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/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/ops/FillRRectOp.h"
#include "include/gpu/GrRecordingContext.h"
#include "src/core/SkRRectPriv.h"
#include "src/gpu/BufferWriter.h"
#include "src/gpu/GrCaps.h"
#include "src/gpu/GrGeometryProcessor.h"
#include "src/gpu/GrMemoryPool.h"
#include "src/gpu/GrOpFlushState.h"
#include "src/gpu/GrOpsRenderPass.h"
#include "src/gpu/GrProgramInfo.h"
#include "src/gpu/GrRecordingContextPriv.h"
#include "src/gpu/GrResourceProvider.h"
#include "src/gpu/GrVx.h"
#include "src/gpu/geometry/GrShape.h"
#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/glsl/GrGLSLVarying.h"
#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
#include "src/gpu/ops/GrMeshDrawOp.h"
#include "src/gpu/ops/GrSimpleMeshDrawOpHelper.h"
namespace skgpu::v1::FillRRectOp {
namespace {
class FillRRectOpImpl final : public GrMeshDrawOp {
private:
using Helper = GrSimpleMeshDrawOpHelper;
public:
DEFINE_OP_CLASS_ID
static GrOp::Owner Make(GrRecordingContext*,
SkArenaAlloc*,
GrPaint&&,
const SkMatrix& viewMatrix,
const SkRRect&,
const SkRect& localRect,
GrAA);
const char* name() const override { return "FillRRectOp"; }
FixedFunctionFlags fixedFunctionFlags() const override { return fHelper.fixedFunctionFlags(); }
ClipResult clipToShape(skgpu::v1::SurfaceDrawContext*,
SkClipOp,
const SkMatrix& clipMatrix,
const GrShape&,
GrAA) override;
GrProcessorSet::Analysis finalize(const GrCaps&, const GrAppliedClip*, GrClampType) override;
CombineResult onCombineIfPossible(GrOp*, SkArenaAlloc*, const GrCaps&) override;
void visitProxies(const GrVisitProxyFunc& func) const override {
if (fProgramInfo) {
fProgramInfo->visitFPProxies(func);
} else {
fHelper.visitProxies(func);
}
}
void onPrepareDraws(GrMeshDrawTarget*) override;
void onExecute(GrOpFlushState*, const SkRect& chainBounds) override;
private:
friend class ::GrSimpleMeshDrawOpHelper; // for access to ctor
friend class ::GrOp; // for access to ctor
enum class ProcessorFlags {
kNone = 0,
kUseHWDerivatives = 1 << 0,
kHasLocalCoords = 1 << 1,
kWideColor = 1 << 2,
kMSAAEnabled = 1 << 3,
kFakeNonAA = 1 << 4,
};
constexpr static int kNumProcessorFlags = 5;
GR_DECL_BITFIELD_CLASS_OPS_FRIENDS(ProcessorFlags);
class Processor;
FillRRectOpImpl(GrProcessorSet*,
const SkPMColor4f& paintColor,
SkArenaAlloc*,
const SkMatrix& viewMatrix,
const SkRRect&,
const SkRect& localRect,
ProcessorFlags);
GrProgramInfo* programInfo() override { return fProgramInfo; }
// Create a GrProgramInfo object in the provided arena
void onCreateProgramInfo(const GrCaps*,
SkArenaAlloc*,
const GrSurfaceProxyView& writeView,
bool usesMSAASurface,
GrAppliedClip&&,
const GrDstProxyView&,
GrXferBarrierFlags renderPassXferBarriers,
GrLoadOp colorLoadOp) override;
Helper fHelper;
ProcessorFlags fProcessorFlags;
struct Instance {
Instance(const SkMatrix& viewMatrix, const SkRRect& rrect, const SkRect& localRect,
const SkPMColor4f& color)
: fViewMatrix(viewMatrix), fRRect(rrect), fLocalRect(localRect), fColor(color) {}
SkMatrix fViewMatrix;
SkRRect fRRect;
SkRect fLocalRect;
SkPMColor4f fColor;
Instance* fNext = nullptr;
};
Instance* fHeadInstance;
Instance** fTailInstance;
int fInstanceCount = 1;
sk_sp<const GrBuffer> fInstanceBuffer;
sk_sp<const GrBuffer> fVertexBuffer;
sk_sp<const GrBuffer> fIndexBuffer;
int fBaseInstance = 0;
// If this op is prePrepared the created programInfo will be stored here for use in
// onExecute. In the prePrepared case it will have been stored in the record-time arena.
