xref: /aosp_15_r20/external/skia/src/gpu/ganesh/tessellate/GrPathTessellationShader.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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 #ifndef GrPathTessellationShader_DEFINED
8*c8dee2aaSAndroid Build Coastguard Worker #define GrPathTessellationShader_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/SkColorData.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGeometryProcessor.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrPipeline.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrUserStencilSettings.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/tessellate/GrTessellationShader.h"
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef>
20*c8dee2aaSAndroid Build Coastguard Worker 
21*c8dee2aaSAndroid Build Coastguard Worker class GrAppliedHardClip;
22*c8dee2aaSAndroid Build Coastguard Worker class GrGLSLProgramDataManager;
23*c8dee2aaSAndroid Build Coastguard Worker class GrGLSLVaryingHandler;
24*c8dee2aaSAndroid Build Coastguard Worker class GrGLSLVertexBuilder;
25*c8dee2aaSAndroid Build Coastguard Worker class SkArenaAlloc;
26*c8dee2aaSAndroid Build Coastguard Worker class SkMatrix;
27*c8dee2aaSAndroid Build Coastguard Worker struct GrShaderCaps;
28*c8dee2aaSAndroid Build Coastguard Worker 
29*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::tess {
30*c8dee2aaSAndroid Build Coastguard Worker enum class PatchAttribs;
31*c8dee2aaSAndroid Build Coastguard Worker }
32*c8dee2aaSAndroid Build Coastguard Worker 
33*c8dee2aaSAndroid Build Coastguard Worker // This is the base class for shaders in the GPU tessellator that fill paths.
34*c8dee2aaSAndroid Build Coastguard Worker class GrPathTessellationShader : public GrTessellationShader {
35*c8dee2aaSAndroid Build Coastguard Worker protected:
36*c8dee2aaSAndroid Build Coastguard Worker     using PatchAttribs = skgpu::tess::PatchAttribs;
37*c8dee2aaSAndroid Build Coastguard Worker 
38*c8dee2aaSAndroid Build Coastguard Worker public:
39*c8dee2aaSAndroid Build Coastguard Worker     // Draws a simple array of triangles.
40*c8dee2aaSAndroid Build Coastguard Worker     static GrPathTessellationShader* MakeSimpleTriangleShader(SkArenaAlloc*,
41*c8dee2aaSAndroid Build Coastguard Worker                                                               const SkMatrix& viewMatrix,
42*c8dee2aaSAndroid Build Coastguard Worker                                                               const SkPMColor4f&);
43*c8dee2aaSAndroid Build Coastguard Worker 
44*c8dee2aaSAndroid Build Coastguard Worker     // Uses instanced draws to triangulate curves with a "middle-out" topology. Middle-out draws a
45*c8dee2aaSAndroid Build Coastguard Worker     // triangle with vertices at T=[0, 1/2, 1] and then recurses breadth first:
46*c8dee2aaSAndroid Build Coastguard Worker     //
47*c8dee2aaSAndroid Build Coastguard Worker     //   depth=0: T=[0, 1/2, 1]
48*c8dee2aaSAndroid Build Coastguard Worker     //   depth=1: T=[0, 1/4, 2/4], T=[2/4, 3/4, 1]
49*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]
50*c8dee2aaSAndroid Build Coastguard Worker     //   ...
51*c8dee2aaSAndroid Build Coastguard Worker     //
52*c8dee2aaSAndroid Build Coastguard Worker     // The shader determines how many segments are required to render each individual curve
53*c8dee2aaSAndroid Build Coastguard Worker     // smoothly, and emits empty triangles at any vertices whose sk_VertexIDs are higher than
54*c8dee2aaSAndroid Build Coastguard Worker     // necessary. It is the caller's responsibility to draw enough vertices per instance for the
55*c8dee2aaSAndroid Build Coastguard Worker     // most complex curve in the batch to render smoothly (i.e., NumTrianglesAtResolveLevel() * 3).
56*c8dee2aaSAndroid Build Coastguard Worker     //
57*c8dee2aaSAndroid Build Coastguard Worker     // If PatchAttribs::kFanPoint is set, an additional triangle is added, connecting the base of
58*c8dee2aaSAndroid Build Coastguard Worker     // the curve to the fan point.
59*c8dee2aaSAndroid Build Coastguard Worker     static GrPathTessellationShader* Make(const GrShaderCaps&,
60*c8dee2aaSAndroid Build Coastguard Worker                                           SkArenaAlloc*,
61*c8dee2aaSAndroid Build Coastguard Worker                                           const SkMatrix& viewMatrix,
62*c8dee2aaSAndroid Build Coastguard Worker                                           const SkPMColor4f&,
63*c8dee2aaSAndroid Build Coastguard Worker                                           PatchAttribs);
64*c8dee2aaSAndroid Build Coastguard Worker 
65*c8dee2aaSAndroid Build Coastguard Worker     // Returns the stencil settings to use for a standard Redbook "stencil" pass.
