/* * 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 "GrAAFillRRectOp.h" #include "GrCaps.h" #include "GrContextPriv.h" #include "GrGpuCommandBuffer.h" #include "GrMemoryPool.h" #include "SkRRectPriv.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "glsl/GrGLSLGeometryProcessor.h" #include "glsl/GrGLSLVarying.h" #include "glsl/GrGLSLVertexGeoBuilder.h" // Hardware derivatives are not always accurate enough for highly elliptical corners. This method // checks to make sure the corners will still all look good if we use HW derivatives. static bool can_use_hw_derivatives(const GrShaderCaps&, const SkMatrix&, const SkRRect&); std::unique_ptr GrAAFillRRectOp::Make( GrContext* ctx, const SkMatrix& viewMatrix, const SkRRect& rrect, const GrCaps& caps, GrPaint&& paint) { if (!caps.instanceAttribSupport()) { return nullptr; } // TODO: Support perspective in a follow-on CL. This shouldn't be difficult, since we already // use HW derivatives. The only trick will be adjusting the AA outset to account for // perspective. (i.e., outset = 0.5 * z.) if (viewMatrix.hasPerspective()) { return nullptr; } GrOpMemoryPool* pool = ctx->contextPriv().opMemoryPool(); return pool->allocate(*caps.shaderCaps(), viewMatrix, rrect, std::move(paint)); } GrAAFillRRectOp::GrAAFillRRectOp(const GrShaderCaps& shaderCaps, const SkMatrix& viewMatrix, const SkRRect& rrect, GrPaint&& paint) : GrDrawOp(ClassID()) , fOriginalColor(paint.getColor4f()) , fLocalRect(rrect.rect()) , fProcessors(std::move(paint)) { if (can_use_hw_derivatives(shaderCaps, viewMatrix, rrect)) { fFlags |= Flags::kUseHWDerivatives; } // Produce a matrix that draws the round rect from normalized [-1, -1, +1, +1] space. float l = rrect.rect().left(), r = rrect.rect().right(), t = rrect.rect().top(), b = rrect.rect().bottom(); SkMatrix m; // Unmap the normalized rect [-1, -1, +1, +1] back to [l, t, r, b]. m.setScaleTranslate((r - l)/2, (b - t)/2, (l + r)/2, (t + b)/2); // Map to device space. m.postConcat(viewMatrix); // Since m is an affine matrix that maps the rect [-1, -1, +1, +1] into the shape's // device-space quad, it's quite simple to find the bounding rectangle: SkASSERT(!m.hasPerspective()); SkRect bounds = SkRect::MakeXYWH(m.getTranslateX(), m.getTranslateY(), 0, 0); bounds.outset(SkScalarAbs(m.getScaleX()) + SkScalarAbs(m.getSkewX()), SkScalarAbs(m.getSkewY()) + SkScalarAbs(m.getScaleY())); this->setBounds(bounds, GrOp::HasAABloat::kYes, GrOp::IsZeroArea::kNo); // Write the matrix attribs. this->writeInstanceData(m.getScaleX(), m.getSkewX(), m.getSkewY(), m.getScaleY()); this->writeInstanceData(m.getTranslateX(), m.getTranslateY()); // Convert the radii to [-1, -1, +1, +1] space and write their attribs. Sk4f radiiX, radiiY; Sk4f::Load2(SkRRectPriv::GetRadiiArray(rrect), &radiiX, &radiiY); (radiiX * (2/(r - l))).store(this->appendInstanceData(4)); (radiiY * (2/(b - t))).store(this->appendInstanceData(4)); // We will write the color and local rect attribs during finalize(). } GrProcessorSet::Analysis GrAAFillRRectOp::finalize(const GrCaps& caps, const GrAppliedClip* clip) { SkASSERT(1 == fInstanceCount); SkPMColor4f overrideColor; const GrProcessorSet::Analysis& analysis = fProcessors.finalize( fOriginalColor, GrProcessorAnalysisCoverage::kSingleChannel, clip, false, caps, &overrideColor); // Finish