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/*
* Copyright 2019 Google LLC.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/tessellate/shaders/GrPathTessellationShader.h"
#include "src/core/SkMathPriv.h"
#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
#include "src/gpu/tessellate/Tessellation.h"
#include "src/gpu/tessellate/WangsFormula.h"
using skgpu::VertexWriter;
namespace {
// Uses instanced draws to triangulate standalone closed curves with a "middle-out" topology.
// Middle-out draws a triangle with vertices at T=[0, 1/2, 1] and then recurses breadth first:
//
// depth=0: T=[0, 1/2, 1]
// depth=1: T=[0, 1/4, 2/4], T=[2/4, 3/4, 1]
// depth=2: T=[0, 1/8, 2/8], T=[2/8, 3/8, 4/8], T=[4/8, 5/8, 6/8], T=[6/8, 7/8, 1]
// ...
//
// The shader determines how many segments are required to render each individual curve smoothly,
// and emits empty triangles at any vertices whose sk_VertexIDs are higher than necessary. It is the
// caller's responsibility to draw enough vertices per instance for the most complex curve in the
// batch to render smoothly (i.e., NumTrianglesAtResolveLevel() * 3).
class MiddleOutShader : public GrPathTessellationShader {
public:
MiddleOutShader(const GrShaderCaps& shaderCaps, const SkMatrix& viewMatrix,
const SkPMColor4f& color, PatchType patchType)
: GrPathTessellationShader(kTessellate_MiddleOutShader_ClassID,
GrPrimitiveType::kTriangles, 0, viewMatrix, color)
, fPatchType(patchType) {
fInstanceAttribs.emplace_back("p01", kFloat4_GrVertexAttribType, kFloat4_GrSLType);
fInstanceAttribs.emplace_back("p23", kFloat4_GrVertexAttribType, kFloat4_GrSLType);
if (fPatchType == PatchType::kWedges) {
fInstanceAttribs.emplace_back("fanPoint", kFloat2_GrVertexAttribType, kFloat2_GrSLType);
}
if (!shaderCaps.infinitySupport()) {
// A conic curve is written out with p3=[w,Infinity], but GPUs that don't support
// infinity can't detect this. On these platforms we also write out an extra float with
// each patch that explicitly tells the shader what type of curve it is.
fInstanceAttribs.emplace_back("curveType", kFloat_GrVertexAttribType, kFloat_GrSLType);
}
this->setInstanceAttributes(fInstanceAttribs.data(), fInstanceAttribs.count());
SkASSERT(fInstanceAttribs.count() <= kMaxInstanceAttribCount);
constexpr static Attribute kVertexAttrib("resolveLevel_and_idx", kFloat2_GrVertexAttribType,
kFloat2_GrSLType);
this->setVertexAttributes(&kVertexAttrib, 1);
}
private:
const char* name() const final { return "tessellate_MiddleOutShader"; }
void addToKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const final {
b->add32((uint32_t)fPatchType);
}
std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final;
const PatchType fPatchType;
constexpr static int kMaxInstanceAttribCount = 4;
SkSTArray<kMaxInstanceAttribCount, Attribute> fInstanceAttribs;
};
std::unique_ptr<GrGeometryProcessor::ProgramImpl> MiddleOutShader::makeProgramImpl(
const GrShaderCaps&) const {
class Impl : public GrPathTessellationShader::Impl {
void emitVertexCode(const GrShaderCaps& shaderCaps, const GrPathTessellationShader& shader,
GrGLSLVertexBuilder* v, GrGPArgs* gpArgs) override {
v->defineConstant("PRECISION", skgpu::kTessellationPrecision);
v->defineConstant("MAX_FIXED_RESOLVE_LEVEL", (float)kMaxFixedCountResolveLevel);
v->defineConstant("MAX_FIXED_SEGMENTS", (float)kMaxFixedCountSegments);
v->insertFunction(skgpu::wangs_formula::as_sksl().c_str());
if (shaderCaps.infinitySupport()) {
v->insertFunction(R"(
bool is_conic_curve() { return isinf(p23.w); }
bool is_triangular_conic_curve() { return isinf(p23.z); })");
} else {
v->insertFunction(SkStringPrintf(R"(
bool is_conic_curve() { return curveType != %g; })", kCubicCurveType).c_str());
v->insertFunction(SkStringPrintf(R"(
bool is_triangular_conic_curve() {
return curveType == %g;
})", kTriangularConicCurveType).c_str());
}
if (shaderCaps.bitManipulationSupport()) {
v->insertFunction(R"(
float ldexp_portable(float x, float p) {
return ldexp(x, int(p));
})");
} else {
v->insertFunction(R"(
float ldexp_portable(float x, float p) {
return x * exp2(p);
})");
}
v->codeAppend(R"(
float resolveLevel = resolveLevel_and_idx.x;
float idxInResolveLevel = resolveLevel_and_idx.y;
float2 localcoord;)");
if (shader.cast<MiddleOutShader>().fPatchType == PatchType::kWedges) {
v->codeAppend(R"(
// A negative resolve level means this is the fan point.
if (resolveLevel < 0) {
localcoord = fanPoint;
} else)"); // Fall through to next if ().
