1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2019 Google LLC.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/tessellate/GrPathTessellationShader.h"
8*c8dee2aaSAndroid Build Coastguard Worker
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkMacros.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkPoint_impl.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkArenaAlloc.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/KeyBuilder.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderCaps.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderVar.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/effects/GrDisableColorXP.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLProgramDataManager.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/tessellate/Tessellation.h"
25*c8dee2aaSAndroid Build Coastguard Worker
26*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
27*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
28*c8dee2aaSAndroid Build Coastguard Worker
29*c8dee2aaSAndroid Build Coastguard Worker class GrAppliedHardClip;
30*c8dee2aaSAndroid Build Coastguard Worker
31*c8dee2aaSAndroid Build Coastguard Worker using namespace skia_private;
32*c8dee2aaSAndroid Build Coastguard Worker
33*c8dee2aaSAndroid Build Coastguard Worker namespace {
34*c8dee2aaSAndroid Build Coastguard Worker
35*c8dee2aaSAndroid Build Coastguard Worker using namespace skgpu::tess;
36*c8dee2aaSAndroid Build Coastguard Worker
37*c8dee2aaSAndroid Build Coastguard Worker // Draws a simple array of triangles.
38*c8dee2aaSAndroid Build Coastguard Worker class SimpleTriangleShader : public GrPathTessellationShader {
39*c8dee2aaSAndroid Build Coastguard Worker public:
SimpleTriangleShader(const SkMatrix & viewMatrix,SkPMColor4f color)40*c8dee2aaSAndroid Build Coastguard Worker SimpleTriangleShader(const SkMatrix& viewMatrix, SkPMColor4f color)
41*c8dee2aaSAndroid Build Coastguard Worker : GrPathTessellationShader(kTessellate_SimpleTriangleShader_ClassID,
42*c8dee2aaSAndroid Build Coastguard Worker GrPrimitiveType::kTriangles,
43*c8dee2aaSAndroid Build Coastguard Worker viewMatrix,
44*c8dee2aaSAndroid Build Coastguard Worker color,
45*c8dee2aaSAndroid Build Coastguard Worker PatchAttribs::kNone) {
46*c8dee2aaSAndroid Build Coastguard Worker constexpr static Attribute kInputPointAttrib{"inputPoint", kFloat2_GrVertexAttribType,
47*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kFloat2};
48*c8dee2aaSAndroid Build Coastguard Worker this->setVertexAttributesWithImplicitOffsets(&kInputPointAttrib, 1);
49*c8dee2aaSAndroid Build Coastguard Worker }
50*c8dee2aaSAndroid Build Coastguard Worker
51*c8dee2aaSAndroid Build Coastguard Worker private:
name() const52*c8dee2aaSAndroid Build Coastguard Worker const char* name() const final { return "tessellate_SimpleTriangleShader"; }
addToKey(const GrShaderCaps &,skgpu::KeyBuilder *) const53*c8dee2aaSAndroid Build Coastguard Worker void addToKey(const GrShaderCaps&, skgpu::KeyBuilder*) const final {}
54*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final;
55*c8dee2aaSAndroid Build Coastguard Worker };
56*c8dee2aaSAndroid Build Coastguard Worker
makeProgramImpl(const GrShaderCaps &) const57*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrGeometryProcessor::ProgramImpl> SimpleTriangleShader::makeProgramImpl(
58*c8dee2aaSAndroid Build Coastguard Worker const GrShaderCaps&) const {
59*c8dee2aaSAndroid Build Coastguard Worker class Impl : public GrPathTessellationShader::Impl {
60*c8dee2aaSAndroid Build Coastguard Worker void emitVertexCode(const GrShaderCaps&,
61*c8dee2aaSAndroid Build Coastguard Worker const GrPathTessellationShader&,
62*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVertexBuilder* v,
63*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVaryingHandler*,
64*c8dee2aaSAndroid Build Coastguard Worker GrGPArgs* gpArgs) override {
65*c8dee2aaSAndroid Build Coastguard Worker v->codeAppend(
66*c8dee2aaSAndroid Build Coastguard Worker "float2 localcoord = inputPoint;"
67*c8dee2aaSAndroid Build Coastguard Worker "float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;");
68*c8dee2aaSAndroid Build Coastguard Worker gpArgs->fLocalCoordVar.set(SkSLType::kFloat2, "localcoord");
69*c8dee2aaSAndroid Build Coastguard Worker gpArgs->fPositionVar.set(SkSLType::kFloat2, "vertexpos");
70*c8dee2aaSAndroid Build Coastguard Worker }
71*c8dee2aaSAndroid Build Coastguard Worker };
72*c8dee2aaSAndroid Build Coastguard Worker return std::make_unique<Impl>();
73*c8dee2aaSAndroid Build Coastguard Worker }
74*c8dee2aaSAndroid Build Coastguard Worker
75*c8dee2aaSAndroid Build Coastguard Worker
76*c8dee2aaSAndroid Build Coastguard Worker // Uses instanced draws to triangulate standalone closed curves with a "middle-out" topology.
