Index: src/gpu/batches/GrPLSPathRenderer.h |
diff --git a/src/gpu/batches/GrPLSPathRenderer.h b/src/gpu/batches/GrPLSPathRenderer.h |
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+++ b/src/gpu/batches/GrPLSPathRenderer.h |
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+ |
+/* |
+ * Copyright 2012 Google Inc. |
+ * |
+ * Use of this source code is governed by a BSD-style license that can be |
+ * found in the LICENSE file. |
+ */ |
+ |
+#ifndef GrPLSPathRenderer_DEFINED |
+#define GrPLSPathRenderer_DEFINED |
+ |
+#include "GrPathRenderer.h" |
+ |
+/* |
+ * Renders arbitrary antialiased paths using pixel local storage as a scratch buffer. The overall |
+ * technique is very similar to the approach presented in "Resolution independent rendering of |
+ * deformable vector objects using graphics hardware" by Kokojima et al. |
+ |
+ * We first render the straight-line portions of the path (essentially pretending as if all segments |
+ * were kLine_Verb) as a triangle fan, using a fragment shader which updates the winding counts |
+ * appropriately. We then render the curved portions of the path using a Loop-Blinn shader which |
+ * calculates which portion of the triangle is covered by the quad (conics and cubics are split down |
+ * to quads). Where we diverge from Kokojima is that, instead of rendering into the stencil buffer |
+ * and using built-in MSAA to handle straight-line antialiasing, we use the pixel local storage area |
+ * and calculate the MSAA ourselves in the fragment shader. Essentially, we manually evaluate the |
+ * coverage of each pixel four times, storing four winding counts into the pixel local storage area, |
+ * and compute the final coverage based on those winding counts. |
+ * |
+ * Our approach is complicated by the need to perform antialiasing on straight edges as well, |
+ * without relying on hardware MSAA. We instead bloat the triangles to ensure complete coverage, |
+ * pass the original (un-bloated) vertices in to the fragment shader, and then have the fragment |
+ * shader use these vertices to evaluate whether a given sample is located within the triangle or |
+ * not. This gives us MSAA4 edges on triangles which line up nicely with no seams. We similarly face |
+ * problems on the back (flat) edges of quads, where we have to ensure that the back edge is |
+ * antialiased in the same way. Similar to the triangle case, we pass in the two (unbloated) |
+ * vertices defining the back edge of the quad and the fragment shader uses these vertex coordinates |
+ * to discard samples falling on the other side of the quad's back edge. |
+ */ |
+class GrPLSPathRenderer : public GrPathRenderer { |
+public: |
+ GrPLSPathRenderer(); |
+ |
+ bool onCanDrawPath(const CanDrawPathArgs& args) const override; |
+ |
+protected: |
+ bool onDrawPath(const DrawPathArgs& args) override; |
+}; |
+ |
+#endif |