1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2020 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/GrStrokeTessellationShader.h"
8*c8dee2aaSAndroid Build Coastguard Worker
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkMacros.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkPoint_impl.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/KeyBuilder.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGeometryProcessor.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderCaps.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderVar.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLProgramDataManager.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/tessellate/FixedCountBufferUtils.h"
27*c8dee2aaSAndroid Build Coastguard Worker
28*c8dee2aaSAndroid Build Coastguard Worker #include <cmath>
29*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
30*c8dee2aaSAndroid Build Coastguard Worker
31*c8dee2aaSAndroid Build Coastguard Worker namespace {
32*c8dee2aaSAndroid Build Coastguard Worker
33*c8dee2aaSAndroid Build Coastguard Worker // float2 robust_normalize_diff(float2 a, float b) { ... }
34*c8dee2aaSAndroid Build Coastguard Worker //
35*c8dee2aaSAndroid Build Coastguard Worker // Returns the normalized difference between a and b, i.e. normalize(a - b), with care taken for
36*c8dee2aaSAndroid Build Coastguard Worker // if 'a' and/or 'b' have large coordinates.
37*c8dee2aaSAndroid Build Coastguard Worker static const char* kRobustNormalizeDiffFn =
38*c8dee2aaSAndroid Build Coastguard Worker "float2 robust_normalize_diff(float2 a, float2 b) {"
39*c8dee2aaSAndroid Build Coastguard Worker "float2 diff = a - b;"
40*c8dee2aaSAndroid Build Coastguard Worker "if (diff == float2(0.0)) {"
41*c8dee2aaSAndroid Build Coastguard Worker "return float2(0.0);"
42*c8dee2aaSAndroid Build Coastguard Worker "} else {"
43*c8dee2aaSAndroid Build Coastguard Worker "float invMag = 1.0 / max(abs(diff.x), abs(diff.y));"
44*c8dee2aaSAndroid Build Coastguard Worker "return normalize(invMag * diff);"
45*c8dee2aaSAndroid Build Coastguard Worker "}"
46*c8dee2aaSAndroid Build Coastguard Worker "}";
47*c8dee2aaSAndroid Build Coastguard Worker
48*c8dee2aaSAndroid Build Coastguard Worker // float cosine_between_unit_vectors(float2 a, float2 b) { ...
49*c8dee2aaSAndroid Build Coastguard Worker //
50*c8dee2aaSAndroid Build Coastguard Worker // Returns the cosine of the angle between a and b, assuming a and b are unit vectors already.
51*c8dee2aaSAndroid Build Coastguard Worker // Guaranteed to be between [-1, 1].
52*c8dee2aaSAndroid Build Coastguard Worker static const char* kCosineBetweenUnitVectorsFn =
53*c8dee2aaSAndroid Build Coastguard Worker "float cosine_between_unit_vectors(float2 a, float2 b) {"
54*c8dee2aaSAndroid Build Coastguard Worker // Since a and b are assumed to be normalized, the cosine is equal to the dot product, although
55*c8dee2aaSAndroid Build Coastguard Worker // we clamp that to ensure it falls within the expected range of [-1, 1].
56*c8dee2aaSAndroid Build Coastguard Worker "return clamp(dot(a, b), -1.0, 1.0);"
57*c8dee2aaSAndroid Build Coastguard Worker "}"
58*c8dee2aaSAndroid Build Coastguard Worker ;
59*c8dee2aaSAndroid Build Coastguard Worker
60*c8dee2aaSAndroid Build Coastguard Worker
61*c8dee2aaSAndroid Build Coastguard Worker // float miter_extent(float cosTheta, float miterLimit) { ...
62*c8dee2aaSAndroid Build Coastguard Worker //
63*c8dee2aaSAndroid Build Coastguard Worker // Extends the middle radius to either the miter point, or the bevel edge if we surpassed the
64*c8dee2aaSAndroid Build Coastguard Worker // miter limit and need to revert to a bevel join.
65*c8dee2aaSAndroid Build Coastguard Worker static const char* kMiterExtentFn =
66*c8dee2aaSAndroid Build Coastguard Worker "float miter_extent(float cosTheta, float miterLimit) {"
67*c8dee2aaSAndroid Build Coastguard Worker "float x = fma(cosTheta, .5, .5);"
68*c8dee2aaSAndroid Build Coastguard Worker "return (x * miterLimit * miterLimit >= 1.0) ? inversesqrt(x) : sqrt(x);"
69*c8dee2aaSAndroid Build Coastguard Worker "}"
70*c8dee2aaSAndroid Build Coastguard Worker ;
71*c8dee2aaSAndroid Build Coastguard Worker
72*c8dee2aaSAndroid Build Coastguard Worker // float num_radial_segments_per_radian(float approxDevStrokeRadius) { ...
73*c8dee2aaSAndroid Build Coastguard Worker //
74*c8dee2aaSAndroid Build Coastguard Worker // Returns the number of radial segments required for each radian of rotation, in order for the
75*c8dee2aaSAndroid Build Coastguard Worker // curve to appear "smooth" as defined by the approximate device-space stroke radius.
76*c8dee2aaSAndroid Build Coastguard Worker static const char* kNumRadialSegmentsPerRadianFn =
77*c8dee2aaSAndroid Build Coastguard Worker "float num_radial_segments_per_radian(float approxDevStrokeRadius) {"
78*c8dee2aaSAndroid Build Coastguard Worker "return .5 / acos(max(1.0 - (1.0 / PRECISION) / approxDevStrokeRadius, -1.0));"
79*c8dee2aaSAndroid Build Coastguard Worker "}";
80*c8dee2aaSAndroid Build Coastguard Worker
81*c8dee2aaSAndroid Build Coastguard Worker // float<N> unchecked_mix(float<N> a, float<N> b, float<N> T) { ...
82*c8dee2aaSAndroid Build Coastguard Worker //
83*c8dee2aaSAndroid Build Coastguard Worker // Unlike mix(), this does not return b when t==1. But it otherwise seems to get better
84*c8dee2aaSAndroid Build Coastguard Worker // precision than "a*(1 - t) + b*t" for things like chopping cubics on exact cusp points.
85*c8dee2aaSAndroid Build Coastguard Worker // We override this result anyway when t==1 so it shouldn't be a problem.
86*c8dee2aaSAndroid Build Coastguard Worker static const char* kUncheckedMixFn =
87*c8dee2aaSAndroid Build Coastguard Worker "float unchecked_mix(float a, float b, float T) {"
88*c8dee2aaSAndroid Build Coastguard Worker "return fma(b - a, T, a);"
89*c8dee2aaSAndroid Build Coastguard Worker "}"
90*c8dee2aaSAndroid Build Coastguard Worker "float2 unchecked_mix(float2 a, float2 b, float T) {"
91*c8dee2aaSAndroid Build Coastguard Worker "return fma(b - a, float2(T), a);"
92*c8dee2aaSAndroid Build Coastguard Worker "}"
93*c8dee2aaSAndroid Build Coastguard Worker "float4 unchecked_mix(float4 a, float4 b, float4 T) {"
94*c8dee2aaSAndroid Build Coastguard Worker "return fma(b - a, T, a);"
95*c8dee2aaSAndroid Build Coastguard Worker "}"
96*c8dee2aaSAndroid Build Coastguard Worker ;
97*c8dee2aaSAndroid Build Coastguard Worker
98*c8dee2aaSAndroid Build Coastguard Worker using skgpu::tess::FixedCountStrokes;
99*c8dee2aaSAndroid Build Coastguard Worker
100*c8dee2aaSAndroid Build Coastguard Worker } // anonymous namespace
101*c8dee2aaSAndroid Build Coastguard Worker
GrStrokeTessellationShader(const GrShaderCaps & shaderCaps,PatchAttribs attribs,const SkMatrix & viewMatrix,const SkStrokeRec & stroke,SkPMColor4f color)102*c8dee2aaSAndroid Build Coastguard Worker GrStrokeTessellationShader::GrStrokeTessellationShader(const GrShaderCaps& shaderCaps,
103*c8dee2aaSAndroid Build Coastguard Worker PatchAttribs attribs,
104*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix& viewMatrix,
105*c8dee2aaSAndroid Build Coastguard Worker const SkStrokeRec& stroke,
106*c8dee2aaSAndroid Build Coastguard Worker SkPMColor4f color)
107*c8dee2aaSAndroid Build Coastguard Worker : GrTessellationShader(kTessellate_GrStrokeTessellationShader_ClassID,
108*c8dee2aaSAndroid Build Coastguard Worker GrPrimitiveType::kTriangleStrip, viewMatrix, color)
109*c8dee2aaSAndroid Build Coastguard Worker , fPatchAttribs(attribs | PatchAttribs::kJoinControlPoint)
110*c8dee2aaSAndroid Build Coastguard Worker , fStroke(stroke) {
111*c8dee2aaSAndroid Build Coastguard Worker // We should use explicit curve type when, and only when, there isn't infinity support.
112*c8dee2aaSAndroid Build Coastguard Worker // Otherwise the GPU can infer curve type based on infinity.