77*c8dee2aaSAndroid Build Coastguard Worker // Middle-out draws a triangle with vertices at T=[0, 1/2, 1] and then recurses breadth first:
78*c8dee2aaSAndroid Build Coastguard Worker //
79*c8dee2aaSAndroid Build Coastguard Worker // depth=0: T=[0, 1/2, 1]
80*c8dee2aaSAndroid Build Coastguard Worker // depth=1: T=[0, 1/4, 2/4], T=[2/4, 3/4, 1]
81*c8dee2aaSAndroid Build Coastguard Worker // depth=2: T=[0, 1/8, 2/8], T=[2/8, 3/8, 4/8], T=[4/8, 5/8, 6/8], T=[6/8, 7/8, 1]
82*c8dee2aaSAndroid Build Coastguard Worker // ...
83*c8dee2aaSAndroid Build Coastguard Worker //
84*c8dee2aaSAndroid Build Coastguard Worker // The shader determines how many segments are required to render each individual curve smoothly,
85*c8dee2aaSAndroid Build Coastguard Worker // and emits empty triangles at any vertices whose sk_VertexIDs are higher than necessary. It is the
86*c8dee2aaSAndroid Build Coastguard Worker // caller's responsibility to draw enough vertices per instance for the most complex curve in the
87*c8dee2aaSAndroid Build Coastguard Worker // batch to render smoothly (i.e., NumTrianglesAtResolveLevel() * 3).
88*c8dee2aaSAndroid Build Coastguard Worker class MiddleOutShader : public GrPathTessellationShader {
89*c8dee2aaSAndroid Build Coastguard Worker public:
MiddleOutShader(const GrShaderCaps & shaderCaps,const SkMatrix & viewMatrix,const SkPMColor4f & color,PatchAttribs attribs)90*c8dee2aaSAndroid Build Coastguard Worker MiddleOutShader(const GrShaderCaps& shaderCaps, const SkMatrix& viewMatrix,
91*c8dee2aaSAndroid Build Coastguard Worker const SkPMColor4f& color, PatchAttribs attribs)
92*c8dee2aaSAndroid Build Coastguard Worker : GrPathTessellationShader(kTessellate_MiddleOutShader_ClassID,
93*c8dee2aaSAndroid Build Coastguard Worker GrPrimitiveType::kTriangles, viewMatrix, color, attribs) {
94*c8dee2aaSAndroid Build Coastguard Worker fInstanceAttribs.emplace_back("p01", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
95*c8dee2aaSAndroid Build Coastguard Worker fInstanceAttribs.emplace_back("p23", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
96*c8dee2aaSAndroid Build Coastguard Worker if (fAttribs & PatchAttribs::kFanPoint) {
97*c8dee2aaSAndroid Build Coastguard Worker fInstanceAttribs.emplace_back("fanPointAttrib",
98*c8dee2aaSAndroid Build Coastguard Worker kFloat2_GrVertexAttribType,
99*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kFloat2);
100*c8dee2aaSAndroid Build Coastguard Worker }
101*c8dee2aaSAndroid Build Coastguard Worker if (fAttribs & PatchAttribs::kColor) {
102*c8dee2aaSAndroid Build Coastguard Worker fInstanceAttribs.emplace_back("colorAttrib",
103*c8dee2aaSAndroid Build Coastguard Worker (fAttribs & PatchAttribs::kWideColorIfEnabled)
104*c8dee2aaSAndroid Build Coastguard Worker ? kFloat4_GrVertexAttribType
105*c8dee2aaSAndroid Build Coastguard Worker : kUByte4_norm_GrVertexAttribType,
106*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kHalf4);
107*c8dee2aaSAndroid Build Coastguard Worker }
108*c8dee2aaSAndroid Build Coastguard Worker if (fAttribs & PatchAttribs::kExplicitCurveType) {
109*c8dee2aaSAndroid Build Coastguard Worker // A conic curve is written out with p3=[w,Infinity], but GPUs that don't support
110*c8dee2aaSAndroid Build Coastguard Worker // infinity can't detect this. On these platforms we also write out an extra float with
111*c8dee2aaSAndroid Build Coastguard Worker // each patch that explicitly tells the shader what type of curve it is.