GrProgramInfo* fProgramInfo = nullptr;
};
GR_MAKE_BITFIELD_CLASS_OPS(FillRRectOpImpl::ProcessorFlags)
// Hardware derivatives are not always accurate enough for highly elliptical corners. This method
// checks to make sure the corners will still all look good if we use HW derivatives.
bool can_use_hw_derivatives_with_coverage(const GrShaderCaps&,
const SkMatrix&,
const SkRRect&);
GrOp::Owner FillRRectOpImpl::Make(GrRecordingContext* ctx,
SkArenaAlloc* arena,
GrPaint&& paint,
const SkMatrix& viewMatrix,
const SkRRect& rrect,
const SkRect& localRect,
GrAA aa) {
const GrCaps* caps = ctx->priv().caps();
if (!caps->drawInstancedSupport()) {
return nullptr;
}
// We transform into a normalized -1..+1 space to draw the round rect. If the boundaries are too
// large, the math can overflow. The caller can fall back on path rendering if this is the case.
if (std::max(rrect.height(), rrect.width()) >= 1e6f) {
return nullptr;
}
ProcessorFlags flags = ProcessorFlags::kNone;
// TODO: Support perspective in a follow-on CL. This shouldn't be difficult, since we already
// use HW derivatives. The only trick will be adjusting the AA outset to account for
// perspective. (i.e., outset = 0.5 * z.)
if (viewMatrix.hasPerspective()) {
return nullptr;
}
if (can_use_hw_derivatives_with_coverage(*caps->shaderCaps(), viewMatrix, rrect)) {
// HW derivatives (more specifically, fwidth()) are consistently faster on all platforms in
// coverage mode. We use them as long as the approximation will be accurate enough.
flags |= ProcessorFlags::kUseHWDerivatives;
}
if (aa == GrAA::kNo) {
flags |= ProcessorFlags::kFakeNonAA;
}
return Helper::FactoryHelper<FillRRectOpImpl>(ctx, std::move(paint), arena, viewMatrix, rrect,
localRect, flags);
}
FillRRectOpImpl::FillRRectOpImpl(GrProcessorSet* processorSet,
const SkPMColor4f& paintColor,
SkArenaAlloc* arena,
const SkMatrix& viewMatrix,
const SkRRect& rrect,
const SkRect& localRect,
ProcessorFlags processorFlags)
: GrMeshDrawOp(ClassID())
, fHelper(processorSet,
(processorFlags & ProcessorFlags::kFakeNonAA)
? GrAAType::kNone
: GrAAType::kCoverage) // Use analytic AA even if the RT is MSAA.
, fProcessorFlags(processorFlags & ~(ProcessorFlags::kHasLocalCoords |
ProcessorFlags::kWideColor |
ProcessorFlags::kMSAAEnabled))
, fHeadInstance(arena->make<Instance>(viewMatrix, rrect, localRect, paintColor))
, fTailInstance(&fHeadInstance->fNext) {
// FillRRectOp::Make fails if there is perspective.
SkASSERT(!viewMatrix.hasPerspective());
this->setBounds(viewMatrix.mapRect(rrect.getBounds()),
GrOp::HasAABloat(!(processorFlags & ProcessorFlags::kFakeNonAA)),
GrOp::IsHairline::kNo);
}
GrDrawOp::ClipResult FillRRectOpImpl::clipToShape(skgpu::v1::SurfaceDrawContext* sdc,
SkClipOp clipOp,
const SkMatrix& clipMatrix,
const GrShape& shape,
GrAA aa) {
SkASSERT(fInstanceCount == 1); // This needs to be called before combining.
SkASSERT(fHeadInstance->fNext == nullptr);
if ((shape.isRect() || shape.isRRect()) &&
clipOp == SkClipOp::kIntersect &&
(aa == GrAA::kNo) == (fProcessorFlags & ProcessorFlags::kFakeNonAA)) {
// The clip shape is a round rect. Attempt to map it to a round rect in "viewMatrix" space.
SkRRect clipRRect;
if (clipMatrix == fHeadInstance->fViewMatrix) {
if (shape.isRect()) {
clipRRect.setRect(shape.rect());
} else {
clipRRect = shape.rrect();
}
} else {
// Find a matrix that maps from "clipMatrix" space to "viewMatrix" space.
SkASSERT(!fHeadInstance->fViewMatrix.hasPerspective());
if (clipMatrix.hasPerspective()) {
return ClipResult::kFail;
}
SkMatrix clipToView;
if (!fHeadInstance->fViewMatrix.invert(&clipToView)) {
return ClipResult::kClippedOut;
}
clipToView.preConcat(clipMatrix);
SkASSERT(!clipToView.hasPerspective());
if (!SkScalarNearlyZero(clipToView.getSkewX()) ||
!SkScalarNearlyZero(clipToView.getSkewY())) {
// A rect in "clipMatrix" space is not a rect in "viewMatrix" space.
return ClipResult::kFail;
}
clipToView.setSkewX(0);
clipToView.setSkewY(0);
SkASSERT(clipToView.rectStaysRect());
if (shape.isRect()) {
clipRRect.setRect(clipToView.mapRect(shape.rect()));
} else {
if (!shape.rrect().transform(clipToView, &clipRRect)) {
// Transforming the rrect failed. This shouldn't generally happen except in
// cases of fp32 overflow.
return ClipResult::kFail;
}
}
}
// Intersect our round rect with the clip shape.
SkRRect isectRRect;
if (fHeadInstance->fRRect.isRect() && clipRRect.isRect()) {
SkRect isectRect;
if (!isectRect.intersect(fHeadInstance->fRRect.rect(), clipRRect.rect())) {
return ClipResult::kClippedOut;
}
isectRRect.setRect(isectRect);
} else {
isectRRect = SkRRectPriv::ConservativeIntersect(fHeadInstance->fRRect, clipRRect);
if (isectRRect.isEmpty()) {
// The round rects did not intersect at all or the intersection was too complicated
// to compute quickly.
return ClipResult::kFail;
}
}
// Don't apply the clip geometrically if it becomes subpixel, since then the hairline
// rendering may outset beyond the original clip.
