1 /*
2  * Copyright 2017 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #ifndef GrCCCoverageProcessor_DEFINED
9 #define GrCCCoverageProcessor_DEFINED
10 
11 #include "GrCaps.h"
12 #include "GrGeometryProcessor.h"
13 #include "GrShaderCaps.h"
14 #include "SkNx.h"
15 #include "glsl/GrGLSLGeometryProcessor.h"
16 #include "glsl/GrGLSLVarying.h"
17 
18 class GrGLSLFPFragmentBuilder;
19 class GrGLSLVertexGeoBuilder;
20 class GrMesh;
21 
22 /**
23  * This is the geometry processor for the simple convex primitive shapes (triangles and closed,
24  * convex bezier curves) from which ccpr paths are composed. The output is a single-channel alpha
25  * value, positive for clockwise shapes and negative for counter-clockwise, that indicates coverage.
26  *
27  * The caller is responsible to execute all render passes for all applicable primitives into a
28  * cleared, floating point, alpha-only render target using SkBlendMode::kPlus (see RenderPass
29  * below). Once all of a path's primitives have been drawn, the render target contains a composite
30  * coverage count that can then be used to draw the path (see GrCCPathProcessor).
31  *
32  * To draw a renderer pass, see appendMesh below.
33  */
34 class GrCCCoverageProcessor : public GrGeometryProcessor {
35 public:
36     // Defines a single primitive shape with 3 input points (i.e. Triangles and Quadratics).
37     // X,Y point values are transposed.
38     struct TriPointInstance {
39         float fX[3];
40         float fY[3];
41 
42         void set(const SkPoint[3], const Sk2f& trans);
43         void set(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans);
44     };
45 
46     // Defines a single primitive shape with 4 input points, or 3 input points plus a W parameter
47     // duplicated in both 4th components (i.e. Cubics or Triangles with a custom winding number).
48     // X,Y point values are transposed.
49     struct QuadPointInstance {
50         float fX[4];
51         float fY[4];
52 
53         void set(const SkPoint[4], float dx, float dy);
54         void set(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans, float w);
55     };
56 
57     // All primitive shapes (triangles and closed, convex bezier curves) require more than one
58     // render pass. Here we enumerate every render pass needed in order to produce a complete
59     // coverage count mask. This is an exhaustive list of all ccpr coverage shaders.
60     //
61     // During a render pass, the "Impl" (GSImpl or VSimpl) generates conservative geometry for
62     // rasterization, and the Shader decides the coverage value at each pixel.
63     enum class RenderPass {
64         // For a Hull, the Impl generates a "conservative raster hull" around the input points. This
65         // is the geometry that causes a pixel to be rasterized if it is touched anywhere by the
66         // input polygon. The input coverage values sent to the Shader at each vertex are either
67         // null, or +1 all around if the Impl combines this pass with kTriangleEdges. Logically,
68         // the conservative raster hull is equivalent to the convex hull of pixel size boxes
69         // centered on each input point.
70         kTriangleHulls,
71         kQuadraticHulls,
72         kCubicHulls,
73 
74         // For Edges, the Impl generates conservative rasters around every input edge (i.e. convex
75         // hulls of two pixel-size boxes centered on both of the edge's endpoints). The input
76         // coverage values sent to the Shader at each vertex are -1 on the outside border of the
77         // edge geometry and 0 on the inside. This is the only geometry type that associates
78         // coverage values with the output vertices. Interpolated, these coverage values convert
79         // jagged conservative raster edges into a smooth antialiased edge.
80         //
81         // NOTE: The Impl may combine this pass with kTriangleHulls, in which case DoesRenderPass()
82         // will be false for kTriangleEdges and it must not be used.
83         kTriangleEdges,
84 
85         // For Corners, the Impl Generates the conservative rasters of corner points (i.e.
86         // pixel-size boxes). It generates 3 corner boxes for triangles and 2 for curves. The Shader
87         // specifies which corners. Input coverage values sent to the Shader will be null.