112*c8dee2aaSAndroid Build Coastguard Worker fInstanceAttribs.emplace_back("curveType", kFloat_GrVertexAttribType, SkSLType::kFloat);
113*c8dee2aaSAndroid Build Coastguard Worker }
114*c8dee2aaSAndroid Build Coastguard Worker this->setInstanceAttributesWithImplicitOffsets(fInstanceAttribs.data(),
115*c8dee2aaSAndroid Build Coastguard Worker fInstanceAttribs.size());
116*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fInstanceAttribs.size() <= kMaxInstanceAttribCount);
117*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(this->instanceStride() ==
118*c8dee2aaSAndroid Build Coastguard Worker sizeof(SkPoint) * 4 + PatchAttribsStride(fAttribs));
119*c8dee2aaSAndroid Build Coastguard Worker
120*c8dee2aaSAndroid Build Coastguard Worker constexpr static Attribute kVertexAttrib("resolveLevel_and_idx", kFloat2_GrVertexAttribType,
121*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kFloat2);
122*c8dee2aaSAndroid Build Coastguard Worker this->setVertexAttributesWithImplicitOffsets(&kVertexAttrib, 1);
123*c8dee2aaSAndroid Build Coastguard Worker }
124*c8dee2aaSAndroid Build Coastguard Worker
125*c8dee2aaSAndroid Build Coastguard Worker private:
name() const126*c8dee2aaSAndroid Build Coastguard Worker const char* name() const final { return "tessellate_MiddleOutShader"; }
addToKey(const GrShaderCaps &,skgpu::KeyBuilder * b) const127*c8dee2aaSAndroid Build Coastguard Worker void addToKey(const GrShaderCaps&, skgpu::KeyBuilder* b) const final {
128*c8dee2aaSAndroid Build Coastguard Worker // When color is in a uniform, it's always wide so we need to ignore kWideColorIfEnabled.
129*c8dee2aaSAndroid Build Coastguard Worker // When color is in an attrib, its wideness is accounted for as part of the attrib key in
130*c8dee2aaSAndroid Build Coastguard Worker // GrGeometryProcessor::getAttributeKey().
131*c8dee2aaSAndroid Build Coastguard Worker // Either way, we get the correct key by ignoring .
132*c8dee2aaSAndroid Build Coastguard Worker b->add32((uint32_t)(fAttribs & ~PatchAttribs::kWideColorIfEnabled));
133*c8dee2aaSAndroid Build Coastguard Worker }
134*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final;
135*c8dee2aaSAndroid Build Coastguard Worker
136*c8dee2aaSAndroid Build Coastguard Worker constexpr static int kMaxInstanceAttribCount = 5;
137*c8dee2aaSAndroid Build Coastguard Worker STArray<kMaxInstanceAttribCount, Attribute> fInstanceAttribs;
138*c8dee2aaSAndroid Build Coastguard Worker };
139*c8dee2aaSAndroid Build Coastguard Worker
makeProgramImpl(const GrShaderCaps &) const140*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrGeometryProcessor::ProgramImpl> MiddleOutShader::makeProgramImpl(
141*c8dee2aaSAndroid Build Coastguard Worker const GrShaderCaps&) const {
142*c8dee2aaSAndroid Build Coastguard Worker class Impl : public GrPathTessellationShader::Impl {
143*c8dee2aaSAndroid Build Coastguard Worker void emitVertexCode(const GrShaderCaps& shaderCaps,
144*c8dee2aaSAndroid Build Coastguard Worker const GrPathTessellationShader& shader,
145*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVertexBuilder* v,
146*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVaryingHandler* varyingHandler,
147*c8dee2aaSAndroid Build Coastguard Worker GrGPArgs* gpArgs) override {
148*c8dee2aaSAndroid Build Coastguard Worker const MiddleOutShader& middleOutShader = shader.cast<MiddleOutShader>();
