1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2024 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
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/render/AnalyticBlurRenderStep.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkM44.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSamplingOptions.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTileMode.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkEnumBitMask.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/BufferWriter.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Attribute.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ContextUtils.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawOrder.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawParams.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawTypes.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawWriter.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/PipelineData.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/AnalyticBlurMask.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/Geometry.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/Rect.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/Transform_graphite.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/render/CommonDepthStencilSettings.h"
29*c8dee2aaSAndroid Build Coastguard Worker
30*c8dee2aaSAndroid Build Coastguard Worker #include <string_view>
31*c8dee2aaSAndroid Build Coastguard Worker
32*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
33*c8dee2aaSAndroid Build Coastguard Worker
AnalyticBlurRenderStep()34*c8dee2aaSAndroid Build Coastguard Worker AnalyticBlurRenderStep::AnalyticBlurRenderStep()
35*c8dee2aaSAndroid Build Coastguard Worker : RenderStep("AnalyticBlurRenderStep",
36*c8dee2aaSAndroid Build Coastguard Worker "",
37*c8dee2aaSAndroid Build Coastguard Worker Flags::kPerformsShading | Flags::kHasTextures | Flags::kEmitsCoverage,
38*c8dee2aaSAndroid Build Coastguard Worker /*uniforms=*/
39*c8dee2aaSAndroid Build Coastguard Worker {{"localToDevice", SkSLType::kFloat4x4},
40*c8dee2aaSAndroid Build Coastguard Worker {"deviceToScaledShape", SkSLType::kFloat3x3},
41*c8dee2aaSAndroid Build Coastguard Worker {"shapeData", SkSLType::kFloat4},
42*c8dee2aaSAndroid Build Coastguard Worker {"blurData", SkSLType::kHalf2},
43*c8dee2aaSAndroid Build Coastguard Worker {"shapeType", SkSLType::kInt},
44*c8dee2aaSAndroid Build Coastguard Worker {"depth", SkSLType::kFloat}},
45*c8dee2aaSAndroid Build Coastguard Worker PrimitiveType::kTriangles,
46*c8dee2aaSAndroid Build Coastguard Worker kDirectDepthGreaterPass,
47*c8dee2aaSAndroid Build Coastguard Worker /*vertexAttrs=*/
48*c8dee2aaSAndroid Build Coastguard Worker {{"position", VertexAttribType::kFloat2, SkSLType::kFloat2},
49*c8dee2aaSAndroid Build Coastguard Worker {"ssboIndices", VertexAttribType::kUInt2, SkSLType::kUInt2}},
50*c8dee2aaSAndroid Build Coastguard Worker /*instanceAttrs=*/{},
51*c8dee2aaSAndroid Build Coastguard Worker /*varyings=*/
52*c8dee2aaSAndroid Build Coastguard Worker // scaledShapeCoords are the fragment coordinates in local shape space, where
53*c8dee2aaSAndroid Build Coastguard Worker // the shape has been scaled to device space but not translated or rotated.
54*c8dee2aaSAndroid Build Coastguard Worker {{"scaledShapeCoords", SkSLType::kFloat2}}) {}
55*c8dee2aaSAndroid Build Coastguard Worker
vertexSkSL() const56*c8dee2aaSAndroid Build Coastguard Worker std::string AnalyticBlurRenderStep::vertexSkSL() const {
57*c8dee2aaSAndroid Build Coastguard Worker return R"(
58*c8dee2aaSAndroid Build Coastguard Worker float4 devPosition = localToDevice * float4(position, depth, 1.0);
59*c8dee2aaSAndroid Build Coastguard Worker stepLocalCoords = position;
60*c8dee2aaSAndroid Build Coastguard Worker scaledShapeCoords = (deviceToScaledShape * devPosition.xy1).xy;
61*c8dee2aaSAndroid Build Coastguard Worker )";
62*c8dee2aaSAndroid Build Coastguard Worker }
63*c8dee2aaSAndroid Build Coastguard Worker