113*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(shaderCaps.fInfinitySupport != (attribs & PatchAttribs::kExplicitCurveType));
114*c8dee2aaSAndroid Build Coastguard Worker // pts 0..3 define the stroke as a cubic bezier. If p3.y is infinity, then it's a conic
115*c8dee2aaSAndroid Build Coastguard Worker // with w=p3.x.
116*c8dee2aaSAndroid Build Coastguard Worker //
117*c8dee2aaSAndroid Build Coastguard Worker // An empty stroke (p0==p1==p2==p3) is a special case that denotes a circle, or
118*c8dee2aaSAndroid Build Coastguard Worker // 180-degree point stroke.
119*c8dee2aaSAndroid Build Coastguard Worker fAttribs.emplace_back("pts01Attr", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
120*c8dee2aaSAndroid Build Coastguard Worker fAttribs.emplace_back("pts23Attr", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
121*c8dee2aaSAndroid Build Coastguard Worker
122*c8dee2aaSAndroid Build Coastguard Worker // argsAttr contains the lastControlPoint for setting up the join.
123*c8dee2aaSAndroid Build Coastguard Worker fAttribs.emplace_back("argsAttr", kFloat2_GrVertexAttribType, SkSLType::kFloat2);
124*c8dee2aaSAndroid Build Coastguard Worker
125*c8dee2aaSAndroid Build Coastguard Worker if (fPatchAttribs & PatchAttribs::kStrokeParams) {
126*c8dee2aaSAndroid Build Coastguard Worker fAttribs.emplace_back("dynamicStrokeAttr", kFloat2_GrVertexAttribType,
127*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kFloat2);
128*c8dee2aaSAndroid Build Coastguard Worker }
129*c8dee2aaSAndroid Build Coastguard Worker if (fPatchAttribs & PatchAttribs::kColor) {
130*c8dee2aaSAndroid Build Coastguard Worker fAttribs.emplace_back("dynamicColorAttr",
131*c8dee2aaSAndroid Build Coastguard Worker (fPatchAttribs & PatchAttribs::kWideColorIfEnabled)
132*c8dee2aaSAndroid Build Coastguard Worker ? kFloat4_GrVertexAttribType
133*c8dee2aaSAndroid Build Coastguard Worker : kUByte4_norm_GrVertexAttribType,
134*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kHalf4);
135*c8dee2aaSAndroid Build Coastguard Worker }
136*c8dee2aaSAndroid Build Coastguard Worker if (fPatchAttribs & PatchAttribs::kExplicitCurveType) {
137*c8dee2aaSAndroid Build Coastguard Worker // A conic curve is written out with p3=[w,Infinity], but GPUs that don't support
138*c8dee2aaSAndroid Build Coastguard Worker // infinity can't detect this. On these platforms we write out an extra float with each
139*c8dee2aaSAndroid Build Coastguard Worker // patch that explicitly tells the shader what type of curve it is.
140*c8dee2aaSAndroid Build Coastguard Worker fAttribs.emplace_back("curveTypeAttr", kFloat_GrVertexAttribType, SkSLType::kFloat);
141*c8dee2aaSAndroid Build Coastguard Worker }
142*c8dee2aaSAndroid Build Coastguard Worker
143*c8dee2aaSAndroid Build Coastguard Worker this->setInstanceAttributesWithImplicitOffsets(fAttribs.data(), fAttribs.size());
144*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(this->instanceStride() == sizeof(SkPoint) * 4 + PatchAttribsStride(fPatchAttribs));
145*c8dee2aaSAndroid Build Coastguard Worker if (!shaderCaps.fVertexIDSupport) {
146*c8dee2aaSAndroid Build Coastguard Worker constexpr static Attribute kVertexAttrib("edgeID", kFloat_GrVertexAttribType,
147*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kFloat);
148*c8dee2aaSAndroid Build Coastguard Worker this->setVertexAttributesWithImplicitOffsets(&kVertexAttrib, 1);
149*c8dee2aaSAndroid Build Coastguard Worker }
150*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fAttribs.size() <= kMaxAttribCount);
151*c8dee2aaSAndroid Build Coastguard Worker }
152*c8dee2aaSAndroid Build Coastguard Worker
153*c8dee2aaSAndroid Build Coastguard Worker // This base class emits shader code for our parametric/radial stroke tessellation algorithm
154*c8dee2aaSAndroid Build Coastguard Worker // described above. The subclass emits its own specific setup code before calling into
155*c8dee2aaSAndroid Build Coastguard Worker // emitTessellationCode and emitFragment code.
156*c8dee2aaSAndroid Build Coastguard Worker class GrStrokeTessellationShader::Impl : public ProgramImpl {
157*c8dee2aaSAndroid Build Coastguard Worker void onEmitCode(EmitArgs&, GrGPArgs*) override;
158*c8dee2aaSAndroid Build Coastguard Worker
159*c8dee2aaSAndroid Build Coastguard Worker // Emits code that calculates the vertex position and any other inputs to the fragment shader.
160*c8dee2aaSAndroid Build Coastguard Worker // The onEmitCode() is responsible to define the following symbols before calling this method:
161*c8dee2aaSAndroid Build Coastguard Worker //
162*c8dee2aaSAndroid Build Coastguard Worker // // Functions.
163*c8dee2aaSAndroid Build Coastguard Worker // float2 unchecked_mix(float2, float2, float);
164*c8dee2aaSAndroid Build Coastguard Worker // float unchecked_mix(float, float, float);
165*c8dee2aaSAndroid Build Coastguard Worker //
166*c8dee2aaSAndroid Build Coastguard Worker // // Values provided by either uniforms or attribs.
167*c8dee2aaSAndroid Build Coastguard Worker // float2 p0, p1, p2, p3;
168*c8dee2aaSAndroid Build Coastguard Worker // float w;
169*c8dee2aaSAndroid Build Coastguard Worker // float STROKE_RADIUS;
170*c8dee2aaSAndroid Build Coastguard Worker // float 2x2 AFFINE_MATRIX;
171*c8dee2aaSAndroid Build Coastguard Worker // float2 TRANSLATE;
172*c8dee2aaSAndroid Build Coastguard Worker //
173*c8dee2aaSAndroid Build Coastguard Worker // // Values calculated by the specific subclass.
174*c8dee2aaSAndroid Build Coastguard Worker // float combinedEdgeID;
175*c8dee2aaSAndroid Build Coastguard Worker // bool isFinalEdge;
176*c8dee2aaSAndroid Build Coastguard Worker // float numParametricSegments;
177*c8dee2aaSAndroid Build Coastguard Worker // float radsPerSegment;
178*c8dee2aaSAndroid Build Coastguard Worker // float2 tan0; // Must be pre-normalized
179*c8dee2aaSAndroid Build Coastguard Worker // float2 tan1; // Must be pre-normalized
180*c8dee2aaSAndroid Build Coastguard Worker // float strokeOutset;
181*c8dee2aaSAndroid Build Coastguard Worker //
182*c8dee2aaSAndroid Build Coastguard Worker void emitTessellationCode(const GrStrokeTessellationShader& shader, SkString* code,
183*c8dee2aaSAndroid Build Coastguard Worker GrGPArgs* gpArgs, const GrShaderCaps& shaderCaps) const;
184*c8dee2aaSAndroid Build Coastguard Worker
185*c8dee2aaSAndroid Build Coastguard Worker // Emits all necessary fragment code. If using dynamic color, the impl is responsible to set up
186*c8dee2aaSAndroid Build Coastguard Worker // a half4 varying for color and provide its name in 'fDynamicColorName'.
187*c8dee2aaSAndroid Build Coastguard Worker void emitFragmentCode(const GrStrokeTessellationShader&, const EmitArgs&);
188*c8dee2aaSAndroid Build Coastguard Worker
189*c8dee2aaSAndroid Build Coastguard Worker void setData(const GrGLSLProgramDataManager& pdman, const GrShaderCaps&,
190*c8dee2aaSAndroid Build Coastguard Worker const GrGeometryProcessor&) final;
191*c8dee2aaSAndroid Build Coastguard Worker
192*c8dee2aaSAndroid Build Coastguard Worker GrGLSLUniformHandler::UniformHandle fTessControlArgsUniform;
193*c8dee2aaSAndroid Build Coastguard Worker GrGLSLUniformHandler::UniformHandle fTranslateUniform;
194*c8dee2aaSAndroid Build Coastguard Worker GrGLSLUniformHandler::UniformHandle fAffineMatrixUniform;
195*c8dee2aaSAndroid Build Coastguard Worker GrGLSLUniformHandler::UniformHandle fColorUniform;
196*c8dee2aaSAndroid Build Coastguard Worker SkString fDynamicColorName;
197*c8dee2aaSAndroid Build Coastguard Worker };
198*c8dee2aaSAndroid Build Coastguard Worker
onEmitCode(EmitArgs & args,GrGPArgs * gpArgs)199*c8dee2aaSAndroid Build Coastguard Worker void GrStrokeTessellationShader::Impl::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
200*c8dee2aaSAndroid Build Coastguard Worker const auto& shader = args.fGeomProc.cast<GrStrokeTessellationShader>();
201*c8dee2aaSAndroid Build Coastguard Worker SkPaint::Join joinType = shader.stroke().getJoin();
202*c8dee2aaSAndroid Build Coastguard Worker args.fVaryingHandler->emitAttributes(shader);
203*c8dee2aaSAndroid Build Coastguard Worker
204*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->defineConstant("float", "PI", "3.141592653589793238");
205*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->defineConstant("PRECISION", skgpu::tess::kPrecision);
206*c8dee2aaSAndroid Build Coastguard Worker // There is an artificial maximum number of edges (compared to the max limit calculated based on
207*c8dee2aaSAndroid Build Coastguard Worker // the number of radial segments per radian, Wang's formula, and join type). When there is
208*c8dee2aaSAndroid Build Coastguard Worker // vertex ID support, the limit is what can be represented in a uint16; otherwise the limit is
209*c8dee2aaSAndroid Build Coastguard Worker // the size of the fallback vertex buffer.