149*c8dee2aaSAndroid Build Coastguard Worker v->defineConstant("PRECISION", skgpu::tess::kPrecision);
150*c8dee2aaSAndroid Build Coastguard Worker v->defineConstant("MAX_FIXED_RESOLVE_LEVEL",
151*c8dee2aaSAndroid Build Coastguard Worker (float)skgpu::tess::kMaxResolveLevel);
152*c8dee2aaSAndroid Build Coastguard Worker v->defineConstant("MAX_FIXED_SEGMENTS",
153*c8dee2aaSAndroid Build Coastguard Worker (float)(skgpu::tess::kMaxParametricSegments));
154*c8dee2aaSAndroid Build Coastguard Worker v->insertFunction(GrTessellationShader::WangsFormulaSkSL());
155*c8dee2aaSAndroid Build Coastguard Worker if (middleOutShader.fAttribs & PatchAttribs::kExplicitCurveType) {
156*c8dee2aaSAndroid Build Coastguard Worker v->insertFunction(SkStringPrintf(
157*c8dee2aaSAndroid Build Coastguard Worker "bool is_conic_curve() {"
158*c8dee2aaSAndroid Build Coastguard Worker "return curveType != %g;"
159*c8dee2aaSAndroid Build Coastguard Worker "}", skgpu::tess::kCubicCurveType).c_str());
160*c8dee2aaSAndroid Build Coastguard Worker v->insertFunction(SkStringPrintf(
161*c8dee2aaSAndroid Build Coastguard Worker "bool is_triangular_conic_curve() {"
162*c8dee2aaSAndroid Build Coastguard Worker "return curveType == %g;"
163*c8dee2aaSAndroid Build Coastguard Worker "}", skgpu::tess::kTriangularConicCurveType).c_str());
164*c8dee2aaSAndroid Build Coastguard Worker } else {
165*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(shaderCaps.fInfinitySupport);
166*c8dee2aaSAndroid Build Coastguard Worker v->insertFunction(
167*c8dee2aaSAndroid Build Coastguard Worker "bool is_conic_curve() { return isinf(p23.w); }"
168*c8dee2aaSAndroid Build Coastguard Worker "bool is_triangular_conic_curve() { return isinf(p23.z); }");
169*c8dee2aaSAndroid Build Coastguard Worker }
170*c8dee2aaSAndroid Build Coastguard Worker if (shaderCaps.fBitManipulationSupport) {
171*c8dee2aaSAndroid Build Coastguard Worker v->insertFunction(
172*c8dee2aaSAndroid Build Coastguard Worker "float ldexp_portable(float x, float p) {"
173*c8dee2aaSAndroid Build Coastguard Worker "return ldexp(x, int(p));"
174*c8dee2aaSAndroid Build Coastguard Worker "}");
175*c8dee2aaSAndroid Build Coastguard Worker } else {
176*c8dee2aaSAndroid Build Coastguard Worker v->insertFunction(
177*c8dee2aaSAndroid Build Coastguard Worker "float ldexp_portable(float x, float p) {"
178*c8dee2aaSAndroid Build Coastguard Worker "return x * exp2(p);"
179*c8dee2aaSAndroid Build Coastguard Worker "}");
180*c8dee2aaSAndroid Build Coastguard Worker }
181*c8dee2aaSAndroid Build Coastguard Worker v->codeAppend(
182*c8dee2aaSAndroid Build Coastguard Worker "float resolveLevel = resolveLevel_and_idx.x;"
183*c8dee2aaSAndroid Build Coastguard Worker "float idxInResolveLevel = resolveLevel_and_idx.y;"
184*c8dee2aaSAndroid Build Coastguard Worker "float2 localcoord;");
185*c8dee2aaSAndroid Build Coastguard Worker if (middleOutShader.fAttribs & PatchAttribs::kFanPoint) {
186*c8dee2aaSAndroid Build Coastguard Worker v->codeAppend(
187*c8dee2aaSAndroid Build Coastguard Worker // A negative resolve level means this is the fan point.
188*c8dee2aaSAndroid Build Coastguard Worker "if (resolveLevel < 0) {"
189*c8dee2aaSAndroid Build Coastguard Worker "localcoord = fanPointAttrib;"
190*c8dee2aaSAndroid Build Coastguard Worker "} else "); // Fall through to next if (). Trailing space is important.