88         kTriangleCorners,
89         kQuadraticCorners,
90         kCubicCorners
91     };
92     static bool RenderPassIsCubic(RenderPass);
93     static const char* RenderPassName(RenderPass);
94 
DoesRenderPass(RenderPass renderPass,const GrCaps & caps)95     constexpr static bool DoesRenderPass(RenderPass renderPass, const GrCaps& caps) {
96         return RenderPass::kTriangleEdges != renderPass ||
97                caps.shaderCaps()->geometryShaderSupport();
98     }
99 
100     enum class WindMethod : bool {
101         kCrossProduct, // Calculate wind = +/-1 by sign of the cross product.
102         kInstanceData // Instance data provides custom, signed wind values of any magnitude.
103                       // (For tightly-wound tessellated triangles.)
104     };
105 
GrCCCoverageProcessor(GrResourceProvider * rp,RenderPass pass,WindMethod windMethod)106     GrCCCoverageProcessor(GrResourceProvider* rp, RenderPass pass, WindMethod windMethod)
107             : INHERITED(kGrCCCoverageProcessor_ClassID)
108             , fRenderPass(pass)
109             , fWindMethod(windMethod)
110             , fImpl(rp->caps()->shaderCaps()->geometryShaderSupport() ? Impl::kGeometryShader
111                                                                       : Impl::kVertexShader) {
112         SkASSERT(DoesRenderPass(pass, *rp->caps()));
113         if (Impl::kGeometryShader == fImpl) {
114             this->initGS();
115         } else {
116             this->initVS(rp);
117         }
118     }
119 
120     // Appends a GrMesh that will draw the provided instances. The instanceBuffer must be an array
121     // of either TriPointInstance or QuadPointInstance, depending on this processor's RendererPass,
122     // with coordinates in the desired shape's final atlas-space position.
appendMesh(GrBuffer * instanceBuffer,int instanceCount,int baseInstance,SkTArray<GrMesh> * out)123     void appendMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
124                     SkTArray<GrMesh>* out) {
125         if (Impl::kGeometryShader == fImpl) {
126             this->appendGSMesh(instanceBuffer, instanceCount, baseInstance, out);
127         } else {
128             this->appendVSMesh(instanceBuffer, instanceCount, baseInstance, out);
129         }
130     }
131 
132     // GrPrimitiveProcessor overrides.
name()133     const char* name() const override { return RenderPassName(fRenderPass); }
dumpInfo()134     SkString dumpInfo() const override {
135         return SkStringPrintf("%s\n%s", this->name(), this->INHERITED::dumpInfo().c_str());
136     }
137     void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override;
138     GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override;
139 
140 #ifdef SK_DEBUG
141     // Increases the 1/2 pixel AA bloat by a factor of debugBloat and outputs color instead of
142     // coverage (coverage=+1 -> green, coverage=0 -> black, coverage=-1 -> red).
enableDebugVisualizations(float debugBloat)143     void enableDebugVisualizations(float debugBloat) { fDebugBloat = debugBloat; }
debugVisualizationsEnabled()144     bool debugVisualizationsEnabled() const { return fDebugBloat > 0; }
debugBloat()145     float debugBloat() const { SkASSERT(this->debugVisualizationsEnabled()); return fDebugBloat; }
146 #endif
147 
148     // The Shader provides code to calculate each pixel's coverage in a RenderPass. It also
149     // provides details about shape-specific geometry.
150     class Shader {
151     public:
152         union GeometryVars {
153             struct {
154                 const char* fAlternatePoints; // floatNx2 (if left null, will use input points).
155             } fHullVars;
156 
157             struct {
158                 const char* fPoint; // float2
159             } fCornerVars;
160 
GeometryVars()161             GeometryVars() { memset(this, 0, sizeof(*this)); }
162         };
163 
164         // Called before generating geometry. Subclasses must fill out the applicable fields in
165         // GeometryVars (if any), and may also use this opportunity to setup internal member
166         // variables that will be needed during onEmitVaryings (e.g. transformation matrices).