writing the instance attribs. this->writeInstanceData( (analysis.inputColorIsOverridden() ? overrideColor : fOriginalColor).toBytes_RGBA()); if (analysis.usesLocalCoords()) { this->writeInstanceData(fLocalRect); fFlags |= Flags::kHasLocalCoords; } fInstanceStride = fInstanceData.count(); return analysis; } GrDrawOp::CombineResult GrAAFillRRectOp::onCombineIfPossible(GrOp* op, const GrCaps&) { const auto& that = *op->cast(); if (fFlags != that.fFlags || fProcessors != that.fProcessors || fInstanceData.count() > std::numeric_limits::max() - that.fInstanceData.count()) { return CombineResult::kCannotCombine; } fInstanceData.push_back_n(that.fInstanceData.count(), that.fInstanceData.begin()); fInstanceCount += that.fInstanceCount; SkASSERT(fInstanceStride == that.fInstanceStride); return CombineResult::kMerged; } void GrAAFillRRectOp::onPrepare(GrOpFlushState* flushState) { if (void* instanceData = flushState->makeVertexSpace(fInstanceStride, fInstanceCount, &fInstanceBuffer, &fBaseInstance)) { SkASSERT(fInstanceStride * fInstanceCount == fInstanceData.count()); memcpy(instanceData, fInstanceData.begin(), fInstanceData.count()); } } namespace { // Our round rect geometry consists of an inset octagon with solid coverage, surrounded by linear // coverage ramps on the horizontal and vertical edges, and "arc coverage" pieces on the diagonal // edges. The Vertex struct tells the shader where to place its vertex within a normalized // ([l, t, r, b] = [-1, -1, +1, +1]) space, and how to calculate coverage. See onEmitCode. struct Vertex { std::array fRadiiSelector; std::array fCorner; std::array fRadiusOutset; std::array fAABloatDirection; float fCoverage; float fIsLinearCoverage; }; // This is the offset (when multiplied by radii) from the corners of a bounding box to the vertices // of its inscribed octagon. We draw the outside portion of arcs with quarter-octagons rather than // rectangles. static constexpr float kOctoOffset = 1/(1 + SK_ScalarRoot2Over2); static constexpr Vertex kVertexData[] = { // Left inset edge. {{{0,0,0,1}}, {{-1,+1}}, {{0,-1}}, {{+1,0}}, 1, 1}, {{{1,0,0,0}}, {{-1,-1}}, {{0,+1}}, {{+1,0}}, 1, 1}, // Top inset edge. {{{1,0,0,0}}, {{-1,-1}}, {{+1,0}}, {{0,+1}}, 1, 1}, {{{0,1,0,0}}, {{+1,-1}}, {{-1,0}}, {{0,+1}}, 1, 1}, // Right inset edge. {{{0,1,0,0}}, {{+1,-1}}, {{0,+1}}, {{-1,0}}, 1, 1}, {{{0,0,1,0}}, {{+1,+1}}, {{0,-1}}, {{-1,0}}, 1, 1}, // Bottom inset edge. {{{0,0,1,0}}, {{+1,+1}}, {{-1,0}}, {{0,-1}}, 1, 1}, {{{0,0,0,1}}, {{-1,+1}}, {{+1,0}}, {{0,-1}}, 1, 1}, // Left outset edge. {{{0,0,0,1}}, {{-1,+1}}, {{0,-1}}, {{-1,0}}, 0, 1}, {{{1,0,0,0}}, {{-1,-1}}, {{0,+1}}, {{-1,0}}, 0, 1}, // Top outset edge. {{{1,0,0,0}}, {{-1,-1}}, {{+1,0}}, {{0,-1}}, 0, 1}, {{{0,1,0,0}}, {{+1,-1}}, {{-1,0}}, {{0,-1}}, 0, 1}, // Right outset edge. {{{0,1,0,0}}, {{+1,-1}}, {{0,+1}}, {{+1,0}}, 0, 1}, {{{0,0,1,0}}, {{+1,+1}}, {{0,-1}}, {{+1,0}}, 0, 1}, // Bottom outset edge. {{{0,0,1,0}}, {{+1,+1}}, {{-1,0}}, {{0,+1}}, 0, 1}, {{{0,0,0,1}}, {{-1,+1}}, {{+1,0}}, {{0,+1}}, 0, 1}, // Top-left corner. {{{1,0,0,0}}, {{-1,-1}}, {{ 0,+1}}, {{-1, 0}}, 0, 0}, {{{1,0,0,0}}, {{-1,-1}}, {{ 0,+1}}, {{+1, 0}}, 1, 0}, {{{1,0,0,0}}, {{-1,-1}}, {{+1, 0}}, {{ 0,+1}}, 1, 0}, {{{1,0,0,0}}, {{-1,-1}}, {{+1, 0}}, {{ 0,-1}}, 0, 0}, {{{1,0,0,0}}, {{-1,-1}}, {{+kOctoOffset,0}}, {{-1,-1}}, 