vertices(aaFlags, &iX, &iY, &iW, &iU, &iV, &iW, spec.localDimensionality(), true); } else { // In the 2D case, insetting and outsetting can reuse the edge vectors, so the // nested quads are computed together maxCoverage = compute_nested_quad_vertices(aaFlags, &oX, &oY, &oU, &oV, &oR, &iX, &iY, &iU, &iV, &iR, spec.localDimensionality(), spec.deviceQuadType() <= GrQuadType::kRectilinear); } // NOTE: could provide an even more optimized tessellation function for axis-aligned // rects since the positions can be outset by constants without doing vector math, // except it must handle identifying the winding of the quad vertices if the transform // applied a mirror, etc. The current 2D case is already adequately fast. } // else don't adjust any positions, let the outer quad form degenerate triangles // Write two quads for inner and outer, inner will use the write_quad(&vb, spec, mode, maxCoverage, color4f, wideColor, domain, iX, iY, iW, iU, iV, iR); write_quad(&vb, spec, mode, 0.f, color4f, wideColor, domain, oX, oY, oW, oU, oV, oR); } else { // No outsetting needed, just write a single quad with full coverage SkASSERT(mode == CoverageMode::kNone); write_quad(&vb, spec, mode, 1.f, color4f, wideColor, domain, oX, oY, oW, oU, oV, oR); } return vb.fPtr; } bool ConfigureMeshIndices(GrMeshDrawOp::Target* target, GrMesh* mesh, const VertexSpec& spec, int quadCount) { if (spec.usesCoverageAA()) { // AA quads use 8 vertices, basically nested rectangles sk_sp<const GrBuffer> ibuffer = get_index_buffer(target->resourceProvider()); if (!ibuffer) { return false; } mesh->setPrimitiveType(GrPrimitiveType::kTriangles); mesh->setIndexedPatterned(std::move(ibuffer), kIndicesPerAAFillRect, kVertsPerAAFillRect, quadCount, kNumAAQuadsInIndexBuffer); } else { // Non-AA quads use 4 vertices, and regular triangle strip layout if (quadCount > 1) { sk_sp<const GrBuffer> ibuffer = target->resourceProvider()->refQuadIndexBuffer(); if (!ibuffer) { return false; } mesh->setPrimitiveType(GrPrimitiveType::kTriangles); mesh->setIndexedPatterned(std::move(ibuffer), 6, 4, quadCount, GrResourceProvider::QuadCountOfQuadBuffer()); } else { mesh->setPrimitiveType(GrPrimitiveType::kTriangleStrip); mesh->setNonIndexedNonInstanced(4); } } return true; } ////////////////// VertexSpec Implementation int VertexSpec::deviceDimensionality() const { return this->deviceQuadType() == GrQuadType::kPerspective ? 3 : 2; } int VertexSpec::localDimensionality() const { return fHasLocalCoords ? (this->localQuadType() == GrQuadType::kPerspective ? 3 : 2) : 0; } ////////////////// Geometry Processor Implementation class QuadPerEdgeAAGeometryProcessor : public GrGeometryProcessor { public: static sk_sp<GrGeometryProcessor> Make(const VertexSpec& spec) { return sk_sp<QuadPerEdgeAAGeometryProcessor>(new QuadPerEdgeAAGeometryProcessor(spec)); } static sk_sp<GrGeometryProcessor> Make(const VertexSpec& vertexSpec, const GrShaderCaps& caps, GrTextureType textureType, GrPixelConfig textureConfig, const GrSamplerState& samplerState, uint32_t extraSamplerKey, sk_sp<GrColorSpaceXform> textureColorSpaceXform) { return sk_sp<QuadPerEdgeAAGeometryProcessor>(new QuadPerEdgeAAGeometryProcessor( vertexSpec, caps, textureType, textureConfig, samplerState, extraSamplerKey, std::move(textureColorSpaceXform))); } const char* name() const override { return "QuadPerEdgeAAGeometryProcessor"; } void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override { // domain, texturing, device-dimensions are single bit flags uint32_t x = fDomain.isInitialized() ? 0 : 1; x |= fSampler.isInitialized() ? 0 : 2; x |= fNeedsPerspective ? 0 : 4; // local coords require 2 bits (3 choices), 00 for none, 01 for 2d, 10 for 3d if (fLocalCoord.isInitialized()) { x |= kFloat3_GrVertexAttribType == fLocalCoord.cpuType() ? 8 : 16; } // similar for colors, 00 for none, 01 for bytes, 10 for half-floats if (fColor.isInitialized()) { x |= kUByte4_norm_GrVertexAttribType == fColor.cpuType() ? 32 : 64; } // and coverage mode, 00 for none, 01 for withposition, 10 for withcolor if (fCoverageMode != CoverageMode::kNone) { x |= CoverageMode::kWithPosition == fCoverageMode ? 