SkRect devISectBounds = fHeadInstance->fViewMatrix.mapRect(isectRRect.rect());
if (devISectBounds.width() < 1.f || devISectBounds.height() < 1.f) {
return ClipResult::kFail;
}
// Update the local rect.
auto rect = skvx::bit_pun<grvx::float4>(fHeadInstance->fRRect.rect());
auto local = skvx::bit_pun<grvx::float4>(fHeadInstance->fLocalRect);
auto isect = skvx::bit_pun<grvx::float4>(isectRRect.rect());
auto rectToLocalSize = (local - skvx::shuffle<2,3,0,1>(local)) /
(rect - skvx::shuffle<2,3,0,1>(rect));
fHeadInstance->fLocalRect = skvx::bit_pun<SkRect>((isect - rect) * rectToLocalSize + local);
// Update the round rect.
fHeadInstance->fRRect = isectRRect;
return ClipResult::kClippedGeometrically;
}
return ClipResult::kFail;
}
GrProcessorSet::Analysis FillRRectOpImpl::finalize(const GrCaps& caps, const GrAppliedClip* clip,
GrClampType clampType) {
SkASSERT(fInstanceCount == 1);
SkASSERT(fHeadInstance->fNext == nullptr);
bool isWideColor;
auto analysis = fHelper.finalizeProcessors(caps, clip, clampType,
GrProcessorAnalysisCoverage::kSingleChannel,
&fHeadInstance->fColor, &isWideColor);
if (isWideColor) {
fProcessorFlags |= ProcessorFlags::kWideColor;
}
if (analysis.usesLocalCoords()) {
fProcessorFlags |= ProcessorFlags::kHasLocalCoords;
}
return analysis;
}
GrOp::CombineResult FillRRectOpImpl::onCombineIfPossible(GrOp* op,
SkArenaAlloc*,
const GrCaps& caps) {
auto that = op->cast<FillRRectOpImpl>();
if (!fHelper.isCompatible(that->fHelper, caps, this->bounds(), that->bounds()) ||
fProcessorFlags != that->fProcessorFlags) {
return CombineResult::kCannotCombine;
}
*fTailInstance = that->fHeadInstance;
fTailInstance = that->fTailInstance;
fInstanceCount += that->fInstanceCount;
return CombineResult::kMerged;
}
class FillRRectOpImpl::Processor final : public GrGeometryProcessor {
public:
static GrGeometryProcessor* Make(SkArenaAlloc* arena, GrAAType aaType, ProcessorFlags flags) {
return arena->make([&](void* ptr) {
return new (ptr) Processor(aaType, flags);
});
}
const char* name() const override { return "FillRRectOp::Processor"; }
void addToKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
b->addBits(kNumProcessorFlags, (uint32_t)fFlags, "flags");
}
std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const override;
private:
class Impl;
Processor(GrAAType aaType, ProcessorFlags flags)
: GrGeometryProcessor(kGrFillRRectOp_Processor_ClassID)
, fFlags(flags) {
this->setVertexAttributes(kVertexAttribs, SK_ARRAY_COUNT(kVertexAttribs));
fInstanceAttribs.emplace_back("skew", kFloat4_GrVertexAttribType, kFloat4_GrSLType);
fInstanceAttribs.emplace_back("translate", kFloat2_GrVertexAttribType, kFloat2_GrSLType);
fInstanceAttribs.emplace_back("radii_x", kFloat4_GrVertexAttribType, kFloat4_GrSLType);
fInstanceAttribs.emplace_back("radii_y", kFloat4_GrVertexAttribType, kFloat4_GrSLType);
fColorAttrib = &fInstanceAttribs.push_back(
MakeColorAttribute("color", (fFlags & ProcessorFlags::kWideColor)));
if (fFlags & ProcessorFlags::kHasLocalCoords) {
fInstanceAttribs.emplace_back(
"local_rect", kFloat4_GrVertexAttribType, kFloat4_GrSLType);
}
SkASSERT(fInstanceAttribs.count() <= kMaxInstanceAttribs);
this->setInstanceAttributes(fInstanceAttribs.begin(), fInstanceAttribs.count());
}
inline static constexpr Attribute kVertexAttribs[] = {
{"radii_selector", kFloat4_GrVertexAttribType, kFloat4_GrSLType},
{"corner_and_radius_outsets", kFloat4_GrVertexAttribType, kFloat4_GrSLType},
// Coverage only.
{"aa_bloat_and_coverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType}};
const ProcessorFlags fFlags;
constexpr static int kMaxInstanceAttribs = 6;
SkSTArray<kMaxInstanceAttribs, Attribute> fInstanceAttribs;
const Attribute* fColorAttrib;
};
// Our coverage geometry consists of an inset octagon with solid coverage, surrounded by linear
// coverage ramps on the horizontal and vertical edges, and "arc coverage" pieces on the diagonal
// edges. The Vertex struct tells the shader where to place its vertex within a normalized
// ([l, t, r, b] = [-1, -1, +1, +1]) space, and how to calculate coverage. See onEmitCode.
struct CoverageVertex {
std::array<float, 4> fRadiiSelector;
std::array<float, 2> fCorner;
std::array<float, 2> fRadiusOutset;
std::array<float, 2> fAABloatDirection;
float fCoverage;
float fIsLinearCoverage;
};
// This is the offset (when multiplied by radii) from the corners of a bounding box to the vertices
// of its inscribed octagon. We draw the outside portion of arcs with quarter-octagons rather than
// rectangles.
static constexpr float kOctoOffset = 1/(1 + SK_ScalarRoot2Over2);
static constexpr CoverageVertex kVertexData[] = {
// Left inset edge.
