Coverage Report

Created: 2021-08-22 09:07

/src/skia/src/gpu/geometry/GrQuadUtils.h
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/*
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 * Copyright 2019 Google LLC
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 *
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 * Use of this source code is governed by a BSD-style license that can be
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 * found in the LICENSE file.
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 */
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#ifndef GrQuadUtils_DEFINED
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#define GrQuadUtils_DEFINED
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#include "include/private/SkVx.h"
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#include "src/gpu/geometry/GrQuad.h"
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enum class GrQuadAAFlags;
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enum class GrAA : bool;
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enum class GrAAType : unsigned;
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struct SkRect;
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namespace GrQuadUtils {
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    // Resolve disagreements between the overall requested AA type and the per-edge quad AA flags.
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    // Both outAAType and outEdgeFlags will be updated.
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    void ResolveAAType(GrAAType requestedAAType, GrQuadAAFlags requestedEdgeFlags,
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                       const GrQuad& quad, GrAAType* outAAtype, GrQuadAAFlags* outEdgeFlags);
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    /**
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     * Clip the device vertices of 'quad' to be in front of the W = 0 plane (w/in epsilon). The
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     * local coordinates will be updated to match the new clipped vertices. This returns the number
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     * of clipped quads that need to be drawn: 0 if 'quad' was entirely behind the plane, 1 if
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     * 'quad' did not need to be clipped or if 2 or 3 vertices were clipped, or 2 if 'quad' had one
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     * vertex clipped (producing a pentagonal shape spanned by 'quad' and 'extraVertices').
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     */
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    int ClipToW0(DrawQuad* quad, DrawQuad* extraVertices);
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    /**
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     * Crops quad to the provided device-space axis-aligned rectangle. If the intersection of this
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     * quad (projected) and cropRect results in a quadrilateral, this returns true. If not, this
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     * quad may be updated to be a smaller quad of the same type such that its intersection with
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     * cropRect is visually the same. This function assumes that the 'quad' coordinates are finite.
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     *
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     * The provided edge flags are updated to reflect edges clipped by cropRect (toggling on or off
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     * based on cropAA policy). If provided, the local coordinates will be updated to reflect the
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     * updated device coordinates of this quad.
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     *
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     * If 'computeLocal' is false, the local coordinates in 'quad' will not be modified.
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     */
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    bool CropToRect(const SkRect& cropRect, GrAA cropAA, DrawQuad* quad, bool computeLocal=true);
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    inline void Outset(const skvx::Vec<4, float>& edgeDistances, GrQuad* quad);
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    bool WillUseHairline(const GrQuad& quad, GrAAType aaType, GrQuadAAFlags edgeFlags);
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    class TessellationHelper {
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    public:
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        // Set the original device and (optional) local coordinates that are inset or outset
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        // by the requested edge distances. Use nullptr if there are no local coordinates to update.
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        // This assumes all device coordinates have been clipped to W > 0.
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        void reset(const GrQuad& deviceQuad, const GrQuad* localQuad);
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        // Calculates a new quadrilateral with edges parallel to the original except that they
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        // have been moved inwards by edgeDistances (which should be positive). Distances are
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        // ordered L, B, T, R to match CCW tristrip ordering of GrQuad vertices. Edges that are
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        // not moved (i.e. distance == 0) will not be used in calculations and the corners will
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        // remain on that edge.
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        //
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        // The per-vertex coverage will be returned. When the inset geometry does not collapse to
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        // a point or line, this will be 1.0 for every vertex. When it does collapse, the per-vertex
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        // coverages represent estimated pixel coverage to simulate drawing the subpixel-sized
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        // original quad.
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        //
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        // Note: the edge distances are in device pixel units, so after rendering the new quad
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        // edge's shortest distance to the original quad's edge would be equal to provided edge dist
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        skvx::Vec<4, float> inset(const skvx::Vec<4, float>& edgeDistances,
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                                  GrQuad* deviceInset, GrQuad* localInset);
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        // Calculates a new quadrilateral that outsets the original edges by the given distances.
