xref: /aosp_15_r20/external/skia/src/gpu/tessellate/Tessellation.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2021 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/tessellate/Tessellation.h"
8*c8dee2aaSAndroid Build Coastguard Worker 
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPath.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPathTypes.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkFloatingPoint.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkUtils.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkVx.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkGeometry.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkPathPriv.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/tessellate/CullTest.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/tessellate/WangsFormula.h"
20*c8dee2aaSAndroid Build Coastguard Worker 
21*c8dee2aaSAndroid Build Coastguard Worker using namespace skia_private;
22*c8dee2aaSAndroid Build Coastguard Worker 
23*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::tess {
24*c8dee2aaSAndroid Build Coastguard Worker 
25*c8dee2aaSAndroid Build Coastguard Worker namespace {
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker using float2 = skvx::float2;
28*c8dee2aaSAndroid Build Coastguard Worker using float4 = skvx::float4;
29*c8dee2aaSAndroid Build Coastguard Worker 
30*c8dee2aaSAndroid Build Coastguard Worker // This value only protects us against getting stuck in infinite recursion due to fp32 precision
31*c8dee2aaSAndroid Build Coastguard Worker // issues. Mathematically, every curve should reduce to manageable visible sections in O(log N)
32*c8dee2aaSAndroid Build Coastguard Worker // chops, where N is the the magnitude of its control points.
33*c8dee2aaSAndroid Build Coastguard Worker //
34*c8dee2aaSAndroid Build Coastguard Worker // But, to define a protective upper bound, a cubic can enter or exit the viewport as many as 6
35*c8dee2aaSAndroid Build Coastguard Worker // times. So we may need to refine the curve (via binary search chopping at T=.5) up to 6 times.
36*c8dee2aaSAndroid Build Coastguard Worker //
37*c8dee2aaSAndroid Build Coastguard Worker // Furthermore, chopping a cubic at T=.5 may only reduce its length by 1/8 (.5^3), so we may require
38*c8dee2aaSAndroid Build Coastguard Worker // up to 6 chops in order to reduce the length by 1/2.
39*c8dee2aaSAndroid Build Coastguard Worker constexpr static int kMaxChopsPerCurve = 128/*magnitude of +fp32_max - -fp32_max*/ *
40*c8dee2aaSAndroid Build Coastguard Worker                                          6/*max number of chops to reduce the length by half*/ *
41*c8dee2aaSAndroid Build Coastguard Worker                                          6/*max number of viewport boundary crosses*/;
42*c8dee2aaSAndroid Build Coastguard Worker 
43*c8dee2aaSAndroid Build Coastguard Worker // Writes a new path, chopping as necessary so no verbs require more segments than
44*c8dee2aaSAndroid Build Coastguard Worker // kMaxTessellationSegmentsPerCurve. Curves completely outside the viewport are flattened into
45*c8dee2aaSAndroid Build Coastguard Worker // lines.
46*c8dee2aaSAndroid Build Coastguard Worker class PathChopper {
47*c8dee2aaSAndroid Build Coastguard Worker public:
PathChopper(float tessellationPrecision,const SkMatrix & matrix,const SkRect & viewport)48*c8dee2aaSAndroid Build Coastguard Worker     PathChopper(float tessellationPrecision, const SkMatrix& matrix, const SkRect& viewport)
49*c8dee2aaSAndroid Build Coastguard Worker             : fTessellationPrecision(tessellationPrecision)
50*c8dee2aaSAndroid Build Coastguard Worker             , fCullTest(viewport, matrix)
51*c8dee2aaSAndroid Build Coastguard Worker             , fVectorXform(matrix) {
52*c8dee2aaSAndroid Build Coastguard Worker         fPath.setIsVolatile(true);
53*c8dee2aaSAndroid Build Coastguard Worker     }
54*c8dee2aaSAndroid Build Coastguard Worker 
path() const55*c8dee2aaSAndroid Build Coastguard Worker     SkPath path() const { return fPath; }
56*c8dee2aaSAndroid Build Coastguard Worker 
moveTo(SkPoint p)57*c8dee2aaSAndroid Build Coastguard Worker     void moveTo(SkPoint p) { fPath.moveTo(p); }
lineTo(const SkPoint p[2])58*c8dee2aaSAndroid Build Coastguard Worker     void lineTo(const SkPoint p[2]) { fPath.lineTo(p[1]); }
close()59*c8dee2aaSAndroid Build Coastguard Worker     void close() { fPath.close(); }
60*c8dee2aaSAndroid Build Coastguard Worker 
quadTo(const SkPoint quad[3])61*c8dee2aaSAndroid Build Coastguard Worker     void quadTo(const SkPoint quad[3]) {
62*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fPointStack.empty());
63*c8dee2aaSAndroid Build Coastguard Worker         // Use a heap stack to recursively chop the quad into manageable, on-screen segments.