{{{0,0,0,1}}, {{-1,+1}}, {{0,-1}}, {{+1,0}}, 1, 1},
{{{1,0,0,0}}, {{-1,-1}}, {{0,+1}}, {{+1,0}}, 1, 1},
// Top inset edge.
{{{1,0,0,0}}, {{-1,-1}}, {{+1,0}}, {{0,+1}}, 1, 1},
{{{0,1,0,0}}, {{+1,-1}}, {{-1,0}}, {{0,+1}}, 1, 1},
// Right inset edge.
{{{0,1,0,0}}, {{+1,-1}}, {{0,+1}}, {{-1,0}}, 1, 1},
{{{0,0,1,0}}, {{+1,+1}}, {{0,-1}}, {{-1,0}}, 1, 1},
// Bottom inset edge.
{{{0,0,1,0}}, {{+1,+1}}, {{-1,0}}, {{0,-1}}, 1, 1},
{{{0,0,0,1}}, {{-1,+1}}, {{+1,0}}, {{0,-1}}, 1, 1},
// Left outset edge.
{{{0,0,0,1}}, {{-1,+1}}, {{0,-1}}, {{-1,0}}, 0, 1},
{{{1,0,0,0}}, {{-1,-1}}, {{0,+1}}, {{-1,0}}, 0, 1},
// Top outset edge.
{{{1,0,0,0}}, {{-1,-1}}, {{+1,0}}, {{0,-1}}, 0, 1},
{{{0,1,0,0}}, {{+1,-1}}, {{-1,0}}, {{0,-1}}, 0, 1},
// Right outset edge.
{{{0,1,0,0}}, {{+1,-1}}, {{0,+1}}, {{+1,0}}, 0, 1},
{{{0,0,1,0}}, {{+1,+1}}, {{0,-1}}, {{+1,0}}, 0, 1},
// Bottom outset edge.
{{{0,0,1,0}}, {{+1,+1}}, {{-1,0}}, {{0,+1}}, 0, 1},
{{{0,0,0,1}}, {{-1,+1}}, {{+1,0}}, {{0,+1}}, 0, 1},
// Top-left corner.
{{{1,0,0,0}}, {{-1,-1}}, {{ 0,+1}}, {{-1, 0}}, 0, 0},
{{{1,0,0,0}}, {{-1,-1}}, {{ 0,+1}}, {{+1, 0}}, 1, 0},
{{{1,0,0,0}}, {{-1,-1}}, {{+1, 0}}, {{ 0,+1}}, 1, 0},
{{{1,0,0,0}}, {{-1,-1}}, {{+1, 0}}, {{ 0,-1}}, 0, 0},
{{{1,0,0,0}}, {{-1,-1}}, {{+kOctoOffset,0}}, {{-1,-1}}, 0, 0},
{{{1,0,0,0}}, {{-1,-1}}, {{0,+kOctoOffset}}, {{-1,-1}}, 0, 0},
// Top-right corner.
{{{0,1,0,0}}, {{+1,-1}}, {{-1, 0}}, {{ 0,-1}}, 0, 0},
{{{0,1,0,0}}, {{+1,-1}}, {{-1, 0}}, {{ 0,+1}}, 1, 0},
{{{0,1,0,0}}, {{+1,-1}}, {{ 0,+1}}, {{-1, 0}}, 1, 0},
{{{0,1,0,0}}, {{+1,-1}}, {{ 0,+1}}, {{+1, 0}}, 0, 0},
{{{0,1,0,0}}, {{+1,-1}}, {{0,+kOctoOffset}}, {{+1,-1}}, 0, 0},
{{{0,1,0,0}}, {{+1,-1}}, {{-kOctoOffset,0}}, {{+1,-1}}, 0, 0},
// Bottom-right corner.
{{{0,0,1,0}}, {{+1,+1}}, {{ 0,-1}}, {{+1, 0}}, 0, 0},
{{{0,0,1,0}}, {{+1,+1}}, {{ 0,-1}}, {{-1, 0}}, 1, 0},
{{{0,0,1,0}}, {{+1,+1}}, {{-1, 0}}, {{ 0,-1}}, 1, 0},
{{{0,0,1,0}}, {{+1,+1}}, {{-1, 0}}, {{ 0,+1}}, 0, 0},
{{{0,0,1,0}}, {{+1,+1}}, {{-kOctoOffset,0}}, {{+1,+1}}, 0, 0},
{{{0,0,1,0}}, {{+1,+1}}, {{0,-kOctoOffset}}, {{+1,+1}}, 0, 0},
// Bottom-left corner.