167         //
168         // repetitionID is a 0-based index and indicates which edge or corner is being generated.
169         // It will be null when generating a hull.
emitSetupCode(GrGLSLVertexGeoBuilder *,const char * pts,const char * repetitionID,const char * wind,GeometryVars *)170         virtual void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts,
171                                    const char* repetitionID, const char* wind,
172                                    GeometryVars*) const {}
173 
emitVaryings(GrGLSLVaryingHandler * varyingHandler,GrGLSLVarying::Scope scope,SkString * code,const char * position,const char * inputCoverage,const char * wind)174         void emitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope,
175                           SkString* code, const char* position, const char* inputCoverage,
176                           const char* wind) {
177             SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope);
178             this->onEmitVaryings(varyingHandler, scope, code, position, inputCoverage, wind);
179         }
180 
181         void emitFragmentCode(const GrCCCoverageProcessor& proc, GrGLSLFPFragmentBuilder*,
182                               const char* skOutputColor, const char* skOutputCoverage) const;
183 
184         // Defines an equation ("dot(float3(pt, 1), distance_equation)") that is -1 on the outside
185         // border of a conservative raster edge and 0 on the inside. 'leftPt' and 'rightPt' must be
186         // ordered clockwise.
187         static void EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder*, const char* leftPt,
188                                              const char* rightPt,
189                                              const char* outputDistanceEquation);
190 
~Shader()191         virtual ~Shader() {}
192 
193     protected:
194         // Here the subclass adds its internal varyings to the handler and produces code to
195         // initialize those varyings from a given position, input coverage value, and wind.
196         //
197         // NOTE: the coverage input is only relevant for edges (see comments in RenderPass).
198         // Otherwise it is +1 all around.
199         virtual void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
200                                     const char* position, const char* inputCoverage,
201                                     const char* wind) = 0;
202 
203         // Emits the fragment code that calculates a pixel's signed coverage value.
204         virtual void onEmitFragmentCode(GrGLSLFPFragmentBuilder*,
205                                         const char* outputCoverage) const = 0;
206 
207         // Returns the name of a Shader's internal varying at the point where where its value is
208         // assigned. This is intended to work whether called for a vertex or a geometry shader.
OutName(const GrGLSLVarying & varying)209         const char* OutName(const GrGLSLVarying& varying) const {
210             using Scope = GrGLSLVarying::Scope;
211             SkASSERT(Scope::kVertToGeo != varying.scope());
212             return Scope::kGeoToFrag == varying.scope() ? varying.gsOut() : varying.vsOut();
213         }
214 
215         // Defines a global float2 array that contains MSAA sample locations as offsets from pixel
216         // center. Subclasses can use this for software multisampling.
217         //
218         // Returns the number of samples.
219         static int DefineSoftSampleLocations(GrGLSLFPFragmentBuilder* f, const char* samplesName);
220     };
221 
222     class GSImpl;
223     class VSImpl;
224 
225 private:
226     // Slightly undershoot a bloat radius of 0.5 so vertices that fall on integer boundaries don't
227     // accidentally bleed into neighbor pixels.
228     static constexpr float kAABloatRadius = 0.491111f;
229 
230     // Number of bezier points for curves, or 3 for triangles.
numInputPoints()231     int numInputPoints() const { return RenderPassIsCubic(fRenderPass) ? 4 : 3; }
232 
233     enum class Impl : bool {
234         kGeometryShader,
235         kVertexShader
236     };
237 
238     void initGS();
239     void initVS(GrResourceProvider*);
240 
241     void appendGSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
242                       SkTArray<GrMesh>* out) const;
243     void appendVSMesh(GrBuffer* instanceBuffer, int instanceCount, int baseInstance,
244                       SkTArray<GrMesh>* out) const;
245 
246     GrGLSLPrimitiveProcessor* createGSImpl(std::unique_ptr<Shader>) const;
247     GrGLSLPrimitiveProcessor* createVSImpl(std::unique_ptr<Shader>) const;
248 
249     const RenderPass fRenderPass;
250     const WindMethod fWindMethod;
251     const Impl fImpl;
252     SkDEBUGCODE(float fDebugBloat = 0);
253 
254     // Used by VSImpl.