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        // Other than moving edges outwards, this function is equivalent to inset(). If the exact
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        // same edge distances are provided, certain internal computations can be reused across
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        // consecutive calls to inset() and outset() (in any order).
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        void outset(const skvx::Vec<4, float>& edgeDistances,
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                    GrQuad* deviceOutset, GrQuad* localOutset);
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        // Compute the edge equations of the original device space quad passed to 'reset()'. The
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        // coefficients are stored per-edge in 'a', 'b', and 'c', such that ax + by + c = 0, and
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        // a positive distance indicates the interior of the quad. Edges are ordered L, B, T, R,
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        // matching edge distances passed to inset() and outset().
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        void getEdgeEquations(skvx::Vec<4, float>* a,
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                              skvx::Vec<4, float>* b,
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                              skvx::Vec<4, float>* c);
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        // Compute the edge lengths of the original device space quad passed to 'reset()'. The
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        // edge lengths are ordered LBTR to match distances passed to inset() and outset().
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        skvx::Vec<4, float> getEdgeLengths();
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        // Determine if the original device space quad has vertices closer than 1px to its opposing
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        // edges, without going through the full work of computing the insets (assuming that the
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        // inset distances would be 0.5px).
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        bool isSubpixel();
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    private:
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        // NOTE: This struct is named 'EdgeVectors' because it holds a lot of cached calculations
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        // pertaining to the edge vectors of the input quad, projected into 2D device coordinates.
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        // While they are not direction vectors, this struct represents a convenient storage space
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        // for the projected corners of the quad.
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        struct EdgeVectors {
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            // Projected corners (x/w and y/w); these are the 2D coordinates that determine the
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            // actual edge direction vectors, dx, dy, and invLengths
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            skvx::Vec<4, float> fX2D, fY2D;
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            // Normalized edge vectors of the device space quad, ordered L, B, T, R
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            // (i.e. next_ccw(x) - x).
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            skvx::Vec<4, float> fDX, fDY;
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            // Reciprocal of edge length of the device space quad, i.e. 1 / sqrt(dx*dx + dy*dy)
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            skvx::Vec<4, float> fInvLengths;
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            // Theta represents the angle formed by the two edges connected at each corner.
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            skvx::Vec<4, float> fCosTheta;
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            skvx::Vec<4, float> fInvSinTheta; // 1 / sin(theta)
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            void reset(const skvx::Vec<4, float>& xs, const skvx::Vec<4, float>& ys,
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                       const skvx::Vec<4, float>& ws, GrQuad::Type quadType);
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        };
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        struct EdgeEquations {
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            // a * x + b * y + c = 0; positive distance is inside the quad; ordered LBTR.
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            skvx::Vec<4, float> fA, fB, fC;
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            void reset(const EdgeVectors& edgeVectors);
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            skvx::Vec<4, float> estimateCoverage(const skvx::Vec<4, float>& x2d,
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                                                 const skvx::Vec<4, float>& y2d) const;
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            bool isSubpixel(const skvx::Vec<4, float>& x2d, const skvx::Vec<4, float>& y2d) const;
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            // Outsets or insets 'x2d' and 'y2d' in place. To be used when the interior is very
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            // small, edges are near parallel, or edges are very short/zero-length. Returns number
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            // of effective vertices in the degenerate quad.
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            int computeDegenerateQuad(const skvx::Vec<4, float>& signedEdgeDistances,
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                                      skvx::Vec<4, float>* x2d, skvx::Vec<4, float>* y2d,
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                                      skvx::Vec<4, int32_t>* aaMask) const;
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        };
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        struct OutsetRequest {
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            // Positive edge distances to move each edge of the quad. These distances represent the
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            // shortest (perpendicular) distance between the original edge and the inset or outset
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            // edge. If the distance is 0, then the edge will not move.
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            skvx::Vec<4, float> fEdgeDistances;
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            // True if the new corners cannot be calculated by simply adding scaled edge vectors.