{{{0,0,0,1}}, {{-1,+1}}, {{+1, 0}}, {{ 0,+1}}, 0, 0},
{{{0,0,0,1}}, {{-1,+1}}, {{+1, 0}}, {{ 0,-1}}, 1, 0},
{{{0,0,0,1}}, {{-1,+1}}, {{ 0,-1}}, {{+1, 0}}, 1, 0},
{{{0,0,0,1}}, {{-1,+1}}, {{ 0,-1}}, {{-1, 0}}, 0, 0},
{{{0,0,0,1}}, {{-1,+1}}, {{0,-kOctoOffset}}, {{-1,+1}}, 0, 0},
{{{0,0,0,1}}, {{-1,+1}}, {{+kOctoOffset,0}}, {{-1,+1}}, 0, 0}};
GR_DECLARE_STATIC_UNIQUE_KEY(gVertexBufferKey);
static constexpr uint16_t kIndexData[] = {
// Inset octagon (solid coverage).
0, 1, 7,
1, 2, 7,
7, 2, 6,
2, 3, 6,
6, 3, 5,
3, 4, 5,
// AA borders (linear coverage).
0, 1, 8, 1, 9, 8,
2, 3, 10, 3, 11, 10,
4, 5, 12, 5, 13, 12,
6, 7, 14, 7, 15, 14,
// Top-left arc.
16, 17, 21,
17, 21, 18,
21, 18, 20,
18, 20, 19,
// Top-right arc.
22, 23, 27,
23, 27, 24,
27, 24, 26,
24, 26, 25,
// Bottom-right arc.
28, 29, 33,
29, 33, 30,
33, 30, 32,
30, 32, 31,
// Bottom-left arc.
34, 35, 39,
35, 39, 36,
39, 36, 38,
36, 38, 37};
GR_DECLARE_STATIC_UNIQUE_KEY(gIndexBufferKey);
void FillRRectOpImpl::onPrepareDraws(GrMeshDrawTarget* target) {
if (!fProgramInfo) {
this->createProgramInfo(target);
}
size_t instanceStride = fProgramInfo->geomProc().instanceStride();
if (VertexWriter instanceWrter = target->makeVertexSpace(instanceStride, fInstanceCount,
&fInstanceBuffer, &fBaseInstance)) {
SkDEBUGCODE(auto end = instanceWrter.makeOffset(instanceStride * fInstanceCount));
for (Instance* i = fHeadInstance; i; i = i->fNext) {
#ifndef SKIA_STRUCTURED_BINDINGS_BACKPORT
auto [l, t, r, b] = i->fRRect.rect();
#else
STRUCTURED_BINDING_4(l, t, r, b, i->fRRect.rect());
#endif
// Produce a matrix that draws the round rect from normalized [-1, -1, +1, +1] space.
SkMatrix m;
// Unmap the normalized rect [-1, -1, +1, +1] back to [l, t, r, b].
m.setScaleTranslate((r - l)/2, (b - t)/2, (l + r)/2, (t + b)/2);
// Map to device space.
m.postConcat(i->fViewMatrix);
// Convert the radii to [-1, -1, +1, +1] space and write their attribs.
grvx::float4 radiiX, radiiY;
skvx::strided_load2(&SkRRectPriv::GetRadiiArray(i->fRRect)->fX, radiiX, radiiY);
radiiX *= 2 / (r - l);
radiiY *= 2 / (b - t);
instanceWrter << m.getScaleX() << m.getSkewX() << m.getSkewY() << m.getScaleY()
<< m.getTranslateX() << m.getTranslateY()
<< radiiX << radiiY
<< GrVertexColor(i->fColor, fProcessorFlags & ProcessorFlags::kWideColor)
<< VertexWriter::If(fProcessorFlags & ProcessorFlags::kHasLocalCoords,
i->fLocalRect);
}
SkASSERT(instanceWrter == end);
}
GR_DEFINE_STATIC_UNIQUE_KEY(gIndexBufferKey);
fIndexBuffer = target->resourceProvider()->findOrMakeStaticBuffer(GrGpuBufferType::kIndex,
sizeof(kIndexData),
kIndexData, gIndexBufferKey);
GR_DEFINE_STATIC_UNIQUE_KEY(gVertexBufferKey);
fVertexBuffer = target->resourceProvider()->findOrMakeStaticBuffer(GrGpuBufferType::kVertex,
sizeof(kVertexData),
kVertexData,
gVertexBufferKey);
}
class FillRRectOpImpl::Processor::Impl : public ProgramImpl {
public:
void setData(const GrGLSLProgramDataManager&,
const GrShaderCaps&,
const GrGeometryProcessor&) override {}
private:
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
GrGLSLVertexBuilder* v = args.fVertBuilder;
GrGLSLFPFragmentBuilder* f = args.fFragBuilder;
const auto& proc = args.fGeomProc.cast<Processor>();
bool useHWDerivatives = (proc.fFlags & ProcessorFlags::kUseHWDerivatives);
SkASSERT(proc.vertexStride() == sizeof(CoverageVertex));
GrGLSLVaryingHandler* varyings = args.fVaryingHandler;
varyings->emitAttributes(proc);
f->codeAppendf("half4 %s;", args.fOutputColor);
varyings->addPassThroughAttribute(proc.fColorAttrib->asShaderVar(),
args.fOutputColor,
GrGLSLVaryingHandler::Interpolation::kCanBeFlat);
// Emit the vertex shader.