64*c8dee2aaSAndroid Build Coastguard Worker         fPointStack.push_back_n(3, quad);
65*c8dee2aaSAndroid Build Coastguard Worker         int numChops = 0;
66*c8dee2aaSAndroid Build Coastguard Worker         while (!fPointStack.empty()) {
67*c8dee2aaSAndroid Build Coastguard Worker             const SkPoint* p = fPointStack.end() - 3;
68*c8dee2aaSAndroid Build Coastguard Worker             if (!fCullTest.areVisible3(p)) {
69*c8dee2aaSAndroid Build Coastguard Worker                 fPath.lineTo(p[2]);
70*c8dee2aaSAndroid Build Coastguard Worker             } else {
71*c8dee2aaSAndroid Build Coastguard Worker                 float n4 = wangs_formula::quadratic_p4(fTessellationPrecision, p, fVectorXform);
72*c8dee2aaSAndroid Build Coastguard Worker                 if (n4 > kMaxSegmentsPerCurve_p4 && numChops < kMaxChopsPerCurve) {
73*c8dee2aaSAndroid Build Coastguard Worker                     SkPoint chops[5];
74*c8dee2aaSAndroid Build Coastguard Worker                     SkChopQuadAtHalf(p, chops);
75*c8dee2aaSAndroid Build Coastguard Worker                     fPointStack.pop_back_n(3);
76*c8dee2aaSAndroid Build Coastguard Worker                     fPointStack.push_back_n(3, chops+2);
77*c8dee2aaSAndroid Build Coastguard Worker                     fPointStack.push_back_n(3, chops);
78*c8dee2aaSAndroid Build Coastguard Worker                     ++numChops;
79*c8dee2aaSAndroid Build Coastguard Worker                     continue;
80*c8dee2aaSAndroid Build Coastguard Worker                 }
81*c8dee2aaSAndroid Build Coastguard Worker                 fPath.quadTo(p[1], p[2]);
82*c8dee2aaSAndroid Build Coastguard Worker             }
83*c8dee2aaSAndroid Build Coastguard Worker             fPointStack.pop_back_n(3);
84*c8dee2aaSAndroid Build Coastguard Worker         }
85*c8dee2aaSAndroid Build Coastguard Worker     }
86*c8dee2aaSAndroid Build Coastguard Worker 
conicTo(const SkPoint conic[3],float weight)87*c8dee2aaSAndroid Build Coastguard Worker     void conicTo(const SkPoint conic[3], float weight) {
88*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fPointStack.empty());
89*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fWeightStack.empty());
90*c8dee2aaSAndroid Build Coastguard Worker         // Use a heap stack to recursively chop the conic into manageable, on-screen segments.
