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 #ifndef GrCCCoverageProcessor_DEFINED
9 #define GrCCCoverageProcessor_DEFINED
10 
11 #include "include/private/SkNx.h"
12 #include "src/gpu/GrCaps.h"
13 #include "src/gpu/GrGeometryProcessor.h"
14 #include "src/gpu/GrPipeline.h"
15 #include "src/gpu/GrShaderCaps.h"
16 #include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
17 #include "src/gpu/glsl/GrGLSLVarying.h"
18 
19 class GrGLSLFPFragmentBuilder;
20 class GrGLSLVertexGeoBuilder;
21 class GrMesh;
22 class GrOpFlushState;
23 
24 /**
25  * This is the geometry processor for the simple convex primitive shapes (triangles and closed,
26  * convex bezier curves) from which ccpr paths are composed. The output is a single-channel alpha
27  * value, positive for clockwise shapes and negative for counter-clockwise, that indicates coverage.
28  *
29  * The caller is responsible to draw all primitives as produced by GrCCGeometry into a cleared,
30  * floating point, alpha-only render target using SkBlendMode::kPlus. Once all of a path's
31  * primitives have been drawn, the render target contains a composite coverage count that can then
32  * be used to draw the path (see GrCCPathProcessor).
33  *
34  * To draw primitives, use appendMesh() and draw() (defined below).
35  */
36 class GrCCCoverageProcessor : public GrGeometryProcessor {
37 public:
38     enum class PrimitiveType {
39         kTriangles,
40         kWeightedTriangles,  // Triangles (from the tessellator) whose winding magnitude > 1.
41         kQuadratics,
42         kCubics,
43         kConics
44     };
45     static const char* PrimitiveTypeName(PrimitiveType);
46 
47     // Defines a single primitive shape with 3 input points (i.e. Triangles and Quadratics).
48     // X,Y point values are transposed.
49     struct TriPointInstance {
50         float fValues[6];
51 
52         enum class Ordering : bool {
53             kXYTransposed,
54             kXYInterleaved,
55         };
56 
57         void set(const SkPoint[3], const Sk2f& translate, Ordering);
58         void set(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& translate, Ordering);
59         void set(const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& translate, Ordering);
60     };
61 
62     // Defines a single primitive shape with 4 input points, or 3 input points plus a "weight"
63     // parameter duplicated in both lanes of the 4th input (i.e. Cubics, Conics, and Triangles with
64     // a weighted winding number). X,Y point values are transposed.
65     struct QuadPointInstance {
66         float fX[4];
67         float fY[4];
68 
69         void set(const SkPoint[4], float dx, float dy);
70         void setW(const SkPoint[3], const Sk2f& trans, float w);
71         void setW(const SkPoint&, const SkPoint&, const SkPoint&, const Sk2f& trans, float w);
72         void setW(const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& trans, float w);
73     };
74 
75     virtual void reset(PrimitiveType, GrResourceProvider*) = 0;
76 
primitiveType()77     PrimitiveType primitiveType() const { return fPrimitiveType; }
78 
79     // Number of bezier points for curves, or 3 for triangles.
numInputPoints()80     int numInputPoints() const { return PrimitiveType::kCubics == fPrimitiveType ? 4 : 3; }
81 
isTriangles()82     bool isTriangles() const {
83         return PrimitiveType::kTriangles == fPrimitiveType ||
84                PrimitiveType::kWeightedTriangles == fPrimitiveType;
85     }
86 
hasInputWeight()87     int hasInputWeight() const {
88         return PrimitiveType::kWeightedTriangles == fPrimitiveType ||
89                PrimitiveType::kConics == fPrimitiveType;
90     }
91 
92     // GrPrimitiveProcessor overrides.
