xref: /aosp_15_r20/external/skia/src/gpu/graphite/render/MiddleOutFanRenderStep.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2022 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/MiddleOutFanRenderStep.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPath.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkEnumBitMask.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/BufferWriter.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Attribute.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawOrder.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawParams.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawTypes.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawWriter.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/PipelineData.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/Geometry.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/Shape.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/Transform_graphite.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/render/CommonDepthStencilSettings.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/tessellate/MiddleOutPolygonTriangulator.h"
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker #include <algorithm>
28*c8dee2aaSAndroid Build Coastguard Worker #include <string_view>
29*c8dee2aaSAndroid Build Coastguard Worker 
30*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
31*c8dee2aaSAndroid Build Coastguard Worker 
MiddleOutFanRenderStep(bool evenOdd)32*c8dee2aaSAndroid Build Coastguard Worker MiddleOutFanRenderStep::MiddleOutFanRenderStep(bool evenOdd)
33*c8dee2aaSAndroid Build Coastguard Worker         : RenderStep("MiddleOutFanRenderStep",
34*c8dee2aaSAndroid Build Coastguard Worker                      evenOdd ? "even-odd" : "winding",
35*c8dee2aaSAndroid Build Coastguard Worker                      Flags::kRequiresMSAA,
36*c8dee2aaSAndroid Build Coastguard Worker                      /*uniforms=*/{{"localToDevice", SkSLType::kFloat4x4}},
37*c8dee2aaSAndroid Build Coastguard Worker                      PrimitiveType::kTriangles,
38*c8dee2aaSAndroid Build Coastguard Worker                      evenOdd ? kEvenOddStencilPass : kWindingStencilPass,
39*c8dee2aaSAndroid Build Coastguard Worker                      /*vertexAttrs=*/
40*c8dee2aaSAndroid Build Coastguard Worker                             {{"position", VertexAttribType::kFloat2, SkSLType::kFloat2},
41*c8dee2aaSAndroid Build Coastguard Worker                              {"depth", VertexAttribType::kFloat, SkSLType::kFloat},
42*c8dee2aaSAndroid Build Coastguard Worker                              {"ssboIndices", VertexAttribType::kUInt2, SkSLType::kUInt2}},
43*c8dee2aaSAndroid Build Coastguard Worker                      /*instanceAttrs=*/{}) {}
44*c8dee2aaSAndroid Build Coastguard Worker 
~MiddleOutFanRenderStep()45*c8dee2aaSAndroid Build Coastguard Worker MiddleOutFanRenderStep::~MiddleOutFanRenderStep() {}
46*c8dee2aaSAndroid Build Coastguard Worker 
vertexSkSL() const47*c8dee2aaSAndroid Build Coastguard Worker std::string MiddleOutFanRenderStep::vertexSkSL() const {
48*c8dee2aaSAndroid Build Coastguard Worker     return R"(
49*c8dee2aaSAndroid Build Coastguard Worker         float4 devPosition = localToDevice * float4(position, 0.0, 1.0);
50*c8dee2aaSAndroid Build Coastguard Worker         devPosition.z = depth;
51*c8dee2aaSAndroid Build Coastguard Worker         stepLocalCoords = position;
52*c8dee2aaSAndroid Build Coastguard Worker     )";
53*c8dee2aaSAndroid Build Coastguard Worker }
54*c8dee2aaSAndroid Build Coastguard Worker 
writeVertices(DrawWriter * writer,const DrawParams & params,skvx::uint2 ssboIndices) const55*c8dee2aaSAndroid Build Coastguard Worker void MiddleOutFanRenderStep::writeVertices(DrawWriter* writer,
56*c8dee2aaSAndroid Build Coastguard Worker                                            const DrawParams& params,
57*c8dee2aaSAndroid Build Coastguard Worker                                            skvx::uint2 ssboIndices) const {
58*c8dee2aaSAndroid Build Coastguard Worker     // TODO: Have Shape provide a path-like iterator so we don't actually have to convert non
59*c8dee2aaSAndroid Build Coastguard Worker     // paths to SkPath just to iterate their pts/verbs
60*c8dee2aaSAndroid Build Coastguard Worker     SkPath path = params.geometry().shape().asPath();
61*c8dee2aaSAndroid Build Coastguard Worker 
62*c8dee2aaSAndroid Build Coastguard Worker     const int maxTrianglesInFans = std::max(path.countVerbs() - 2, 0);
63*c8dee2aaSAndroid Build Coastguard Worker 
64*c8dee2aaSAndroid Build Coastguard Worker     float depth = params.order().depthAsFloat();
65*c8dee2aaSAndroid Build Coastguard Worker 
66*c8dee2aaSAndroid Build Coastguard Worker     DrawWriter::Vertices verts{*writer};
67*c8dee2aaSAndroid Build Coastguard Worker     verts.reserve(maxTrianglesInFans * 3);
68*c8dee2aaSAndroid Build Coastguard Worker     for (tess::PathMiddleOutFanIter it(path); !it.done();) {
69*c8dee2aaSAndroid Build Coastguard Worker         for (auto [p0, p1, p2] : it.nextStack()) {
70*c8dee2aaSAndroid Build Coastguard Worker             verts.append(3) << p0 << depth << ssboIndices
71*c8dee2aaSAndroid Build Coastguard Worker                             << p1 << depth << ssboIndices
72*c8dee2aaSAndroid Build Coastguard Worker                             << p2 << depth << ssboIndices;
73*c8dee2aaSAndroid Build Coastguard Worker         }
74*c8dee2aaSAndroid Build Coastguard Worker     }
75*c8dee2aaSAndroid Build Coastguard Worker }
76*c8dee2aaSAndroid Build Coastguard Worker 
writeUniformsAndTextures(const DrawParams & params,PipelineDataGatherer * gatherer) const77*c8dee2aaSAndroid Build Coastguard Worker void MiddleOutFanRenderStep::writeUniformsAndTextures(const DrawParams& params,
78*c8dee2aaSAndroid Build Coastguard Worker                                                       PipelineDataGatherer* gatherer) const {
79*c8dee2aaSAndroid Build Coastguard Worker     SkDEBUGCODE(UniformExpectationsValidator uev(gatherer, this->uniforms());)
80*c8dee2aaSAndroid Build Coastguard Worker 
81*c8dee2aaSAndroid Build Coastguard Worker     gatherer->write(params.transform().matrix());
82*c8dee2aaSAndroid Build Coastguard Worker }
83*c8dee2aaSAndroid Build Coastguard Worker 
84*c8dee2aaSAndroid Build Coastguard Worker }  // namespace skgpu::graphite
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