| Index: src/gpu/GrAAHairLinePathRenderer.cpp
|
| diff --git a/src/gpu/GrAAHairLinePathRenderer.cpp b/src/gpu/GrAAHairLinePathRenderer.cpp
|
| index 67c2a32863fdcf3fcdfa6f95617643205ae6aec9..ecd938961e478c5d31d98a566cf76a46f3ee099b 100644
|
| --- a/src/gpu/GrAAHairLinePathRenderer.cpp
|
| +++ b/src/gpu/GrAAHairLinePathRenderer.cpp
|
| @@ -1,4 +1,3 @@
|
| -
|
| /*
|
| * Copyright 2011 Google Inc.
|
| *
|
| @@ -146,9 +145,9 @@ int get_float_exp(float x) {
|
| // Uses the max curvature function for quads to estimate
|
| // where to chop the conic. If the max curvature is not
|
| // found along the curve segment it will return 1 and
|
| -// dst[0] is the orginal conic. If it returns 2 the dst[0]
|
| +// dst[0] is the original conic. If it returns 2 the dst[0]
|
| // and dst[1] are the two new conics.
|
| -int chop_conic(const SkPoint src[3], SkConic dst[2], const SkScalar weight) {
|
| +int split_conic(const SkPoint src[3], SkConic dst[2], const SkScalar weight) {
|
| SkScalar t = SkFindQuadMaxCurvature(src);
|
| if (t == 0) {
|
| if (dst) {
|
| @@ -165,6 +164,21 @@ int chop_conic(const SkPoint src[3], SkConic dst[2], const SkScalar weight) {
|
| }
|
| }
|
|
|
| +// Calls split_conic on the entire conic and then once more on each subsection.
|
| +// Most cases will result in either 1 conic (chop point is not within t range)
|
| +// or 3 points (split once and then one subsection is split again).
|
| +int chop_conic(const SkPoint src[3], SkConic dst[4], const SkScalar weight) {
|
| + SkConic dstTemp[2];
|
| + int conicCnt = split_conic(src, dstTemp, weight);
|
| + if (2 == conicCnt) {
|
| + int conicCnt2 = split_conic(dstTemp[0].fPts, dst, dstTemp[0].fW);
|
| + conicCnt = conicCnt2 + split_conic(dstTemp[1].fPts, &dst[conicCnt2], dstTemp[1].fW);
|
| + } else {
|
| + dst[0] = dstTemp[0];
|
| + }
|
| + return conicCnt;
|
| +}
|
| +
|
| // returns 0 if quad/conic is degen or close to it
|
| // in this case approx the path with lines
|
| // otherwise returns 1
|
| @@ -271,7 +285,10 @@ int generate_lines_and_quads(const SkPath& path,
|
| SkPath::Verb verb = iter.next(pathPts);
|
| switch (verb) {
|
| case SkPath::kConic_Verb: {
|
| - SkConic dst[2];
|
| + SkConic dst[4];
|
| + // We chop the conics to create tighter clipping to hide error
|
| + // that appears near max curvature of very thin conics. Thin
|
| + // hyperbolas with high weight still show error.
|
| int conicCnt = chop_conic(pathPts, dst, iter.conicWeight());
|
| for (int i = 0; i < conicCnt; ++i) {
|
| SkPoint* chopPnts = dst[i].fPts;
|
| @@ -424,21 +441,18 @@ struct Vertex {
|
| SkScalar fC;
|
| } fLine;
|
| struct {
|
| - SkScalar fA;
|
| - SkScalar fB;
|
| - SkScalar fC;
|
| - SkScalar fD;
|
| - SkScalar fE;
|
| - SkScalar fF;
|
| + SkScalar fK;
|
| + SkScalar fL;
|
| + SkScalar fM;
|
| } fConic;
|
| GrVec fQuadCoord;
|
| struct {
