1 /*
2  * Copyright 2017 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "src/gpu/ccpr/GrCCQuadraticShader.h"
9 
10 #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
11 #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
12 
emitSetupCode(GrGLSLVertexGeoBuilder * s,const char * pts,const char ** outHull4) const13 void GrCCQuadraticShader::emitSetupCode(
14         GrGLSLVertexGeoBuilder* s, const char* pts, const char** outHull4) const {
15     s->declareGlobal(fQCoordMatrix);
16     s->codeAppendf("%s = float2x2(1, 1, .5, 0) * inverse(float2x2(%s[2] - %s[0], %s[1] - %s[0]));",
17                    fQCoordMatrix.c_str(), pts, pts, pts, pts);
18 
19     s->declareGlobal(fQCoord0);
20     s->codeAppendf("%s = %s[0];", fQCoord0.c_str(), pts);
21 
22     if (outHull4) {
23         // Clip the bezier triangle by the tangent line at maximum height. Quadratics have the nice
24         // property that maximum height always occurs at T=.5. This is a simple application for
25         // De Casteljau's algorithm.
26         s->codeAppend ("float2 quadratic_hull[4];");
27         s->codeAppendf("quadratic_hull[0] = %s[0];", pts);
28         s->codeAppendf("quadratic_hull[1] = (%s[0] + %s[1]) * .5;", pts, pts);
29         s->codeAppendf("quadratic_hull[2] = (%s[1] + %s[2]) * .5;", pts, pts);
30         s->codeAppendf("quadratic_hull[3] = %s[2];", pts);
31         *outHull4 = "quadratic_hull";
32     }
33 }
34 
onEmitVaryings(GrGLSLVaryingHandler * varyingHandler,GrGLSLVarying::Scope scope,SkString * code,const char * position,const char * coverage,const char * cornerCoverage,const char * wind)35 void GrCCQuadraticShader::onEmitVaryings(
36         GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, SkString* code,
37         const char* position, const char* coverage, const char* cornerCoverage, const char* wind) {
38     fCoord_fGrad.reset(kFloat4_GrSLType, scope);
39     varyingHandler->addVarying("coord_and_grad", &fCoord_fGrad);
40     code->appendf("%s.xy = %s * (%s - %s);",  // Quadratic coords.
41                   OutName(fCoord_fGrad), fQCoordMatrix.c_str(), position, fQCoord0.c_str());
42     code->appendf("%s.zw = 2*bloat * float2(2 * %s.x, -1) * %s;",  // Gradient.
43                   OutName(fCoord_fGrad), OutName(fCoord_fGrad), fQCoordMatrix.c_str());
44 
45     if (coverage) {
46         // Coverages need full precision since distance to the opposite edge can be large.
47         fEdge_fWind_fCorner.reset((cornerCoverage) ? kFloat4_GrSLType : kFloat2_GrSLType, scope);
48         varyingHandler->addVarying((cornerCoverage) ? "edge_and_wind_and_corner" : "edge_and_wind",
49                                    &fEdge_fWind_fCorner);
50         code->appendf("%s.x = %s;", OutName(fEdge_fWind_fCorner), coverage);
51         code->appendf("%s.y = %s;", OutName(fEdge_fWind_fCorner), wind);
52     }
53 
54     if (cornerCoverage) {
55         SkASSERT(coverage);
56         code->appendf("half hull_coverage;");
57         this->calcHullCoverage(code, OutName(fCoord_fGrad), coverage, "hull_coverage");
58         code->appendf("%s.zw = half2(hull_coverage, 1) * %s;",
59                       OutName(fEdge_fWind_fCorner), cornerCoverage);
60     }
61 }
62 
emitFragmentCoverageCode(GrGLSLFPFragmentBuilder * f,const char * outputCoverage) const63 void GrCCQuadraticShader::emitFragmentCoverageCode(
64         GrGLSLFPFragmentBuilder* f, const char* outputCoverage) const {
65     this->calcHullCoverage(&AccessCodeString(f), fCoord_fGrad.fsIn(),
66                            SkStringPrintf("%s.x", fEdge_fWind_fCorner.fsIn()).c_str(),
67                            outputCoverage);
68     f->codeAppendf("%s *= half(%s.y);", outputCoverage, fEdge_fWind_fCorner.fsIn());  // Wind.
69 
70     if (kFloat4_GrSLType == fEdge_fWind_fCorner.type()) {
71         f->codeAppendf("%s = half(%s.z * %s.w) + %s;",  // Attenuated corner coverage.
72                        outputCoverage, fEdge_fWind_fCorner.fsIn(), fEdge_fWind_fCorner.fsIn(),
73                        outputCoverage);
74     }
75 }
76 
calcHullCoverage(SkString * code,const char * coordAndGrad,const char * edge,const char * outputCoverage) const77 void GrCCQuadraticShader::calcHullCoverage(SkString* code, const char* coordAndGrad,
78                                            const char* edge, const char* outputCoverage) const {
79     code->appendf("float x = %s.x, y = %s.y;", coordAndGrad, coordAndGrad);
80     code->appendf("float2 grad = %s.zw;", coordAndGrad);
81     code->append ("float f = x*x - y;");
82     code->append ("float fwidth = abs(grad.x) + abs(grad.y);");
83     code->appendf("float curve_coverage = min(0.5 - f/fwidth, 1);");
84     // Flat edge opposite the curve.
85     code->appendf("float edge_coverage = min(%s, 0);", edge);
86     // Total hull coverage.
87     code->appendf("%s = max(half(curve_coverage + edge_coverage), 0);", outputCoverage);
88 }
89 
emitSampleMaskCode(GrGLSLFPFragmentBuilder * f) const90 void GrCCQuadraticShader::emitSampleMaskCode(GrGLSLFPFragmentBuilder* f) const {
91     f->codeAppendf("float x = %s.x, y = %s.y;", fCoord_fGrad.fsIn(), fCoord_fGrad.fsIn());
92     f->codeAppendf("float f = x*x - y;");
93     f->codeAppendf("float2 grad = %s.zw;", fCoord_fGrad.fsIn());
94     f->applyFnToMultisampleMask("f", "grad", GrGLSLFPFragmentBuilder::ScopeFlags::kTopLevel);
95 }
96