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Side by Side Diff: src/core/SkNormalBevelSource.cpp

Issue 2151653002: Added math for SkNormalBevelSource to create bevels on GPU side (Closed) Base URL: https://skia.googlesource.com/skia@dvonbeck-bevel-impl-0
Patch Set: Optimized math calculations, addressed patch 9 comments Created 4 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2016 Google Inc. 2 * Copyright 2016 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "SkNormalBevelSource.h" 8 #include "SkNormalBevelSource.h"
9 9
10 #include "SkNormalSource.h" 10 #include "SkNormalSource.h"
11 #include "SkNormalSourcePriv.h" 11 #include "SkNormalSourcePriv.h"
12 #include "SkPoint3.h" 12 #include "SkPoint3.h"
13 #include "SkReadBuffer.h" 13 #include "SkReadBuffer.h"
14 #include "SkWriteBuffer.h" 14 #include "SkWriteBuffer.h"
15 15
16 #if SK_SUPPORT_GPU 16 #if SK_SUPPORT_GPU
17 #include "GrInvariantOutput.h" 17 #include "GrInvariantOutput.h"
18 #include "glsl/GrGLSLFragmentProcessor.h" 18 #include "glsl/GrGLSLFragmentProcessor.h"
19 #include "glsl/GrGLSLFragmentShaderBuilder.h" 19 #include "glsl/GrGLSLFragmentShaderBuilder.h"
20 #include "SkGr.h" 20 #include "SkGr.h"
21 21
22 /** \class NormalBevelFP
23 *
24 * Fragment processor for the SkNormalBevelSource.
25 *
26 * @param bevelType type of the bevel
27 * @param bevelWidth width of the bevel in device space
28 * @param bevelHeight height of the bevel in device space
29 */
22 class NormalBevelFP : public GrFragmentProcessor { 30 class NormalBevelFP : public GrFragmentProcessor {
23 public: 31 public:
24 NormalBevelFP(SkNormalSource::BevelType type, SkScalar width, SkScalar heigh t) 32 NormalBevelFP(SkNormalSource::BevelType bevelType, SkScalar bevelWidth, SkSc alar bevelHeight)
25 : fType(type) 33 : fBevelType(bevelType)
26 , fWidth(width) 34 , fBevelWidth(bevelWidth)
27 , fHeight(height) { 35 , fBevelHeight(bevelHeight) {
28 this->initClassID<NormalBevelFP>(); 36 this->initClassID<NormalBevelFP>();
29 37
30 fUsesDistanceVectorField = true; 38 fUsesDistanceVectorField = true;
31 } 39 }
32 40
33 class GLSLNormalBevelFP : public GLSLNormalFP { 41 class GLSLNormalBevelFP : public GLSLNormalFP {
34 public: 42 public:
35 GLSLNormalBevelFP() { 43 GLSLNormalBevelFP() {
36 fPrevWidth = SkFloatToScalar(0.0f); 44 fPrevWidth = SkFloatToScalar(0.0f);
37 fPrevHeight = SkFloatToScalar(0.0f); 45 fPrevHeight = SkFloatToScalar(0.0f);
38 } 46 }
39 47
40 void onEmitCode(EmitArgs& args) override { 48 void onEmitCode(EmitArgs& args) override {
41 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; 49 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
50 const NormalBevelFP& fp = args.fFp.cast<NormalBevelFP>();
42 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; 51 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
43 52
44 const char* widthUniName = nullptr; 53 const char* widthUniName = nullptr;
45 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloa t_GrSLType, 54 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloa t_GrSLType,
46 kDefault_GrSLPrecision, "Width", &widthUniName); 55 kDefault_GrSLPrecision, "Width", &widthUniName);
47 56
48 const char* heightUniName = nullptr; 57 const char* heightUniName = nullptr;
49 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFlo at_GrSLType, 58 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFlo at_GrSLType,
50 kDefault_GrSLPrecision, "Height", &heightUniName); 59 kDefault_GrSLPrecision, "Height", &heightUniName);
51 60
