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 #include "GrCCCoverageProcessor.h"
9 
10 #include "GrMesh.h"
11 #include "glsl/GrGLSLVertexGeoBuilder.h"
12 
13 using InputType = GrGLSLGeometryBuilder::InputType;
14 using OutputType = GrGLSLGeometryBuilder::OutputType;
15 using Shader = GrCCCoverageProcessor::Shader;
16 
17 /**
18  * This class and its subclasses implement the coverage processor with geometry shaders.
19  */
20 class GrCCCoverageProcessor::GSImpl : public GrGLSLGeometryProcessor {
21 protected:
GSImpl(std::unique_ptr<Shader> shader)22     GSImpl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {}
23 
setData(const GrGLSLProgramDataManager & pdman,const GrPrimitiveProcessor &,FPCoordTransformIter && transformIter)24     void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&,
25                  FPCoordTransformIter&& transformIter) final {
26         this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter);
27     }
28 
onEmitCode(EmitArgs & args,GrGPArgs * gpArgs)29     void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) final {
30         const GrCCCoverageProcessor& proc = args.fGP.cast<GrCCCoverageProcessor>();
31 
32         // The vertex shader simply forwards transposed x or y values to the geometry shader.
33         SkASSERT(1 == proc.numAttribs());
34         gpArgs->fPositionVar.set(GrVertexAttribTypeToSLType(proc.getAttrib(0).fType),
35                                  proc.getAttrib(0).fName);
36 
37         // Geometry shader.
38         GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
39         this->emitGeometryShader(proc, varyingHandler, args.fGeomBuilder, args.fRTAdjustName);
40         varyingHandler->emitAttributes(proc);
41         varyingHandler->setNoPerspective();
42         SkASSERT(!args.fFPCoordTransformHandler->nextCoordTransform());
43 
44         // Fragment shader.
45         fShader->emitFragmentCode(proc, args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
46     }
47 
emitGeometryShader(const GrCCCoverageProcessor & proc,GrGLSLVaryingHandler * varyingHandler,GrGLSLGeometryBuilder * g,const char * rtAdjust) const48     void emitGeometryShader(const GrCCCoverageProcessor& proc,
49                             GrGLSLVaryingHandler* varyingHandler, GrGLSLGeometryBuilder* g,
50                             const char* rtAdjust) const {
51         int numInputPoints = proc.numInputPoints();
52         SkASSERT(3 == numInputPoints || 4 == numInputPoints);
53 
54         const char* posValues = (4 == numInputPoints) ? "sk_Position" : "sk_Position.xyz";
55         g->codeAppendf("float%ix2 pts = transpose(float2x%i(sk_in[0].%s, sk_in[1].%s));",
56                        numInputPoints, numInputPoints, posValues, posValues);
57 
58         GrShaderVar wind("wind", kHalf_GrSLType);
59         g->declareGlobal(wind);
60         if (WindMethod::kCrossProduct == proc.fWindMethod) {
61             g->codeAppend ("float area_x2 = determinant(float2x2(pts[0] - pts[1], "
62                                                                 "pts[0] - pts[2]));");
63             if (4 == numInputPoints) {
64                 g->codeAppend ("area_x2 += determinant(float2x2(pts[0] - pts[2], "
65                                                                "pts[0] - pts[3]));");
66             }
67             g->codeAppendf("%s = sign(area_x2);", wind.c_str());
68         } else {
69             SkASSERT(WindMethod::kInstanceData == proc.fWindMethod);
70             SkASSERT(3 == numInputPoints);
71             SkASSERT(kFloat4_GrVertexAttribType == proc.getAttrib(0).fType);
72             g->codeAppendf("%s = sk_in[0].sk_Position.w;", wind.c_str());
73         }
74 
75         SkString emitVertexFn;
76         SkSTArray<2, GrShaderVar> emitArgs;
77         const char* position = emitArgs.emplace_back("position", kFloat2_GrSLType).c_str();
78         const char* coverage = nullptr;
79         if (RenderPass::kTriangleEdges == proc.fRenderPass) {
80             coverage = emitArgs.emplace_back("coverage", kHalf_GrSLType).c_str();
81         }
82         g->emitFunction(kVoid_GrSLType, "emitVertex", emitArgs.count(), emitArgs.begin(), [&]() {
83             SkString fnBody;
84             fShader->emitVaryings(varyingHandler, GrGLSLVarying::Scope::kGeoToFrag, &fnBody,