191*c8dee2aaSAndroid Build Coastguard Worker }
192*c8dee2aaSAndroid Build Coastguard Worker v->codeAppend(
193*c8dee2aaSAndroid Build Coastguard Worker "if (is_triangular_conic_curve()) {"
194*c8dee2aaSAndroid Build Coastguard Worker // This patch is an exact triangle.
195*c8dee2aaSAndroid Build Coastguard Worker "localcoord = (resolveLevel != 0) ? p01.zw"
196*c8dee2aaSAndroid Build Coastguard Worker ": (idxInResolveLevel != 0) ? p23.xy"
197*c8dee2aaSAndroid Build Coastguard Worker ": p01.xy;"
198*c8dee2aaSAndroid Build Coastguard Worker "} else {"
199*c8dee2aaSAndroid Build Coastguard Worker "float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;"
200*c8dee2aaSAndroid Build Coastguard Worker "float w = -1;" // w < 0 tells us to treat the instance as an integral cubic.
201*c8dee2aaSAndroid Build Coastguard Worker "float maxResolveLevel;"
202*c8dee2aaSAndroid Build Coastguard Worker "if (is_conic_curve()) {"
203*c8dee2aaSAndroid Build Coastguard Worker // Conics are 3 points, with the weight in p3.
204*c8dee2aaSAndroid Build Coastguard Worker "w = p3.x;"
205*c8dee2aaSAndroid Build Coastguard Worker "maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,"
206*c8dee2aaSAndroid Build Coastguard Worker "AFFINE_MATRIX * p1,"
207*c8dee2aaSAndroid Build Coastguard Worker "AFFINE_MATRIX * p2, w);"
208*c8dee2aaSAndroid Build Coastguard Worker "p1 *= w;" // Unproject p1.
209*c8dee2aaSAndroid Build Coastguard Worker "p3 = p2;" // Duplicate the endpoint for shared code that also runs on cubics.
210*c8dee2aaSAndroid Build Coastguard Worker "} else {"
211*c8dee2aaSAndroid Build Coastguard Worker // The patch is an integral cubic.
212*c8dee2aaSAndroid Build Coastguard Worker "maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,"
213*c8dee2aaSAndroid Build Coastguard Worker "AFFINE_MATRIX);"
214*c8dee2aaSAndroid Build Coastguard Worker "}"
215*c8dee2aaSAndroid Build Coastguard Worker "if (resolveLevel > maxResolveLevel) {"
216*c8dee2aaSAndroid Build Coastguard Worker // This vertex is at a higher resolve level than we need. Demote to a lower
217*c8dee2aaSAndroid Build Coastguard Worker // resolveLevel, which will produce a degenerate triangle.
218*c8dee2aaSAndroid Build Coastguard Worker "idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,"
219*c8dee2aaSAndroid Build Coastguard Worker "maxResolveLevel - resolveLevel));"
220*c8dee2aaSAndroid Build Coastguard Worker "resolveLevel = maxResolveLevel;"
221*c8dee2aaSAndroid Build Coastguard Worker "}"
222*c8dee2aaSAndroid Build Coastguard Worker // Promote our location to a discrete position in the maximum fixed resolve level.
223*c8dee2aaSAndroid Build Coastguard Worker // This is extra paranoia to ensure we get the exact same fp32 coordinates for
224*c8dee2aaSAndroid Build Coastguard Worker // colocated points from different resolve levels (e.g., the vertices T=3/4 and
225*c8dee2aaSAndroid Build Coastguard Worker // T=6/8 should be exactly colocated).
226*c8dee2aaSAndroid Build Coastguard Worker "float fixedVertexID = floor(.5 + ldexp_portable("
227*c8dee2aaSAndroid Build Coastguard Worker "idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));"
228*c8dee2aaSAndroid Build Coastguard Worker "if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {"
229*c8dee2aaSAndroid Build Coastguard Worker "float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);"
230*c8dee2aaSAndroid Build Coastguard Worker
231*c8dee2aaSAndroid Build Coastguard Worker // Evaluate at T. Use De Casteljau's for its accuracy and stability.
