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 "GrCCQuadraticShader.h"
9 
10 #include "glsl/GrGLSLVertexGeoBuilder.h"
11 #include "glsl/GrGLSLFragmentShaderBuilder.h"
12 #include "glsl/GrGLSLVertexGeoBuilder.h"
13 
14 using Shader = GrCCCoverageProcessor::Shader;
15 
emitSetupCode(GrGLSLVertexGeoBuilder * s,const char * pts,const char * repetitionID,const char * wind,GeometryVars * vars) const16 void GrCCQuadraticShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
17                                         const char* repetitionID, const char* wind,
18                                         GeometryVars* vars) const {
19     s->declareGlobal(fCanonicalMatrix);
20     s->codeAppendf("%s = float3x3(0.0, 0, 1, "
21                                  "0.5, 0, 1, "
22                                  "1.0, 1, 1) * "
23                         "inverse(float3x3(%s[0], 1, "
24                                          "%s[1], 1, "
25                                          "%s[2], 1));",
26                    fCanonicalMatrix.c_str(), pts, pts, pts);
27 
28     s->declareGlobal(fEdgeDistanceEquation);
29     s->codeAppendf("float2 edgept0 = %s[%s > 0 ? 2 : 0];", pts, wind);
30     s->codeAppendf("float2 edgept1 = %s[%s > 0 ? 0 : 2];", pts, wind);
31     Shader::EmitEdgeDistanceEquation(s, "edgept0", "edgept1", fEdgeDistanceEquation.c_str());
32 
33     this->onEmitSetupCode(s, pts, repetitionID, vars);
34 }
35 
onEmitVaryings(GrGLSLVaryingHandler * varyingHandler,GrGLSLVarying::Scope scope,SkString * code,const char * position,const char * inputCoverage,const char * wind)36 void GrCCQuadraticShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
37                                          GrGLSLVarying::Scope scope, SkString* code,
38                                          const char* position, const char* inputCoverage,
39                                          const char* wind) {
40     SkASSERT(!inputCoverage);
41 
42     fXYDW.reset(kFloat4_GrSLType, scope);
43     varyingHandler->addVarying("xydw", &fXYDW);
44     code->appendf("%s.xy = (%s * float3(%s, 1)).xy;",
45                   OutName(fXYDW), fCanonicalMatrix.c_str(), position);
46     code->appendf("%s.z = dot(%s.xy, %s) + %s.z;",
47                   OutName(fXYDW), fEdgeDistanceEquation.c_str(), position,
48                   fEdgeDistanceEquation.c_str());
49     code->appendf("%s.w = %s;", OutName(fXYDW), wind);
50 
51     this->onEmitVaryings(varyingHandler, scope, code);
52 }
53 
onEmitFragmentCode(GrGLSLFPFragmentBuilder * f,const char * outputCoverage) const54 void GrCCQuadraticShader::onEmitFragmentCode(GrGLSLFPFragmentBuilder* f,
55                                              const char* outputCoverage) const {
56     this->emitCoverage(f, outputCoverage);
57     f->codeAppendf("%s *= %s.w;", outputCoverage, fXYDW.fsIn()); // Sign by wind.
58 }
59 
onEmitSetupCode(GrGLSLVertexGeoBuilder * s,const char * pts,const char *,GeometryVars * vars) const60 void GrCCQuadraticHullShader::onEmitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
61                                               const char* /*repetitionID*/,
62                                               GeometryVars* vars) const {
63     // Find the T value whose tangent is halfway between the tangents at the endpionts.
64     s->codeAppendf("float2 tan0 = %s[1] - %s[0];", pts, pts);
65     s->codeAppendf("float2 tan1 = %s[2] - %s[1];", pts, pts);
66     s->codeAppend ("float2 midnorm = normalize(tan0) - normalize(tan1);");
67     s->codeAppend ("float2 T = midnorm * float2x2(tan0 - tan1, tan0);");
68     s->codeAppend ("float t = clamp(T.t / T.s, 0, 1);"); // T.s != 0; we cull flat curves on CPU.
69 
70     // Clip the bezier triangle by the tangent at our new t value. This is a simple application for
71     // De Casteljau's algorithm.