52 fragBuilder->codeAppendf("%s = vec4(0.0, 0.0, 1.0, 0.0);", args.fOut putColor); 61 // Here we are splitting the distance vector into length and normali zed direction
62 // TODO: Output these values from the geometry processor frag code i nstead of the vector
63 fragBuilder->codeAppendf("float dv_length = length(%s);",
64 fragBuilder->distanceVectorName());
65 fragBuilder->codeAppendf("vec2 dv_norm = normalize(%s);",
66 fragBuilder->distanceVectorName());
67
68 fragBuilder->codeAppend( "vec3 normal;");
69 fragBuilder->codeAppendf("if (dv_length >= %s) {", widthUniName);
70 fragBuilder->codeAppend( " normal = vec3(0.0, 0.0, 1.0);");
71 fragBuilder->codeAppend( "} else {");
72 this->emitMath(fragBuilder, fp.fBevelType, widthUniName, heightUniNa me);
73 fragBuilder->codeAppend( "}");
74 fragBuilder->codeAppendf("%s = vec4(normal, 0.0);", args.fOutputColo r);
53 } 75 }
54 76
55 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 77 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
56 GrProcessorKeyBuilder* b) { 78 GrProcessorKeyBuilder* b) {
57 const NormalBevelFP& fp = proc.cast<NormalBevelFP>(); 79 const NormalBevelFP& fp = proc.cast<NormalBevelFP>();
58 b->add32(static_cast<int>(fp.fType)); 80 b->add32(static_cast<int>(fp.fBevelType));
59 } 81 }
60 82
61 protected: 83 protected:
62 void setNormalData(const GrGLSLProgramDataManager& pdman, 84 void setNormalData(const GrGLSLProgramDataManager& pdman,
63 const GrProcessor& proc) override { 85 const GrProcessor& proc) override {
64 const NormalBevelFP& normalBevelFP = proc.cast<NormalBevelFP>(); 86 const NormalBevelFP& normalBevelFP = proc.cast<NormalBevelFP>();
65 87
66 if (fPrevWidth != normalBevelFP.fWidth) { 88 if (fPrevWidth != normalBevelFP.fBevelWidth) {
67 pdman.set1f(fWidthUni, normalBevelFP.fWidth); 89 pdman.set1f(fWidthUni, normalBevelFP.fBevelWidth);
68 fPrevWidth = normalBevelFP.fWidth; 90 fPrevWidth = normalBevelFP.fBevelWidth;
69 } 91 }
70 if (fPrevHeight != normalBevelFP.fHeight) { 92 if (fPrevHeight != normalBevelFP.fBevelHeight) {
71 pdman.set1f(fHeightUni, normalBevelFP.fHeight); 93 pdman.set1f(fHeightUni, normalBevelFP.fBevelHeight);
72 fPrevHeight = normalBevelFP.fHeight; 94 fPrevHeight = normalBevelFP.fBevelHeight;
73 } 95 }
74 } 96 }
75 97
98 void emitMath(GrGLSLFPFragmentBuilder* fb, SkNormalSource::BevelType typ e,
99 const char* width, const char* height) {
100 const char* distanceVector = fb->distanceVectorName();
101
102 // Setting t to the distance from the end of the bevel as opposed to the beginning if
103 // the bevel is rounded in.
104 if ( type == SkNormalSource::BevelType::kRoundedIn ) {
egdaniel 2016/08/04 03:08:17 this should be inside roundOut/In section right?
dvonbeck 2016/08/04 17:57:25 I guess it makes more sense over there. Done.
105 fb->codeAppendf("float t = %s - dv_length;", width);
106 } else if (type == SkNormalSource::BevelType::kRoundedOut) {
107 fb->codeAppendf("float t = dv_length;");
108 }
109
110 switch (type) {
111 case SkNormalSource::BevelType::kLinear:
112 fb->codeAppendf("normal = normalize(%s*vec3(%s, 0.0) + vec3( 0.0, 0.0, %s));",
egdaniel 2016/08/04 03:08:17 I don't think this is correct. Without going into
dvonbeck 2016/08/04 17:57:25 Done.
113 height, distanceVector, width);
114 break;
115 case SkNormalSource::BevelType::kRoundedOut:
116 // Fall through
117 case SkNormalSource::BevelType::kRoundedIn:
118 fb->codeAppendf("float rootTOverW = sqrt(t/%s);", width);
119
120 // Calculating the d- and z-components of the normal, where 'd' is the axis
121 // co-linear to the distance vector. Equation was derived fr om the formula for
122 // a bezier curve.