|
| - SkScalar fBogus[6];
|
| + SkScalar fBogus[4];
|
| };
|
| };
|
| };
|
|
|
| -GR_STATIC_ASSERT(sizeof(Vertex) == 4 * sizeof(GrPoint));
|
| +GR_STATIC_ASSERT(sizeof(Vertex) == 3 * sizeof(GrPoint));
|
|
|
| void intersect_lines(const SkPoint& ptA, const SkVector& normA,
|
| const SkPoint& ptB, const SkVector& normB,
|
| @@ -538,43 +552,67 @@ void bloat_quad(const SkPoint qpts[3], const SkMatrix* toDevice,
|
| DevToUV.apply<kVertsPerQuad, sizeof(Vertex), sizeof(GrPoint)>(verts);
|
| }
|
|
|
| +// Input:
|
| +// Three control points: p[0], p[1], p[2] and weight: w
|
| +// Output:
|
| +// Let:
|
| +// l = (2*w * (y1 - y0), 2*w * (x0 - x1), 2*w * (x1*y0 - x0*y1))
|
| +// m = (2*w * (y2 - y1), 2*w * (x1 - x2), 2*w * (x2*y1 - x1*y2))
|
| +// k = (y2 - y0, x0 - x2, (x2 - x0)*y0 - (y2 - y0)*x0 )
|
| +void calc_conic_klm(const SkPoint p[3], const SkScalar weight,
|
| + SkScalar k[3], SkScalar l[3], SkScalar m[3]) {
|
| + const SkScalar w2 = 2 * weight;
|
| + l[0] = w2 * (p[1].fY - p[0].fY);
|
| + l[1] = w2 * (p[0].fX - p[1].fX);
|
| + l[2] = w2 * (p[1].fX * p[0].fY - p[0].fX * p[1].fY);
|
| +
|
| + m[0] = w2 * (p[2].fY - p[1].fY);
|
| + m[1] = w2 * (p[1].fX - p[2].fX);
|
| + m[2] = w2 * (p[2].fX * p[1].fY - p[1].fX * p[2].fY);
|
| +
|
| + k[0] = p[2].fY - p[0].fY;
|
| + k[1] = p[0].fX - p[2].fX;
|
| + k[2] = (p[2].fX - p[0].fX) * p[0].fY - (p[2].fY - p[0].fY) * p[0].fX;
|
| +
|
| + // scale the max absolute value of coeffs to 10
|
| + SkScalar scale = 0.0f;
|
| + for (int i = 0; i < 3; ++i) {
|
| + scale = SkMaxScalar(scale, SkScalarAbs(k[i]));
|
| + scale = SkMaxScalar(scale, SkScalarAbs(l[i]));
|
| + scale = SkMaxScalar(scale, SkScalarAbs(m[i]));
|
| + }
|
| + GrAssert(scale > 0);
|
| + scale /= 10.0f;
|
| + k[0] /= scale;
|
| + k[1] /= scale;
|
| + k[2] /= scale;
|
| + l[0] /= scale;
|
| + l[1] /= scale;
|
| + l[2] /= scale;
|
| + m[0] /= scale;
|
| + m[1] /= scale;
|
| + m[2] /= scale;
|
| +}
|
|
|
| +// Equations based off of Loop-Blinn Quadratic GPU Rendering
|
| // Input Parametric:
|
| // P(t) = (P0*(1-t)^2 + 2*w*P1*t*(1-t) + P2*t^2) / (1-t)^2 + 2*w*t*(1-t) + t^2)
|
| // Output Implicit:
|
| -// Ax^2 + Bxy + Cy^2 + Dx + Ey + F = 0
|
| -// A = 4w^2*(y0-y1)(y1-y2)-(y0-y2)^2
|
| -// B = 4w^2*((x0-x1)(y2-y1)+(x1-x2)(y1-y0)) + 2(x0-x2)(y0-y2)
|
| -// C = 4w^2(x0-x1)(x1-x2) - (x0-x2)^2
|
| -// D = 4w^2((x0y1-x1y0)(y1-y2)+(x1y2-x2y1)(y0-y1)) + 2(y2-y0)(x0y2-x2y0)
|
| -// E = 4w^2((y0x1-y1x0)(x1-x2)+(y1x2-y2x1)(x0-x1)) + 2(x2-x0)(y0x2-y2x0)
|
| -// F = 4w^2(x1y2-x2y1)(x0y1-x1y0) - (x2y0-x0y2)^2
|
| -
|
| +// f(x, y, w) = f(P) = K^2 - LM
|
| +// K = dot(k, P), L = dot(l, P), M = dot(m, P)
|
| +// k, l, m are calculated in function calc_conic_klm
|
| void set_conic_coeffs(const SkPoint p[3], Vertex verts[kVertsPerQuad], const float weight) {
|
| - const float ww4 = 4 * weight * weight;