232*c8dee2aaSAndroid Build Coastguard Worker "float2 ab = mix(p0, p1, T);"
233*c8dee2aaSAndroid Build Coastguard Worker "float2 bc = mix(p1, p2, T);"
234*c8dee2aaSAndroid Build Coastguard Worker "float2 cd = mix(p2, p3, T);"
235*c8dee2aaSAndroid Build Coastguard Worker "float2 abc = mix(ab, bc, T);"
236*c8dee2aaSAndroid Build Coastguard Worker "float2 bcd = mix(bc, cd, T);"
237*c8dee2aaSAndroid Build Coastguard Worker "float2 abcd = mix(abc, bcd, T);"
238*c8dee2aaSAndroid Build Coastguard Worker
239*c8dee2aaSAndroid Build Coastguard Worker // Evaluate the conic weight at T.
240*c8dee2aaSAndroid Build Coastguard Worker "float u = mix(1.0, w, T);"
241*c8dee2aaSAndroid Build Coastguard Worker "float v = w + 1 - u;" // == mix(w, 1, T)
242*c8dee2aaSAndroid Build Coastguard Worker "float uv = mix(u, v, T);"
243*c8dee2aaSAndroid Build Coastguard Worker
244*c8dee2aaSAndroid Build Coastguard Worker "localcoord = (w < 0) ?" /*cubic*/ "abcd:" /*conic*/ "abc/uv;"
245*c8dee2aaSAndroid Build Coastguard Worker "} else {"
246*c8dee2aaSAndroid Build Coastguard Worker "localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;"
247*c8dee2aaSAndroid Build Coastguard Worker "}"
248*c8dee2aaSAndroid Build Coastguard Worker "}"
249*c8dee2aaSAndroid Build Coastguard Worker "float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;");
250*c8dee2aaSAndroid Build Coastguard Worker gpArgs->fLocalCoordVar.set(SkSLType::kFloat2, "localcoord");
251*c8dee2aaSAndroid Build Coastguard Worker gpArgs->fPositionVar.set(SkSLType::kFloat2, "vertexpos");
252*c8dee2aaSAndroid Build Coastguard Worker if (middleOutShader.fAttribs & PatchAttribs::kColor) {
253*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVarying colorVarying(SkSLType::kHalf4);
254*c8dee2aaSAndroid Build Coastguard Worker varyingHandler->addVarying("color",
255*c8dee2aaSAndroid Build Coastguard Worker &colorVarying,
256*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVaryingHandler::Interpolation::kCanBeFlat);
257*c8dee2aaSAndroid Build Coastguard Worker v->codeAppendf("%s = colorAttrib;", colorVarying.vsOut());
258*c8dee2aaSAndroid Build Coastguard Worker fVaryingColorName = colorVarying.fsIn();
259*c8dee2aaSAndroid Build Coastguard Worker }
260*c8dee2aaSAndroid Build Coastguard Worker }
261*c8dee2aaSAndroid Build Coastguard Worker };
262*c8dee2aaSAndroid Build Coastguard Worker return std::make_unique<Impl>();
263*c8dee2aaSAndroid Build Coastguard Worker }
264*c8dee2aaSAndroid Build Coastguard Worker
265*c8dee2aaSAndroid Build Coastguard Worker } // namespace
266*c8dee2aaSAndroid Build Coastguard Worker
Make(const GrShaderCaps & shaderCaps,SkArenaAlloc * arena,const SkMatrix & viewMatrix,const SkPMColor4f & color,PatchAttribs attribs)267*c8dee2aaSAndroid Build Coastguard Worker GrPathTessellationShader* GrPathTessellationShader::Make(const GrShaderCaps& shaderCaps,
268*c8dee2aaSAndroid Build Coastguard Worker SkArenaAlloc* arena,
269*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix& viewMatrix,
270*c8dee2aaSAndroid Build Coastguard Worker const SkPMColor4f& color,
271*c8dee2aaSAndroid Build Coastguard Worker PatchAttribs attribs) {
272*c8dee2aaSAndroid Build Coastguard Worker // We should use explicit curve type when, and only when, there isn't infinity support.
273*c8dee2aaSAndroid Build Coastguard Worker // Otherwise the GPU can infer curve type based on infinity.