0, 0}, {{{1,0,0,0}}, {{-1,-1}}, {{0,+kOctoOffset}}, {{-1,-1}}, 0, 0}, // Top-right corner. {{{0,1,0,0}}, {{+1,-1}}, {{-1, 0}}, {{ 0,-1}}, 0, 0}, {{{0,1,0,0}}, {{+1,-1}}, {{-1, 0}}, {{ 0,+1}}, 1, 0}, {{{0,1,0,0}}, {{+1,-1}}, {{ 0,+1}}, {{-1, 0}}, 1, 0}, {{{0,1,0,0}}, {{+1,-1}}, {{ 0,+1}}, {{+1, 0}}, 0, 0}, {{{0,1,0,0}}, {{+1,-1}}, {{0,+kOctoOffset}}, {{+1,-1}}, 0, 0}, {{{0,1,0,0}}, {{+1,-1}}, {{-kOctoOffset,0}}, {{+1,-1}}, 0, 0}, // Bottom-right corner. {{{0,0,1,0}}, {{+1,+1}}, {{ 0,-1}}, {{+1, 0}}, 0, 0}, {{{0,0,1,0}}, {{+1,+1}}, {{ 0,-1}}, {{-1, 0}}, 1, 0}, {{{0,0,1,0}}, {{+1,+1}}, {{-1, 0}}, {{ 0,-1}}, 1, 0}, {{{0,0,1,0}}, {{+1,+1}}, {{-1, 0}}, {{ 0,+1}}, 0, 0}, {{{0,0,1,0}}, {{+1,+1}}, {{-kOctoOffset,0}}, {{+1,+1}}, 0, 0}, {{{0,0,1,0}}, {{+1,+1}}, {{0,-kOctoOffset}}, {{+1,+1}}, 0, 0}, // Bottom-left corner. {{{0,0,0,1}}, {{-1,+1}}, {{+1, 0}}, {{ 0,+1}}, 0, 0}, {{{0,0,0,1}}, {{-1,+1}}, {{+1, 0}}, {{ 0,-1}}, 1, 0}, {{{0,0,0,1}}, {{-1,+1}}, {{ 0,-1}}, {{+1, 0}}, 1, 0}, {{{0,0,0,1}}, {{-1,+1}}, {{ 0,-1}}, {{-1, 0}}, 0, 0}, {{{0,0,0,1}}, {{-1,+1}}, {{0,-kOctoOffset}}, {{-1,+1}}, 0, 0}, {{{0,0,0,1}}, {{-1,+1}}, {{+kOctoOffset,0}}, {{-1,+1}}, 0, 0}}; GR_DECLARE_STATIC_UNIQUE_KEY(gVertexBufferKey); static constexpr uint16_t kIndexData[] = { // Inset octagon (solid coverage). 0, 1, 7, 1, 2, 7, 7, 2, 6, 2, 3, 6, 6, 3, 5, 3, 4, 5, // AA borders (linear coverage). 0, 1, 8, 1, 9, 8, 2, 3, 10, 3, 11, 10, 4, 5, 12, 5, 13, 12, 6, 7, 14, 7, 15, 14, // Top-left arc. 16, 17, 21, 17, 21, 18, 21, 18, 20, 18, 20, 19, // Top-right arc. 22, 23, 27, 23, 27, 24, 27, 24, 26, 24, 26, 25, // Bottom-right arc. 28, 29, 33, 29, 33, 30, 33, 30, 32, 30, 32, 31, // Bottom-left arc. 34, 35, 39, 35, 39, 36, 39, 36, 38, 36, 38, 37}; GR_DECLARE_STATIC_UNIQUE_KEY(gIndexBufferKey); } class GrAAFillRRectOp::Processor : public GrGeometryProcessor { public: Processor(Flags flags) : GrGeometryProcessor(kGrAAFillRRectOp_Processor_ClassID) , fFlags(flags) { this->setVertexAttributes(kVertexAttribs, 3); this->setInstanceAttributes(kInstanceAttribs, (flags & Flags::kHasLocalCoords) ? 6 : 5); SkASSERT(this->vertexStride() == sizeof(Vertex)); } const char* name() const override { return "GrAAFillRRectOp::Processor"; } void getGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override { b->add32(static_cast(fFlags)); } GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override; private: static constexpr Attribute kVertexAttribs[] = { {"radii_selector", kFloat4_GrVertexAttribType, kFloat4_GrSLType}, {"corner_and_radius_outsets", kFloat4_GrVertexAttribType, kFloat4_GrSLType}, {"aa_bloat_and_coverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType}}; static constexpr Attribute kInstanceAttribs[] = { {"skew", kFloat4_GrVertexAttribType, kFloat4_GrSLType}, {"translate", kFloat2_GrVertexAttribType, kFloat2_GrSLType}, {"radii_x", kFloat4_GrVertexAttribType, kFloat4_GrSLType}, {"radii_y", kFloat4_GrVertexAttribType, kFloat4_GrSLType}, {"color", kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType}, {"local_rect", kFloat4_GrVertexAttribType, kFloat4_GrSLType}}; // Conditional. static constexpr int kColorAttribIdx = 4; const Flags fFlags; class Impl; }; constexpr GrPrimitiveProcessor::Attribute GrAAFillRRectOp::Processor::kVertexAttribs[]; constexpr