|
| - const float x0Mx1 = p[0].fX - p[1].fX;
|
| - const float x1Mx2 = p[1].fX - p[2].fX;
|
| - const float x0Mx2 = p[0].fX - p[2].fX;
|
| - const float y0My1 = p[0].fY - p[1].fY;
|
| - const float y1My2 = p[1].fY - p[2].fY;
|
| - const float y0My2 = p[0].fY - p[2].fY;
|
| - const float x0y1Mx1y0 = p[0].fX*p[1].fY - p[1].fX*p[0].fY;
|
| - const float x1y2Mx2y1 = p[1].fX*p[2].fY - p[2].fX*p[1].fY;
|
| - const float x0y2Mx2y0 = p[0].fX*p[2].fY - p[2].fX*p[0].fY;
|
| - const float a = ww4 * y0My1 * y1My2 - y0My2 * y0My2;
|
| - const float b = -ww4 * (x0Mx1 * y1My2 + x1Mx2 * y0My1) + 2 * x0Mx2 * y0My2;
|
| - const float c = ww4 * x0Mx1 * x1Mx2 - x0Mx2 * x0Mx2;
|
| - const float d = ww4 * (x0y1Mx1y0 * y1My2 + x1y2Mx2y1 * y0My1) - 2 * y0My2 * x0y2Mx2y0;
|
| - const float e = -ww4 * (x0y1Mx1y0 * x1Mx2 + x1y2Mx2y1 * x0Mx1) + 2 * x0Mx2 * x0y2Mx2y0;
|
| - const float f = ww4 * x1y2Mx2y1 * x0y1Mx1y0 - x0y2Mx2y0 * x0y2Mx2y0;
|
| + SkScalar k[3];
|
| + SkScalar l[3];
|
| + SkScalar m[3];
|
| +
|
| + calc_conic_klm(p, weight, k, l, m);
|
|
|
| for (int i = 0; i < kVertsPerQuad; ++i) {
|
| - verts[i].fConic.fA = a/f;
|
| - verts[i].fConic.fB = b/f;
|
| - verts[i].fConic.fC = c/f;
|
| - verts[i].fConic.fD = d/f;
|
| - verts[i].fConic.fE = e/f;
|
| - verts[i].fConic.fF = f/f;
|
| + const SkPoint pnt = verts[i].fPos;
|
| + verts[i].fConic.fK = pnt.fX * k[0] + pnt.fY * k[1] + k[2];
|
| + verts[i].fConic.fL = pnt.fX * l[0] + pnt.fY * l[1] + l[2];
|
| + verts[i].fConic.fM = pnt.fX * m[0] + pnt.fY * m[1] + m[2];
|
| }
|
| }
|
|
|
| @@ -651,12 +689,47 @@ void add_line(const SkPoint p[2],
|
| }
|
|
|
| /**
|
| + * Shader is based off of Loop-Blinn Quadratic GPU Rendering
|
| * The output of this effect is a hairline edge for conics.
|
| - * Conics specified by implicit equation Ax^2 + Bxy + Cy^2 + Dx + Ey + F = 0.
|
| - * A, B, C, D are the first vec4 of vertex attributes and
|
| - * E and F are the vec2 attached to 2nd vertex attrribute.
|
| + * Conics specified by implicit equation K^2 - LM.
|
| + * K, L, and M, are the first three values of the vertex attribute,
|
| + * the fourth value is not used. Distance is calculated using a
|
| + * first order approximation from the taylor series.
|
| * Coverage is max(0, 1-distance).
|
| */
|
| +
|
| +/**
|
| + * Test were also run using a second order distance approximation.
|
| + * There were two versions of the second order approx. The first version
|
| + * is of roughly the form:
|
| + * f(q) = |f(p)| - ||f'(p)||*||q-p|| - ||f''(p)||*||q-p||^2.
|
| + * The second is similar:
|
| + * f(q) = |f(p)| + ||f'(p)||*||q-p|| + ||f''(p)||*||q-p||^2.
|
| + * The exact version of the equations can be found in the paper
|
| + * "Distance Approximations for Rasterizing Implicit Curves" by Gabriel Taubin
|
| + *
|
| + * In both versions we solve the quadratic for ||q-p||.