}
v->codeAppend(R"(
if (is_triangular_conic_curve()) {
// This patch is an exact triangle.
localcoord = (resolveLevel != 0) ? p01.zw
: (idxInResolveLevel != 0) ? p23.xy
: p01.xy;
} else {
float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;
float w = -1; // w < 0 tells us to treat the instance as an integral cubic.
float maxResolveLevel;
if (is_conic_curve()) {
// Conics are 3 points, with the weight in p3.
w = p3.x;
maxResolveLevel = wangs_formula_conic_log2(PRECISION, AFFINE_MATRIX * p0,
AFFINE_MATRIX * p1,
AFFINE_MATRIX * p2, w);
p1 *= w; // Unproject p1.
p3 = p2; // Duplicate the endpoint for shared code that also runs on cubics.
} else {
// The patch is an integral cubic.
maxResolveLevel = wangs_formula_cubic_log2(PRECISION, p0, p1, p2, p3,
AFFINE_MATRIX);
}
if (resolveLevel > maxResolveLevel) {
// This vertex is at a higher resolve level than we need. Demote to a lower
// resolveLevel, which will produce a degenerate triangle.
idxInResolveLevel = floor(ldexp_portable(idxInResolveLevel,
maxResolveLevel - resolveLevel));
resolveLevel = maxResolveLevel;
}
// Promote our location to a discrete position in the maximum fixed resolve level.
// This is extra paranoia to ensure we get the exact same fp32 coordinates for
// colocated points from different resolve levels (e.g., the vertices T=3/4 and
// T=6/8 should be exactly colocated).
float fixedVertexID = floor(.5 + ldexp_portable(
idxInResolveLevel, MAX_FIXED_RESOLVE_LEVEL - resolveLevel));
if (0 < fixedVertexID && fixedVertexID < MAX_FIXED_SEGMENTS) {
float T = fixedVertexID * (1 / MAX_FIXED_SEGMENTS);
// Evaluate at T. Use De Casteljau's for its accuracy and stability.
float2 ab = mix(p0, p1, T);
float2 bc = mix(p1, p2, T);
float2 cd = mix(p2, p3, T);
float2 abc = mix(ab, bc, T);
float2 bcd = mix(bc, cd, T);
float2 abcd = mix(abc, bcd, T);
// Evaluate the conic weight at T.
float u = mix(1.0, w, T);
float v = w + 1 - u; // == mix(w, 1, T)
float uv = mix(u, v, T);
localcoord = (w < 0) ? /*cubic*/ abcd : /*conic*/ abc/uv;
} else {
localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy;
}
}
float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;)");
gpArgs->fLocalCoordVar.set(kFloat2_GrSLType, "localcoord");
gpArgs->fPositionVar.set(kFloat2_GrSLType, "vertexpos");
}
};
return std::make_unique<Impl>();
}
} // namespace
GrPathTessellationShader* GrPathTessellationShader::MakeMiddleOutFixedCountShader(
const GrShaderCaps& shaderCaps, SkArenaAlloc* arena, const SkMatrix& viewMatrix,
const SkPMColor4f& color, PatchType patchType) {
return arena->make<MiddleOutShader>(shaderCaps, viewMatrix, color, patchType);
}
void GrPathTessellationShader::InitializeVertexBufferForMiddleOutCurves(VertexWriter vertexWriter,
size_t bufferSize) {
SkASSERT(bufferSize >= kMiddleOutVertexStride * 2);
SkASSERT(bufferSize % kMiddleOutVertexStride == 0);
int vertexCount = bufferSize / kMiddleOutVertexStride;
SkASSERT(vertexCount > 3);
SkDEBUGCODE(VertexWriter end = vertexWriter.makeOffset(vertexCount * kMiddleOutVertexStride);)
// Lay out the vertices in "middle-out" order:
//
// T= 0/1, 1/1, ; resolveLevel=0
// 1/2, ; resolveLevel=1 (0/2 and 2/2 are already in resolveLevel 0)
// 1/4, 3/4, ; resolveLevel=2 (2/4 is already in resolveLevel 1)
// 1/8, 3/8, 5/8, 7/8, ; resolveLevel=3 (2/8 and 6/8 are already in resolveLevel 2)
// ... ; resolveLevel=...