91*c8dee2aaSAndroid Build Coastguard Worker         fPointStack.push_back_n(3, conic);
92*c8dee2aaSAndroid Build Coastguard Worker         fWeightStack.push_back(weight);
93*c8dee2aaSAndroid Build Coastguard Worker         int numChops = 0;
94*c8dee2aaSAndroid Build Coastguard Worker         while (!fPointStack.empty()) {
95*c8dee2aaSAndroid Build Coastguard Worker             const SkPoint* p = fPointStack.end() - 3;
96*c8dee2aaSAndroid Build Coastguard Worker             float w = fWeightStack.back();
97*c8dee2aaSAndroid Build Coastguard Worker             if (!fCullTest.areVisible3(p)) {
98*c8dee2aaSAndroid Build Coastguard Worker                 fPath.lineTo(p[2]);
99*c8dee2aaSAndroid Build Coastguard Worker             } else {
100*c8dee2aaSAndroid Build Coastguard Worker                 float n2 = wangs_formula::conic_p2(fTessellationPrecision, p, w, fVectorXform);
101*c8dee2aaSAndroid Build Coastguard Worker                 if (n2 > kMaxSegmentsPerCurve_p2 && numChops < kMaxChopsPerCurve) {
102*c8dee2aaSAndroid Build Coastguard Worker                     SkConic chops[2];
103*c8dee2aaSAndroid Build Coastguard Worker                     if (!SkConic(p,w).chopAt(.5, chops)) {
104*c8dee2aaSAndroid Build Coastguard Worker                         SkPoint line[2] = {p[0], p[2]};
105*c8dee2aaSAndroid Build Coastguard Worker                         this->lineTo(line);
106*c8dee2aaSAndroid Build Coastguard Worker                         continue;
107*c8dee2aaSAndroid Build Coastguard Worker                     }
108*c8dee2aaSAndroid Build Coastguard Worker                     fPointStack.pop_back_n(3);
109*c8dee2aaSAndroid Build Coastguard Worker                     fWeightStack.pop_back();
110*c8dee2aaSAndroid Build Coastguard Worker                     fPointStack.push_back_n(3, chops[1].fPts);
111*c8dee2aaSAndroid Build Coastguard Worker                     fWeightStack.push_back(chops[1].fW);
112*c8dee2aaSAndroid Build Coastguard Worker                     fPointStack.push_back_n(3, chops[0].fPts);
113*c8dee2aaSAndroid Build Coastguard Worker                     fWeightStack.push_back(chops[0].fW);
114*c8dee2aaSAndroid Build Coastguard Worker                     ++numChops;
115*c8dee2aaSAndroid Build Coastguard Worker                     continue;
116*c8dee2aaSAndroid Build Coastguard Worker                 }
117*c8dee2aaSAndroid Build Coastguard Worker                 fPath.conicTo(p[1], p[2], w);
118*c8dee2aaSAndroid Build Coastguard Worker             }
119*c8dee2aaSAndroid Build Coastguard Worker             fPointStack.pop_back_n(3);
120*c8dee2aaSAndroid Build Coastguard Worker             fWeightStack.pop_back();
121*c8dee2aaSAndroid Build Coastguard Worker         }
122*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fWeightStack.empty());
123*c8dee2aaSAndroid Build Coastguard Worker     }
124*c8dee2aaSAndroid Build Coastguard Worker 
cubicTo(const SkPoint cubic[4])125*c8dee2aaSAndroid Build Coastguard Worker     void cubicTo(const SkPoint cubic[4]) {
126*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fPointStack.empty());
127*c8dee2aaSAndroid Build Coastguard Worker         // Use a heap stack to recursively chop the cubic into manageable, on-screen segments.
128*c8dee2aaSAndroid Build Coastguard Worker         fPointStack.push_back_n(4, cubic);
129*c8dee2aaSAndroid Build Coastguard Worker         int numChops = 0;
130*c8dee2aaSAndroid Build Coastguard Worker         while (!fPointStack.empty()) {
131*c8dee2aaSAndroid Build Coastguard Worker             SkPoint* p = fPointStack.end() - 4;