210*c8dee2aaSAndroid Build Coastguard Worker float maxEdges = args.fShaderCaps->fVertexIDSupport ? FixedCountStrokes::kMaxEdges
211*c8dee2aaSAndroid Build Coastguard Worker : FixedCountStrokes::kMaxEdgesNoVertexIDs;
212*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->defineConstant("NUM_TOTAL_EDGES", maxEdges);
213*c8dee2aaSAndroid Build Coastguard Worker
214*c8dee2aaSAndroid Build Coastguard Worker // Helper functions.
215*c8dee2aaSAndroid Build Coastguard Worker if (shader.hasDynamicStroke()) {
216*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->insertFunction(kNumRadialSegmentsPerRadianFn);
217*c8dee2aaSAndroid Build Coastguard Worker }
218*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->insertFunction(kRobustNormalizeDiffFn);
219*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->insertFunction(kCosineBetweenUnitVectorsFn);
220*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->insertFunction(kMiterExtentFn);
221*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->insertFunction(kUncheckedMixFn);
222*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->insertFunction(GrTessellationShader::WangsFormulaSkSL());
223*c8dee2aaSAndroid Build Coastguard Worker
224*c8dee2aaSAndroid Build Coastguard Worker // Tessellation control uniforms and/or dynamic attributes.
225*c8dee2aaSAndroid Build Coastguard Worker if (!shader.hasDynamicStroke()) {
226*c8dee2aaSAndroid Build Coastguard Worker // [NUM_RADIAL_SEGMENTS_PER_RADIAN, JOIN_TYPE, STROKE_RADIUS]
227*c8dee2aaSAndroid Build Coastguard Worker const char* tessArgsName;
228*c8dee2aaSAndroid Build Coastguard Worker fTessControlArgsUniform = args.fUniformHandler->addUniform(
229*c8dee2aaSAndroid Build Coastguard Worker nullptr, kVertex_GrShaderFlag, SkSLType::kFloat3, "tessControlArgs",
230*c8dee2aaSAndroid Build Coastguard Worker &tessArgsName);
231*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppendf(
232*c8dee2aaSAndroid Build Coastguard Worker "float NUM_RADIAL_SEGMENTS_PER_RADIAN = %s.x;"
233*c8dee2aaSAndroid Build Coastguard Worker "float JOIN_TYPE = %s.y;"
234*c8dee2aaSAndroid Build Coastguard Worker "float STROKE_RADIUS = %s.z;", tessArgsName, tessArgsName, tessArgsName);
235*c8dee2aaSAndroid Build Coastguard Worker } else {
236*c8dee2aaSAndroid Build Coastguard Worker // The shader does not currently support dynamic hairlines, so this case only needs to
237*c8dee2aaSAndroid Build Coastguard Worker // configure NUM_RADIAL_SEGMENTS_PER_RADIAN based on the fixed maxScale and per-instance
238*c8dee2aaSAndroid Build Coastguard Worker // stroke radius attribute that's defined in local space.
239*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!shader.stroke().isHairlineStyle());
240*c8dee2aaSAndroid Build Coastguard Worker const char* maxScaleName;
241*c8dee2aaSAndroid Build Coastguard Worker fTessControlArgsUniform = args.fUniformHandler->addUniform(
242*c8dee2aaSAndroid Build Coastguard Worker nullptr, kVertex_GrShaderFlag, SkSLType::kFloat, "maxScale",
243*c8dee2aaSAndroid Build Coastguard Worker &maxScaleName);
244*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppendf(
245*c8dee2aaSAndroid Build Coastguard Worker "float STROKE_RADIUS = dynamicStrokeAttr.x;"
246*c8dee2aaSAndroid Build Coastguard Worker "float JOIN_TYPE = dynamicStrokeAttr.y;"
247*c8dee2aaSAndroid Build Coastguard Worker "float NUM_RADIAL_SEGMENTS_PER_RADIAN = num_radial_segments_per_radian("
248*c8dee2aaSAndroid Build Coastguard Worker "%s * STROKE_RADIUS);", maxScaleName);
249*c8dee2aaSAndroid Build Coastguard Worker
250*c8dee2aaSAndroid Build Coastguard Worker }
251*c8dee2aaSAndroid Build Coastguard Worker
252*c8dee2aaSAndroid Build Coastguard Worker if (shader.hasDynamicColor()) {
253*c8dee2aaSAndroid Build Coastguard Worker // Create a varying for color to get passed in through.
254*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVarying dynamicColor{SkSLType::kHalf4};
255*c8dee2aaSAndroid Build Coastguard Worker args.fVaryingHandler->addVarying("dynamicColor", &dynamicColor);
256*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppendf("%s = dynamicColorAttr;", dynamicColor.vsOut());
257*c8dee2aaSAndroid Build Coastguard Worker fDynamicColorName = dynamicColor.fsIn();
258*c8dee2aaSAndroid Build Coastguard Worker }
259*c8dee2aaSAndroid Build Coastguard Worker
260*c8dee2aaSAndroid Build Coastguard Worker // View matrix uniforms.
261*c8dee2aaSAndroid Build Coastguard Worker const char* translateName, *affineMatrixName;
262*c8dee2aaSAndroid Build Coastguard Worker fAffineMatrixUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
263*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kFloat4, "affineMatrix",
264*c8dee2aaSAndroid Build Coastguard Worker &affineMatrixName);
265*c8dee2aaSAndroid Build Coastguard Worker fTranslateUniform = args.fUniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
266*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kFloat2, "translate",
267*c8dee2aaSAndroid Build Coastguard Worker &translateName);
268*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppendf("float2x2 AFFINE_MATRIX = float2x2(%s.xy, %s.zw);\n",
269*c8dee2aaSAndroid Build Coastguard Worker affineMatrixName, affineMatrixName);
270*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppendf("float2 TRANSLATE = %s;\n", translateName);
271*c8dee2aaSAndroid Build Coastguard Worker
272*c8dee2aaSAndroid Build Coastguard Worker if (shader.hasExplicitCurveType()) {
273*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->insertFunction(SkStringPrintf(
274*c8dee2aaSAndroid Build Coastguard Worker "bool is_conic_curve() { return curveTypeAttr != %g; }",
275*c8dee2aaSAndroid Build Coastguard Worker skgpu::tess::kCubicCurveType).c_str());
276*c8dee2aaSAndroid Build Coastguard Worker } else {
277*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->insertFunction(
278*c8dee2aaSAndroid Build Coastguard Worker "bool is_conic_curve() { return isinf(pts23Attr.w); }");
279*c8dee2aaSAndroid Build Coastguard Worker }
280*c8dee2aaSAndroid Build Coastguard Worker
281*c8dee2aaSAndroid Build Coastguard Worker // Tessellation code.
282*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppend(
283*c8dee2aaSAndroid Build Coastguard Worker "float2 p0=pts01Attr.xy, p1=pts01Attr.zw, p2=pts23Attr.xy, p3=pts23Attr.zw;"
284*c8dee2aaSAndroid Build Coastguard Worker "float2 lastControlPoint = argsAttr.xy;"
285*c8dee2aaSAndroid Build Coastguard Worker "float w = -1;" // w<0 means the curve is an integral cubic.
286*c8dee2aaSAndroid Build Coastguard Worker "if (is_conic_curve()) {"
287*c8dee2aaSAndroid Build Coastguard Worker // Conics are 3 points, with the weight in p3.
288*c8dee2aaSAndroid Build Coastguard Worker "w = p3.x;"
289*c8dee2aaSAndroid Build Coastguard Worker "p3 = p2;" // Setting p3 equal to p2 works for the remaining rotational logic.
290*c8dee2aaSAndroid Build Coastguard Worker "}"
291*c8dee2aaSAndroid Build Coastguard Worker );
292*c8dee2aaSAndroid Build Coastguard Worker
293*c8dee2aaSAndroid Build Coastguard Worker // Emit code to call Wang's formula to determine parametric segments. We do this before
294*c8dee2aaSAndroid Build Coastguard Worker // transform points for hairlines so that it is consistent with how the CPU tested the control
295*c8dee2aaSAndroid Build Coastguard Worker // points for chopping.
296*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppend(
297*c8dee2aaSAndroid Build Coastguard Worker // Find how many parametric segments this stroke requires.