//
// Resolve level 0 is just the beginning and ending vertices.
vertexWriter << (float)0/*resolveLevel*/ << (float)0/*idx*/;
vertexWriter << (float)0/*resolveLevel*/ << (float)1/*idx*/;
// Resolve levels 1..kMaxResolveLevel.
int maxResolveLevel = SkPrevLog2(vertexCount - 1);
SkASSERT((1 << maxResolveLevel) + 1 == vertexCount);
for (int resolveLevel = 1; resolveLevel <= maxResolveLevel; ++resolveLevel) {
int numSegmentsInResolveLevel = 1 << resolveLevel;
// Write out the odd vertices in this resolveLevel. The even vertices were already written
// out in previous resolveLevels and will be indexed from there.
for (int i = 1; i < numSegmentsInResolveLevel; i += 2) {
vertexWriter << (float)resolveLevel << (float)i;
}
}
SkASSERT(vertexWriter == end);
}
void GrPathTessellationShader::InitializeVertexBufferForMiddleOutWedges(VertexWriter vertexWriter,
size_t bufferSize) {
SkASSERT(bufferSize >= kMiddleOutVertexStride);
// Start out with the fan point. A negative resolve level indicates the fan point.
vertexWriter << (float)-1/*resolveLevel*/ << (float)-1/*idx*/;
InitializeVertexBufferForMiddleOutCurves(std::move(vertexWriter),
bufferSize - kMiddleOutVertexStride);
}
static void fill_index_buffer_for_curves(VertexWriter vertexWriter,
size_t bufferSize,
uint16_t baseIndex) {
SkASSERT(bufferSize % (sizeof(uint16_t) * 3) == 0);
int triangleCount = bufferSize / (sizeof(uint16_t) * 3);
SkASSERT(triangleCount >= 1);
SkTArray<std::array<uint16_t, 3>> indexData(triangleCount);
// Connect the vertices with a middle-out triangulation. Refer to
// InitializeVertexBufferForMiddleOutCurves() for the exact vertex ordering.
//
// Resolve level 1 is just a single triangle at T=[0, 1/2, 1].
const auto* neighborInLastResolveLevel = &indexData.push_back({baseIndex,
(uint16_t)(baseIndex + 2),
(uint16_t)(baseIndex + 1)});
// Resolve levels 2..maxResolveLevel
int maxResolveLevel = SkPrevLog2(triangleCount + 1);
uint16_t nextIndex = baseIndex + 3;
SkASSERT(GrPathTessellationShader::NumCurveTrianglesAtResolveLevel(maxResolveLevel) ==
triangleCount);
for (int resolveLevel = 2; resolveLevel <= maxResolveLevel; ++resolveLevel) {
SkDEBUGCODE(auto* firstTriangleInCurrentResolveLevel = indexData.end());
int numOuterTrianglelsInResolveLevel = 1 << (resolveLevel - 1);
SkASSERT(numOuterTrianglelsInResolveLevel % 2 == 0);
int numTrianglePairsInResolveLevel = numOuterTrianglelsInResolveLevel >> 1;
for (int i = 0; i < numTrianglePairsInResolveLevel; ++i) {
// First triangle shares the left edge of "neighborInLastResolveLevel".
indexData.push_back({(*neighborInLastResolveLevel)[0],
nextIndex++,
(*neighborInLastResolveLevel)[1]});
// Second triangle shares the right edge of "neighborInLastResolveLevel".
indexData.push_back({(*neighborInLastResolveLevel)[1],
nextIndex++,
(*neighborInLastResolveLevel)[2]});
++neighborInLastResolveLevel;
}
SkASSERT(neighborInLastResolveLevel == firstTriangleInCurrentResolveLevel);
}
SkASSERT(indexData.count() == triangleCount);
SkASSERT(nextIndex == baseIndex + triangleCount + 2);
vertexWriter.writeArray(indexData.data(), indexData.count());
}
void GrPathTessellationShader::InitializeIndexBufferForMiddleOutCurves(VertexWriter vertexWriter,
size_t bufferSize) {
fill_index_buffer_for_curves(std::move(vertexWriter), bufferSize, 0);
}
void GrPathTessellationShader::InitializeIndexBufferForMiddleOutWedges(VertexWriter vertexWriter,
size_t bufferSize) {
SkASSERT(bufferSize >= sizeof(uint16_t) * 3);
// Start out with the fan triangle.
vertexWriter << (uint16_t)0 << (uint16_t)1 << (uint16_t)2;
fill_index_buffer_for_curves(std::move(vertexWriter), bufferSize - sizeof(uint16_t) * 3, 1);
}