132*c8dee2aaSAndroid Build Coastguard Worker             if (!fCullTest.areVisible4(p)) {
133*c8dee2aaSAndroid Build Coastguard Worker                 fPath.lineTo(p[3]);
134*c8dee2aaSAndroid Build Coastguard Worker             } else {
135*c8dee2aaSAndroid Build Coastguard Worker                 float n4 = wangs_formula::cubic_p4(fTessellationPrecision, p, fVectorXform);
136*c8dee2aaSAndroid Build Coastguard Worker                 if (n4 > kMaxSegmentsPerCurve_p4 && numChops < kMaxChopsPerCurve) {
137*c8dee2aaSAndroid Build Coastguard Worker                     SkPoint chops[7];
138*c8dee2aaSAndroid Build Coastguard Worker                     SkChopCubicAtHalf(p, chops);
139*c8dee2aaSAndroid Build Coastguard Worker                     fPointStack.pop_back_n(4);
140*c8dee2aaSAndroid Build Coastguard Worker                     fPointStack.push_back_n(4, chops+3);
141*c8dee2aaSAndroid Build Coastguard Worker                     fPointStack.push_back_n(4, chops);
142*c8dee2aaSAndroid Build Coastguard Worker                     ++numChops;
143*c8dee2aaSAndroid Build Coastguard Worker                     continue;
144*c8dee2aaSAndroid Build Coastguard Worker                 }
145*c8dee2aaSAndroid Build Coastguard Worker                 fPath.cubicTo(p[1], p[2], p[3]);
146*c8dee2aaSAndroid Build Coastguard Worker             }
147*c8dee2aaSAndroid Build Coastguard Worker             fPointStack.pop_back_n(4);
148*c8dee2aaSAndroid Build Coastguard Worker         }
149*c8dee2aaSAndroid Build Coastguard Worker     }
150*c8dee2aaSAndroid Build Coastguard Worker 
151*c8dee2aaSAndroid Build Coastguard Worker private:
152*c8dee2aaSAndroid Build Coastguard Worker     const float fTessellationPrecision;
153*c8dee2aaSAndroid Build Coastguard Worker     const CullTest fCullTest;
154*c8dee2aaSAndroid Build Coastguard Worker     const wangs_formula::VectorXform fVectorXform;
155*c8dee2aaSAndroid Build Coastguard Worker     SkPath fPath;
156*c8dee2aaSAndroid Build Coastguard Worker 
157*c8dee2aaSAndroid Build Coastguard Worker     // Used for stack-based recursion (instead of using the runtime stack).
158*c8dee2aaSAndroid Build Coastguard Worker     STArray<8, SkPoint> fPointStack;
159*c8dee2aaSAndroid Build Coastguard Worker     STArray<2, float> fWeightStack;
160*c8dee2aaSAndroid Build Coastguard Worker };
161*c8dee2aaSAndroid Build Coastguard Worker 
162*c8dee2aaSAndroid Build Coastguard Worker }  // namespace
163*c8dee2aaSAndroid Build Coastguard Worker 
PreChopPathCurves(float tessellationPrecision,const SkPath & path,const SkMatrix & matrix,const SkRect & viewport)164*c8dee2aaSAndroid Build Coastguard Worker SkPath PreChopPathCurves(float tessellationPrecision,
165*c8dee2aaSAndroid Build Coastguard Worker                          const SkPath& path,
166*c8dee2aaSAndroid Build Coastguard Worker                          const SkMatrix& matrix,
167*c8dee2aaSAndroid Build Coastguard Worker                          const SkRect& viewport) {
168*c8dee2aaSAndroid Build Coastguard Worker     // If the viewport is exceptionally large, we could end up blowing out memory with an unbounded
169*c8dee2aaSAndroid Build Coastguard Worker     // number of of chops. Therefore, we require that the viewport is manageable enough that a fully
170*c8dee2aaSAndroid Build Coastguard Worker     // contained curve can be tessellated in kMaxTessellationSegmentsPerCurve or fewer. (Any larger
171*c8dee2aaSAndroid Build Coastguard Worker     // and that amount of pixels wouldn't fit in memory anyway.)
