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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: Corrected and optimized linear bevel, addressed patch 10 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 bool needWidth = true;
45 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloa t_GrSLType, 54 bool needHeight = (fp.fBevelType == SkNormalSource::BevelType::kRoun dedOut ||
46 kDefault_GrSLPrecision, "Width", &widthUniName); 55 fp.fBevelType == SkNormalSource::BevelType::kRoun dedIn);
56 bool needNormalized = (fp.fBevelType == SkNormalSource::BevelType::k Linear);
57
58 const char *widthUniName = nullptr;
59 if (needWidth) {
60 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, k Float_GrSLType,
61 kDefault_GrSLPrecision, " Width",
62 &widthUniName);
63 }
47 64
48 const char* heightUniName = nullptr; 65 const char* heightUniName = nullptr;
49 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFlo at_GrSLType, 66 if (needHeight) {
50 kDefault_GrSLPrecision, "Height", &heightUniName); 67 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat_GrSLType,
68 kDefault_GrSLPrecision, "Height",
69 &heightUniName);
70 }
51 71
52 fragBuilder->codeAppendf("%s = vec4(0.0, 0.0, 1.0, 0.0);", args.fOut putColor); 72 const char* normalizedWidthUniName = nullptr;
73 const char* normalizedHeightUniName = nullptr;
74 if (needNormalized) {
75 fNormalizedWidthUni = uniformHandler->addUniform(kFragment_GrSha derFlag,
76 kFloat_GrSLType ,
77 kDefault_GrSLPr ecision,
78 "NormalizedWidt h",
79 &normalizedWidt hUniName);
80 fNormalizedHeightUni = uniformHandler->addUniform(kFragment_GrSh aderFlag,
81 kFloat_GrSLTyp e,
82 kDefault_GrSLP recision,
83 "NormalizedHei ght",
84 &normalizedHei ghtUniName);
85 }
86
87 // Here we are splitting the distance vector into length and normali zed direction
88 // TODO: Output these values from the geometry processor frag code i nstead of the vector
89 fragBuilder->codeAppendf("float dv_length = length(%s);",
90 fragBuilder->distanceVectorName());
91 fragBuilder->codeAppendf("vec2 dv_norm = normalize(%s);",
92 fragBuilder->distanceVectorName());
93
94 fragBuilder->codeAppend( "vec3 normal;");
95 fragBuilder->codeAppendf("if (dv_length >= %s) {", widthUniName);
96 fragBuilder->codeAppend( " normal = vec3(0.0, 0.0, 1.0);");
97 fragBuilder->codeAppend( "} else {");
98 this->emitMath(fragBuilder, fp.fBevelType, widthUniName, heightUniNa me,
99 normalizedWidthUniName, normalizedHeightUniName);
100 fragBuilder->codeAppend( "}");
101 fragBuilder->codeAppendf("%s = vec4(normal, 0.0);", args.fOutputColo r);
53 } 102 }
54 103
55 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 104 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
56 GrProcessorKeyBuilder* b) { 105 GrProcessorKeyBuilder* b) {
57 const NormalBevelFP& fp = proc.cast<NormalBevelFP>(); 106 const NormalBevelFP& fp = proc.cast<NormalBevelFP>();
58 b->add32(static_cast<int>(fp.fType)); 107 b->add32(static_cast<int>(fp.fBevelType));
59 } 108 }
60 109
61 protected: 110 protected:
62 void setNormalData(const GrGLSLProgramDataManager& pdman, 111 void setNormalData(const GrGLSLProgramDataManager& pdman,
63 const GrProcessor& proc) override { 112 const GrProcessor& proc) override {
64 const NormalBevelFP& normalBevelFP = proc.cast<NormalBevelFP>(); 113 const NormalBevelFP& normalBevelFP = proc.cast<NormalBevelFP>();
65 114
66 if (fPrevWidth != normalBevelFP.fWidth) { 115 // Updating uniform if bevel type requires it and data has changed
67 pdman.set1f(fWidthUni, normalBevelFP.fWidth); 116
68 fPrevWidth = normalBevelFP.fWidth; 117 bool needWidth = true;
118 bool needHeight = (normalBevelFP.fBevelType == SkNormalSource::Bevel Type::kRoundedOut ||