|
| + * Version 1:
|
| + * gFM is magnitude of first partials and gFM2 is magnitude of 2nd partials (as derived from paper)
|
| + * builder->fsCodeAppend("\t\tedgeAlpha = (sqrt(gFM*gFM+4.0*func*gF2M) - gFM)/(2.0*gF2M);\n");
|
| + * Version 2:
|
| + * builder->fsCodeAppend("\t\tedgeAlpha = (gFM - sqrt(gFM*gFM-4.0*func*gF2M))/(2.0*gF2M);\n");
|
| + *
|
| + * Also note that 2nd partials of k,l,m are zero
|
| + *
|
| + * When comparing the two second order approximations to the first order approximations,
|
| + * the following results were found. Version 1 tends to underestimate the distances, thus it
|
| + * basically increases all the error that we were already seeing in the first order
|
| + * approx. So this version is not the one to use. Version 2 has the opposite effect
|
| + * and tends to overestimate the distances. This is much closer to what we are
|
| + * looking for. It is able to render ellipses (even thin ones) without the need to chop.
|
| + * However, it can not handle thin hyperbolas well and thus would still rely on
|
| + * chopping to tighten the clipping. Another side effect of the overestimating is
|
| + * that the curves become much thinner and "ropey". If all that was ever rendered
|
| + * were "not too thin" curves and ellipses then 2nd order may have an advantage since
|
| + * only one geometry would need to be rendered. However no benches were run comparing
|
| + * chopped first order and non chopped 2nd order.
|
| + */
|
| class HairConicEdgeEffect : public GrEffect {
|
| public:
|
| static GrEffectRef* Create() {
|
| @@ -689,38 +762,32 @@ public:
|
| const char* outputColor,
|
| const char* inputColor,
|
| const TextureSamplerArray& samplers) SK_OVERRIDE {
|
| - const char *vsCoeffABCDName, *fsCoeffABCDName;
|
| - const char *vsCoeffEFName, *fsCoeffEFName;
|
| + const char *vsName, *fsName;
|
|
|
| SkAssertResult(builder->enableFeature(
|
| GrGLShaderBuilder::kStandardDerivatives_GLSLFeature));
|
| - builder->addVarying(kVec4f_GrSLType, "ConicCoeffsABCD",
|
| - &vsCoeffABCDName, &fsCoeffABCDName);
|
| + builder->addVarying(kVec4f_GrSLType, "ConicCoeffs",
|
| + &vsName, &fsName);
|
| const SkString* attr0Name =
|
| builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
|
| - builder->vsCodeAppendf("\t%s = %s;\n", vsCoeffABCDName, attr0Name->c_str());
|
| -
|
| - builder->addVarying(kVec2f_GrSLType, "ConicCoeffsEF",
|
| - &vsCoeffEFName, &fsCoeffEFName);
|
| - const SkString* attr1Name =
|
| - builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[1]);
|
| - builder->vsCodeAppendf("\t%s = %s;\n", vsCoeffEFName, attr1Name->c_str());
|
| -
|
| - // Based on Gustavson 2006: "Beyond the Pixel: towards infinite resolution textures"
|
| - builder->fsCodeAppendf("\t\tfloat edgeAlpha;\n");
|
| -
|
| - builder->fsCodeAppendf("\t\tvec3 uv1 = vec3(%s.xy, 1);\n", builder->fragmentPosition());
|
| - builder->fsCodeAppend("\t\tvec3 u2uvv2 = uv1.xxy * uv1.xyy;\n");
|
| - builder->fsCodeAppendf("\t\tvec3 ABC = %s.xyz;\n", fsCoeffABCDName);
|
| - builder->fsCodeAppendf("\t\tvec3 DEF = vec3(%s.w, %s.xy);\n",
|
| - fsCoeffABCDName, fsCoeffEFName);
|
| -
|
| - builder->fsCodeAppend("\t\tfloat dfdx = dot(uv1,vec3(2.0*ABC.x,ABC.y,DEF.x));\n");
|
| - builder->fsCodeAppend("\t\tfloat dfdy = dot(uv1,vec3(ABC.y, 2.0*ABC.z,DEF.y));\n");
|
| - builder->fsCodeAppend("\t\tfloat gF = dfdx*dfdx + dfdy*dfdy;\n");
|
| - builder->fsCodeAppend("\t\tedgeAlpha = dot(ABC,u2uvv2) + dot(DEF,uv1);\n");
|
| - builder->fsCodeAppend("\t\tedgeAlpha = sqrt(edgeAlpha*edgeAlpha / gF);\n");
|
| - builder->fsCodeAppend("\t\tedgeAlpha = max((1.0 - edgeAlpha), 0.0);\n");
|