GrPrimitiveProcessor::Attribute GrAAFillRRectOp::Processor::kInstanceAttribs[]; class GrAAFillRRectOp::Processor::Impl : public GrGLSLGeometryProcessor { public: void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override { const auto& proc = args.fGP.cast(); bool useHWDerivatives = (proc.fFlags & Flags::kUseHWDerivatives); GrGLSLVaryingHandler* varyings = args.fVaryingHandler; varyings->emitAttributes(proc); varyings->addPassThroughAttribute(proc.kInstanceAttribs[kColorAttribIdx], args.fOutputColor, GrGLSLVaryingHandler::Interpolation::kCanBeFlat); // Emit the vertex shader. GrGLSLVertexBuilder* v = args.fVertBuilder; // Unpack vertex attribs. v->codeAppend("float2 corner = corner_and_radius_outsets.xy;"); v->codeAppend("float2 radius_outset = corner_and_radius_outsets.zw;"); v->codeAppend("float2 aa_bloat_direction = aa_bloat_and_coverage.xy;"); v->codeAppend("float coverage = aa_bloat_and_coverage.z;"); v->codeAppend("float is_linear_coverage = aa_bloat_and_coverage.w;"); // Find the amount to bloat each edge for AA (in source space). v->codeAppend("float2 pixellength = inversesqrt(" "float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));"); v->codeAppend("float4 normalized_axis_dirs = skew * pixellength.xyxy;"); v->codeAppend("float2 axiswidths = (abs(normalized_axis_dirs.xy) + " "abs(normalized_axis_dirs.zw));"); v->codeAppend("float2 aa_bloatradius = axiswidths * pixellength * .5;"); // Identify our radii. v->codeAppend("float4 radii_and_neighbors = radii_selector" "* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);"); v->codeAppend("float2 radii = radii_and_neighbors.xy;"); v->codeAppend("float2 neighbor_radii = radii_and_neighbors.zw;"); v->codeAppend("if (any(greaterThan(aa_bloatradius, float2(1)))) {"); // The rrect is more narrow than an AA coverage ramp. We can't draw as-is // or else opposite AA borders will overlap. Instead, fudge the size up to // the width of a coverage ramp, and then reduce total coverage to make // the rect appear more thin. v->codeAppend( "corner = max(abs(corner), aa_bloatradius) * sign(corner);"); v->codeAppend( "coverage /= max(aa_bloatradius.x, 1) * max(aa_bloatradius.y, 1);"); // Set radii to zero to ensure we take the "linear coverage" codepath. // (The "coverage" variable only has effect in the linear codepath.) v->codeAppend( "radii = float2(0);"); v->codeAppend("}"); v->codeAppend("if (any(lessThan(radii, aa_bloatradius * 1.25))) {"); // The radii are very small. Demote this arc to a sharp 90 degree corner. v->codeAppend( "radii = aa_bloatradius;"); // Snap octagon vertices to the corner of the bounding box. v->codeAppend( "radius_outset = floor(abs(radius_outset)) * radius_outset;"); v->codeAppend( "is_linear_coverage = 1;"); v->codeAppend("} else {"); // Don't let radii get smaller than a pixel. v->codeAppend( "radii = clamp(radii, pixellength, 2 - pixellength);"); v->codeAppend( "neighbor_radii = clamp(neighbor_radii, pixellength, 2 - pixellength);"); // Don't let neighboring radii get closer together than 1/16 pixel. v->codeAppend( "float2 spacing = 2 - radii - neighbor_radii;"); v->codeAppend( "float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));"); v->codeAppend( "radii -= extra_pad * .5;"); v->codeAppend("}"); // Find our vertex position, adjusted for radii and