name()93     const char* name() const override { return PrimitiveTypeName(fPrimitiveType); }
94 #ifdef SK_DEBUG
dumpInfo()95     SkString dumpInfo() const override {
96         return SkStringPrintf("%s\n%s", this->name(), this->INHERITED::dumpInfo().c_str());
97     }
98 #endif
getGLSLProcessorKey(const GrShaderCaps &,GrProcessorKeyBuilder * b)99     void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override {
100         SkDEBUGCODE(this->getDebugBloatKey(b));
101         b->add32((int)fPrimitiveType);
102     }
103     GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const final;
104 
105 #ifdef SK_DEBUG
106     // Increases the 1/2 pixel AA bloat by a factor of debugBloat.
enableDebugBloat(float debugBloat)107     void enableDebugBloat(float debugBloat) { fDebugBloat = debugBloat; }
debugBloatEnabled()108     bool debugBloatEnabled() const { return fDebugBloat > 0; }
debugBloat()109     float debugBloat() const { SkASSERT(this->debugBloatEnabled()); return fDebugBloat; }
getDebugBloatKey(GrProcessorKeyBuilder * b)110     void getDebugBloatKey(GrProcessorKeyBuilder* b) const {
111         uint32_t bloatBits;
112         memcpy(&bloatBits, &fDebugBloat, 4);
113         b->add32(bloatBits);
114     }
115 #endif
116 
117     // Appends a GrMesh that will draw the provided instances. The instanceBuffer must be an array
118     // of either TriPointInstance or QuadPointInstance, depending on this processor's RendererPass,
119     // with coordinates in the desired shape's final atlas-space position.
120     virtual void appendMesh(sk_sp<const GrGpuBuffer> instanceBuffer, int instanceCount,
121                             int baseInstance, SkTArray<GrMesh>* out) const = 0;
122 
123     virtual void draw(GrOpFlushState*, const GrPipeline&, const SkIRect scissorRects[],
124                       const GrMesh[], int meshCount, const SkRect& drawBounds) const;
125 
126     // The Shader provides code to calculate each pixel's coverage in a RenderPass. It also
127     // provides details about shape-specific geometry.
128     class Shader {
129     public:
130         // Returns true if the Impl should not calculate the coverage argument for emitVaryings().
131         // If true, then "coverage" will have a signed magnitude of 1.
calculatesOwnEdgeCoverage()132         virtual bool calculatesOwnEdgeCoverage() const { return false; }
133 
134         // Called before generating geometry. Subclasses may set up internal member variables during
135         // this time that will be needed during onEmitVaryings (e.g. transformation matrices).
136         //
137         // If the 'outHull4' parameter is provided, and there are not 4 input points, the subclass
138         // is required to fill it with the name of a 4-point hull around which the Impl can generate
139         // its geometry. If it is left unchanged, the Impl will use the regular input points.
140         virtual void emitSetupCode(
141                 GrGLSLVertexGeoBuilder*, const char* pts, const char** outHull4 = nullptr) const {
142             SkASSERT(!outHull4);
143         }
144 
emitVaryings(GrGLSLVaryingHandler * varyingHandler,GrGLSLVarying::Scope scope,SkString * code,const char * position,const char * coverage,const char * cornerCoverage,const char * wind)145         void emitVaryings(
146                 GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, SkString* code,
147                 const char* position, const char* coverage, const char* cornerCoverage,
148                 const char* wind) {
149             SkASSERT(GrGLSLVarying::Scope::kVertToGeo != scope);
150             this->onEmitVaryings(
151                     varyingHandler, scope, code, position, coverage, cornerCoverage, wind);
152         }
153 
154         // Writes the signed coverage value at the current pixel to "outputCoverage".
155         virtual void emitFragmentCoverageCode(
156                 GrGLSLFPFragmentBuilder*, const char* outputCoverage) const = 0;
157 
158         // Assigns the built-in sample mask at the current pixel.
159         virtual void emitSampleMaskCode(GrGLSLFPFragmentBuilder*) const = 0;
160 
161         // Calculates the winding direction of the input points (+1, -1, or 0). Wind for extremely
162         // thin triangles gets rounded to zero.