172*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(wangs_formula::worst_case_cubic(
173*c8dee2aaSAndroid Build Coastguard Worker                      tessellationPrecision,
174*c8dee2aaSAndroid Build Coastguard Worker                      viewport.width(),
175*c8dee2aaSAndroid Build Coastguard Worker                      viewport.height()) <= kMaxSegmentsPerCurve);
176*c8dee2aaSAndroid Build Coastguard Worker     PathChopper chopper(tessellationPrecision, matrix, viewport);
177*c8dee2aaSAndroid Build Coastguard Worker     for (auto [verb, p, w] : SkPathPriv::Iterate(path)) {
178*c8dee2aaSAndroid Build Coastguard Worker         switch (verb) {
179*c8dee2aaSAndroid Build Coastguard Worker             case SkPathVerb::kMove:
180*c8dee2aaSAndroid Build Coastguard Worker                 chopper.moveTo(p[0]);
181*c8dee2aaSAndroid Build Coastguard Worker                 break;
182*c8dee2aaSAndroid Build Coastguard Worker             case SkPathVerb::kLine:
183*c8dee2aaSAndroid Build Coastguard Worker                 chopper.lineTo(p);
184*c8dee2aaSAndroid Build Coastguard Worker                 break;
185*c8dee2aaSAndroid Build Coastguard Worker             case SkPathVerb::kQuad:
186*c8dee2aaSAndroid Build Coastguard Worker                 chopper.quadTo(p);
187*c8dee2aaSAndroid Build Coastguard Worker                 break;
188*c8dee2aaSAndroid Build Coastguard Worker             case SkPathVerb::kConic:
189*c8dee2aaSAndroid Build Coastguard Worker                 chopper.conicTo(p, *w);
190*c8dee2aaSAndroid Build Coastguard Worker                 break;
191*c8dee2aaSAndroid Build Coastguard Worker             case SkPathVerb::kCubic:
192*c8dee2aaSAndroid Build Coastguard Worker                 chopper.cubicTo(p);
193*c8dee2aaSAndroid Build Coastguard Worker                 break;
194*c8dee2aaSAndroid Build Coastguard Worker             case SkPathVerb::kClose:
195*c8dee2aaSAndroid Build Coastguard Worker                 chopper.close();
196*c8dee2aaSAndroid Build Coastguard Worker                 break;
197*c8dee2aaSAndroid Build Coastguard Worker         }
198*c8dee2aaSAndroid Build Coastguard Worker     }
199*c8dee2aaSAndroid Build Coastguard Worker     // Must preserve the input path's fill type (see crbug.com/1472747)
200*c8dee2aaSAndroid Build Coastguard Worker     SkPath chopped = chopper.path();
201*c8dee2aaSAndroid Build Coastguard Worker     chopped.setFillType(path.getFillType());
202*c8dee2aaSAndroid Build Coastguard Worker     return chopped;
203*c8dee2aaSAndroid Build Coastguard Worker }
204*c8dee2aaSAndroid Build Coastguard Worker 
FindCubicConvex180Chops(const SkPoint pts[],float T[2],bool * areCusps)205*c8dee2aaSAndroid Build Coastguard Worker int FindCubicConvex180Chops(const SkPoint pts[], float T[2], bool* areCusps) {
206*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(pts);
207*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(T);
208*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(areCusps);
209*c8dee2aaSAndroid Build Coastguard Worker 
210*c8dee2aaSAndroid Build Coastguard Worker     // If a chop falls within a distance of "kEpsilon" from 0 or 1, throw it out. Tangents become
211*c8dee2aaSAndroid Build Coastguard Worker     // unstable when we chop too close to the boundary. This works out because the tessellation
212*c8dee2aaSAndroid Build Coastguard Worker     // shaders don't allow more than 2^10 parametric segments, and they snap the beginning and
213*c8dee2aaSAndroid Build Coastguard Worker     // ending edges at 0 and 1. So if we overstep an inflection or point of 180-degree rotation by a
214*c8dee2aaSAndroid Build Coastguard Worker     // fraction of a tessellation segment, it just gets snapped.
215*c8dee2aaSAndroid Build Coastguard Worker     constexpr static float kEpsilon = 1.f / (1 << 11);
216*c8dee2aaSAndroid Build Coastguard Worker     // Floating-point representation of "1 - 2*kEpsilon".
217*c8dee2aaSAndroid Build Coastguard Worker     constexpr static uint32_t kIEEE_one_minus_2_epsilon = (127 << 23) - 2 * (1 << (24 - 11));
218*c8dee2aaSAndroid Build Coastguard Worker     // Unfortunately we don't have a way to static_assert this, but we can runtime assert that the
219*c8dee2aaSAndroid Build Coastguard Worker     // kIEEE_one_minus_2_epsilon bits are correct.