texturesAndSamplersSkSL(const ResourceBindingRequirements & bindingReqs,int * nextBindingIndex) const64*c8dee2aaSAndroid Build Coastguard Worker std::string AnalyticBlurRenderStep::texturesAndSamplersSkSL(
65*c8dee2aaSAndroid Build Coastguard Worker const ResourceBindingRequirements& bindingReqs, int* nextBindingIndex) const {
66*c8dee2aaSAndroid Build Coastguard Worker return EmitSamplerLayout(bindingReqs, nextBindingIndex) + " sampler2D s;";
67*c8dee2aaSAndroid Build Coastguard Worker }
68*c8dee2aaSAndroid Build Coastguard Worker
fragmentCoverageSkSL() const69*c8dee2aaSAndroid Build Coastguard Worker const char* AnalyticBlurRenderStep::fragmentCoverageSkSL() const {
70*c8dee2aaSAndroid Build Coastguard Worker return "outputCoverage = blur_coverage_fn(scaledShapeCoords, "
71*c8dee2aaSAndroid Build Coastguard Worker "shapeData, "
72*c8dee2aaSAndroid Build Coastguard Worker "blurData, "
73*c8dee2aaSAndroid Build Coastguard Worker "shapeType, "
74*c8dee2aaSAndroid Build Coastguard Worker "s);";
75*c8dee2aaSAndroid Build Coastguard Worker }
76*c8dee2aaSAndroid Build Coastguard Worker
writeVertices(DrawWriter * writer,const DrawParams & params,skvx::uint2 ssboIndices) const77*c8dee2aaSAndroid Build Coastguard Worker void AnalyticBlurRenderStep::writeVertices(DrawWriter* writer,
78*c8dee2aaSAndroid Build Coastguard Worker const DrawParams& params,
79*c8dee2aaSAndroid Build Coastguard Worker skvx::uint2 ssboIndices) const {
80*c8dee2aaSAndroid Build Coastguard Worker const Rect& r = params.geometry().analyticBlurMask().drawBounds();
81*c8dee2aaSAndroid Build Coastguard Worker DrawWriter::Vertices verts{*writer};
82*c8dee2aaSAndroid Build Coastguard Worker verts.append(6) << skvx::float2(r.left(), r.top()) << ssboIndices
83*c8dee2aaSAndroid Build Coastguard Worker << skvx::float2(r.right(), r.top()) << ssboIndices
84*c8dee2aaSAndroid Build Coastguard Worker << skvx::float2(r.left(), r.bot()) << ssboIndices
85*c8dee2aaSAndroid Build Coastguard Worker << skvx::float2(r.right(), r.top()) << ssboIndices
86*c8dee2aaSAndroid Build Coastguard Worker << skvx::float2(r.right(), r.bot()) << ssboIndices
87*c8dee2aaSAndroid Build Coastguard Worker << skvx::float2(r.left(), r.bot()) << ssboIndices;
88*c8dee2aaSAndroid Build Coastguard Worker }
89*c8dee2aaSAndroid Build Coastguard Worker
writeUniformsAndTextures(const DrawParams & params,PipelineDataGatherer * gatherer) const90*c8dee2aaSAndroid Build Coastguard Worker void AnalyticBlurRenderStep::writeUniformsAndTextures(const DrawParams& params,
91*c8dee2aaSAndroid Build Coastguard Worker PipelineDataGatherer* gatherer) const {
92*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGCODE(UniformExpectationsValidator uev(gatherer, this->uniforms());)
93*c8dee2aaSAndroid Build Coastguard Worker
94*c8dee2aaSAndroid Build Coastguard Worker gatherer->write(params.transform().matrix());
95*c8dee2aaSAndroid Build Coastguard Worker
96*c8dee2aaSAndroid Build Coastguard Worker const AnalyticBlurMask& blur = params.geometry().analyticBlurMask();
97*c8dee2aaSAndroid Build Coastguard Worker gatherer->write(blur.deviceToScaledShape().asM33());
98*c8dee2aaSAndroid Build Coastguard Worker gatherer->write(blur.shapeData().asSkRect());
99*c8dee2aaSAndroid Build Coastguard Worker gatherer->writeHalf(blur.blurData());
100*c8dee2aaSAndroid Build Coastguard Worker gatherer->write(static_cast<int>(blur.shapeType()));
101*c8dee2aaSAndroid Build Coastguard Worker gatherer->write(params.order().depthAsFloat());
102*c8dee2aaSAndroid Build Coastguard Worker
103*c8dee2aaSAndroid Build Coastguard Worker SkSamplingOptions samplingOptions = blur.shapeType() == AnalyticBlurMask::ShapeType::kRect
104*c8dee2aaSAndroid Build Coastguard Worker ? SkFilterMode::kLinear
105*c8dee2aaSAndroid Build Coastguard Worker : SkFilterMode::kNearest;
106*c8dee2aaSAndroid Build Coastguard Worker gatherer->add(blur.refProxy(), {samplingOptions, SkTileMode::kClamp});
107*c8dee2aaSAndroid Build Coastguard Worker }
108*c8dee2aaSAndroid Build Coastguard Worker
109*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
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