StencilPathSettings(GrFillRule fillRule)66*c8dee2aaSAndroid Build Coastguard Worker     static const GrUserStencilSettings* StencilPathSettings(GrFillRule fillRule) {
67*c8dee2aaSAndroid Build Coastguard Worker         // Increments clockwise triangles and decrements counterclockwise. Used for "winding" fill.
68*c8dee2aaSAndroid Build Coastguard Worker         constexpr static GrUserStencilSettings kIncrDecrStencil(
69*c8dee2aaSAndroid Build Coastguard Worker             GrUserStencilSettings::StaticInitSeparate<
70*c8dee2aaSAndroid Build Coastguard Worker                 0x0000,                                0x0000,
71*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilTest::kAlwaysIfInClip,    GrUserStencilTest::kAlwaysIfInClip,
72*c8dee2aaSAndroid Build Coastguard Worker                 0xffff,                                0xffff,
73*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilOp::kIncWrap,             GrUserStencilOp::kDecWrap,
74*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilOp::kKeep,                GrUserStencilOp::kKeep,
75*c8dee2aaSAndroid Build Coastguard Worker                 0xffff,                                0xffff>());
76*c8dee2aaSAndroid Build Coastguard Worker 
77*c8dee2aaSAndroid Build Coastguard Worker         // Inverts the bottom stencil bit. Used for "even/odd" fill.
78*c8dee2aaSAndroid Build Coastguard Worker         constexpr static GrUserStencilSettings kInvertStencil(
79*c8dee2aaSAndroid Build Coastguard Worker             GrUserStencilSettings::StaticInit<
80*c8dee2aaSAndroid Build Coastguard Worker                 0x0000,
81*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilTest::kAlwaysIfInClip,
82*c8dee2aaSAndroid Build Coastguard Worker                 0xffff,
83*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilOp::kInvert,
84*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilOp::kKeep,
85*c8dee2aaSAndroid Build Coastguard Worker                 0x0001>());
86*c8dee2aaSAndroid Build Coastguard Worker 
87*c8dee2aaSAndroid Build Coastguard Worker         return (fillRule == GrFillRule::kNonzero) ? &kIncrDecrStencil : &kInvertStencil;
88*c8dee2aaSAndroid Build Coastguard Worker     }
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker     // Returns the stencil settings to use for a standard Redbook "fill" pass. Allows non-zero
91*c8dee2aaSAndroid Build Coastguard Worker     // stencil values to pass and write a color, and resets the stencil value back to zero; discards
92*c8dee2aaSAndroid Build Coastguard Worker     // immediately on stencil values of zero.
93*c8dee2aaSAndroid Build Coastguard Worker     static const GrUserStencilSettings* TestAndResetStencilSettings(bool isInverseFill = false) {
94*c8dee2aaSAndroid Build Coastguard Worker         constexpr static GrUserStencilSettings kTestAndResetStencil(
95*c8dee2aaSAndroid Build Coastguard Worker             GrUserStencilSettings::StaticInit<
96*c8dee2aaSAndroid Build Coastguard Worker                 0x0000,
97*c8dee2aaSAndroid Build Coastguard Worker                 // No need to check the clip because the previous stencil pass will have only
98*c8dee2aaSAndroid Build Coastguard Worker                 // written to samples already inside the clip.
99*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilTest::kNotEqual,
100*c8dee2aaSAndroid Build Coastguard Worker                 0xffff,
101*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilOp::kZero,
102*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilOp::kKeep,
103*c8dee2aaSAndroid Build Coastguard Worker                 0xffff>());
104*c8dee2aaSAndroid Build Coastguard Worker 
105*c8dee2aaSAndroid Build Coastguard Worker         constexpr static GrUserStencilSettings kTestAndResetStencilInverted(
106*c8dee2aaSAndroid Build Coastguard Worker             GrUserStencilSettings::StaticInit<
107*c8dee2aaSAndroid Build Coastguard Worker                 0x0000,
108*c8dee2aaSAndroid Build Coastguard Worker                 // No need to check the clip because the previous stencil pass will have only
109*c8dee2aaSAndroid Build Coastguard Worker                 // written to samples already inside the clip.
110*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilTest::kEqual,
111*c8dee2aaSAndroid Build Coastguard Worker                 0xffff,
112*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilOp::kKeep,
113*c8dee2aaSAndroid Build Coastguard Worker                 GrUserStencilOp::kZero,
114*c8dee2aaSAndroid Build Coastguard Worker                 0xffff>());
115*c8dee2aaSAndroid Build Coastguard Worker 
116*c8dee2aaSAndroid Build Coastguard Worker         return isInverseFill ? &kTestAndResetStencilInverted : &kTestAndResetStencil;
117*c8dee2aaSAndroid Build Coastguard Worker     }
118*c8dee2aaSAndroid Build Coastguard Worker 
119*c8dee2aaSAndroid Build Coastguard Worker     // Creates a pipeline that does not write to the color buffer.