128 : 256; } b->add32(GrColorSpaceXform::XformKey(fTextureColorSpaceXform.get())); b->add32(x); } GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps& caps) const override { class GLSLProcessor : public GrGLSLGeometryProcessor { public: void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor& proc, FPCoordTransformIter&& transformIter) override { const auto& gp = proc.cast<QuadPerEdgeAAGeometryProcessor>(); if (gp.fLocalCoord.isInitialized()) { this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter); } fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get()); } private: void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override { using Interpolation = GrGLSLVaryingHandler::Interpolation; const auto& gp = args.fGP.cast<QuadPerEdgeAAGeometryProcessor>(); fTextureColorSpaceXformHelper.emitCode(args.fUniformHandler, gp.fTextureColorSpaceXform.get()); args.fVaryingHandler->emitAttributes(gp); if (gp.fCoverageMode == CoverageMode::kWithPosition) { // Strip last channel from the vertex attribute to remove coverage and get the // actual position if (gp.fNeedsPerspective) { args.fVertBuilder->codeAppendf("float3 position = %s.xyz;", gp.fPosition.name()); } else { args.fVertBuilder->codeAppendf("float2 position = %s.xy;", gp.fPosition.name()); } gpArgs->fPositionVar = {"position", gp.fNeedsPerspective ? kFloat3_GrSLType : kFloat2_GrSLType, GrShaderVar::kNone_TypeModifier}; } else { // No coverage to eliminate gpArgs->fPositionVar = gp.fPosition.asShaderVar(); } // Handle local coordinates if they exist if (gp.fLocalCoord.isInitialized()) { // NOTE: If the only usage of local coordinates is for the inline texture fetch // before FPs, then there are no registered FPCoordTransforms and this ends up // emitting nothing, so there isn't a duplication of local coordinates this->emitTransforms(args.fVertBuilder, args.fVaryingHandler, args.fUniformHandler, gp.fLocalCoord.asShaderVar(), args.fFPCoordTransformHandler); } // Solid color before any texturing gets modulated in if (gp.fColor.isInitialized()) { // The color cannot be flat if the varying coverage has been modulated into it args.fVaryingHandler->addPassThroughAttribute(gp.fColor, args.fOutputColor, gp.fCoverageMode == CoverageMode::kWithColor ? Interpolation::kInterpolated : Interpolation::kCanBeFlat); } else { // Output color must be initialized to something args.fFragBuilder->codeAppendf("%s = half4(1);", args.fOutputColor); } // If there is a texture, must also handle texture coordinates and reading from // the texture in the fragment shader before continuing to fragment processors. if (gp.fSampler.isInitialized()) { // Texture coordinates clamped by the domain on the fragment shader; if the GP // has a texture, it's guaranteed to have local coordinates args.fFragBuilder->codeAppend("float2 texCoord;"); if (gp.fLocalCoord.cpuType() == kFloat3_GrVertexAttribType) { // Can't do a pass through since we need to perform perspective division GrGLSLVarying v(gp.fLocalCoord.gpuType()); args.fVaryingHandler->addVarying(gp.fLocalCoord.name(), &v); args.fVertBuilder->codeAppendf("%s = %s;", v.vsOut(), gp.fLocalCoord.name()); args.fFragBuilder->codeAppendf("texCoord = %s.xy / %s.z;", v.fsIn(), v.fsIn()); } else { args.fVaryingHandler->addPassThroughAttribute(gp.fLocalCoord, "texCoord"); } // Clamp the now 2D localCoordName variable by the domain if it is provided if (gp.fDomain.isInitialized()) { args.fFragBuilder->codeAppend("float4 domain;"); args.fVaryingHandler->addPassThroughAttribute(gp.fDomain, "domain", Interpolation::kCanBeFlat); args.fFragBuilder->codeAppend( "texCoord = clamp(texCoord, domain.xy, domain.zw);"); } // Now modulate the starting output color by the texture lookup args.fFragBuilder->codeAppendf("%s = ", args.fOutputColor); args.fFragBuilder->appendTextureLookupAndModulate( args.fOutputColor, args.fTexSamplers[0], "texCoord", kFloat2_GrSLType, &fTextureColorSpaceXformHelper); args.fFragBuilder->codeAppend(";"); } // And lastly, output the coverage calculation