72     s->codeAppendf("float4x2 quadratic_hull = float4x2(%s[0], "
73                                                       "%s[0] + tan0 * t, "
74                                                       "%s[1] + tan1 * t, "
75                                                       "%s[2]);", pts, pts, pts, pts);
76     vars->fHullVars.fAlternatePoints = "quadratic_hull";
77 }
78 
onEmitVaryings(GrGLSLVaryingHandler * varyingHandler,GrGLSLVarying::Scope scope,SkString * code)79 void GrCCQuadraticHullShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
80                                              GrGLSLVarying::Scope scope, SkString* code) {
81     fGrad.reset(kFloat2_GrSLType, scope);
82     varyingHandler->addVarying("grad", &fGrad);
83     code->appendf("%s = float2(2 * %s.x, -1) * float2x2(%s);",
84                   OutName(fGrad), OutName(fXYDW), fCanonicalMatrix.c_str());
85 }
86 
emitCoverage(GrGLSLFPFragmentBuilder * f,const char * outputCoverage) const87 void GrCCQuadraticHullShader::emitCoverage(GrGLSLFPFragmentBuilder* f,
88                                            const char* outputCoverage) const {
89     f->codeAppendf("float d = (%s.x * %s.x - %s.y) * inversesqrt(dot(%s, %s));",
90                    fXYDW.fsIn(), fXYDW.fsIn(), fXYDW.fsIn(), fGrad.fsIn(), fGrad.fsIn());
91     f->codeAppendf("%s = clamp(0.5 - d, 0, 1);", outputCoverage);
92     f->codeAppendf("%s += min(%s.z, 0);", outputCoverage, fXYDW.fsIn()); // Flat closing edge.
93 }
94 
onEmitSetupCode(GrGLSLVertexGeoBuilder * s,const char * pts,const char * repetitionID,GeometryVars * vars) const95 void GrCCQuadraticCornerShader::onEmitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
96                                                 const char* repetitionID,
97                                                 GeometryVars* vars) const {
98     s->codeAppendf("float2 corner = %s[%s * 2];", pts, repetitionID);
99     vars->fCornerVars.fPoint = "corner";
100 }
101 
onEmitVaryings(GrGLSLVaryingHandler * varyingHandler,GrGLSLVarying::Scope scope,SkString * code)102 void GrCCQuadraticCornerShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
103                                                GrGLSLVarying::Scope scope, SkString* code) {
104     using Interpolation = GrGLSLVaryingHandler::Interpolation;
105 
106     fdXYDdx.reset(kFloat3_GrSLType, scope);
107     varyingHandler->addVarying("dXYDdx", &fdXYDdx, Interpolation::kCanBeFlat);
108     code->appendf("%s = float3(%s[0].x, %s[0].y, %s.x);",
109                   OutName(fdXYDdx), fCanonicalMatrix.c_str(), fCanonicalMatrix.c_str(),
110                   fEdgeDistanceEquation.c_str());
111 
112     fdXYDdy.reset(kFloat3_GrSLType, scope);
113     varyingHandler->addVarying("dXYDdy", &fdXYDdy, Interpolation::kCanBeFlat);
114     code->appendf("%s = float3(%s[1].x, %s[1].y, %s.y);",
115                   OutName(fdXYDdy), fCanonicalMatrix.c_str(), fCanonicalMatrix.c_str(),
116                   fEdgeDistanceEquation.c_str());
117 }
118 
emitCoverage(GrGLSLFPFragmentBuilder * f,const char * outputCoverage) const119 void GrCCQuadraticCornerShader::emitCoverage(GrGLSLFPFragmentBuilder* f,
120                                              const char* outputCoverage) const {
121     f->codeAppendf("float x = %s.x, y = %s.y, d = %s.z;",
122                    fXYDW.fsIn(), fXYDW.fsIn(), fXYDW.fsIn());
123     f->codeAppendf("float2x3 grad_xyd = float2x3(%s, %s);", fdXYDdx.fsIn(), fdXYDdy.fsIn());
124 
125     // Erase what the previous hull shader wrote. We don't worry about the two corners falling on
126     // the same pixel because those cases should have been weeded out by this point.
127     f->codeAppend ("float f = x*x - y;");
128     f->codeAppend ("float2 grad_f = float2(2*x, -1) * float2x2(grad_xyd);");
129     f->codeAppendf("%s = -(0.5 - f * inversesqrt(dot(grad_f, grad_f)));", outputCoverage);
130     f->codeAppendf("%s -= d;", outputCoverage);
131 
132     // Use software msaa to approximate coverage at the corner pixels.
133     int sampleCount = Shader::DefineSoftSampleLocations(f, "samples");
134     f->codeAppendf("float3 xyd_center = float3(%s.xy, %s.z + 0.5);", fXYDW.fsIn(), fXYDW.fsIn());
135     f->codeAppendf("for (int i = 0; i < %i; ++i) {", sampleCount);
136     f->codeAppend (    "float3 xyd = grad_xyd * samples[i] + xyd_center;");
137     f->codeAppend (    "half f = xyd.y - xyd.x * xyd.x;"); // f > 0 -> inside curve.
138     f->codeAppendf(    "%s += all(greaterThan(float2(f,xyd.z), float2(0))) ? %f : 0;",
139                        outputCoverage, 1.0 / sampleCount);
140     f->codeAppendf("}");
141 }
142