// When MSAA is enabled, we need to make sure every sample gets lit up on pixels that have
// fractional coverage. We do this by making the ramp wider.
v->codeAppendf("float aa_bloat_multiplier = %i;",
(proc.fFlags & ProcessorFlags::kMSAAEnabled)
? 2 // Outset an entire pixel (2 radii).
: (!(proc.fFlags & ProcessorFlags::kFakeNonAA))
? 1 // Outset one half pixel (1 radius).
: 0); // No AA bloat.
// Unpack vertex attribs.
v->codeAppend("float2 corner = corner_and_radius_outsets.xy;");
v->codeAppend("float2 radius_outset = corner_and_radius_outsets.zw;");
v->codeAppend("float2 aa_bloat_direction = aa_bloat_and_coverage.xy;");
v->codeAppend("float is_linear_coverage = aa_bloat_and_coverage.w;");
// Find the amount to bloat each edge for AA (in source space).
v->codeAppend("float2 pixellength = inversesqrt("
"float2(dot(skew.xz, skew.xz), dot(skew.yw, skew.yw)));");
v->codeAppend("float4 normalized_axis_dirs = skew * pixellength.xyxy;");
v->codeAppend("float2 axiswidths = (abs(normalized_axis_dirs.xy) + "
"abs(normalized_axis_dirs.zw));");
v->codeAppend("float2 aa_bloatradius = axiswidths * pixellength * .5;");
// Identify our radii.
v->codeAppend("float4 radii_and_neighbors = radii_selector"
"* float4x4(radii_x, radii_y, radii_x.yxwz, radii_y.wzyx);");
v->codeAppend("float2 radii = radii_and_neighbors.xy;");
v->codeAppend("float2 neighbor_radii = radii_and_neighbors.zw;");
v->codeAppend("float coverage_multiplier = 1;");
v->codeAppend("if (any(greaterThan(aa_bloatradius, float2(1)))) {");
// The rrect is more narrow than a half-pixel AA coverage ramp. We can't
// draw as-is or else opposite AA borders will overlap. Instead, fudge the
// size up to the width of a coverage ramp, and then reduce total coverage
// to make the rect appear more thin.
v->codeAppend( "corner = max(abs(corner), aa_bloatradius) * sign(corner);");
v->codeAppend( "coverage_multiplier = 1 / (max(aa_bloatradius.x, 1) * "
"max(aa_bloatradius.y, 1));");
// Set radii to zero to ensure we take the "linear coverage" codepath.
// (The "coverage" variable only has effect in the linear codepath.)
v->codeAppend( "radii = float2(0);");
v->codeAppend("}");
// Unpack coverage.
v->codeAppend("float coverage = aa_bloat_and_coverage.z;");
if (proc.fFlags & ProcessorFlags::kMSAAEnabled) {
// MSAA has a wider ramp that goes from -.5 to 1.5 instead of 0 to 1.
v->codeAppendf("coverage = (coverage - .5) * aa_bloat_multiplier + .5;");
}
v->codeAppend("if (any(lessThan(radii, aa_bloatradius * 1.5))) {");
// The radii are very small. Demote this arc to a sharp 90 degree corner.
v->codeAppend( "radii = float2(0);");
// Convert to a standard picture frame for an AA rect instead of the round
// rect geometry.
v->codeAppend( "aa_bloat_direction = sign(corner);");
v->codeAppend( "if (coverage > .5) {"); // Are we an inset edge?
v->codeAppend( "aa_bloat_direction = -aa_bloat_direction;");
v->codeAppend( "}");
v->codeAppend( "is_linear_coverage = 1;");
v->codeAppend("} else {");
// Don't let radii get smaller than a coverage ramp plus an extra half
// pixel for MSAA. Always use the same amount so we don't pop when
// switching between MSAA and coverage.
v->codeAppend( "radii = clamp(radii, pixellength * 1.5, 2 - pixellength * 1.5);");
v->codeAppend( "neighbor_radii = clamp(neighbor_radii, pixellength * 1.5, "
"2 - pixellength * 1.5);");
// Don't let neighboring radii get closer together than 1/16 pixel.
v->codeAppend( "float2 spacing = 2 - radii - neighbor_radii;");
v->codeAppend( "float2 extra_pad = max(pixellength * .0625 - spacing, float2(0));");
v->codeAppend( "radii -= extra_pad * .5;");
v->codeAppend("}");
// Find our vertex position, adjusted for radii and bloated for AA. Our rect is drawn in
// normalized [-1,-1,+1,+1] space.
v->codeAppend("float2 aa_outset = "
"aa_bloat_direction * aa_bloatradius * aa_bloat_multiplier;");
v->codeAppend("float2 vertexpos = corner + radius_outset * radii + aa_outset;");
v->codeAppend("if (coverage > .5) {"); // Are we an inset edge?