163         static void CalcWind(const GrCCCoverageProcessor&, GrGLSLVertexGeoBuilder*, const char* pts,
164                              const char* outputWind);
165 
166         // Calculates an edge's coverage at a conservative raster vertex. The edge is defined by two
167         // clockwise-ordered points, 'leftPt' and 'rightPt'. 'rasterVertexDir' is a pair of +/-1
168         // values that point in the direction of conservative raster bloat, starting from an
169         // endpoint.
170         //
171         // Coverage values ramp from -1 (completely outside the edge) to 0 (completely inside).
172         static void CalcEdgeCoverageAtBloatVertex(GrGLSLVertexGeoBuilder*, const char* leftPt,
173                                                   const char* rightPt, const char* rasterVertexDir,
174                                                   const char* outputCoverage);
175 
176         // Calculates an edge's coverage at two conservative raster vertices.
177         // (See CalcEdgeCoverageAtBloatVertex).
178         static void CalcEdgeCoveragesAtBloatVertices(GrGLSLVertexGeoBuilder*, const char* leftPt,
179                                                      const char* rightPt, const char* bloatDir1,
180                                                      const char* bloatDir2,
181                                                      const char* outputCoverages);
182 
183         // Corner boxes require an additional "attenuation" varying that is multiplied by the
184         // regular (linearly-interpolated) coverage. This function calculates the attenuation value
185         // to use in the single, outermost vertex. The remaining three vertices of the corner box
186         // all use an attenuation value of 1.
187         static void CalcCornerAttenuation(GrGLSLVertexGeoBuilder*, const char* leftDir,
188                                           const char* rightDir, const char* outputAttenuation);
189 
~Shader()190         virtual ~Shader() {}
191 
192     protected:
193         // Here the subclass adds its internal varyings to the handler and produces code to
194         // initialize those varyings from a given position and coverage values.
195         //
196         // NOTE: the coverage values are signed appropriately for wind.
197         //       'coverage' will only be +1 or -1 on curves.
198         virtual void onEmitVaryings(
199                 GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code, const char* position,
200                 const char* coverage, const char* cornerCoverage, const char* wind) = 0;
201 
202         // Returns the name of a Shader's internal varying at the point where where its value is
203         // assigned. This is intended to work whether called for a vertex or a geometry shader.
OutName(const GrGLSLVarying & varying)204         const char* OutName(const GrGLSLVarying& varying) const {
205             using Scope = GrGLSLVarying::Scope;
206             SkASSERT(Scope::kVertToGeo != varying.scope());
207             return Scope::kGeoToFrag == varying.scope() ? varying.gsOut() : varying.vsOut();
208         }
209 
210         // Our friendship with GrGLSLShaderBuilder does not propagate to subclasses.
AccessCodeString(GrGLSLShaderBuilder * s)211         inline static SkString& AccessCodeString(GrGLSLShaderBuilder* s) { return s->code(); }
212     };
213 
214 protected:
215     // Slightly undershoot a bloat radius of 0.5 so vertices that fall on integer boundaries don't
216     // accidentally bleed into neighbor pixels.
217     static constexpr float kAABloatRadius = 0.491111f;
218 
GrCCCoverageProcessor(ClassID classID)219     GrCCCoverageProcessor(ClassID classID) : INHERITED(classID) {}
220 
221     virtual GrGLSLPrimitiveProcessor* onCreateGLSLInstance(std::unique_ptr<Shader>) const = 0;
222 
223     // Our friendship with GrGLSLShaderBuilder does not propagate to subclasses.