| + builder->vsCodeAppendf("\t%s = %s;\n", vsName, attr0Name->c_str());
|
| +
|
| + builder->fsCodeAppend("\t\tfloat edgeAlpha;\n");
|
| +
|
| + builder->fsCodeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
|
| + builder->fsCodeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
|
| + builder->fsCodeAppendf("\t\tfloat dfdx =\n"
|
| + "\t\t\t2.0*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
|
| + fsName, fsName, fsName);
|
| + builder->fsCodeAppendf("\t\tfloat dfdy =\n"
|
| + "\t\t\t2.0*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
|
| + fsName, fsName, fsName);
|
| + builder->fsCodeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
|
| + builder->fsCodeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
|
| + builder->fsCodeAppendf("\t\tfloat func = abs(%s.x*%s.x - %s.y*%s.z);\n", fsName, fsName,
|
| + fsName, fsName);
|
| + builder->fsCodeAppend("\t\tedgeAlpha = func / gFM;\n");
|
| + builder->fsCodeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
|
| // Add line below for smooth cubic ramp
|
| // builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
|
|
|
| @@ -742,8 +809,6 @@ public:
|
| private:
|
| HairConicEdgeEffect() {
|
| this->addVertexAttrib(kVec4f_GrSLType);
|
| - this->addVertexAttrib(kVec2f_GrSLType);
|
| - this->setWillReadFragmentPosition();
|
| }
|
|
|
| virtual bool onIsEqual(const GrEffect& other) const SK_OVERRIDE {
|
| @@ -761,9 +826,8 @@ GrEffectRef* HairConicEdgeEffect::TestCreate(SkMWCRandom* random,
|
| GrContext*,
|
| const GrDrawTargetCaps& caps,
|
| GrTexture*[]) {
|
| - return HairConicEdgeEffect::Create();
|
| + return caps.shaderDerivativeSupport() ? HairConicEdgeEffect::Create() : NULL;
|
| }
|
| -///////////////////////////////////////////////////////////////////////////////
|
|
|
| /**
|
| * The output of this effect is a hairline edge for quadratics.
|
| @@ -965,14 +1029,6 @@ extern const GrVertexAttrib gHairlineAttribs[] = {
|
| {kVec2f_GrVertexAttribType, 0, kPosition_GrVertexAttribBinding},
|
| {kVec4f_GrVertexAttribType, sizeof(GrPoint), kEffect_GrVertexAttribBinding}
|
| };
|
| -
|
| -// Conic
|
| -// position + ABCD + EF
|
| -extern const GrVertexAttrib gConicVertexAttribs[] = {
|
| - { kVec2f_GrVertexAttribType, 0, kPosition_GrVertexAttribBinding },
|
| - { kVec4f_GrVertexAttribType, sizeof(GrPoint), kEffect_GrVertexAttribBinding },
|
| - { kVec2f_GrVertexAttribType, 3*sizeof(GrPoint), kEffect_GrVertexAttribBinding }
|
| -};
|
| };
|
|
|
| bool GrAAHairLinePathRenderer::createGeom(
|
| @@ -1011,7 +1067,7 @@ bool GrAAHairLinePathRenderer::createGeom(
|
| int vertCnt = kVertsPerLineSeg * *lineCnt + kVertsPerQuad * *quadCnt +
|
| kVertsPerQuad * *conicCnt;
|
|
|
| - target->drawState()->setVertexAttribs<gConicVertexAttribs>(SK_ARRAY_COUNT(gConicVertexAttribs));
|
| + target->drawState()->setVertexAttribs<gHairlineAttribs>(SK_ARRAY_COUNT(gHairlineAttribs));
|
| GrAssert(sizeof(Vertex) == target->getDrawState().getVertexSize());
|
|
|
| if (!arg->set(target, vertCnt, 0)) {
|
| @@ -1056,13 +1112,11 @@ bool GrAAHairLinePathRenderer::canDrawPath(const SkPath& path,
|
| return false;
|
| }
|
|
|
| - static const uint32_t gReqDerivMask = SkPath::kCubic_SegmentMask |
|
| - SkPath::kQuad_SegmentMask;
|
| - if (!target->caps()->shaderDerivativeSupport() &&
|
| - (gReqDerivMask & path.getSegmentMasks())) {
|
| - return false;
|
| + if (SkPath::kLine_SegmentMask == path.getSegmentMasks() ||
|
| + target->caps()->shaderDerivativeSupport()) {
|
| + return true;
|
| }
|
| - return true;
|
| + return false;
|
| }
|
|
|
| bool GrAAHairLinePathRenderer::onDrawPath(const SkPath& path,
|
|
|