bloated for AA. Our rect is drawn in // normalized [-1,-1,+1,+1] space. v->codeAppend("float2 aa_outset = aa_bloat_direction.xy * aa_bloatradius;"); v->codeAppend("float2 vertexpos = corner + radius_outset * radii + aa_outset;"); // Emit transforms. GrShaderVar localCoord("", kFloat2_GrSLType); if (proc.fFlags & Flags::kHasLocalCoords) { v->codeAppend("float2 localcoord = (local_rect.xy * (1 - vertexpos) + " "local_rect.zw * (1 + vertexpos)) * .5;"); localCoord.set(kFloat2_GrSLType, "localcoord"); } this->emitTransforms(v, varyings, args.fUniformHandler, localCoord, args.fFPCoordTransformHandler); // Transform to device space. v->codeAppend("float2x2 skewmatrix = float2x2(skew.xy, skew.zw);"); v->codeAppend("float2 devcoord = vertexpos * skewmatrix + translate;"); gpArgs->fPositionVar.set(kFloat2_GrSLType, "devcoord"); // Setup interpolants for coverage. GrGLSLVarying arcCoord(useHWDerivatives ? kFloat2_GrSLType : kFloat4_GrSLType); varyings->addVarying("arccoord", &arcCoord); v->codeAppend("if (0 != is_linear_coverage) {"); // We are a non-corner piece: Set x=0 to indicate built-in coverage, and // interpolate linear coverage across y. v->codeAppendf( "%s.xy = float2(0, coverage);", arcCoord.vsOut()); v->codeAppend("} else {"); // Find the normalized arc coordinates for our corner ellipse. // (i.e., the coordinate system where x^2 + y^2 == 1). v->codeAppend( "float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;"); // We are a corner piece: Interpolate the arc coordinates for coverage. // Emit x+1 to ensure no pixel in the arc has a x value of 0 (since x=0 // instructs the fragment shader to use linear coverage). v->codeAppendf( "%s.xy = float2(arccoord.x+1, arccoord.y);", arcCoord.vsOut()); if (!useHWDerivatives) { // The gradient is order-1: Interpolate it across arccoord.zw. v->codeAppendf("float2x2 derivatives = inverse(skewmatrix);"); v->codeAppendf("%s.zw = derivatives * (arccoord/radii * 2);", arcCoord.vsOut()); } v->codeAppend("}"); // Emit the fragment shader. GrGLSLFPFragmentBuilder* f = args.fFragBuilder; f->codeAppendf("float x_plus_1=%s.x, y=%s.y;", arcCoord.fsIn(), arcCoord.fsIn()); f->codeAppendf("half coverage;"); f->codeAppendf("if (0 == x_plus_1) {"); f->codeAppendf( "coverage = y;"); // We are a non-arc pixel (i.e., linear coverage). f->codeAppendf("} else {"); f->codeAppendf( "float fn = x_plus_1 * (x_plus_1 - 2);"); // fn = (x+1)*(x-1) = x^2-1 f->codeAppendf( "fn = fma(y,y, fn);"); // fn = x^2 + y^2 - 1 if (useHWDerivatives) { f->codeAppendf("float fnwidth = fwidth(fn);"); } else { // The gradient is interpolated across arccoord.zw. f->codeAppendf("float gx=%s.z, gy=%s.w;", arcCoord.fsIn(), arcCoord.fsIn()); f->codeAppendf("float fnwidth = abs(gx) + abs(gy);"); } f->codeAppendf( "half d = fn/fnwidth;"); f->codeAppendf( "coverage = clamp(.5 - d, 0, 1);"); f->codeAppendf("}"); f->codeAppendf("%s = half4(coverage);", args.fOutputCoverage); } void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&, FPCoordTransformIter&& transformIter) override { this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter); } }; GrGLSLPrimitiveProcessor* GrAAFillRRectOp::Processor::createGLSLInstance( const GrShaderCaps&) const { return new Impl(); } void GrAAFillRRectOp::onExecute(GrOpFlushState* flushState, const