85                                   position, coverage, wind.c_str());
86             g->emitVertex(&fnBody, position, rtAdjust);
87             return fnBody;
88         }().c_str(), &emitVertexFn);
89 
90         float bloat = kAABloatRadius;
91 #ifdef SK_DEBUG
92         if (proc.debugVisualizationsEnabled()) {
93             bloat *= proc.debugBloat();
94         }
95 #endif
96         g->defineConstant("bloat", bloat);
97 
98         this->onEmitGeometryShader(g, wind, emitVertexFn.c_str());
99     }
100 
101     virtual void onEmitGeometryShader(GrGLSLGeometryBuilder*, const GrShaderVar& wind,
102                                       const char* emitVertexFn) const = 0;
103 
~GSImpl()104     virtual ~GSImpl() {}
105 
106     const std::unique_ptr<Shader> fShader;
107 
108     typedef GrGLSLGeometryProcessor INHERITED;
109 };
110 
111 /**
112  * Generates a conservative raster hull around a triangle. (See comments for RenderPass)
113  */
114 class GSHull3Impl : public GrCCCoverageProcessor::GSImpl {
115 public:
GSHull3Impl(std::unique_ptr<Shader> shader)116     GSHull3Impl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
117 
onEmitGeometryShader(GrGLSLGeometryBuilder * g,const GrShaderVar & wind,const char * emitVertexFn) const118     void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
119                               const char* emitVertexFn) const override {
120         Shader::GeometryVars vars;
121         fShader->emitSetupCode(g, "pts", nullptr, wind.c_str(), &vars);
122 
123         const char* hullPts = vars.fHullVars.fAlternatePoints;
124         if (!hullPts) {
125             hullPts = "pts";
126         }
127 
128         // Visualize the input triangle as upright and equilateral, with a flat base. Paying special
129         // attention to wind, we can identify the points as top, bottom-left, and bottom-right.
130         //
131         // NOTE: We generate the hull in 2 independent invocations, so each invocation designates
132         // the corner it will begin with as the top.
133         g->codeAppendf("int i = %s > 0 ? sk_InvocationID : 1 - sk_InvocationID;", wind.c_str());
134         g->codeAppendf("float2 top = %s[i];", hullPts);
135         g->codeAppendf("float2 left = %s[%s > 0 ? (1 - i) * 2 : i + 1];", hullPts, wind.c_str());
136         g->codeAppendf("float2 right = %s[%s > 0 ? i + 1 : (1 - i) * 2];", hullPts, wind.c_str());
137 
138         // Determine how much to outset the conservative raster hull from each of the three edges.
139         g->codeAppend ("float2 leftbloat = float2(top.y > left.y ? +bloat : -bloat, "
140                                                  "top.x > left.x ? -bloat : +bloat);");
141         g->codeAppend ("float2 rightbloat = float2(right.y > top.y ? +bloat : -bloat, "
142                                                   "right.x > top.x ? -bloat : +bloat);");
143         g->codeAppend ("float2 downbloat = float2(left.y > right.y ? +bloat : -bloat, "
144                                                  "left.x > right.x ? -bloat : +bloat);");
145 
146         // Here we generate the conservative raster geometry. It is the convex hull of 3 pixel-size
147         // boxes centered on the input points, split between two invocations. This translates to a
148         // polygon with either one, two, or three vertices at each input point, depending on how
149         // sharp the corner is. For more details on conservative raster, see:
150         // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
151         g->codeAppendf("bool2 left_right_notequal = notEqual(leftbloat, rightbloat);");
152         g->codeAppend ("if (all(left_right_notequal)) {");
153                            // The top corner will have three conservative raster vertices. Emit the
154                            // middle one first to the triangle strip.
155         g->codeAppendf(    "%s(top + float2(-leftbloat.y, leftbloat.x));", emitVertexFn);
156         g->codeAppend ("}");
157         g->codeAppend ("if (any(left_right_notequal)) {");
158                            // Second conservative raster vertex for the top corner.
159         g->codeAppendf(    "%s(top + rightbloat);", emitVertexFn);
160         g->codeAppend ("}");
161 
162         // Main interior body of the triangle.