119 normalBevelFP.fBevelType == SkNormalSource::Bevel Type::kRoundedIn);
120 bool needNormalized = (normalBevelFP.fBevelType == SkNormalSource::B evelType::kLinear);
121
122 bool dirtyWidth = (fPrevWidth != normalBevelFP.fBevelWidth);
123 bool dirtyHeight = (fPrevHeight != normalBevelFP.fBevelHeight);
124 bool dirtyNormalized = (dirtyHeight || dirtyWidth);
125
126
127 if (needWidth && dirtyWidth) {
128 pdman.set1f(fWidthUni, normalBevelFP.fBevelWidth);
129 fPrevWidth = normalBevelFP.fBevelWidth;
69 } 130 }
70 if (fPrevHeight != normalBevelFP.fHeight) { 131 if (needHeight && dirtyHeight) {
71 pdman.set1f(fHeightUni, normalBevelFP.fHeight); 132 pdman.set1f(fHeightUni, normalBevelFP.fBevelHeight);
72 fPrevHeight = normalBevelFP.fHeight; 133 fPrevHeight = normalBevelFP.fBevelHeight;
134 }
135 if (needNormalized && dirtyNormalized) {
136 SkScalar height = normalBevelFP.fBevelHeight;
137 SkScalar width = normalBevelFP.fBevelWidth;
138
139 SkScalar length = SkScalarSqrt(SkScalarSquare(height) + SkScalar Square(width));
140 pdman.set1f(fNormalizedHeightUni, height/length);
141 pdman.set1f(fNormalizedWidthUni, width/length);
73 } 142 }
74 } 143 }
75 144
145 // This method emits the code that calculates the normal orthgonal to th e simulated beveled
146 // surface. In the comments inside the function, the math involved is de scribed. For this
147 // purpose, the d-axis is defined to be the axis co-linear to the distan ce vector, where the
148 // origin is the end of the bevel inside the shape.
149 void emitMath(GrGLSLFPFragmentBuilder* fb, SkNormalSource::BevelType typ e,
150 const char* width, const char* height, const char* normali zedWidth,
151 const char* normalizedHeight) {
152 switch (type) {
153 case SkNormalSource::BevelType::kLinear:
154 // Because the slope of the bevel is -height/width, the vect or
155 // normalized(vec2(height, width)) is the d- and z-component s of the normal
156 // vector that is orthogonal to the linear bevel. Multiplyin g the d-component
157 // to the normalized distance vector splits it into x- and y -components.
158 fb->codeAppendf("normal = vec3(%s * dv_norm, %s);",
egdaniel 2016/08/04 18:36:19 for sanity lets assert normailizedHeight and norma
159 normalizedHeight, normalizedWidth);
160 break;
161 case SkNormalSource::BevelType::kRoundedOut:
162 // Fall through
163 case SkNormalSource::BevelType::kRoundedIn:
egdaniel 2016/08/04 18:36:20 assert the height in here
164 // Setting the current position in the d-axis to the distanc e from the end of
165 // the bevel as opposed to the beginning if the bevel is rou nded in, essentially
166 // flipping the bevel calculations.
167 if ( type == SkNormalSource::BevelType::kRoundedIn ) {
168 fb->codeAppendf("float currentPos_d = %s - dv_length;", width);
169 } else if (type == SkNormalSource::BevelType::kRoundedOut) {
170 fb->codeAppendf("float currentPos_d = dv_length;");
171 }
172
173 fb->codeAppendf("float rootTOverW = sqrt(t/%s);", width);
174
175 // Calculating the d- and z-components of the normal, where 'd' is the axis
176 // co-linear to the distance vector. Equation was derived fr om the formula for
177 // a bezier curve by solving the parametric equation for d(t ) and z(t), then
178 // with those, calculate d'(t), z'(t) and t(d), and from the se, d'(d) and z'(d).
179 // z'(d)/d'(d) results in the slope of the bevel at d, so we construct an
180 // orthogonal vector of slope -d'(d)/z'(d) and length 1.
181 fb->codeAppendf("vec2 unnormalizedNormal_dz = vec2(%s*(1.0-r ootTOverW), "
182 "%s*rootT OverW);",
183 height, width);
184 fb->codeAppendf("vec2 normal_dz = normalize(unnormalizedNorm al_dz);");
185
186 // Multiplying the d-component to the normalized distance ve ctor splits it into
187 // x- and y-components.