// Don't allow the aa insets to overlap. i.e., Don't let them inset past
// the center (x=y=0). Since we don't allow the rect to become thinner
// than 1px, this should only happen when using MSAA, where we inset by an
// entire pixel instead of half.
v->codeAppend( "if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {");
v->codeAppend( "float backset = abs(vertexpos.x);");
v->codeAppend( "vertexpos.x = 0;");
v->codeAppend( "vertexpos.y += "
"backset * sign(corner.y) * pixellength.y/pixellength.x;");
v->codeAppend( "coverage = (coverage - .5) * abs(corner.x) / "
"(abs(corner.x) + backset) + .5;");
v->codeAppend( "}");
v->codeAppend( "if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {");
v->codeAppend( "float backset = abs(vertexpos.y);");
v->codeAppend( "vertexpos.y = 0;");
v->codeAppend( "vertexpos.x += "
"backset * sign(corner.x) * pixellength.x/pixellength.y;");
v->codeAppend( "coverage = (coverage - .5) * abs(corner.y) / "
"(abs(corner.y) + backset) + .5;");
v->codeAppend( "}");
v->codeAppend("}");
// Write positions
GrShaderVar localCoord("", kFloat2_GrSLType);
if (proc.fFlags & ProcessorFlags::kHasLocalCoords) {
v->codeAppend("float2 localcoord = (local_rect.xy * (1 - vertexpos) + "
"local_rect.zw * (1 + vertexpos)) * .5;");
gpArgs->fLocalCoordVar.set(kFloat2_GrSLType, "localcoord");
}
// Transform to device space.
v->codeAppend("float2x2 skewmatrix = float2x2(skew.xy, skew.zw);");
v->codeAppend("float2 devcoord = vertexpos * skewmatrix + translate;");
gpArgs->fPositionVar.set(kFloat2_GrSLType, "devcoord");
// Setup interpolants for coverage.
GrGLSLVarying arcCoord(useHWDerivatives ? kFloat2_GrSLType : kFloat4_GrSLType);
varyings->addVarying("arccoord", &arcCoord);
v->codeAppend("if (0 != is_linear_coverage) {");
// We are a non-corner piece: Set x=0 to indicate built-in coverage, and
// interpolate linear coverage across y.
v->codeAppendf( "%s.xy = float2(0, coverage * coverage_multiplier);",
arcCoord.vsOut());
v->codeAppend("} else {");
// Find the normalized arc coordinates for our corner ellipse.
// (i.e., the coordinate system where x^2 + y^2 == 1).
v->codeAppend( "float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;");
// We are a corner piece: Interpolate the arc coordinates for coverage.
// Emit x+1 to ensure no pixel in the arc has a x value of 0 (since x=0
// instructs the fragment shader to use linear coverage).
v->codeAppendf( "%s.xy = float2(arccoord.x+1, arccoord.y);", arcCoord.vsOut());
if (!useHWDerivatives) {
// The gradient is order-1: Interpolate it across arccoord.zw.
v->codeAppendf("float2x2 derivatives = inverse(skewmatrix);");
v->codeAppendf("%s.zw = derivatives * (arccoord/radii * 2);", arcCoord.vsOut());
}
v->codeAppend("}");
// Emit the fragment shader.
f->codeAppendf("float x_plus_1=%s.x, y=%s.y;", arcCoord.fsIn(), arcCoord.fsIn());
f->codeAppendf("half coverage;");
f->codeAppendf("if (0 == x_plus_1) {");
f->codeAppendf( "coverage = half(y);"); // We are a non-arc pixel (linear coverage).
f->codeAppendf("} else {");
f->codeAppendf( "float fn = x_plus_1 * (x_plus_1 - 2);"); // fn = (x+1)*(x-1) = x^2-1
f->codeAppendf( "fn = fma(y,y, fn);"); // fn = x^2 + y^2 - 1
if (useHWDerivatives) {
f->codeAppendf("float fnwidth = fwidth(fn);");
} else {
// The gradient is interpolated across arccoord.zw.
f->codeAppendf("float gx=%s.z, gy=%s.w;", arcCoord.fsIn(), arcCoord.fsIn());
f->codeAppendf("float fnwidth = abs(gx) + abs(gy);");
}
f->codeAppendf( "coverage = .5 - half(fn/fnwidth);");
if (proc.fFlags & ProcessorFlags::kMSAAEnabled) {
// MSAA uses ramps larger than 1px, so we need to clamp in both branches.
f->codeAppendf("}");
}
f->codeAppendf("coverage = clamp(coverage, 0, 1);");
if (!(proc.fFlags & ProcessorFlags::kMSAAEnabled)) {
// When not using MSAA, we only need to clamp in the "arc" branch.
f->codeAppendf("}");
}
if (proc.fFlags & ProcessorFlags::kFakeNonAA) {
f->codeAppendf("coverage = (coverage >= .5) ? 1 : 0;");
}
f->codeAppendf("half4 %s = half4(coverage);", args.fOutputCoverage);
}
};
std::unique_ptr<GrGeometryProcessor::ProgramImpl> FillRRectOpImpl::Processor::makeProgramImpl(
const GrShaderCaps&) const {
return std::make_unique<Impl>();
}
void FillRRectOpImpl::onCreateProgramInfo(const GrCaps* caps,
SkArenaAlloc* arena,
const GrSurfaceProxyView& writeView,
bool usesMSAASurface,
GrAppliedClip&& appliedClip,
const GrDstProxyView& dstProxyView,
GrXferBarrierFlags renderPassXferBarriers,
GrLoadOp colorLoadOp) {
if (usesMSAASurface) {
fProcessorFlags |= ProcessorFlags::kMSAAEnabled;
}
GrGeometryProcessor* gp = Processor::Make(arena, fHelper.aaType(), fProcessorFlags);
fProgramInfo = fHelper.createProgramInfo(caps, arena, writeView, usesMSAASurface,
std::move(appliedClip), dstProxyView, gp,
GrPrimitiveType::kTriangles, renderPassXferBarriers,
colorLoadOp);
}
void FillRRectOpImpl::onExecute(GrOpFlushState* flushState, const SkRect& chainBounds) {
if (!fInstanceBuffer || !fIndexBuffer || !fVertexBuffer) {
return; // Setup failed.