163         g->codeAppendf("%s(top + leftbloat);", emitVertexFn);
164         g->codeAppendf("%s(right + rightbloat);", emitVertexFn);
165 
166         // Here the two invocations diverge. We can't symmetrically divide three triangle points
167         // between two invocations, so each does the following:
168         //
169         // sk_InvocationID=0: Finishes the main interior body of the triangle.
170         // sk_InvocationID=1: Remaining two conservative raster vertices for the third corner.
171         g->codeAppendf("bool2 right_down_notequal = notEqual(rightbloat, downbloat);");
172         g->codeAppend ("if (any(right_down_notequal) || 0 == sk_InvocationID) {");
173         g->codeAppendf(    "%s(sk_InvocationID == 0 ? left + leftbloat : right + downbloat);",
174                            emitVertexFn);
175         g->codeAppend ("}");
176         g->codeAppend ("if (all(right_down_notequal) && 0 != sk_InvocationID) {");
177         g->codeAppendf(    "%s(right + float2(-rightbloat.y, rightbloat.x));", emitVertexFn);
178         g->codeAppend ("}");
179 
180         g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 2);
181     }
182 };
183 
184 /**
185  * Generates a conservative raster hull around a convex quadrilateral. (See comments for RenderPass)
186  */
187 class GSHull4Impl : public GrCCCoverageProcessor::GSImpl {
188 public:
GSHull4Impl(std::unique_ptr<Shader> shader)189     GSHull4Impl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
190 
onEmitGeometryShader(GrGLSLGeometryBuilder * g,const GrShaderVar & wind,const char * emitVertexFn) const191     void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
192                              const char* emitVertexFn) const override {
193         Shader::GeometryVars vars;
194         fShader->emitSetupCode(g, "pts", nullptr, wind.c_str(), &vars);
195 
196         const char* hullPts = vars.fHullVars.fAlternatePoints;
197         if (!hullPts) {
198             hullPts = "pts";
199         }
200 
201         // Visualize the input (convex) quadrilateral as a square. Paying special attention to wind,
202         // we can identify the points by their corresponding corner.
203         //
204         // NOTE: We split the square down the diagonal from top-right to bottom-left, and generate
205         // the hull in two independent invocations. Each invocation designates the corner it will
206         // begin with as top-left.
207         g->codeAppend ("int i = sk_InvocationID * 2;");
208         g->codeAppendf("float2 topleft = %s[i];", hullPts);
209         g->codeAppendf("float2 topright = %s[%s > 0 ? i + 1 : 3 - i];", hullPts, wind.c_str());
210         g->codeAppendf("float2 bottomleft = %s[%s > 0 ? 3 - i : i + 1];", hullPts, wind.c_str());
211         g->codeAppendf("float2 bottomright = %s[2 - i];", hullPts);
212 
213         // Determine how much to outset the conservative raster hull from the relevant edges.
214         g->codeAppend ("float2 leftbloat = float2(topleft.y > bottomleft.y ? +bloat : -bloat, "
215                                                  "topleft.x > bottomleft.x ? -bloat : bloat);");
216         g->codeAppend ("float2 upbloat = float2(topright.y > topleft.y ? +bloat : -bloat, "
217                                                "topright.x > topleft.x ? -bloat : +bloat);");
218         g->codeAppend ("float2 rightbloat = float2(bottomright.y > topright.y ? +bloat : -bloat, "
219                                                   "bottomright.x > topright.x ? -bloat : +bloat);");
220 
221         // Here we generate the conservative raster geometry. It is the convex hull of 4 pixel-size
222         // boxes centered on the input points, split evenly between two invocations. This translates
223         // to a polygon with either one, two, or three vertices at each input point, depending on
224         // how sharp the corner is. For more details on conservative raster, see:
225         // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
226         g->codeAppendf("bool2 left_up_notequal = notEqual(leftbloat, upbloat);");
227         g->codeAppend ("if (all(left_up_notequal)) {");
228                            // The top-left corner will have three conservative raster vertices.
229                            // Emit the middle one first to the triangle strip.
230         g->codeAppendf(    "%s(topleft + float2(-leftbloat.y, leftbloat.x));", emitVertexFn);
231         g->codeAppend ("}");
232         g->codeAppend ("if (any(left_up_notequal)) {");
233                            // Second conservative raster vertex for the top-left corner.
234         g->codeAppendf(    "%s(topleft + leftbloat);", emitVertexFn);
235         g->codeAppend ("}");
236 
237         // Main interior body of this invocation's half of the hull.