298*c8dee2aaSAndroid Build Coastguard Worker "float numParametricSegments;"
299*c8dee2aaSAndroid Build Coastguard Worker "if (w < 0) {"
300*c8dee2aaSAndroid Build Coastguard Worker "if (p0 == p1 && p2 == p3) {"
301*c8dee2aaSAndroid Build Coastguard Worker "numParametricSegments = 1;" // a line
302*c8dee2aaSAndroid Build Coastguard Worker "} else {"
303*c8dee2aaSAndroid Build Coastguard Worker "numParametricSegments = wangs_formula_cubic(PRECISION, p0, p1, p2, p3, AFFINE_MATRIX);"
304*c8dee2aaSAndroid Build Coastguard Worker "}"
305*c8dee2aaSAndroid Build Coastguard Worker "} else {"
306*c8dee2aaSAndroid Build Coastguard Worker "numParametricSegments = wangs_formula_conic(PRECISION,"
307*c8dee2aaSAndroid Build Coastguard Worker "AFFINE_MATRIX * p0,"
308*c8dee2aaSAndroid Build Coastguard Worker "AFFINE_MATRIX * p1,"
309*c8dee2aaSAndroid Build Coastguard Worker "AFFINE_MATRIX * p2, w);"
310*c8dee2aaSAndroid Build Coastguard Worker "}"
311*c8dee2aaSAndroid Build Coastguard Worker );
312*c8dee2aaSAndroid Build Coastguard Worker
313*c8dee2aaSAndroid Build Coastguard Worker if (shader.stroke().isHairlineStyle()) {
314*c8dee2aaSAndroid Build Coastguard Worker // Hairline case. Transform the points before tessellation. We can still hold off on the
315*c8dee2aaSAndroid Build Coastguard Worker // translate until the end; we just need to perform the scale and skew right now.
316*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppend(
317*c8dee2aaSAndroid Build Coastguard Worker "p0 = AFFINE_MATRIX * p0;"
318*c8dee2aaSAndroid Build Coastguard Worker "p1 = AFFINE_MATRIX * p1;"
319*c8dee2aaSAndroid Build Coastguard Worker "p2 = AFFINE_MATRIX * p2;"
320*c8dee2aaSAndroid Build Coastguard Worker "p3 = AFFINE_MATRIX * p3;"
321*c8dee2aaSAndroid Build Coastguard Worker "lastControlPoint = AFFINE_MATRIX * lastControlPoint;"
322*c8dee2aaSAndroid Build Coastguard Worker );
323*c8dee2aaSAndroid Build Coastguard Worker }
324*c8dee2aaSAndroid Build Coastguard Worker
325*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppend(
326*c8dee2aaSAndroid Build Coastguard Worker // Find the starting and ending tangents.
327*c8dee2aaSAndroid Build Coastguard Worker "float2 tan0 = robust_normalize_diff((p0 == p1) ? ((p1 == p2) ? p3 : p2) : p1, p0);"
328*c8dee2aaSAndroid Build Coastguard Worker "float2 tan1 = robust_normalize_diff(p3, (p3 == p2) ? ((p2 == p1) ? p0 : p1) : p2);"
329*c8dee2aaSAndroid Build Coastguard Worker "if (tan0 == float2(0)) {"
330*c8dee2aaSAndroid Build Coastguard Worker // The stroke is a point. This special case tells us to draw a stroke-width circle as a
331*c8dee2aaSAndroid Build Coastguard Worker // 180 degree point stroke instead.
332*c8dee2aaSAndroid Build Coastguard Worker "tan0 = float2(1,0);"
333*c8dee2aaSAndroid Build Coastguard Worker "tan1 = float2(-1,0);"
334*c8dee2aaSAndroid Build Coastguard Worker "}"
335*c8dee2aaSAndroid Build Coastguard Worker );
336*c8dee2aaSAndroid Build Coastguard Worker
337*c8dee2aaSAndroid Build Coastguard Worker if (args.fShaderCaps->fVertexIDSupport) {
338*c8dee2aaSAndroid Build Coastguard Worker // If we don't have sk_VertexID support then "edgeID" already came in as a vertex attrib.
339*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppend(
340*c8dee2aaSAndroid Build Coastguard Worker "float edgeID = float(sk_VertexID >> 1);"
341*c8dee2aaSAndroid Build Coastguard Worker "if ((sk_VertexID & 1) != 0) {"
342*c8dee2aaSAndroid Build Coastguard Worker "edgeID = -edgeID;"
343*c8dee2aaSAndroid Build Coastguard Worker "}"
344*c8dee2aaSAndroid Build Coastguard Worker );
345*c8dee2aaSAndroid Build Coastguard Worker }
346*c8dee2aaSAndroid Build Coastguard Worker
347*c8dee2aaSAndroid Build Coastguard Worker // Potential optimization: (shader.hasDynamicStroke() && shader.hasRoundJoins())?
348*c8dee2aaSAndroid Build Coastguard Worker if (shader.stroke().getJoin() == SkPaint::kRound_Join || shader.hasDynamicStroke()) {
349*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppend(
350*c8dee2aaSAndroid Build Coastguard Worker // Determine how many edges to give to the round join. We emit the first and final edges
351*c8dee2aaSAndroid Build Coastguard Worker // of the join twice: once full width and once restricted to half width. This guarantees
352*c8dee2aaSAndroid Build Coastguard Worker // perfect seaming by matching the vertices from the join as well as from the strokes on
353*c8dee2aaSAndroid Build Coastguard Worker // either side.
354*c8dee2aaSAndroid Build Coastguard Worker "float2 prevTan = robust_normalize_diff(p0, lastControlPoint);"
355*c8dee2aaSAndroid Build Coastguard Worker "float joinRads = acos(cosine_between_unit_vectors(prevTan, tan0));"
356*c8dee2aaSAndroid Build Coastguard Worker "float numRadialSegmentsInJoin = max(ceil(joinRads * NUM_RADIAL_SEGMENTS_PER_RADIAN), 1);"
357*c8dee2aaSAndroid Build Coastguard Worker // +2 because we emit the beginning and ending edges twice (see above comment).
358*c8dee2aaSAndroid Build Coastguard Worker "float numEdgesInJoin = numRadialSegmentsInJoin + 2;"
359*c8dee2aaSAndroid Build Coastguard Worker // The stroke section needs at least two edges. Don't assign more to the join than
360*c8dee2aaSAndroid Build Coastguard Worker // "NUM_TOTAL_EDGES - 2". (This is only relevant when the ideal max edge count calculated
361*c8dee2aaSAndroid Build Coastguard Worker // on the CPU had to be limited to NUM_TOTAL_EDGES in the draw call).
362*c8dee2aaSAndroid Build Coastguard Worker "numEdgesInJoin = min(numEdgesInJoin, NUM_TOTAL_EDGES - 2);");
363*c8dee2aaSAndroid Build Coastguard Worker if (shader.hasDynamicStroke()) {
364*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppend(
365*c8dee2aaSAndroid Build Coastguard Worker "if (JOIN_TYPE >= 0) {" // Is the join not a round type?
366*c8dee2aaSAndroid Build Coastguard Worker // Bevel and miter joins get 1 and 2 segments respectively.
367*c8dee2aaSAndroid Build Coastguard Worker // +2 because we emit the beginning and ending edges twice (see above comments).
368*c8dee2aaSAndroid Build Coastguard Worker "numEdgesInJoin = sign(JOIN_TYPE) + 1 + 2;"
369*c8dee2aaSAndroid Build Coastguard Worker "}");
370*c8dee2aaSAndroid Build Coastguard Worker }
371*c8dee2aaSAndroid Build Coastguard Worker } else {
372*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppendf("float numEdgesInJoin = %i;",
373*c8dee2aaSAndroid Build Coastguard Worker skgpu::tess::NumFixedEdgesInJoin(joinType));
374*c8dee2aaSAndroid Build Coastguard Worker }
375*c8dee2aaSAndroid Build Coastguard Worker
376*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppend(
377*c8dee2aaSAndroid Build Coastguard Worker // Find which direction the curve turns.
378*c8dee2aaSAndroid Build Coastguard Worker // NOTE: Since the curve is not allowed to inflect, we can just check F'(.5) x F''(.5).
379*c8dee2aaSAndroid Build Coastguard Worker // NOTE: F'(.5) x F''(.5) has the same sign as (P2 - P0) x (P3 - P1)
380*c8dee2aaSAndroid Build Coastguard Worker "float turn = cross_length_2d(p2 - p0, p3 - p1);"
381*c8dee2aaSAndroid Build Coastguard Worker "float combinedEdgeID = abs(edgeID) - numEdgesInJoin;"
382*c8dee2aaSAndroid Build Coastguard Worker "if (combinedEdgeID < 0) {"
383*c8dee2aaSAndroid Build Coastguard Worker "tan1 = tan0;"
384*c8dee2aaSAndroid Build Coastguard Worker // Don't let tan0 become zero. The code as-is isn't built to handle that case. tan0=0
385*c8dee2aaSAndroid Build Coastguard Worker // means the join is disabled, and to disable it with the existing code we can leave
386*c8dee2aaSAndroid Build Coastguard Worker // tan0 equal to tan1.