code if (gp.fCoverageMode == CoverageMode::kWithPosition) { GrGLSLVarying coverage(kFloat_GrSLType); args.fVaryingHandler->addVarying("coverage", &coverage); if (gp.fNeedsPerspective) { args.fVertBuilder->codeAppendf("%s = %s.w;", coverage.vsOut(), gp.fPosition.name()); } else { args.fVertBuilder->codeAppendf("%s = %s.z;", coverage.vsOut(), gp.fPosition.name()); } args.fFragBuilder->codeAppendf("%s = float4(%s);", args.fOutputCoverage, coverage.fsIn()); } else { // Set coverage to 1, since it's either non-AA or the coverage was already // folded into the output color args.fFragBuilder->codeAppendf("%s = float4(1);", args.fOutputCoverage); } } GrGLSLColorSpaceXformHelper fTextureColorSpaceXformHelper; }; return new GLSLProcessor; } private: QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec) : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID) , fTextureColorSpaceXform(nullptr) { SkASSERT(!spec.hasDomain()); this->initializeAttrs(spec); this->setTextureSamplerCnt(0); } QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec, const GrShaderCaps& caps, GrTextureType textureType, GrPixelConfig textureConfig, const GrSamplerState& samplerState, uint32_t extraSamplerKey, sk_sp<GrColorSpaceXform> textureColorSpaceXform) : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID) , fTextureColorSpaceXform(std::move(textureColorSpaceXform)) , fSampler(textureType, textureConfig, samplerState, extraSamplerKey) { SkASSERT(spec.hasLocalCoords()); this->initializeAttrs(spec); this->setTextureSamplerCnt(1); } void initializeAttrs(const VertexSpec& spec) { fNeedsPerspective = spec.deviceDimensionality() == 3; fCoverageMode = get_mode_for_spec(spec); if (fCoverageMode == CoverageMode::kWithPosition) { if (fNeedsPerspective) { fPosition = {"positionWithCoverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType}; } else { fPosition = {"positionWithCoverage", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; } } else { if (fNeedsPerspective) { fPosition = {"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; } else { fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType}; } } int localDim = spec.localDimensionality(); if (localDim == 3) { fLocalCoord = {"localCoord", kFloat3_GrVertexAttribType, kFloat3_GrSLType}; } else if (localDim == 2) { fLocalCoord = {"localCoord", kFloat2_GrVertexAttribType, kFloat2_GrSLType}; } // else localDim == 0 and attribute remains uninitialized if (ColorType::kByte == spec.colorType()) { fColor = {"color", kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType}; } else if (ColorType::kHalf == spec.colorType()) { fColor = {"color", kHalf4_GrVertexAttribType, kHalf4_GrSLType}; } if (spec.hasDomain()) { fDomain = {"domain", kFloat4_GrVertexAttribType, kFloat4_GrSLType}; } this->setVertexAttributes(&fPosition, 4); } const TextureSampler& onTextureSampler(int) const override { return fSampler; } Attribute fPosition; // May contain coverage as last channel Attribute fColor; // May have coverage modulated in if the FPs support it Attribute fLocalCoord; Attribute fDomain; // The positions attribute may have coverage built into it, so float3 is an ambiguous type // and may mean 2d with coverage, or 3d with no coverage bool fNeedsPerspective; CoverageMode fCoverageMode; // Color space will be null and fSampler.isInitialized() returns false when the GP is configured // to skip texturing. sk_sp<GrColorSpaceXform> fTextureColorSpaceXform; TextureSampler fSampler; typedef GrGeometryProcessor INHERITED; }; sk_sp<GrGeometryProcessor> MakeProcessor(const VertexSpec& spec) { return QuadPerEdgeAAGeometryProcessor::Make(spec); } sk_sp<GrGeometryProcessor> MakeTexturedProcessor(const VertexSpec& spec, const GrShaderCaps& caps, GrTextureType textureType, GrPixelConfig textureConfig, const GrSamplerState& samplerState, uint32_t extraSamplerKey, sk_sp<GrColorSpaceXform> textureColorSpaceXform) { return QuadPerEdgeAAGeometryProcessor::Make(spec, caps, textureType, textureConfig, samplerState, extraSamplerKey, std::move(textureColorSpaceXform)); } } // namespace GrQuadPerEdgeAA