238         g->codeAppendf("%s(topleft + upbloat);", emitVertexFn);
239         g->codeAppendf("%s(bottomleft + leftbloat);", emitVertexFn);
240         g->codeAppendf("%s(topright + upbloat);", emitVertexFn);
241 
242         // Remaining two conservative raster vertices for the top-right corner.
243         g->codeAppendf("bool2 up_right_notequal = notEqual(upbloat, rightbloat);");
244         g->codeAppend ("if (any(up_right_notequal)) {");
245         g->codeAppendf(    "%s(topright + rightbloat);", emitVertexFn);
246         g->codeAppend ("}");
247         g->codeAppend ("if (all(up_right_notequal)) {");
248         g->codeAppendf(    "%s(topright + float2(-upbloat.y, upbloat.x));", emitVertexFn);
249         g->codeAppend ("}");
250 
251         g->configure(InputType::kLines, OutputType::kTriangleStrip, 7, 2);
252     }
253 };
254 
255 /**
256  * Generates conservatives around each edge of a triangle. (See comments for RenderPass)
257  */
258 class GSEdgeImpl : public GrCCCoverageProcessor::GSImpl {
259 public:
GSEdgeImpl(std::unique_ptr<Shader> shader)260     GSEdgeImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
261 
onEmitGeometryShader(GrGLSLGeometryBuilder * g,const GrShaderVar & wind,const char * emitVertexFn) const262     void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
263                               const char* emitVertexFn) const override {
264         fShader->emitSetupCode(g, "pts", "sk_InvocationID", wind.c_str(), nullptr);
265 
266         g->codeAppend ("int nextidx = 2 != sk_InvocationID ? sk_InvocationID + 1 : 0;");
267         g->codeAppendf("float2 left = pts[%s > 0 ? sk_InvocationID : nextidx];", wind.c_str());
268         g->codeAppendf("float2 right = pts[%s > 0 ? nextidx : sk_InvocationID];", wind.c_str());
269 
270         Shader::EmitEdgeDistanceEquation(g, "left", "right", "float3 edge_distance_equation");
271 
272         // Which quadrant does the vector from left -> right fall into?
273         g->codeAppend ("float2 qlr = sign(right - left);");
274         g->codeAppend ("float2x2 outer_pts = float2x2(left - bloat * qlr, right + bloat * qlr);");
275         g->codeAppend ("half2 outer_coverage = edge_distance_equation.xy * outer_pts + "
276                                               "edge_distance_equation.z;");
277 
278         g->codeAppend ("float2 d1 = float2(qlr.y, -qlr.x);");
279         g->codeAppend ("float2 d2 = d1;");
280         g->codeAppend ("bool aligned = qlr.x == 0 || qlr.y == 0;");
281         g->codeAppend ("if (aligned) {");
282         g->codeAppend (    "d1 -= qlr;");
283         g->codeAppend (    "d2 += qlr;");
284         g->codeAppend ("}");
285 
286         // Emit the convex hull of 2 pixel-size boxes centered on the endpoints of the edge. Each
287         // invocation emits a different edge. Emit negative coverage that subtracts the appropiate
288         // amount back out from the hull we drew above.