274*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(shaderCaps.fInfinitySupport != (attribs & PatchAttribs::kExplicitCurveType));
275*c8dee2aaSAndroid Build Coastguard Worker return arena->make<MiddleOutShader>(shaderCaps, viewMatrix, color, attribs);
276*c8dee2aaSAndroid Build Coastguard Worker }
277*c8dee2aaSAndroid Build Coastguard Worker
MakeSimpleTriangleShader(SkArenaAlloc * arena,const SkMatrix & viewMatrix,const SkPMColor4f & color)278*c8dee2aaSAndroid Build Coastguard Worker GrPathTessellationShader* GrPathTessellationShader::MakeSimpleTriangleShader(
279*c8dee2aaSAndroid Build Coastguard Worker SkArenaAlloc* arena, const SkMatrix& viewMatrix, const SkPMColor4f& color) {
280*c8dee2aaSAndroid Build Coastguard Worker return arena->make<SimpleTriangleShader>(viewMatrix, color);
281*c8dee2aaSAndroid Build Coastguard Worker }
282*c8dee2aaSAndroid Build Coastguard Worker
MakeStencilOnlyPipeline(const ProgramArgs & args,GrAAType aaType,const GrAppliedHardClip & hardClip,GrPipeline::InputFlags pipelineFlags)283*c8dee2aaSAndroid Build Coastguard Worker const GrPipeline* GrPathTessellationShader::MakeStencilOnlyPipeline(
284*c8dee2aaSAndroid Build Coastguard Worker const ProgramArgs& args,
285*c8dee2aaSAndroid Build Coastguard Worker GrAAType aaType,
286*c8dee2aaSAndroid Build Coastguard Worker const GrAppliedHardClip& hardClip,
287*c8dee2aaSAndroid Build Coastguard Worker GrPipeline::InputFlags pipelineFlags) {
288*c8dee2aaSAndroid Build Coastguard Worker GrPipeline::InitArgs pipelineArgs;
289*c8dee2aaSAndroid Build Coastguard Worker pipelineArgs.fInputFlags = pipelineFlags;
290*c8dee2aaSAndroid Build Coastguard Worker pipelineArgs.fCaps = args.fCaps;
291*c8dee2aaSAndroid Build Coastguard Worker return args.fArena->make<GrPipeline>(pipelineArgs,
292*c8dee2aaSAndroid Build Coastguard Worker GrDisableColorXPFactory::MakeXferProcessor(),
293*c8dee2aaSAndroid Build Coastguard Worker hardClip);
294*c8dee2aaSAndroid Build Coastguard Worker }
295*c8dee2aaSAndroid Build Coastguard Worker
296*c8dee2aaSAndroid Build Coastguard Worker // Evaluate our point of interest using numerically stable linear interpolations. We add our own
297*c8dee2aaSAndroid Build Coastguard Worker // "safe_mix" method to guarantee we get exactly "b" when T=1. The builtin mix() function seems
298*c8dee2aaSAndroid Build Coastguard Worker // spec'd to behave this way, but empirical results results have shown it does not always.
299*c8dee2aaSAndroid Build Coastguard Worker const char* GrPathTessellationShader::Impl::kEvalRationalCubicFn =
300*c8dee2aaSAndroid Build Coastguard Worker "float3 safe_mix(float3 a, float3 b, float T, float one_minus_T) {"
301*c8dee2aaSAndroid Build Coastguard Worker "return a*one_minus_T + b*T;"
302*c8dee2aaSAndroid Build Coastguard Worker "}"
303*c8dee2aaSAndroid Build Coastguard Worker "float2 eval_rational_cubic(float4x3 P, float T) {"
304*c8dee2aaSAndroid Build Coastguard Worker "float one_minus_T = 1.0 - T;"
305*c8dee2aaSAndroid Build Coastguard Worker "float3 ab = safe_mix(P[0], P[1], T, one_minus_T);"
306*c8dee2aaSAndroid Build Coastguard Worker "float3 bc = safe_mix(P[1], P[2], T, one_minus_T);"
307*c8dee2aaSAndroid Build Coastguard Worker "float3 cd = safe_mix(P[2], P[3], T, one_minus_T);"
308*c8dee2aaSAndroid Build Coastguard Worker "float3 abc = safe_mix(ab, bc, T, one_minus_T);"
309*c8dee2aaSAndroid Build Coastguard Worker "float3 bcd = safe_mix(bc, cd, T, one_minus_T);"
310*c8dee2aaSAndroid Build Coastguard Worker "float3 abcd = safe_mix(abc, bcd, T, one_minus_T);"
311*c8dee2aaSAndroid Build Coastguard Worker "return abcd.xy / abcd.z;"
312*c8dee2aaSAndroid Build Coastguard Worker "}";
313*c8dee2aaSAndroid Build Coastguard Worker
onEmitCode(EmitArgs & args,GrGPArgs * gpArgs)314*c8dee2aaSAndroid Build Coastguard Worker void GrPathTessellationShader::Impl::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
315*c8dee2aaSAndroid Build Coastguard Worker const auto& shader = args.fGeomProc.cast<GrPathTessellationShader>();
316*c8dee2aaSAndroid Build Coastguard Worker args.fVaryingHandler->emitAttributes(shader);
317*c8dee2aaSAndroid Build Coastguard Worker
318*c8dee2aaSAndroid Build Coastguard Worker // Vertex shader.