255     sk_sp<const GrBuffer> fVertexBuffer;
256     sk_sp<const GrBuffer> fIndexBuffer;
257     int fNumIndicesPerInstance;
258     GrPrimitiveType fPrimitiveType;
259 
260     typedef GrGeometryProcessor INHERITED;
261 };
262 
set(const SkPoint p[3],const Sk2f & trans)263 inline void GrCCCoverageProcessor::TriPointInstance::set(const SkPoint p[3], const Sk2f& trans) {
264     this->set(p[0], p[1], p[2], trans);
265 }
266 
set(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,const Sk2f & trans)267 inline void GrCCCoverageProcessor::TriPointInstance::set(const SkPoint& p0, const SkPoint& p1,
268                                                          const SkPoint& p2, const Sk2f& trans) {
269     Sk2f P0 = Sk2f::Load(&p0) + trans;
270     Sk2f P1 = Sk2f::Load(&p1) + trans;
271     Sk2f P2 = Sk2f::Load(&p2) + trans;
272     Sk2f::Store3(this, P0, P1, P2);
273 }
274 
set(const SkPoint p[4],float dx,float dy)275 inline void GrCCCoverageProcessor::QuadPointInstance::set(const SkPoint p[4], float dx, float dy) {
276     Sk4f X,Y;
277     Sk4f::Load2(p, &X, &Y);
278     (X + dx).store(&fX);
279     (Y + dy).store(&fY);
280 }
281 
set(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,const Sk2f & trans,float w)282 inline void GrCCCoverageProcessor::QuadPointInstance::set(const SkPoint& p0, const SkPoint& p1,
283                                                           const SkPoint& p2, const Sk2f& trans,
284                                                           float w) {
285     Sk2f P0 = Sk2f::Load(&p0) + trans;
286     Sk2f P1 = Sk2f::Load(&p1) + trans;
287     Sk2f P2 = Sk2f::Load(&p2) + trans;
288     Sk2f W = Sk2f(w);
289     Sk2f::Store4(this, P0, P1, P2, W);
290 }
291 
RenderPassIsCubic(RenderPass pass)292 inline bool GrCCCoverageProcessor::RenderPassIsCubic(RenderPass pass) {
293     switch (pass) {
294         case RenderPass::kTriangleHulls:
295         case RenderPass::kTriangleEdges:
296         case RenderPass::kTriangleCorners:
297         case RenderPass::kQuadraticHulls:
298         case RenderPass::kQuadraticCorners:
299             return false;
300         case RenderPass::kCubicHulls:
301         case RenderPass::kCubicCorners:
302             return true;
303     }
304     SK_ABORT("Invalid RenderPass");
305     return false;
306 }
307 
RenderPassName(RenderPass pass)308 inline const char* GrCCCoverageProcessor::RenderPassName(RenderPass pass) {
309     switch (pass) {
310         case RenderPass::kTriangleHulls: return "kTriangleHulls";
311         case RenderPass::kTriangleEdges: return "kTriangleEdges";
312         case RenderPass::kTriangleCorners: return "kTriangleCorners";
313         case RenderPass::kQuadraticHulls: return "kQuadraticHulls";
314         case RenderPass::kQuadraticCorners: return "kQuadraticCorners";
315         case RenderPass::kCubicHulls: return "kCubicHulls";
316         case RenderPass::kCubicCorners: return "kCubicCorners";
317     }
318     SK_ABORT("Invalid RenderPass");
319     return "";
320 }
321 
322 #endif
323