120*c8dee2aaSAndroid Build Coastguard Worker     static const GrPipeline* MakeStencilOnlyPipeline(
121*c8dee2aaSAndroid Build Coastguard Worker             const ProgramArgs&,
122*c8dee2aaSAndroid Build Coastguard Worker             GrAAType,
123*c8dee2aaSAndroid Build Coastguard Worker             const GrAppliedHardClip&,
124*c8dee2aaSAndroid Build Coastguard Worker             GrPipeline::InputFlags = GrPipeline::InputFlags::kNone);
125*c8dee2aaSAndroid Build Coastguard Worker 
126*c8dee2aaSAndroid Build Coastguard Worker protected:
127*c8dee2aaSAndroid Build Coastguard Worker     constexpr static size_t kMiddleOutVertexStride = 2 * sizeof(float);
128*c8dee2aaSAndroid Build Coastguard Worker 
GrPathTessellationShader(ClassID classID,GrPrimitiveType primitiveType,const SkMatrix & viewMatrix,const SkPMColor4f & color,PatchAttribs attribs)129*c8dee2aaSAndroid Build Coastguard Worker     GrPathTessellationShader(ClassID classID,
130*c8dee2aaSAndroid Build Coastguard Worker                              GrPrimitiveType primitiveType,
131*c8dee2aaSAndroid Build Coastguard Worker                              const SkMatrix& viewMatrix,
132*c8dee2aaSAndroid Build Coastguard Worker                              const SkPMColor4f& color,
133*c8dee2aaSAndroid Build Coastguard Worker                              PatchAttribs attribs)
134*c8dee2aaSAndroid Build Coastguard Worker             : GrTessellationShader(classID, primitiveType, viewMatrix, color)
135*c8dee2aaSAndroid Build Coastguard Worker             , fAttribs(attribs) {
136*c8dee2aaSAndroid Build Coastguard Worker     }
137*c8dee2aaSAndroid Build Coastguard Worker 
138*c8dee2aaSAndroid Build Coastguard Worker     // Default path tessellation shader implementation that manages a uniform matrix and color.
139*c8dee2aaSAndroid Build Coastguard Worker     class Impl : public ProgramImpl {
140*c8dee2aaSAndroid Build Coastguard Worker     public:
141*c8dee2aaSAndroid Build Coastguard Worker         void onEmitCode(EmitArgs&, GrGPArgs*) final;
142*c8dee2aaSAndroid Build Coastguard Worker         void setData(const GrGLSLProgramDataManager&, const GrShaderCaps&,
143*c8dee2aaSAndroid Build Coastguard Worker                      const GrGeometryProcessor&) override;
144*c8dee2aaSAndroid Build Coastguard Worker 
145*c8dee2aaSAndroid Build Coastguard Worker     protected:
146*c8dee2aaSAndroid Build Coastguard Worker         // float4x3 unpack_rational_cubic(float2 p0, float2 p1, float2 p2, float2 p3) { ...
147*c8dee2aaSAndroid Build Coastguard Worker         //
148*c8dee2aaSAndroid Build Coastguard Worker         // Evaluate our point of interest using numerically stable linear interpolations. We add our
149*c8dee2aaSAndroid Build Coastguard Worker         // own "safe_mix" method to guarantee we get exactly "b" when T=1. The builtin mix()
150*c8dee2aaSAndroid Build Coastguard Worker         // function seems spec'd to behave this way, but empirical results results have shown it
151*c8dee2aaSAndroid Build Coastguard Worker         // does not always.
152*c8dee2aaSAndroid Build Coastguard Worker         static const char* kEvalRationalCubicFn;
153*c8dee2aaSAndroid Build Coastguard Worker 
154*c8dee2aaSAndroid Build Coastguard Worker         virtual void emitVertexCode(const GrShaderCaps&,
155*c8dee2aaSAndroid Build Coastguard Worker                                     const GrPathTessellationShader&,
156*c8dee2aaSAndroid Build Coastguard Worker                                     GrGLSLVertexBuilder*,
157*c8dee2aaSAndroid Build Coastguard Worker                                     GrGLSLVaryingHandler*,
158*c8dee2aaSAndroid Build Coastguard Worker                                     GrGPArgs*) = 0;
159*c8dee2aaSAndroid Build Coastguard Worker 
160*c8dee2aaSAndroid Build Coastguard Worker         GrGLSLUniformHandler::UniformHandle fAffineMatrixUniform;
161*c8dee2aaSAndroid Build Coastguard Worker         GrGLSLUniformHandler::UniformHandle fTranslateUniform;
162*c8dee2aaSAndroid Build Coastguard Worker         GrGLSLUniformHandler::UniformHandle fColorUniform;
163*c8dee2aaSAndroid Build Coastguard Worker         SkString fVaryingColorName;
164*c8dee2aaSAndroid Build Coastguard Worker     };
165*c8dee2aaSAndroid Build Coastguard Worker 
166*c8dee2aaSAndroid Build Coastguard Worker     const PatchAttribs fAttribs;
167*c8dee2aaSAndroid Build Coastguard Worker };
168*c8dee2aaSAndroid Build Coastguard Worker 
169*c8dee2aaSAndroid Build Coastguard Worker #endif
170