319*c8dee2aaSAndroid Build Coastguard Worker const char* affineMatrix, *translate;
320*c8dee2aaSAndroid Build Coastguard Worker fAffineMatrixUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
321*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kFloat4, "affineMatrix",
322*c8dee2aaSAndroid Build Coastguard Worker &affineMatrix);
323*c8dee2aaSAndroid Build Coastguard Worker fTranslateUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
324*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kFloat2, "translate", &translate);
325*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppendf("float2x2 AFFINE_MATRIX = float2x2(%s.xy, %s.zw);",
326*c8dee2aaSAndroid Build Coastguard Worker affineMatrix, affineMatrix);
327*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppendf("float2 TRANSLATE = %s;", translate);
328*c8dee2aaSAndroid Build Coastguard Worker this->emitVertexCode(*args.fShaderCaps,
329*c8dee2aaSAndroid Build Coastguard Worker shader,
330*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder,
331*c8dee2aaSAndroid Build Coastguard Worker args.fVaryingHandler,
332*c8dee2aaSAndroid Build Coastguard Worker gpArgs);
333*c8dee2aaSAndroid Build Coastguard Worker
334*c8dee2aaSAndroid Build Coastguard Worker // Fragment shader.
335*c8dee2aaSAndroid Build Coastguard Worker if (!(shader.fAttribs & PatchAttribs::kColor)) {
336*c8dee2aaSAndroid Build Coastguard Worker const char* color;
337*c8dee2aaSAndroid Build Coastguard Worker fColorUniform = args.fUniformHandler->addUniform(nullptr, kFragment_GrShaderFlag,
338*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kHalf4, "color", &color);
339*c8dee2aaSAndroid Build Coastguard Worker args.fFragBuilder->codeAppendf("half4 %s = %s;", args.fOutputColor, color);
340*c8dee2aaSAndroid Build Coastguard Worker } else {
341*c8dee2aaSAndroid Build Coastguard Worker args.fFragBuilder->codeAppendf("half4 %s = %s;",
342*c8dee2aaSAndroid Build Coastguard Worker args.fOutputColor, fVaryingColorName.c_str());
343*c8dee2aaSAndroid Build Coastguard Worker }
344*c8dee2aaSAndroid Build Coastguard Worker args.fFragBuilder->codeAppendf("const half4 %s = half4(1);", args.fOutputCoverage);
345*c8dee2aaSAndroid Build Coastguard Worker }
346*c8dee2aaSAndroid Build Coastguard Worker
setData(const GrGLSLProgramDataManager & pdman,const GrShaderCaps &,const GrGeometryProcessor & geomProc)347*c8dee2aaSAndroid Build Coastguard Worker void GrPathTessellationShader::Impl::setData(const GrGLSLProgramDataManager& pdman, const
348*c8dee2aaSAndroid Build Coastguard Worker GrShaderCaps&, const GrGeometryProcessor& geomProc) {
349*c8dee2aaSAndroid Build Coastguard Worker const auto& shader = geomProc.cast<GrPathTessellationShader>();
350*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix& m = shader.viewMatrix();
351*c8dee2aaSAndroid Build Coastguard Worker pdman.set4f(fAffineMatrixUniform, m.getScaleX(), m.getSkewY(), m.getSkewX(), m.getScaleY());
352*c8dee2aaSAndroid Build Coastguard Worker pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
353*c8dee2aaSAndroid Build Coastguard Worker
354*c8dee2aaSAndroid Build Coastguard Worker if (!(shader.fAttribs & PatchAttribs::kColor)) {
355*c8dee2aaSAndroid Build Coastguard Worker const SkPMColor4f& color = shader.color();
356*c8dee2aaSAndroid Build Coastguard Worker pdman.set4f(fColorUniform, color.fR, color.fG, color.fB, color.fA);
357*c8dee2aaSAndroid Build Coastguard Worker }
358*c8dee2aaSAndroid Build Coastguard Worker }
359