387*c8dee2aaSAndroid Build Coastguard Worker "if (lastControlPoint != p0) {"
388*c8dee2aaSAndroid Build Coastguard Worker "tan0 = robust_normalize_diff(p0, lastControlPoint);"
389*c8dee2aaSAndroid Build Coastguard Worker "}"
390*c8dee2aaSAndroid Build Coastguard Worker "turn = cross_length_2d(tan0, tan1);"
391*c8dee2aaSAndroid Build Coastguard Worker "}"
392*c8dee2aaSAndroid Build Coastguard Worker
393*c8dee2aaSAndroid Build Coastguard Worker // Calculate the curve's starting angle and rotation.
394*c8dee2aaSAndroid Build Coastguard Worker "float cosTheta = cosine_between_unit_vectors(tan0, tan1);"
395*c8dee2aaSAndroid Build Coastguard Worker "float rotation = acos(cosTheta);"
396*c8dee2aaSAndroid Build Coastguard Worker "if (turn < 0) {"
397*c8dee2aaSAndroid Build Coastguard Worker // Adjust sign of rotation to match the direction the curve turns.
398*c8dee2aaSAndroid Build Coastguard Worker "rotation = -rotation;"
399*c8dee2aaSAndroid Build Coastguard Worker "}"
400*c8dee2aaSAndroid Build Coastguard Worker
401*c8dee2aaSAndroid Build Coastguard Worker "float numRadialSegments;"
402*c8dee2aaSAndroid Build Coastguard Worker "float strokeOutset = sign(edgeID);"
403*c8dee2aaSAndroid Build Coastguard Worker "if (combinedEdgeID < 0) {"
404*c8dee2aaSAndroid Build Coastguard Worker // We belong to the preceding join. The first and final edges get duplicated, so we only
405*c8dee2aaSAndroid Build Coastguard Worker // have "numEdgesInJoin - 2" segments.
406*c8dee2aaSAndroid Build Coastguard Worker "numRadialSegments = numEdgesInJoin - 2;"
407*c8dee2aaSAndroid Build Coastguard Worker "numParametricSegments = 1;" // Joins don't have parametric segments.
408*c8dee2aaSAndroid Build Coastguard Worker "p3 = p2 = p1 = p0;" // Colocate all points on the junction point.
409*c8dee2aaSAndroid Build Coastguard Worker // Shift combinedEdgeID to the range [-1, numRadialSegments]. This duplicates the first
410*c8dee2aaSAndroid Build Coastguard Worker // edge and lands one edge at the very end of the join. (The duplicated final edge will
411*c8dee2aaSAndroid Build Coastguard Worker // actually come from the section of our strip that belongs to the stroke.)
412*c8dee2aaSAndroid Build Coastguard Worker "combinedEdgeID += numRadialSegments + 1;"
413*c8dee2aaSAndroid Build Coastguard Worker // We normally restrict the join on one side of the junction, but if the tangents are
414*c8dee2aaSAndroid Build Coastguard Worker // nearly equivalent this could theoretically result in bad seaming and/or cracks on the
415*c8dee2aaSAndroid Build Coastguard Worker // side we don't put it on. If the tangents are nearly equivalent then we leave the join
416*c8dee2aaSAndroid Build Coastguard Worker // double-sided.
417*c8dee2aaSAndroid Build Coastguard Worker " float sinEpsilon = 1e-2;" // ~= sin(180deg / 3000)
418*c8dee2aaSAndroid Build Coastguard Worker "bool tangentsNearlyParallel ="
419*c8dee2aaSAndroid Build Coastguard Worker "(abs(turn) * inversesqrt(dot(tan0, tan0) * dot(tan1, tan1))) < sinEpsilon;"
420*c8dee2aaSAndroid Build Coastguard Worker "if (!tangentsNearlyParallel || dot(tan0, tan1) < 0) {"
421*c8dee2aaSAndroid Build Coastguard Worker // There are two edges colocated at the beginning. Leave the first one double sided
422*c8dee2aaSAndroid Build Coastguard Worker // for seaming with the previous stroke. (The double sided edge at the end will
423*c8dee2aaSAndroid Build Coastguard Worker // actually come from the section of our strip that belongs to the stroke.)
424*c8dee2aaSAndroid Build Coastguard Worker "if (combinedEdgeID >= 0) {"
425*c8dee2aaSAndroid Build Coastguard Worker "strokeOutset = (turn < 0) ? min(strokeOutset, 0) : max(strokeOutset, 0);"
426*c8dee2aaSAndroid Build Coastguard Worker "}"
427*c8dee2aaSAndroid Build Coastguard Worker "}"
428*c8dee2aaSAndroid Build Coastguard Worker "combinedEdgeID = max(combinedEdgeID, 0);"
429*c8dee2aaSAndroid Build Coastguard Worker "} else {"
430*c8dee2aaSAndroid Build Coastguard Worker // We belong to the stroke. Unless NUM_RADIAL_SEGMENTS_PER_RADIAN is incredibly high,
431*c8dee2aaSAndroid Build Coastguard Worker // clamping to maxCombinedSegments will be a no-op because the draw call was invoked with
432*c8dee2aaSAndroid Build Coastguard Worker // sufficient vertices to cover the worst case scenario of 180 degree rotation.
433*c8dee2aaSAndroid Build Coastguard Worker "float maxCombinedSegments = NUM_TOTAL_EDGES - numEdgesInJoin - 1;"
434*c8dee2aaSAndroid Build Coastguard Worker "numRadialSegments = max(ceil(abs(rotation) * NUM_RADIAL_SEGMENTS_PER_RADIAN), 1);"
435*c8dee2aaSAndroid Build Coastguard Worker "numRadialSegments = min(numRadialSegments, maxCombinedSegments);"
436*c8dee2aaSAndroid Build Coastguard Worker "numParametricSegments = min(numParametricSegments,"
437*c8dee2aaSAndroid Build Coastguard Worker "maxCombinedSegments - numRadialSegments + 1);"
438*c8dee2aaSAndroid Build Coastguard Worker "}"
439*c8dee2aaSAndroid Build Coastguard Worker
440*c8dee2aaSAndroid Build Coastguard Worker // Additional parameters for emitTessellationCode().
441*c8dee2aaSAndroid Build Coastguard Worker "float radsPerSegment = rotation / numRadialSegments;"
442*c8dee2aaSAndroid Build Coastguard Worker "float numCombinedSegments = numParametricSegments + numRadialSegments - 1;"
443*c8dee2aaSAndroid Build Coastguard Worker "bool isFinalEdge = (combinedEdgeID >= numCombinedSegments);"
444*c8dee2aaSAndroid Build Coastguard Worker "if (combinedEdgeID > numCombinedSegments) {"
445*c8dee2aaSAndroid Build Coastguard Worker "strokeOutset = 0;" // The strip has more edges than we need. Drop this one.
446*c8dee2aaSAndroid Build Coastguard Worker "}");
447*c8dee2aaSAndroid Build Coastguard Worker
448*c8dee2aaSAndroid Build Coastguard Worker if (joinType == SkPaint::kMiter_Join || shader.hasDynamicStroke()) {
449*c8dee2aaSAndroid Build Coastguard Worker args.fVertBuilder->codeAppendf(
450*c8dee2aaSAndroid Build Coastguard Worker // Edge #2 extends to the miter point.
451*c8dee2aaSAndroid Build Coastguard Worker "if (abs(edgeID) == 2 && %s) {"
452*c8dee2aaSAndroid Build Coastguard Worker "strokeOutset *= miter_extent(cosTheta, JOIN_TYPE);" // miterLimit
453*c8dee2aaSAndroid Build Coastguard Worker "}", shader.hasDynamicStroke() ? "JOIN_TYPE > 0" /*Is the join a miter type?*/ : "true");
454*c8dee2aaSAndroid Build Coastguard Worker }
455*c8dee2aaSAndroid Build Coastguard Worker
456*c8dee2aaSAndroid Build Coastguard Worker this->emitTessellationCode(shader, &args.fVertBuilder->code(), gpArgs, *args.fShaderCaps);
457*c8dee2aaSAndroid Build Coastguard Worker
458*c8dee2aaSAndroid Build Coastguard Worker this->emitFragmentCode(shader, args);
459*c8dee2aaSAndroid Build Coastguard Worker }
460*c8dee2aaSAndroid Build Coastguard Worker
emitTessellationCode(const GrStrokeTessellationShader & shader,SkString * code,GrGPArgs * gpArgs,const GrShaderCaps & shaderCaps) const461*c8dee2aaSAndroid Build Coastguard Worker void GrStrokeTessellationShader::Impl::emitTessellationCode(
462*c8dee2aaSAndroid Build Coastguard Worker const GrStrokeTessellationShader& shader, SkString* code, GrGPArgs* gpArgs,
463*c8dee2aaSAndroid Build Coastguard Worker const GrShaderCaps& shaderCaps) const {
464*c8dee2aaSAndroid Build Coastguard Worker // The subclass is responsible to define the following symbols before calling this method:
465*c8dee2aaSAndroid Build Coastguard Worker //
466*c8dee2aaSAndroid Build Coastguard Worker // // Functions.