SkRect& chainBounds) { if (!fInstanceBuffer) { return; // Setup failed. } GR_DEFINE_STATIC_UNIQUE_KEY(gIndexBufferKey); sk_sp indexBuffer = flushState->resourceProvider()->findOrMakeStaticBuffer( kIndex_GrBufferType, sizeof(kIndexData), kIndexData, gIndexBufferKey); if (!indexBuffer) { return; } GR_DEFINE_STATIC_UNIQUE_KEY(gVertexBufferKey); sk_sp vertexBuffer = flushState->resourceProvider()->findOrMakeStaticBuffer( kVertex_GrBufferType, sizeof(kVertexData), kVertexData, gVertexBufferKey); if (!vertexBuffer) { return; } Processor proc(fFlags); SkASSERT(proc.instanceStride() == (size_t)fInstanceStride); GrPipeline::InitArgs initArgs; initArgs.fCaps = &flushState->caps(); initArgs.fResourceProvider = flushState->resourceProvider(); initArgs.fDstProxy = flushState->drawOpArgs().fDstProxy; auto clip = flushState->detachAppliedClip(); GrPipeline::FixedDynamicState fixedDynamicState(clip.scissorState().rect()); GrPipeline pipeline(initArgs, std::move(fProcessors), std::move(clip)); GrMesh mesh(GrPrimitiveType::kTriangles); mesh.setIndexedInstanced(std::move(indexBuffer), SK_ARRAY_COUNT(kIndexData), fInstanceBuffer, fInstanceCount, fBaseInstance, GrPrimitiveRestart::kNo); mesh.setVertexData(std::move(vertexBuffer)); flushState->rtCommandBuffer()->draw(proc, pipeline, &fixedDynamicState, nullptr, &mesh, 1, this->bounds()); } // Will the given corner look good if we use HW derivatives? static bool can_use_hw_derivatives(const Sk2f& devScale, const Sk2f& cornerRadii) { Sk2f devRadii = devScale * cornerRadii; if (devRadii[1] < devRadii[0]) { devRadii = SkNx_shuffle<1,0>(devRadii); } float minDevRadius = SkTMax(devRadii[0], 1.f); // Shader clamps radius at a minimum of 1. // Is the gradient smooth enough for this corner look ok if we use hardware derivatives? // This threshold was arrived at subjevtively on an NVIDIA chip. return minDevRadius * minDevRadius * 5 > devRadii[1]; } static bool can_use_hw_derivatives(const Sk2f& devScale, const SkVector& cornerRadii) { return can_use_hw_derivatives(devScale, Sk2f::Load(&cornerRadii)); } // Will the given round rect look good if we use HW derivatives? static bool can_use_hw_derivatives(const GrShaderCaps& shaderCaps, const SkMatrix& viewMatrix, const SkRRect& rrect) { if (!shaderCaps.shaderDerivativeSupport()) { return false; } Sk2f x = Sk2f(viewMatrix.getScaleX(), viewMatrix.getSkewX()); Sk2f y = Sk2f(viewMatrix.getSkewY(), viewMatrix.getScaleY()); Sk2f devScale = (x*x + y*y).sqrt(); switch (rrect.getType()) { case SkRRect::kEmpty_Type: case SkRRect::kRect_Type: return true; case SkRRect::kOval_Type: case SkRRect::kSimple_Type: return can_use_hw_derivatives(devScale, rrect.getSimpleRadii()); case SkRRect::kNinePatch_Type: { Sk2f r0 = Sk2f::Load(SkRRectPriv::GetRadiiArray(rrect)); Sk2f r1 = Sk2f::Load(SkRRectPriv::GetRadiiArray(rrect) + 2); Sk2f minRadii = Sk2f::Min(r0, r1); Sk2f maxRadii = Sk2f::Max(r0, r1); return can_use_hw_derivatives(devScale, Sk2f(minRadii[0], maxRadii[1])) && can_use_hw_derivatives(devScale, Sk2f(maxRadii[0], minRadii[1])); } case SkRRect::kComplex_Type: { for (int i = 0; i < 4; ++i) { auto corner = static_cast(i); if (!can_use_hw_derivatives(devScale, rrect.radii(corner))) { return false; } } return true; } } SK_ABORT("Unreachable code."); return false; // Add this return to keep GCC happy. }