188 fb->codeAppendf("normal = vec3(normal_dz.x*dv_norm, normal_d z.y);");
189
190 break;
191 default:
192 SkDEBUGFAIL("Invalid bevel type passed to emitMath");
193 }
194 }
195
76 private: 196 private:
77 SkScalar fPrevWidth; 197 SkScalar fPrevWidth;
78 GrGLSLProgramDataManager::UniformHandle fWidthUni; 198 GrGLSLProgramDataManager::UniformHandle fWidthUni;
79 199
80 SkScalar fPrevHeight; 200 SkScalar fPrevHeight;
81 GrGLSLProgramDataManager::UniformHandle fHeightUni; 201 GrGLSLProgramDataManager::UniformHandle fHeightUni;
202
203 // width / length(<width,height>)
204 GrGLSLProgramDataManager::UniformHandle fNormalizedWidthUni;
205 // height / length(<width,height>)
206 GrGLSLProgramDataManager::UniformHandle fNormalizedHeightUni;
82 }; 207 };
83 208
84 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { 209 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
85 GLSLNormalBevelFP::GenKey(*this, caps, b); 210 GLSLNormalBevelFP::GenKey(*this, caps, b);
86 } 211 }
87 212
88 const char* name() const override { return "NormalBevelFP"; } 213 const char* name() const override { return "NormalBevelFP"; }
89 214
90 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { 215 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
91 inout->setToUnknown(GrInvariantOutput::ReadInput::kWillNot_ReadInput); 216 inout->setToUnknown(GrInvariantOutput::ReadInput::kWillNot_ReadInput);
92 } 217 }
93 218
94 private: 219 private:
95 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalBevelFP; } 220 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalBevelFP; }
96 221
97 bool onIsEqual(const GrFragmentProcessor& proc) const override { 222 bool onIsEqual(const GrFragmentProcessor& proc) const override {
98 const NormalBevelFP& normalBevelFP = proc.cast<NormalBevelFP>(); 223 const NormalBevelFP& normalBevelFP = proc.cast<NormalBevelFP>();
99 return fType == normalBevelFP.fType && 224 return fBevelType == normalBevelFP.fBevelType &&
100 fWidth == normalBevelFP.fWidth && 225 fBevelWidth == normalBevelFP.fBevelWidth &&
101 fHeight == normalBevelFP.fHeight; 226 fBevelHeight == normalBevelFP.fBevelHeight;
102 } 227 }
103 228
104 SkNormalSource::BevelType fType; 229 SkNormalSource::BevelType fBevelType;
105 SkScalar fWidth; 230 SkScalar fBevelWidth;
106 SkScalar fHeight; 231 SkScalar fBevelHeight;
107 }; 232 };
108 233
109 sk_sp<GrFragmentProcessor> SkNormalBevelSourceImpl::asFragmentProcessor( 234 sk_sp<GrFragmentProcessor> SkNormalBevelSourceImpl::asFragmentProcessor(
110 const SkShader::AsFPArgs&) const { 235 const SkShader::AsFPArgs& args) const {
111 236
112 return sk_make_sp<NormalBevelFP>(fType, fWidth, fHeight); 237 SkScalar maxScale = args.fViewMatrix->getMaxScale();
238
239 // Providing device-space width and height
240 return sk_make_sp<NormalBevelFP>(fType, maxScale * fWidth, maxScale * fHeigh t);
113 } 241 }
114 242
115 #endif // SK_SUPPORT_GPU 243 #endif // SK_SUPPORT_GPU
116 244
117 //////////////////////////////////////////////////////////////////////////// 245 ////////////////////////////////////////////////////////////////////////////
118 246
119 SkNormalBevelSourceImpl::Provider::Provider() {} 247 SkNormalBevelSourceImpl::Provider::Provider() {}
120 248
121 SkNormalBevelSourceImpl::Provider::~Provider() {} 249 SkNormalBevelSourceImpl::Provider::~Provider() {}
122 250
(...skipping 37 matching lines...) Expand 10 before | Expand all | Expand 10 after
160 sk_sp<SkNormalSource> SkNormalSource::MakeBevel(BevelType type, SkScalar width, SkScalar height) { 288 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 289 /* 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.*/ 290 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)); 291 SkASSERT(width > 0.0f && !SkScalarNearlyZero(width));
164 if (SkScalarNearlyZero(height)) { 292 if (SkScalarNearlyZero(height)) {
165 return SkNormalSource::MakeFlat(); 293 return SkNormalSource::MakeFlat();
166 } 294 }
167 295
168 return sk_make_sp<SkNormalBevelSourceImpl>(type, width, height); 296 return sk_make_sp<SkNormalBevelSourceImpl>(type, width, height);
169 } 297 }
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