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            // The quad may be degenerate because of the original geometry (near colinear edges), or
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            // be because of the requested edge distances (collapse of inset, etc.)
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            bool fInsetDegenerate;
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            bool fOutsetDegenerate;
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            void reset(const EdgeVectors& edgeVectors, GrQuad::Type quadType,
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                       const skvx::Vec<4, float>& edgeDistances);
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        };
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        struct Vertices {
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            // X, Y, and W coordinates in device space. If not perspective, w should be set to 1.f
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            skvx::Vec<4, float> fX, fY, fW;
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            // U, V, and R coordinates representing local quad.
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            // Ignored depending on uvrCount (0, 1, 2).
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            skvx::Vec<4, float> fU, fV, fR;
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            int fUVRCount;
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            void reset(const GrQuad& deviceQuad, const GrQuad* localQuad);
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            void asGrQuads(GrQuad* deviceOut, GrQuad::Type deviceType,
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                           GrQuad* localOut, GrQuad::Type localType) const;
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            // Update the device and optional local coordinates by moving the corners along their
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            // edge vectors such that the new edges have moved 'signedEdgeDistances' from their
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            // original lines. This should only be called if the 'edgeVectors' fInvSinTheta data is
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            // numerically sound.
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            void moveAlong(const EdgeVectors& edgeVectors,
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                           const skvx::Vec<4, float>& signedEdgeDistances);
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            // Update the device coordinates by deriving (x,y,w) that project to (x2d, y2d), with
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            // optional local coordinates updated to match the new vertices. It is assumed that
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            // 'mask' was respected when determining (x2d, y2d), but it is used to ensure that only
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            // unmasked unprojected edge vectors are used when computing device and local coords.
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            void moveTo(const skvx::Vec<4, float>& x2d,
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                        const skvx::Vec<4, float>& y2d,
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                        const skvx::Vec<4, int32_t>& mask);
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        };
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        Vertices            fOriginal;
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        EdgeVectors         fEdgeVectors;
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        GrQuad::Type        fDeviceType;
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        GrQuad::Type        fLocalType;
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        // Lazily computed as needed; use accessor functions instead of direct access.
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        OutsetRequest       fOutsetRequest;
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        EdgeEquations       fEdgeEquations;
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        // Validity of Vertices/EdgeVectors (always true after first call to set()).
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        bool fVerticesValid      = false;
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        // Validity of outset request (true after calling getOutsetRequest() until next set() call
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        // or next inset/outset() with different edge distances).
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        bool fOutsetRequestValid = false;
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        // Validity of edge equations (true after calling getEdgeEquations() until next set() call).
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        bool fEdgeEquationsValid = false;
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        // The requested edge distances must be positive so that they can be reused between inset
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        // and outset calls.
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        const OutsetRequest& getOutsetRequest(const skvx::Vec<4, float>& edgeDistances);
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        const EdgeEquations& getEdgeEquations();
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        // Outsets or insets 'vertices' by the given perpendicular 'signedEdgeDistances' (inset or
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        // outset is determined implicitly by the sign of the distances).
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        void adjustVertices(const skvx::Vec<4, float>& signedEdgeDistances, Vertices* vertices);
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        // Like adjustVertices() but handles empty edges, collapsed quads, numerical issues, and
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        // returns the number of effective vertices in the adjusted shape.
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        int adjustDegenerateVertices(const skvx::Vec<4, float>& signedEdgeDistances,
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                                     Vertices* vertices);
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        friend int ClipToW0(DrawQuad*, DrawQuad*); // To reuse Vertices struct
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    };
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}; // namespace GrQuadUtils
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void GrQuadUtils::Outset(const skvx::Vec<4, float>& edgeDistances, GrQuad* quad) {
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    TessellationHelper outsetter;
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    outsetter.reset(*quad, nullptr);
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    outsetter.outset(edgeDistances, quad, nullptr);
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}
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#endif