220*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(sk_bit_cast<float>(kIEEE_one_minus_2_epsilon) == 1 - 2*kEpsilon);
221*c8dee2aaSAndroid Build Coastguard Worker 
222*c8dee2aaSAndroid Build Coastguard Worker     float2 p0 = sk_bit_cast<float2>(pts[0]);
223*c8dee2aaSAndroid Build Coastguard Worker     float2 p1 = sk_bit_cast<float2>(pts[1]);
224*c8dee2aaSAndroid Build Coastguard Worker     float2 p2 = sk_bit_cast<float2>(pts[2]);
225*c8dee2aaSAndroid Build Coastguard Worker     float2 p3 = sk_bit_cast<float2>(pts[3]);
226*c8dee2aaSAndroid Build Coastguard Worker 
227*c8dee2aaSAndroid Build Coastguard Worker     // Find the cubic's power basis coefficients. These define the bezier curve as:
228*c8dee2aaSAndroid Build Coastguard Worker     //
229*c8dee2aaSAndroid Build Coastguard Worker     //                                    |T^3|
230*c8dee2aaSAndroid Build Coastguard Worker     //     Cubic(T) = x,y = |A  3B  3C| * |T^2| + P0
231*c8dee2aaSAndroid Build Coastguard Worker     //                      |.   .   .|   |T  |
232*c8dee2aaSAndroid Build Coastguard Worker     //
233*c8dee2aaSAndroid Build Coastguard Worker     // And the tangent direction (scaled by a uniform 1/3) will be:
234*c8dee2aaSAndroid Build Coastguard Worker     //
235*c8dee2aaSAndroid Build Coastguard Worker     //                                                 |T^2|
236*c8dee2aaSAndroid Build Coastguard Worker     //     Tangent_Direction(T) = dx,dy = |A  2B  C| * |T  |
237*c8dee2aaSAndroid Build Coastguard Worker     //                                    |.   .  .|   |1  |
238*c8dee2aaSAndroid Build Coastguard Worker     //
239*c8dee2aaSAndroid Build Coastguard Worker     float2 C = p1 - p0;
240*c8dee2aaSAndroid Build Coastguard Worker     float2 D = p2 - p1;
241*c8dee2aaSAndroid Build Coastguard Worker     float2 E = p3 - p0;
242*c8dee2aaSAndroid Build Coastguard Worker     float2 B = D - C;
243*c8dee2aaSAndroid Build Coastguard Worker     float2 A = -3*D + E;
244*c8dee2aaSAndroid Build Coastguard Worker 
245*c8dee2aaSAndroid Build Coastguard Worker     // Now find the cubic's inflection function. There are inflections where F' x F'' == 0.
246*c8dee2aaSAndroid Build Coastguard Worker     // We formulate this as a quadratic equation:  F' x F'' == aT^2 + bT + c == 0.
247*c8dee2aaSAndroid Build Coastguard Worker     // See: https://www.microsoft.com/en-us/research/wp-content/uploads/2005/01/p1000-loop.pdf
248*c8dee2aaSAndroid Build Coastguard Worker     // NOTE: We only need the roots, so a uniform scale factor does not affect the solution.
249*c8dee2aaSAndroid Build Coastguard Worker     float a = cross(A,B);
250*c8dee2aaSAndroid Build Coastguard Worker     float b = cross(A,C);
251*c8dee2aaSAndroid Build Coastguard Worker     float c = cross(B,C);
252*c8dee2aaSAndroid Build Coastguard Worker     float b_over_minus_2 = -.5f * b;
253*c8dee2aaSAndroid Build Coastguard Worker     float discr_over_4 = b_over_minus_2*b_over_minus_2 - a*c;
254*c8dee2aaSAndroid Build Coastguard Worker 
255*c8dee2aaSAndroid Build Coastguard Worker     // If -cuspThreshold <= discr_over_4 <= cuspThreshold, it means the two roots are within
256*c8dee2aaSAndroid Build Coastguard Worker     // kEpsilon of one another (in parametric space). This is close enough for our purposes to
257*c8dee2aaSAndroid Build Coastguard Worker     // consider them a single cusp.