}
flushState->bindPipelineAndScissorClip(*fProgramInfo, this->bounds());
flushState->bindTextures(fProgramInfo->geomProc(), nullptr, fProgramInfo->pipeline());
flushState->bindBuffers(std::move(fIndexBuffer), std::move(fInstanceBuffer),
std::move(fVertexBuffer));
flushState->drawIndexedInstanced(SK_ARRAY_COUNT(kIndexData), 0, fInstanceCount, fBaseInstance,
0);
}
// Will the given corner look good if we use HW derivatives?
bool can_use_hw_derivatives_with_coverage(const Sk2f& devScale, const Sk2f& cornerRadii) {
Sk2f devRadii = devScale * cornerRadii;
if (devRadii[1] < devRadii[0]) {
devRadii = SkNx_shuffle<1,0>(devRadii);
}
float minDevRadius = std::max(devRadii[0], 1.f); // Shader clamps radius at a minimum of 1.
// Is the gradient smooth enough for this corner look ok if we use hardware derivatives?
// This threshold was arrived at subjevtively on an NVIDIA chip.
return minDevRadius * minDevRadius * 5 > devRadii[1];
}
bool can_use_hw_derivatives_with_coverage(const Sk2f& devScale, const SkVector& cornerRadii) {
return can_use_hw_derivatives_with_coverage(devScale, Sk2f::Load(&cornerRadii));
}
// Will the given round rect look good if we use HW derivatives?
bool can_use_hw_derivatives_with_coverage(const GrShaderCaps& shaderCaps,
const SkMatrix& viewMatrix,
const SkRRect& rrect) {
if (!shaderCaps.shaderDerivativeSupport()) {
return false;
}
Sk2f x = Sk2f(viewMatrix.getScaleX(), viewMatrix.getSkewX());
Sk2f y = Sk2f(viewMatrix.getSkewY(), viewMatrix.getScaleY());
Sk2f devScale = (x*x + y*y).sqrt();
switch (rrect.getType()) {
case SkRRect::kEmpty_Type:
case SkRRect::kRect_Type:
return true;
case SkRRect::kOval_Type:
case SkRRect::kSimple_Type:
return can_use_hw_derivatives_with_coverage(devScale, rrect.getSimpleRadii());
case SkRRect::kNinePatch_Type: {
Sk2f r0 = Sk2f::Load(SkRRectPriv::GetRadiiArray(rrect));
Sk2f r1 = Sk2f::Load(SkRRectPriv::GetRadiiArray(rrect) + 2);
Sk2f minRadii = Sk2f::Min(r0, r1);
Sk2f maxRadii = Sk2f::Max(r0, r1);
return can_use_hw_derivatives_with_coverage(devScale, Sk2f(minRadii[0], maxRadii[1])) &&
can_use_hw_derivatives_with_coverage(devScale, Sk2f(maxRadii[0], minRadii[1]));
}
case SkRRect::kComplex_Type: {
for (int i = 0; i < 4; ++i) {
auto corner = static_cast<SkRRect::Corner>(i);
if (!can_use_hw_derivatives_with_coverage(devScale, rrect.radii(corner))) {
return false;
}
}
return true;
}
}
SK_ABORT("Invalid round rect type.");
}
} // anonymous namespace
GrOp::Owner Make(GrRecordingContext* ctx,
SkArenaAlloc* arena,
GrPaint&& paint,
const SkMatrix& viewMatrix,
const SkRRect& rrect,
const SkRect& localRect,
GrAA aa) {
return FillRRectOpImpl::Make(ctx, arena, std::move(paint), viewMatrix, rrect, localRect, aa);
}
} // namespace skgpu::v1::FillRRectOp
#if GR_TEST_UTILS
#include "src/gpu/GrDrawOpTest.h"
GR_DRAW_OP_TEST_DEFINE(FillRRectOp) {
SkArenaAlloc arena(64 * sizeof(float));
SkMatrix viewMatrix = GrTest::TestMatrix(random);
GrAA aa = GrAA(random->nextBool());
SkRect rect = GrTest::TestRect(random);
float w = rect.width();
float h = rect.height();
SkRRect rrect;
// TODO: test out other rrect configurations
rrect.setNinePatch(rect, w / 3.0f, h / 4.0f, w / 5.0f, h / 6.0);
return skgpu::v1::FillRRectOp::Make(context,
&arena,
std::move(paint),
viewMatrix,
rrect,
rrect.rect(),
aa);
}
#endif