289         g->codeAppend ("if (!aligned) {");
290         g->codeAppendf(    "%s(outer_pts[0], outer_coverage[0]);", emitVertexFn);
291         g->codeAppend ("}");
292         g->codeAppendf("%s(left + bloat * d1, -1);", emitVertexFn);
293         g->codeAppendf("%s(left - bloat * d2, 0);", emitVertexFn);
294         g->codeAppendf("%s(right + bloat * d2, -1);", emitVertexFn);
295         g->codeAppendf("%s(right - bloat * d1, 0);", emitVertexFn);
296         g->codeAppend ("if (!aligned) {");
297         g->codeAppendf(    "%s(outer_pts[1], outer_coverage[1]);", emitVertexFn);
298         g->codeAppend ("}");
299 
300         g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 3);
301     }
302 };
303 
304 /**
305  * Generates conservative rasters around corners. (See comments for RenderPass)
306  */
307 class GSCornerImpl : public GrCCCoverageProcessor::GSImpl {
308 public:
GSCornerImpl(std::unique_ptr<Shader> shader,int numCorners)309     GSCornerImpl(std::unique_ptr<Shader> shader, int numCorners)
310             : GSImpl(std::move(shader)), fNumCorners(numCorners) {}
311 
onEmitGeometryShader(GrGLSLGeometryBuilder * g,const GrShaderVar & wind,const char * emitVertexFn) const312     void onEmitGeometryShader(GrGLSLGeometryBuilder* g, const GrShaderVar& wind,
313                               const char* emitVertexFn) const override {
314         Shader::GeometryVars vars;
315         fShader->emitSetupCode(g, "pts", "sk_InvocationID", wind.c_str(), &vars);
316 
317         const char* corner = vars.fCornerVars.fPoint;
318         SkASSERT(corner);
319 
320         g->codeAppendf("%s(%s + float2(-bloat, -bloat));", emitVertexFn, corner);
321         g->codeAppendf("%s(%s + float2(-bloat, +bloat));", emitVertexFn, corner);
322         g->codeAppendf("%s(%s + float2(+bloat, -bloat));", emitVertexFn, corner);
323         g->codeAppendf("%s(%s + float2(+bloat, +bloat));", emitVertexFn, corner);
324 
325         g->configure(InputType::kLines, OutputType::kTriangleStrip, 4, fNumCorners);
326     }
327 
328 private:
329     const int fNumCorners;
330 };
331 
initGS()332 void GrCCCoverageProcessor::initGS() {
333     SkASSERT(Impl::kGeometryShader == fImpl);
334     if (RenderPassIsCubic(fRenderPass) || WindMethod::kInstanceData == fWindMethod) {
335         SkASSERT(WindMethod::kCrossProduct == fWindMethod || 3 == this->numInputPoints());
336         this->addVertexAttrib("x_or_y_values", kFloat4_GrVertexAttribType);
337         SkASSERT(sizeof(QuadPointInstance) == this->getVertexStride() * 2);
338         SkASSERT(offsetof(QuadPointInstance, fY) == this->getVertexStride());
339         GR_STATIC_ASSERT(0 == offsetof(QuadPointInstance, fX));
340     } else {
341         this->addVertexAttrib("x_or_y_values", kFloat3_GrVertexAttribType);
342         SkASSERT(sizeof(TriPointInstance) == this->getVertexStride() * 2);
343         SkASSERT(offsetof(TriPointInstance, fY) == this->getVertexStride());
344         GR_STATIC_ASSERT(0 == offsetof(TriPointInstance, fX));
345     }
346     this->setWillUseGeoShader();
347 }
348 
appendGSMesh(GrBuffer * instanceBuffer,int instanceCount,int baseInstance,SkTArray<GrMesh> * out) const349 void GrCCCoverageProcessor::appendGSMesh(GrBuffer* instanceBuffer, int instanceCount,
350                                          int baseInstance, SkTArray<GrMesh>* out) const {
351     // GSImpl doesn't actually make instanced draw calls. Instead, we feed transposed x,y point
352     // values to the GPU in a regular vertex array and draw kLines (see initGS). Then, each vertex
353     // invocation receives either the shape's x or y values as inputs, which it forwards to the
354     // geometry shader.
355     SkASSERT(Impl::kGeometryShader == fImpl);
356     GrMesh& mesh = out->emplace_back(GrPrimitiveType::kLines);
357     mesh.setNonIndexedNonInstanced(instanceCount * 2);
358     mesh.setVertexData(instanceBuffer, baseInstance * 2);
359 }
360 
createGSImpl(std::unique_ptr<Shader> shadr) const361 GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGSImpl(std::unique_ptr<Shader> shadr) const {
362     switch (fRenderPass) {
363         case RenderPass::kTriangleHulls:
364             return new GSHull3Impl(std::move(shadr));
365         case RenderPass::kQuadraticHulls:
366         case RenderPass::kCubicHulls:
367             return new GSHull4Impl(std::move(shadr));
368         case RenderPass::kTriangleEdges:
369             return new GSEdgeImpl(std::move(shadr));
370         case RenderPass::kTriangleCorners:
371             return new GSCornerImpl(std::move(shadr), 3);
372         case RenderPass::kQuadraticCorners:
373         case RenderPass::kCubicCorners:
374             return new GSCornerImpl(std::move(shadr), 2);
375     }
376     SK_ABORT("Invalid RenderPass");
377     return nullptr;
378 }
379