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/*
* Copyright 2020 Google LLC.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrStrokeTessellationShader_DEFINED
#define GrStrokeTessellationShader_DEFINED
#include "src/gpu/tessellate/shaders/GrTessellationShader.h"
#include "include/core/SkStrokeRec.h"
#include "src/gpu/GrVx.h"
#include "src/gpu/glsl/GrGLSLVarying.h"
#include "src/gpu/tessellate/Tessellation.h"
// Tessellates a batch of stroke patches directly to the canvas. Tessellated stroking works by
// creating stroke-width, orthogonal edges at set locations along the curve and then connecting them
// with a quad strip. These orthogonal edges come from two different sets: "parametric edges" and
// "radial edges". Parametric edges are spaced evenly in the parametric sense, and radial edges
// divide the curve's _rotation_ into even steps. The tessellation shader evaluates both sets of
// edges and sorts them into a single quad strip. With this combined set of edges we can stroke any
// curve, regardless of curvature.
class GrStrokeTessellationShader : public GrTessellationShader {
using PatchAttribs = skgpu::PatchAttribs;
public:
// Are we using hardware tessellation or indirect draws?
enum class Mode : int8_t {
kHardwareTessellation,
kLog2Indirect,
kFixedCount
};
// 'viewMatrix' is applied to the geometry post tessellation. It cannot have perspective.
GrStrokeTessellationShader(const GrShaderCaps&, Mode, PatchAttribs, const SkMatrix& viewMatrix,
const SkStrokeRec&, SkPMColor4f, int8_t maxParametricSegments_log2);
Mode mode() const { return fMode; }
PatchAttribs attribs() const { return fPatchAttribs; }
bool hasDynamicStroke() const { return fPatchAttribs & PatchAttribs::kStrokeParams; }
bool hasDynamicColor() const { return fPatchAttribs & PatchAttribs::kColor; }
bool hasExplicitCurveType() const { return fPatchAttribs & PatchAttribs::kExplicitCurveType; }
const SkStrokeRec& stroke() const { return fStroke;}
int8_t maxParametricSegments_log2() const { return fMaxParametricSegments_log2; }
float fixedCountNumTotalEdges() const { return fFixedCountNumTotalEdges;}
// Used by GrFixedCountTessellator to configure the uniform value that tells the shader how many
// total edges are in the triangle strip.
void setFixedCountNumTotalEdges(int value) {
SkASSERT(fMode == Mode::kFixedCount);
fFixedCountNumTotalEdges = value;
}
private:
const char* name() const override {
switch (fMode) {
case Mode::kHardwareTessellation:
return "GrStrokeTessellationShader_HardwareImpl";
case Mode::kLog2Indirect:
case Mode::kFixedCount:
return "GrStrokeTessellationShader_InstancedImpl";
}
SkUNREACHABLE;
}
void addToKey(const GrShaderCaps&, skgpu::KeyBuilder*) const override;
std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final;
const Mode fMode;
const PatchAttribs fPatchAttribs;
const SkStrokeRec fStroke;
const int8_t fMaxParametricSegments_log2;
constexpr static int kMaxAttribCount = 6;
SkSTArray<kMaxAttribCount, Attribute> fAttribs;
// This is a uniform value used when fMode is kFixedCount that tells the shader how many total
// edges are in the triangle strip.
float fFixedCountNumTotalEdges = 0;
class Impl;
class HardwareImpl;
class InstancedImpl;
};
// This common base class emits shader code for our parametric/radial stroke tessellation algorithm
// described above. The subclass emits its own specific setup code before calling into
// emitTessellationCode and emitFragment code.
class GrStrokeTessellationShader::Impl : public ProgramImpl {
protected:
// float cosine_between_vectors(float2 a, float2 b) { ...
//
// Returns dot(a, b) / (length(a) * length(b)).
static const char* kCosineBetweenVectorsFn;
// float miter_extent(float cosTheta, float miterLimit) { ...
//
// Extends the middle radius to either the miter point, or the bevel edge if we surpassed the
// miter limit and need to revert to a bevel join.
static const char* kMiterExtentFn;
// float num_radial_segments_per_radian(float parametricPrecision, float strokeRadius) { ...
//
// Returns the number of radial segments required for each radian of rotation, in order for the
// curve to appear "smooth" as defined by the parametricPrecision.
static const char* kNumRadialSegmentsPerRadianFn;
// float<N> unchecked_mix(float<N> a, float<N> b, float<N> T) { ...
//
// Unlike mix(), this does not return b when t==1. But it otherwise seems to get better
// precision than "a*(1 - t) + b*t" for things like chopping cubics on exact cusp points.
// We override this result anyway when t==1 so it shouldn't be a problem.
static const char* kUncheckedMixFn;
// Emits code that calculates the vertex position and any other inputs to the fragment shader.
// The subclass is responsible to define the following symbols before calling this method:
//
// // Functions.
// float2 unchecked_mix(float2, float2, float);
// float unchecked_mix(float, float, float);
//
// // Values provided by either uniforms or attribs.
// float2 p0, p1, p2, p3;
// float w;
// float STROKE_RADIUS;
// float 2x2 AFFINE_MATRIX;
// float2 TRANSLATE;
//
// // Values calculated by the specific subclass.
// float combinedEdgeID;
// bool isFinalEdge;
// float numParametricSegments;
// float radsPerSegment;
// float2 tan0;
// float2 tan1;
// float strokeOutset;
//
void emitTessellationCode(const GrStrokeTessellationShader& shader, SkString* code,
GrGPArgs* gpArgs, const GrShaderCaps& shaderCaps) const;
// Emits all necessary fragment code. If using dynamic color, the impl is responsible to set up
// a half4 varying for color and provide its name in 'fDynamicColorName'.
void emitFragmentCode(const GrStrokeTessellationShader&, const EmitArgs&);
void setData(const GrGLSLProgramDataManager& pdman, const GrShaderCaps&,
const GrGeometryProcessor&) final;
GrGLSLUniformHandler::UniformHandle fTessControlArgsUniform;
GrGLSLUniformHandler::UniformHandle fTranslateUniform;
GrGLSLUniformHandler::UniformHandle fAffineMatrixUniform;
GrGLSLUniformHandler::UniformHandle fEdgeCountUniform;
GrGLSLUniformHandler::UniformHandle fColorUniform;
SkString fDynamicColorName;
};
class GrStrokeTessellationShader::InstancedImpl : public GrStrokeTessellationShader::Impl {
void onEmitCode(EmitArgs&, GrGPArgs*) override;
};
class GrStrokeTessellationShader::HardwareImpl : public GrStrokeTessellationShader::Impl {
void onEmitCode(EmitArgs&, GrGPArgs*) override;
SkString getTessControlShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override;
SkString getTessEvaluationShaderGLSL(const GrGeometryProcessor&,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override;
};
#endif