467*c8dee2aaSAndroid Build Coastguard Worker // float2 unchecked_mix(float2, float2, float);
468*c8dee2aaSAndroid Build Coastguard Worker // float unchecked_mix(float, float, float);
469*c8dee2aaSAndroid Build Coastguard Worker //
470*c8dee2aaSAndroid Build Coastguard Worker // // Values provided by either uniforms or attribs.
471*c8dee2aaSAndroid Build Coastguard Worker // float2 p0, p1, p2, p3;
472*c8dee2aaSAndroid Build Coastguard Worker // float w;
473*c8dee2aaSAndroid Build Coastguard Worker // float STROKE_RADIUS;
474*c8dee2aaSAndroid Build Coastguard Worker // float 2x2 AFFINE_MATRIX;
475*c8dee2aaSAndroid Build Coastguard Worker // float2 TRANSLATE;
476*c8dee2aaSAndroid Build Coastguard Worker //
477*c8dee2aaSAndroid Build Coastguard Worker // // Values calculated by the specific subclass.
478*c8dee2aaSAndroid Build Coastguard Worker // float combinedEdgeID;
479*c8dee2aaSAndroid Build Coastguard Worker // bool isFinalEdge;
480*c8dee2aaSAndroid Build Coastguard Worker // float numParametricSegments;
481*c8dee2aaSAndroid Build Coastguard Worker // float radsPerSegment;
482*c8dee2aaSAndroid Build Coastguard Worker // float2 tan0; // Must be pre-normalized
483*c8dee2aaSAndroid Build Coastguard Worker // float2 tan1; // Must be pre-normalized
484*c8dee2aaSAndroid Build Coastguard Worker // float strokeOutset;
485*c8dee2aaSAndroid Build Coastguard Worker //
486*c8dee2aaSAndroid Build Coastguard Worker code->appendf(
487*c8dee2aaSAndroid Build Coastguard Worker "float2 tangent, strokeCoord;"
488*c8dee2aaSAndroid Build Coastguard Worker "if (combinedEdgeID != 0 && !isFinalEdge) {"
489*c8dee2aaSAndroid Build Coastguard Worker // Compute the location and tangent direction of the stroke edge with the integral id
490*c8dee2aaSAndroid Build Coastguard Worker // "combinedEdgeID", where combinedEdgeID is the sorted-order index of parametric and radial
491*c8dee2aaSAndroid Build Coastguard Worker // edges. Start by finding the tangent function's power basis coefficients. These define a
492*c8dee2aaSAndroid Build Coastguard Worker // tangent direction (scaled by some uniform value) as:
493*c8dee2aaSAndroid Build Coastguard Worker // |T^2|
494*c8dee2aaSAndroid Build Coastguard Worker // Tangent_Direction(T) = dx,dy = |A 2B C| * |T |
495*c8dee2aaSAndroid Build Coastguard Worker // |. . .| |1 |
496*c8dee2aaSAndroid Build Coastguard Worker "float2 A, B, C = p1 - p0;"
497*c8dee2aaSAndroid Build Coastguard Worker "float2 D = p3 - p0;"
498*c8dee2aaSAndroid Build Coastguard Worker "if (w >= 0.0) {"
499*c8dee2aaSAndroid Build Coastguard Worker // P0..P2 represent a conic and P3==P2. The derivative of a conic has a cumbersome
500*c8dee2aaSAndroid Build Coastguard Worker // order-4 denominator. However, this isn't necessary if we are only interested in a
501*c8dee2aaSAndroid Build Coastguard Worker // vector in the same *direction* as a given tangent line. Since the denominator scales
502*c8dee2aaSAndroid Build Coastguard Worker // dx and dy uniformly, we can throw it out completely after evaluating the derivative
503*c8dee2aaSAndroid Build Coastguard Worker // with the standard quotient rule. This leaves us with a simpler quadratic function
504*c8dee2aaSAndroid Build Coastguard Worker // that we use to find a tangent.
505*c8dee2aaSAndroid Build Coastguard Worker "C *= w;"
506*c8dee2aaSAndroid Build Coastguard Worker "B = .5*D - C;"
507*c8dee2aaSAndroid Build Coastguard Worker "A = (w - 1.0) * D;"
508*c8dee2aaSAndroid Build Coastguard Worker "p1 *= w;"
509*c8dee2aaSAndroid Build Coastguard Worker "} else {"
510*c8dee2aaSAndroid Build Coastguard Worker "float2 E = p2 - p1;"
511*c8dee2aaSAndroid Build Coastguard Worker "B = E - C;"
512*c8dee2aaSAndroid Build Coastguard Worker "A = fma(float2(-3), E, D);"
513*c8dee2aaSAndroid Build Coastguard Worker "}"
514*c8dee2aaSAndroid Build Coastguard Worker // FIXME(crbug.com/800804,skbug.com/11268): Consider normalizing the exponents in A,B,C at
515*c8dee2aaSAndroid Build Coastguard Worker // this point in order to prevent fp32 overflow.
516*c8dee2aaSAndroid Build Coastguard Worker
517*c8dee2aaSAndroid Build Coastguard Worker // Now find the coefficients that give a tangent direction from a parametric edge ID:
518*c8dee2aaSAndroid Build Coastguard Worker //
519*c8dee2aaSAndroid Build Coastguard Worker // |parametricEdgeID^2|
520*c8dee2aaSAndroid Build Coastguard Worker // Tangent_Direction(parametricEdgeID) = dx,dy = |A B_ C_| * |parametricEdgeID |
521*c8dee2aaSAndroid Build Coastguard Worker // |. . .| |1 |
522*c8dee2aaSAndroid Build Coastguard Worker //
523*c8dee2aaSAndroid Build Coastguard Worker "float2 B_ = B * (numParametricSegments * 2.0);"
524*c8dee2aaSAndroid Build Coastguard Worker "float2 C_ = C * (numParametricSegments * numParametricSegments);"
525*c8dee2aaSAndroid Build Coastguard Worker
526*c8dee2aaSAndroid Build Coastguard Worker // Run a binary search to determine the highest parametric edge that is located on or before
527*c8dee2aaSAndroid Build Coastguard Worker // the combinedEdgeID. A combined ID is determined by the sum of complete parametric and
528*c8dee2aaSAndroid Build Coastguard Worker // radial segments behind it. i.e., find the highest parametric edge where:
529*c8dee2aaSAndroid Build Coastguard Worker //
530*c8dee2aaSAndroid Build Coastguard Worker // parametricEdgeID + floor(numRadialSegmentsAtParametricT) <= combinedEdgeID
531*c8dee2aaSAndroid Build Coastguard Worker //
532*c8dee2aaSAndroid Build Coastguard Worker "float lastParametricEdgeID = 0.0;"
533*c8dee2aaSAndroid Build Coastguard Worker "float maxParametricEdgeID = min(numParametricSegments - 1.0, combinedEdgeID);"
534*c8dee2aaSAndroid Build Coastguard Worker "float negAbsRadsPerSegment = -abs(radsPerSegment);"
535*c8dee2aaSAndroid Build Coastguard Worker "float maxRotation0 = (1.0 + combinedEdgeID) * abs(radsPerSegment);"
536*c8dee2aaSAndroid Build Coastguard Worker "for (int exp = %i - 1; exp >= 0; --exp) {"
537*c8dee2aaSAndroid Build Coastguard Worker // Test the parametric edge at lastParametricEdgeID + 2^exp.
538*c8dee2aaSAndroid Build Coastguard Worker "float testParametricID = lastParametricEdgeID + exp2(float(exp));"
539*c8dee2aaSAndroid Build Coastguard Worker "if (testParametricID <= maxParametricEdgeID) {"
540*c8dee2aaSAndroid Build Coastguard Worker "float2 testTan = fma(float2(testParametricID), A, B_);"
541*c8dee2aaSAndroid Build Coastguard Worker "testTan = fma(float2(testParametricID), testTan, C_);"
542*c8dee2aaSAndroid Build Coastguard Worker "float cosRotation = dot(normalize(testTan), tan0);"
543*c8dee2aaSAndroid Build Coastguard Worker "float maxRotation = fma(testParametricID, negAbsRadsPerSegment, maxRotation0);"
544*c8dee2aaSAndroid Build Coastguard Worker "maxRotation = min(maxRotation, PI);"
545*c8dee2aaSAndroid Build Coastguard Worker // Is rotation <= maxRotation? (i.e., is the number of complete radial segments
546*c8dee2aaSAndroid Build Coastguard Worker // behind testT, + testParametricID <= combinedEdgeID?)
547*c8dee2aaSAndroid Build Coastguard Worker "if (cosRotation >= cos(maxRotation)) {"
548*c8dee2aaSAndroid Build Coastguard Worker // testParametricID is on or before the combinedEdgeID. Keep it!
549*c8dee2aaSAndroid Build Coastguard Worker "lastParametricEdgeID = testParametricID;"
550*c8dee2aaSAndroid Build Coastguard Worker "}"
551*c8dee2aaSAndroid Build Coastguard Worker "}"
552*c8dee2aaSAndroid Build Coastguard Worker "}"
553*c8dee2aaSAndroid Build Coastguard Worker
554*c8dee2aaSAndroid Build Coastguard Worker // Find the T value of the parametric edge at lastParametricEdgeID.