258*c8dee2aaSAndroid Build Coastguard Worker     float cuspThreshold = a * (kEpsilon/2);
259*c8dee2aaSAndroid Build Coastguard Worker     cuspThreshold *= cuspThreshold;
260*c8dee2aaSAndroid Build Coastguard Worker 
261*c8dee2aaSAndroid Build Coastguard Worker     if (discr_over_4 < -cuspThreshold) {
262*c8dee2aaSAndroid Build Coastguard Worker         // The curve does not inflect or cusp. This means it might rotate more than 180 degrees
263*c8dee2aaSAndroid Build Coastguard Worker         // instead. Chop were rotation == 180 deg. (This is the 2nd root where the tangent is
264*c8dee2aaSAndroid Build Coastguard Worker         // parallel to tan0.)
265*c8dee2aaSAndroid Build Coastguard Worker         //
266*c8dee2aaSAndroid Build Coastguard Worker         //      Tangent_Direction(T) x tan0 == 0
267*c8dee2aaSAndroid Build Coastguard Worker         //      (AT^2 x tan0) + (2BT x tan0) + (C x tan0) == 0
268*c8dee2aaSAndroid Build Coastguard Worker         //      (A x C)T^2 + (2B x C)T + (C x C) == 0  [[because tan0 == P1 - P0 == C]]
269*c8dee2aaSAndroid Build Coastguard Worker         //      bT^2 + 2cT + 0 == 0  [[because A x C == b, B x C == c]]
270*c8dee2aaSAndroid Build Coastguard Worker         //      T = [0, -2c/b]
271*c8dee2aaSAndroid Build Coastguard Worker         //
272*c8dee2aaSAndroid Build Coastguard Worker         // NOTE: if C == 0, then C != tan0. But this is fine because the curve is definitely
273*c8dee2aaSAndroid Build Coastguard Worker         // convex-180 if any points are colocated, and T[0] will equal NaN which returns 0 chops.
274*c8dee2aaSAndroid Build Coastguard Worker         *areCusps = false;
275*c8dee2aaSAndroid Build Coastguard Worker         float root = sk_ieee_float_divide(c, b_over_minus_2);
276*c8dee2aaSAndroid Build Coastguard Worker         // Is "root" inside the range [kEpsilon, 1 - kEpsilon)?
277*c8dee2aaSAndroid Build Coastguard Worker         if (sk_bit_cast<uint32_t>(root - kEpsilon) < kIEEE_one_minus_2_epsilon) {
278*c8dee2aaSAndroid Build Coastguard Worker             T[0] = root;
279*c8dee2aaSAndroid Build Coastguard Worker             return 1;
280*c8dee2aaSAndroid Build Coastguard Worker         }
281*c8dee2aaSAndroid Build Coastguard Worker         return 0;
282*c8dee2aaSAndroid Build Coastguard Worker     }
283*c8dee2aaSAndroid Build Coastguard Worker 
284*c8dee2aaSAndroid Build Coastguard Worker     *areCusps = (discr_over_4 <= cuspThreshold);
285*c8dee2aaSAndroid Build Coastguard Worker     if (*areCusps) {
286*c8dee2aaSAndroid Build Coastguard Worker         // The two roots are close enough that we can consider them a single cusp.
287*c8dee2aaSAndroid Build Coastguard Worker         if (a != 0 || b_over_minus_2 != 0 || c != 0) {
288*c8dee2aaSAndroid Build Coastguard Worker             // Pick the average of both roots.
289*c8dee2aaSAndroid Build Coastguard Worker             float root = sk_ieee_float_divide(b_over_minus_2, a);
290*c8dee2aaSAndroid Build Coastguard Worker             // Is "root" inside the range [kEpsilon, 1 - kEpsilon)?
291*c8dee2aaSAndroid Build Coastguard Worker             if (sk_bit_cast<uint32_t>(root - kEpsilon) < kIEEE_one_minus_2_epsilon) {
292*c8dee2aaSAndroid Build Coastguard Worker                 T[0] = root;
293*c8dee2aaSAndroid Build Coastguard Worker                 return 1;
294*c8dee2aaSAndroid Build Coastguard Worker             }
295*c8dee2aaSAndroid Build Coastguard Worker             return 0;
296*c8dee2aaSAndroid Build Coastguard Worker         }
297*c8dee2aaSAndroid Build Coastguard Worker 
298*c8dee2aaSAndroid Build Coastguard Worker         // The curve is a flat line. The standard inflection function doesn't detect cusps from flat
299*c8dee2aaSAndroid Build Coastguard Worker         // lines. Find cusps by searching instead for points where the tangent is perpendicular to
300*c8dee2aaSAndroid Build Coastguard Worker         // tan0. This will find any cusp point.