123 fb->codeAppendf("vec2 unnormalizedNormal_dz = vec2(%s*(1.0-r ootTOverW), "
egdaniel 2016/08/04 03:08:17 just trying to confirm in my head, since we multip
dvonbeck 2016/08/04 17:57:25 Yes. I think it's more that my math explicitly bui
124 "%s*rootT OverW);",
125 height, width);
126 fb->codeAppendf("vec2 normal_dz = normalize(unnormalizedNorm al_dz);");
127
128 // Multiplying the d-component of the normal with the normal ized distance vector
129 // splitting it in x- and y-components
130 fb->codeAppendf("normal = vec3(normal_dz.x*dv_norm, normal_d z.y);");
131
132 break;
133 default:
134 SkDEBUGFAIL("Invalid bevel type passed to emitMath");
135 }
136 }
137
76 private: 138 private:
77 SkScalar fPrevWidth; 139 SkScalar fPrevWidth;
78 GrGLSLProgramDataManager::UniformHandle fWidthUni; 140 GrGLSLProgramDataManager::UniformHandle fWidthUni;
79 141
80 SkScalar fPrevHeight; 142 SkScalar fPrevHeight;
81 GrGLSLProgramDataManager::UniformHandle fHeightUni; 143 GrGLSLProgramDataManager::UniformHandle fHeightUni;
82 }; 144 };
83 145
84 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { 146 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
85 GLSLNormalBevelFP::GenKey(*this, caps, b); 147 GLSLNormalBevelFP::GenKey(*this, caps, b);
86 } 148 }
87 149
88 const char* name() const override { return "NormalBevelFP"; } 150 const char* name() const override { return "NormalBevelFP"; }
89 151
90 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { 152 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
91 inout->setToUnknown(GrInvariantOutput::ReadInput::kWillNot_ReadInput); 153 inout->setToUnknown(GrInvariantOutput::ReadInput::kWillNot_ReadInput);
92 } 154 }
93 155
94 private: 156 private:
95 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalBevelFP; } 157 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalBevelFP; }
96 158
97 bool onIsEqual(const GrFragmentProcessor& proc) const override { 159 bool onIsEqual(const GrFragmentProcessor& proc) const override {
98 const NormalBevelFP& normalBevelFP = proc.cast<NormalBevelFP>(); 160 const NormalBevelFP& normalBevelFP = proc.cast<NormalBevelFP>();
99 return fType == normalBevelFP.fType && 161 return fBevelType == normalBevelFP.fBevelType &&
100 fWidth == normalBevelFP.fWidth && 162 fBevelWidth == normalBevelFP.fBevelWidth &&
101 fHeight == normalBevelFP.fHeight; 163 fBevelHeight == normalBevelFP.fBevelHeight;
102 } 164 }
103 165
104 SkNormalSource::BevelType fType; 166 SkNormalSource::BevelType fBevelType;
105 SkScalar fWidth; 167 SkScalar fBevelWidth;
106 SkScalar fHeight; 168 SkScalar fBevelHeight;
107 }; 169 };
108 170
109 sk_sp<GrFragmentProcessor> SkNormalBevelSourceImpl::asFragmentProcessor( 171 sk_sp<GrFragmentProcessor> SkNormalBevelSourceImpl::asFragmentProcessor(
110 const SkShader::AsFPArgs&) const { 172 const SkShader::AsFPArgs& args) const {
111 173
112 return sk_make_sp<NormalBevelFP>(fType, fWidth, fHeight); 174 SkScalar maxScale = args.fViewMatrix->getMaxScale();
175
176 // Providing device-space width and height
177 return sk_make_sp<NormalBevelFP>(fType, maxScale * fWidth, maxScale * fHeigh t);
113 } 178 }
114 179
115 #endif // SK_SUPPORT_GPU 180 #endif // SK_SUPPORT_GPU
116 181
117 //////////////////////////////////////////////////////////////////////////// 182 ////////////////////////////////////////////////////////////////////////////
118 183
119 SkNormalBevelSourceImpl::Provider::Provider() {} 184 SkNormalBevelSourceImpl::Provider::Provider() {}
120 185
121 SkNormalBevelSourceImpl::Provider::~Provider() {} 186 SkNormalBevelSourceImpl::Provider::~Provider() {}
122 187
(...skipping 37 matching lines...) Expand 10 before | Expand all | Expand 10 after
160 sk_sp<SkNormalSource> SkNormalSource::MakeBevel(BevelType type, SkScalar width, SkScalar height) { 225 sk_sp<SkNormalSource> SkNormalSource::MakeBevel(BevelType type, SkScalar width, SkScalar height) {
161 /* TODO make sure this checks are tolerant enough to account for loss of con version when GPUs 226 /* TODO make sure this checks are tolerant enough to account for loss of con version when GPUs
162 use 16-bit float types. We don't want to assume stuff is non-zero on the GPU and be wrong.*/ 227 use 16-bit float types. We don't want to assume stuff is non-zero on the GPU and be wrong.*/
163 SkASSERT(width > 0.0f && !SkScalarNearlyZero(width)); 228 SkASSERT(width > 0.0f && !SkScalarNearlyZero(width));
164 if (SkScalarNearlyZero(height)) { 229 if (SkScalarNearlyZero(height)) {
165 return SkNormalSource::MakeFlat(); 230 return SkNormalSource::MakeFlat();
166 } 231 }
167 232
168 return sk_make_sp<SkNormalBevelSourceImpl>(type, width, height); 233 return sk_make_sp<SkNormalBevelSourceImpl>(type, width, height);
169 } 234 }
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