555*c8dee2aaSAndroid Build Coastguard Worker "float parametricT = lastParametricEdgeID / numParametricSegments;"
556*c8dee2aaSAndroid Build Coastguard Worker
557*c8dee2aaSAndroid Build Coastguard Worker // Now that we've identified the highest parametric edge on or before the
558*c8dee2aaSAndroid Build Coastguard Worker // combinedEdgeID, the highest radial edge is easy:
559*c8dee2aaSAndroid Build Coastguard Worker "float lastRadialEdgeID = combinedEdgeID - lastParametricEdgeID;"
560*c8dee2aaSAndroid Build Coastguard Worker
561*c8dee2aaSAndroid Build Coastguard Worker // Find the angle of tan0, i.e. the angle between tan0 and the positive x axis.
562*c8dee2aaSAndroid Build Coastguard Worker "float angle0 = acos(clamp(tan0.x, -1.0, 1.0));"
563*c8dee2aaSAndroid Build Coastguard Worker "angle0 = tan0.y >= 0.0 ? angle0 : -angle0;"
564*c8dee2aaSAndroid Build Coastguard Worker
565*c8dee2aaSAndroid Build Coastguard Worker // Find the tangent vector on the edge at lastRadialEdgeID. By construction it is already
566*c8dee2aaSAndroid Build Coastguard Worker // normalized.
567*c8dee2aaSAndroid Build Coastguard Worker "float radialAngle = fma(lastRadialEdgeID, radsPerSegment, angle0);"
568*c8dee2aaSAndroid Build Coastguard Worker "tangent = float2(cos(radialAngle), sin(radialAngle));"
569*c8dee2aaSAndroid Build Coastguard Worker "float2 norm = float2(-tangent.y, tangent.x);"
570*c8dee2aaSAndroid Build Coastguard Worker
571*c8dee2aaSAndroid Build Coastguard Worker // Find the T value where the tangent is orthogonal to norm. This is a quadratic:
572*c8dee2aaSAndroid Build Coastguard Worker //
573*c8dee2aaSAndroid Build Coastguard Worker // dot(norm, Tangent_Direction(T)) == 0
574*c8dee2aaSAndroid Build Coastguard Worker //
575*c8dee2aaSAndroid Build Coastguard Worker // |T^2|
576*c8dee2aaSAndroid Build Coastguard Worker // norm * |A 2B C| * |T | == 0
577*c8dee2aaSAndroid Build Coastguard Worker // |. . .| |1 |
578*c8dee2aaSAndroid Build Coastguard Worker //
579*c8dee2aaSAndroid Build Coastguard Worker "float a=dot(norm,A), b_over_2=dot(norm,B), c=dot(norm,C);"
580*c8dee2aaSAndroid Build Coastguard Worker "float discr_over_4 = max(b_over_2*b_over_2 - a*c, 0.0);"
581*c8dee2aaSAndroid Build Coastguard Worker "float q = sqrt(discr_over_4);"
582*c8dee2aaSAndroid Build Coastguard Worker "if (b_over_2 > 0.0) {"
583*c8dee2aaSAndroid Build Coastguard Worker "q = -q;"
584*c8dee2aaSAndroid Build Coastguard Worker "}"
585*c8dee2aaSAndroid Build Coastguard Worker "q -= b_over_2;"
586*c8dee2aaSAndroid Build Coastguard Worker
587*c8dee2aaSAndroid Build Coastguard Worker // Roots are q/a and c/q. Since each curve section does not inflect or rotate more than 180
588*c8dee2aaSAndroid Build Coastguard Worker // degrees, there can only be one tangent orthogonal to "norm" inside 0..1. Pick the root
589*c8dee2aaSAndroid Build Coastguard Worker // nearest .5.
590*c8dee2aaSAndroid Build Coastguard Worker "float _5qa = -.5*q*a;"
591*c8dee2aaSAndroid Build Coastguard Worker "float2 root = (abs(fma(q,q,_5qa)) < abs(fma(a,c,_5qa))) ? float2(q,a) : float2(c,q);"
592*c8dee2aaSAndroid Build Coastguard Worker "float radialT = (root.t != 0.0) ? root.s / root.t : 0.0;"
593*c8dee2aaSAndroid Build Coastguard Worker "radialT = clamp(radialT, 0.0, 1.0);"
594*c8dee2aaSAndroid Build Coastguard Worker
595*c8dee2aaSAndroid Build Coastguard Worker "if (lastRadialEdgeID == 0.0) {"
596*c8dee2aaSAndroid Build Coastguard Worker // The root finder above can become unstable when lastRadialEdgeID == 0 (e.g., if
597*c8dee2aaSAndroid Build Coastguard Worker // there are roots at exatly 0 and 1 both). radialT should always == 0 in this case.
598*c8dee2aaSAndroid Build Coastguard Worker "radialT = 0.0;"
599*c8dee2aaSAndroid Build Coastguard Worker "}"
600*c8dee2aaSAndroid Build Coastguard Worker
601*c8dee2aaSAndroid Build Coastguard Worker // Now that we've identified the T values of the last parametric and radial edges, our final
602*c8dee2aaSAndroid Build Coastguard Worker // T value for combinedEdgeID is whichever is larger.
603*c8dee2aaSAndroid Build Coastguard Worker "float T = max(parametricT, radialT);"
604*c8dee2aaSAndroid Build Coastguard Worker
605*c8dee2aaSAndroid Build Coastguard Worker // Evaluate the cubic at T. Use De Casteljau's for its accuracy and stability.
606*c8dee2aaSAndroid Build Coastguard Worker "float2 ab = unchecked_mix(p0, p1, T);"
607*c8dee2aaSAndroid Build Coastguard Worker "float2 bc = unchecked_mix(p1, p2, T);"
608*c8dee2aaSAndroid Build Coastguard Worker "float2 cd = unchecked_mix(p2, p3, T);"
609*c8dee2aaSAndroid Build Coastguard Worker "float2 abc = unchecked_mix(ab, bc, T);"
610*c8dee2aaSAndroid Build Coastguard Worker "float2 bcd = unchecked_mix(bc, cd, T);"
611*c8dee2aaSAndroid Build Coastguard Worker "float2 abcd = unchecked_mix(abc, bcd, T);"
612*c8dee2aaSAndroid Build Coastguard Worker
613*c8dee2aaSAndroid Build Coastguard Worker // Evaluate the conic weight at T.
614*c8dee2aaSAndroid Build Coastguard Worker "float u = unchecked_mix(1.0, w, T);"
615*c8dee2aaSAndroid Build Coastguard Worker "float v = w + 1 - u;" // == mix(w, 1, T)
616*c8dee2aaSAndroid Build Coastguard Worker "float uv = unchecked_mix(u, v, T);"
617*c8dee2aaSAndroid Build Coastguard Worker
618*c8dee2aaSAndroid Build Coastguard Worker // If we went with T=parametricT, then update the tangent. Otherwise leave it at the radial
619*c8dee2aaSAndroid Build Coastguard Worker // tangent found previously. (In the event that parametricT == radialT, we keep the radial
620*c8dee2aaSAndroid Build Coastguard Worker // tangent.)
621*c8dee2aaSAndroid Build Coastguard Worker "if (T != radialT) {"
622*c8dee2aaSAndroid Build Coastguard Worker // We must re-normalize here because the tangent is determined by the curve coefficients
623*c8dee2aaSAndroid Build Coastguard Worker "tangent = w >= 0.0 ? robust_normalize_diff(bc*u, ab*v)"
624*c8dee2aaSAndroid Build Coastguard Worker ": robust_normalize_diff(bcd, abc);"
625*c8dee2aaSAndroid Build Coastguard Worker "}"
626*c8dee2aaSAndroid Build Coastguard Worker
627*c8dee2aaSAndroid Build Coastguard Worker "strokeCoord = (w >= 0.0) ? abc/uv : abcd;"
628*c8dee2aaSAndroid Build Coastguard Worker "} else {"
629*c8dee2aaSAndroid Build Coastguard Worker // Edges at the beginning and end of the strip use exact endpoints and tangents. This
630*c8dee2aaSAndroid Build Coastguard Worker // ensures crack-free seaming between instances.
631*c8dee2aaSAndroid Build Coastguard Worker "tangent = (combinedEdgeID == 0) ? tan0 : tan1;"
632*c8dee2aaSAndroid Build Coastguard Worker "strokeCoord = (combinedEdgeID == 0) ? p0 : p3;"
633*c8dee2aaSAndroid Build Coastguard Worker "}", skgpu::tess::kMaxResolveLevel /* Parametric/radial sort loop count. */);
634*c8dee2aaSAndroid Build Coastguard Worker
635*c8dee2aaSAndroid Build Coastguard Worker code->append(
636*c8dee2aaSAndroid Build Coastguard Worker // At this point 'tangent' is normalized, so the orthogonal vector is also normalized.
637*c8dee2aaSAndroid Build Coastguard Worker "float2 ortho = float2(tangent.y, -tangent.x);"
638*c8dee2aaSAndroid Build Coastguard Worker "strokeCoord += ortho * (STROKE_RADIUS * strokeOutset);");
639*c8dee2aaSAndroid Build Coastguard Worker
640*c8dee2aaSAndroid Build Coastguard Worker if (!shader.stroke().isHairlineStyle()) {
641*c8dee2aaSAndroid Build Coastguard Worker // Normal case. Do the transform after tessellation.