301*c8dee2aaSAndroid Build Coastguard Worker         //
302*c8dee2aaSAndroid Build Coastguard Worker         //     dot(tan0, Tangent_Direction(T)) == 0
303*c8dee2aaSAndroid Build Coastguard Worker         //
304*c8dee2aaSAndroid Build Coastguard Worker         //                         |T^2|
305*c8dee2aaSAndroid Build Coastguard Worker         //     tan0 * |A  2B  C| * |T  | == 0
306*c8dee2aaSAndroid Build Coastguard Worker         //            |.   .  .|   |1  |
307*c8dee2aaSAndroid Build Coastguard Worker         //
308*c8dee2aaSAndroid Build Coastguard Worker         float2 tan0 = skvx::if_then_else(C != 0, C, p2 - p0);
309*c8dee2aaSAndroid Build Coastguard Worker         a = dot(tan0, A);
310*c8dee2aaSAndroid Build Coastguard Worker         b_over_minus_2 = -dot(tan0, B);
311*c8dee2aaSAndroid Build Coastguard Worker         c = dot(tan0, C);
312*c8dee2aaSAndroid Build Coastguard Worker         discr_over_4 = std::max(b_over_minus_2*b_over_minus_2 - a*c, 0.f);
313*c8dee2aaSAndroid Build Coastguard Worker     }
314*c8dee2aaSAndroid Build Coastguard Worker 
315*c8dee2aaSAndroid Build Coastguard Worker     // Solve our quadratic equation to find where to chop. See the quadratic formula from
316*c8dee2aaSAndroid Build Coastguard Worker     // Numerical Recipes in C.
317*c8dee2aaSAndroid Build Coastguard Worker     float q = sqrtf(discr_over_4);
318*c8dee2aaSAndroid Build Coastguard Worker     q = copysignf(q, b_over_minus_2);
319*c8dee2aaSAndroid Build Coastguard Worker     q = q + b_over_minus_2;
320*c8dee2aaSAndroid Build Coastguard Worker     float2 roots = float2{q,c} / float2{a,q};
321*c8dee2aaSAndroid Build Coastguard Worker 
322*c8dee2aaSAndroid Build Coastguard Worker     auto inside = (roots > kEpsilon) & (roots < (1 - kEpsilon));
323*c8dee2aaSAndroid Build Coastguard Worker     if (inside[0]) {
324*c8dee2aaSAndroid Build Coastguard Worker         if (inside[1] && roots[0] != roots[1]) {
325*c8dee2aaSAndroid Build Coastguard Worker             if (roots[0] > roots[1]) {
326*c8dee2aaSAndroid Build Coastguard Worker                 roots = skvx::shuffle<1,0>(roots);  // Sort.
327*c8dee2aaSAndroid Build Coastguard Worker             }
328*c8dee2aaSAndroid Build Coastguard Worker             roots.store(T);
329*c8dee2aaSAndroid Build Coastguard Worker             return 2;
330*c8dee2aaSAndroid Build Coastguard Worker         }
331*c8dee2aaSAndroid Build Coastguard Worker         T[0] = roots[0];
332*c8dee2aaSAndroid Build Coastguard Worker         return 1;
333*c8dee2aaSAndroid Build Coastguard Worker     }
334*c8dee2aaSAndroid Build Coastguard Worker     if (inside[1]) {
335*c8dee2aaSAndroid Build Coastguard Worker         T[0] = roots[1];
336*c8dee2aaSAndroid Build Coastguard Worker         return 1;
337*c8dee2aaSAndroid Build Coastguard Worker     }
338*c8dee2aaSAndroid Build Coastguard Worker     return 0;
339*c8dee2aaSAndroid Build Coastguard Worker }
340*c8dee2aaSAndroid Build Coastguard Worker 
341*c8dee2aaSAndroid Build Coastguard Worker }  // namespace skgpu::tess
342