AccessCodeString(GrGLSLShaderBuilder * s)224     inline static SkString& AccessCodeString(GrGLSLShaderBuilder* s) { return s->code(); }
225 
226     PrimitiveType fPrimitiveType;
227     SkDEBUGCODE(float fDebugBloat = 0);
228 
229     class TriangleShader;
230 
231     typedef GrGeometryProcessor INHERITED;
232 };
233 
PrimitiveTypeName(PrimitiveType type)234 inline const char* GrCCCoverageProcessor::PrimitiveTypeName(PrimitiveType type) {
235     switch (type) {
236         case PrimitiveType::kTriangles: return "kTriangles";
237         case PrimitiveType::kWeightedTriangles: return "kWeightedTriangles";
238         case PrimitiveType::kQuadratics: return "kQuadratics";
239         case PrimitiveType::kCubics: return "kCubics";
240         case PrimitiveType::kConics: return "kConics";
241     }
242     SK_ABORT("Invalid PrimitiveType");
243 }
244 
set(const SkPoint p[3],const Sk2f & translate,Ordering ordering)245 inline void GrCCCoverageProcessor::TriPointInstance::set(
246         const SkPoint p[3], const Sk2f& translate, Ordering ordering) {
247     this->set(p[0], p[1], p[2], translate, ordering);
248 }
249 
set(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,const Sk2f & translate,Ordering ordering)250 inline void GrCCCoverageProcessor::TriPointInstance::set(
251         const SkPoint& p0, const SkPoint& p1, const SkPoint& p2, const Sk2f& translate,
252         Ordering ordering) {
253     Sk2f P0 = Sk2f::Load(&p0);
254     Sk2f P1 = Sk2f::Load(&p1);
255     Sk2f P2 = Sk2f::Load(&p2);
256     this->set(P0, P1, P2, translate, ordering);
257 }
258 
set(const Sk2f & P0,const Sk2f & P1,const Sk2f & P2,const Sk2f & translate,Ordering ordering)259 inline void GrCCCoverageProcessor::TriPointInstance::set(
260         const Sk2f& P0, const Sk2f& P1, const Sk2f& P2, const Sk2f& translate, Ordering ordering) {
261     if (Ordering::kXYTransposed == ordering) {
262         Sk2f::Store3(fValues, P0 + translate, P1 + translate, P2 + translate);
263     } else {
264         (P0 + translate).store(fValues);
265         (P1 + translate).store(fValues + 2);
266         (P2 + translate).store(fValues + 4);
267     }
268 }
269 
set(const SkPoint p[4],float dx,float dy)270 inline void GrCCCoverageProcessor::QuadPointInstance::set(const SkPoint p[4], float dx, float dy) {
271     Sk4f X,Y;
272     Sk4f::Load2(p, &X, &Y);
273     (X + dx).store(&fX);
274     (Y + dy).store(&fY);
275 }
276 
setW(const SkPoint p[3],const Sk2f & trans,float w)277 inline void GrCCCoverageProcessor::QuadPointInstance::setW(const SkPoint p[3], const Sk2f& trans,
278                                                            float w) {
279     this->setW(p[0], p[1], p[2], trans, w);
280 }
281 
setW(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,const Sk2f & trans,float w)282 inline void GrCCCoverageProcessor::QuadPointInstance::setW(const SkPoint& p0, const SkPoint& p1,
283                                                            const SkPoint& p2, const Sk2f& trans,
284                                                            float w) {
285     Sk2f P0 = Sk2f::Load(&p0);
286     Sk2f P1 = Sk2f::Load(&p1);
287     Sk2f P2 = Sk2f::Load(&p2);
288     this->setW(P0, P1, P2, trans, w);
289 }
290 
setW(const Sk2f & P0,const Sk2f & P1,const Sk2f & P2,const Sk2f & trans,float w)291 inline void GrCCCoverageProcessor::QuadPointInstance::setW(const Sk2f& P0, const Sk2f& P1,
292                                                            const Sk2f& P2, const Sk2f& trans,
293                                                            float w) {
294     Sk2f W = Sk2f(w);
295     Sk2f::Store4(this, P0 + trans, P1 + trans, P2 + trans, W);
296 }
297 
298 #endif
299