642*c8dee2aaSAndroid Build Coastguard Worker code->append("float2 devCoord = AFFINE_MATRIX * strokeCoord + TRANSLATE;");
643*c8dee2aaSAndroid Build Coastguard Worker gpArgs->fPositionVar.set(SkSLType::kFloat2, "devCoord");
644*c8dee2aaSAndroid Build Coastguard Worker gpArgs->fLocalCoordVar.set(SkSLType::kFloat2, "strokeCoord");
645*c8dee2aaSAndroid Build Coastguard Worker } else {
646*c8dee2aaSAndroid Build Coastguard Worker // Hairline case. The scale and skew already happened before tessellation.
647*c8dee2aaSAndroid Build Coastguard Worker code->append(
648*c8dee2aaSAndroid Build Coastguard Worker "float2 devCoord = strokeCoord + TRANSLATE;"
649*c8dee2aaSAndroid Build Coastguard Worker "float2 localCoord = inverse(AFFINE_MATRIX) * strokeCoord;");
650*c8dee2aaSAndroid Build Coastguard Worker gpArgs->fPositionVar.set(SkSLType::kFloat2, "devCoord");
651*c8dee2aaSAndroid Build Coastguard Worker gpArgs->fLocalCoordVar.set(SkSLType::kFloat2, "localCoord");
652*c8dee2aaSAndroid Build Coastguard Worker }
653*c8dee2aaSAndroid Build Coastguard Worker }
654*c8dee2aaSAndroid Build Coastguard Worker
emitFragmentCode(const GrStrokeTessellationShader & shader,const EmitArgs & args)655*c8dee2aaSAndroid Build Coastguard Worker void GrStrokeTessellationShader::Impl::emitFragmentCode(const GrStrokeTessellationShader& shader,
656*c8dee2aaSAndroid Build Coastguard Worker const EmitArgs& args) {
657*c8dee2aaSAndroid Build Coastguard Worker if (!shader.hasDynamicColor()) {
658*c8dee2aaSAndroid Build Coastguard Worker // The fragment shader just outputs a uniform color.
659*c8dee2aaSAndroid Build Coastguard Worker const char* colorUniformName;
660*c8dee2aaSAndroid Build Coastguard Worker fColorUniform = args.fUniformHandler->addUniform(nullptr, kFragment_GrShaderFlag,
661*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kHalf4, "color",
662*c8dee2aaSAndroid Build Coastguard Worker &colorUniformName);
663*c8dee2aaSAndroid Build Coastguard Worker args.fFragBuilder->codeAppendf("half4 %s = %s;", args.fOutputColor, colorUniformName);
664*c8dee2aaSAndroid Build Coastguard Worker } else {
665*c8dee2aaSAndroid Build Coastguard Worker args.fFragBuilder->codeAppendf("half4 %s = %s;", args.fOutputColor,
666*c8dee2aaSAndroid Build Coastguard Worker fDynamicColorName.c_str());
667*c8dee2aaSAndroid Build Coastguard Worker }
668*c8dee2aaSAndroid Build Coastguard Worker args.fFragBuilder->codeAppendf("const half4 %s = half4(1);", args.fOutputCoverage);
669*c8dee2aaSAndroid Build Coastguard Worker }
670*c8dee2aaSAndroid Build Coastguard Worker
setData(const GrGLSLProgramDataManager & pdman,const GrShaderCaps &,const GrGeometryProcessor & geomProc)671*c8dee2aaSAndroid Build Coastguard Worker void GrStrokeTessellationShader::Impl::setData(const GrGLSLProgramDataManager& pdman,
672*c8dee2aaSAndroid Build Coastguard Worker const GrShaderCaps&,
673*c8dee2aaSAndroid Build Coastguard Worker const GrGeometryProcessor& geomProc) {
674*c8dee2aaSAndroid Build Coastguard Worker const auto& shader = geomProc.cast<GrStrokeTessellationShader>();
675*c8dee2aaSAndroid Build Coastguard Worker const auto& stroke = shader.stroke();
676*c8dee2aaSAndroid Build Coastguard Worker
677*c8dee2aaSAndroid Build Coastguard Worker // getMaxScale() returns -1 if it can't compute a scale factor (e.g. perspective), taking the
678*c8dee2aaSAndroid Build Coastguard Worker // absolute value automatically converts that to an identity scale factor for our purposes.
679*c8dee2aaSAndroid Build Coastguard Worker const float maxScale = std::abs(shader.viewMatrix().getMaxScale());
680*c8dee2aaSAndroid Build Coastguard Worker if (!shader.hasDynamicStroke()) {
681*c8dee2aaSAndroid Build Coastguard Worker // Set up the tessellation control uniforms. In the hairline case we transform prior to
682*c8dee2aaSAndroid Build Coastguard Worker // tessellation, so it will be defined in device space units instead of local units.
683*c8dee2aaSAndroid Build Coastguard Worker const float strokeRadius = 0.5f * (stroke.isHairlineStyle() ? 1.f : stroke.getWidth());
684*c8dee2aaSAndroid Build Coastguard Worker float numRadialSegmentsPerRadian = skgpu::tess::CalcNumRadialSegmentsPerRadian(
685*c8dee2aaSAndroid Build Coastguard Worker (stroke.isHairlineStyle() ? 1.f : maxScale) * strokeRadius);
686*c8dee2aaSAndroid Build Coastguard Worker
687*c8dee2aaSAndroid Build Coastguard Worker pdman.set3f(fTessControlArgsUniform,
688*c8dee2aaSAndroid Build Coastguard Worker numRadialSegmentsPerRadian, // NUM_RADIAL_SEGMENTS_PER_RADIAN
689*c8dee2aaSAndroid Build Coastguard Worker skgpu::tess::GetJoinType(stroke), // JOIN_TYPE
690*c8dee2aaSAndroid Build Coastguard Worker strokeRadius); // STROKE_RADIUS
691*c8dee2aaSAndroid Build Coastguard Worker } else {
692*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!stroke.isHairlineStyle());
693*c8dee2aaSAndroid Build Coastguard Worker pdman.set1f(fTessControlArgsUniform, maxScale);
694*c8dee2aaSAndroid Build Coastguard Worker }
695*c8dee2aaSAndroid Build Coastguard Worker
696*c8dee2aaSAndroid Build Coastguard Worker // Set up the view matrix, if any.
697*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix& m = shader.viewMatrix();
698*c8dee2aaSAndroid Build Coastguard Worker pdman.set2f(fTranslateUniform, m.getTranslateX(), m.getTranslateY());
699*c8dee2aaSAndroid Build Coastguard Worker pdman.set4f(fAffineMatrixUniform, m.getScaleX(), m.getSkewY(), m.getSkewX(),
700*c8dee2aaSAndroid Build Coastguard Worker m.getScaleY());
701*c8dee2aaSAndroid Build Coastguard Worker
702*c8dee2aaSAndroid Build Coastguard Worker if (!shader.hasDynamicColor()) {
703*c8dee2aaSAndroid Build Coastguard Worker pdman.set4fv(fColorUniform, 1, shader.color().vec());
704*c8dee2aaSAndroid Build Coastguard Worker }
705*c8dee2aaSAndroid Build Coastguard Worker }
706*c8dee2aaSAndroid Build Coastguard Worker
addToKey(const GrShaderCaps &,skgpu::KeyBuilder * b) const707*c8dee2aaSAndroid Build Coastguard Worker void GrStrokeTessellationShader::addToKey(const GrShaderCaps&, skgpu::KeyBuilder* b) const {
708*c8dee2aaSAndroid Build Coastguard Worker bool keyNeedsJoin = !(fPatchAttribs & PatchAttribs::kStrokeParams);
709*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fStroke.getJoin() >> 2 == 0);
710*c8dee2aaSAndroid Build Coastguard Worker // Attribs get worked into the key automatically during GrGeometryProcessor::getAttributeKey().
711*c8dee2aaSAndroid Build Coastguard Worker // When color is in a uniform, it's always wide. kWideColor doesn't need to be considered here.
712*c8dee2aaSAndroid Build Coastguard Worker uint32_t key = (uint32_t)(fPatchAttribs & ~PatchAttribs::kColor);
713*c8dee2aaSAndroid Build Coastguard Worker key = (key << 2) | ((keyNeedsJoin) ? fStroke.getJoin() : 0);
714*c8dee2aaSAndroid Build Coastguard Worker key = (key << 1) | (uint32_t)fStroke.isHairlineStyle();
715*c8dee2aaSAndroid Build Coastguard Worker b->add32(key);
716*c8dee2aaSAndroid Build Coastguard Worker }
717*c8dee2aaSAndroid Build Coastguard Worker
makeProgramImpl(const GrShaderCaps &) const718*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrGeometryProcessor::ProgramImpl> GrStrokeTessellationShader::makeProgramImpl(
719*c8dee2aaSAndroid Build Coastguard Worker const GrShaderCaps&) const {
720*c8dee2aaSAndroid Build Coastguard Worker return std::make_unique<Impl>();
721*c8dee2aaSAndroid Build Coastguard Worker }
722