blob: 94b6ad0a6f2b54e46960dff490276d67e145d700 [file] [log] [blame]
/*
* Copyright 2022 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/graphite/render/TessellateCurvesRenderStep.h"
#include "src/core/SkPipelineData.h"
#include "src/gpu/graphite/DrawParams.h"
#include "src/gpu/graphite/DrawWriter.h"
#include "src/gpu/graphite/render/CommonDepthStencilSettings.h"
#include "src/gpu/graphite/render/DynamicInstancesPatchAllocator.h"
#include "src/gpu/tessellate/FixedCountBufferUtils.h"
#include "src/gpu/tessellate/PatchWriter.h"
namespace skgpu::graphite {
namespace {
using namespace skgpu::tess;
// No fan point or stroke params, since this is for filled curves (not strokes or wedges)
// No explicit curve type, since we assume infinity is supported on GPUs using graphite
// No color or wide color attribs, since it might always be part of the PaintParams
// or we'll add a color-only fast path to RenderStep later.
static constexpr PatchAttribs kAttribs = PatchAttribs::kPaintDepth |
PatchAttribs::kSsboIndex;
using Writer = PatchWriter<DynamicInstancesPatchAllocator<FixedCountCurves>,
Required<PatchAttribs::kPaintDepth>,
Required<PatchAttribs::kSsboIndex>,
AddTrianglesWhenChopping,
DiscardFlatCurves>;
} // namespace
TessellateCurvesRenderStep::TessellateCurvesRenderStep(bool evenOdd)
: RenderStep("TessellateCurvesRenderStep",
evenOdd ? "even-odd" : "winding",
Flags::kRequiresMSAA,
/*uniforms=*/{{"localToDevice", SkSLType::kFloat4x4}},
PrimitiveType::kTriangles,
evenOdd ? kEvenOddStencilPass : kWindingStencilPass,
/*vertexAttrs=*/ {{"resolveLevel_and_idx",
VertexAttribType::kFloat2, SkSLType::kFloat2}},
/*instanceAttrs=*/{{"p01", VertexAttribType::kFloat4, SkSLType::kFloat4},
{"p23", VertexAttribType::kFloat4, SkSLType::kFloat4},
{"depth", VertexAttribType::kFloat, SkSLType::kFloat},
{"ssboIndex", VertexAttribType::kInt, SkSLType::kInt}}) {
SkASSERT(this->instanceStride() == PatchStride(kAttribs));
}
TessellateCurvesRenderStep::~TessellateCurvesRenderStep() {}
const char* TessellateCurvesRenderStep::vertexSkSL() const {
return R"(
// TODO: Approximate perspective scaling to match how PatchWriter is configured
// (or provide explicit tessellation level in instance data instead of replicating work).
float2x2 vectorXform = float2x2(localToDevice[0].xy, localToDevice[1].xy);
float2 localCoord = tessellate_filled_curve(
vectorXform, resolveLevel_and_idx.x, resolveLevel_and_idx.y, p01, p23);
float4 devPosition = localToDevice * float4(localCoord, 0.0, 1.0);
devPosition.z = depth;
stepLocalCoords = localCoord;
)";
}
void TessellateCurvesRenderStep::writeVertices(DrawWriter* dw,
const DrawParams& params,
int ssboIndex) const {
SkPath path = params.geometry().shape().asPath(); // TODO: Iterate the Shape directly
BindBufferInfo fixedVertexBuffer = dw->bufferManager()->getStaticBuffer(
BufferType::kVertex,
FixedCountCurves::WriteVertexBuffer,
FixedCountCurves::VertexBufferSize);
BindBufferInfo fixedIndexBuffer = dw->bufferManager()->getStaticBuffer(
BufferType::kIndex,
FixedCountCurves::WriteIndexBuffer,
FixedCountCurves::IndexBufferSize);
int patchReserveCount = FixedCountCurves::PreallocCount(path.countVerbs());
Writer writer{kAttribs, *dw, fixedVertexBuffer, fixedIndexBuffer, patchReserveCount};
writer.updatePaintDepthAttrib(params.order().depthAsFloat());
writer.updateSsboIndexAttrib(ssboIndex);
// The vector xform approximates how the control points are transformed by the shader to
// more accurately compute how many *parametric* segments are needed.
// TODO: This doesn't account for perspective division yet, which will require updating the
// approximate transform based on each verb's control points' bounding box.
SkASSERT(params.transform().type() < Transform::Type::kProjection);
writer.setShaderTransform(wangs_formula::VectorXform{params.transform().matrix()},
params.transform().maxScaleFactor());
// TODO: For filled curves, the path verb loop is simple enough that it's not too big a deal
// to copy the logic from PathCurveTessellator::write_patches. It may be required if we end
// up switching to a shape iterator in graphite vs. a path iterator in ganesh, or if
// graphite does not control point transformation on the CPU. On the other hand, if we
// provide a templated WritePatches function, the iterator could also be a template arg in
// addition to PatchWriter's traits. Whatever pattern we choose will be based more on what's
// best for the wedge and stroke case, which have more complex loops.
for (auto [verb, pts, w] : SkPathPriv::Iterate(path)) {
switch (verb) {
case SkPathVerb::kQuad: writer.writeQuadratic(pts); break;
case SkPathVerb::kConic: writer.writeConic(pts, *w); break;
case SkPathVerb::kCubic: writer.writeCubic(pts); break;
default: break;
}
}
}
void TessellateCurvesRenderStep::writeUniformsAndTextures(const DrawParams& params,
SkPipelineDataGatherer* gatherer) const {
SkDEBUGCODE(UniformExpectationsValidator uev(gatherer, this->uniforms());)
gatherer->write(params.transform().matrix());
}
} // namespace skgpu::graphite