xref: /aosp_15_r20/external/skia/src/gpu/ganesh/geometry/GrQuadUtils.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2019 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/geometry/GrQuadUtils.h"
8*c8dee2aaSAndroid Build Coastguard Worker 
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkScalar.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkFloatingPoint.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkMacros.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkVx.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkPathPriv.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/geometry/GrQuad.h"
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker #include <algorithm>
21*c8dee2aaSAndroid Build Coastguard Worker #include <cmath>
22*c8dee2aaSAndroid Build Coastguard Worker 
23*c8dee2aaSAndroid Build Coastguard Worker using float4 = skvx::float4;
24*c8dee2aaSAndroid Build Coastguard Worker using mask4  = skvx::int4; // aliased to 'mask' to emphasize that it will hold boolean SIMD masks.
25*c8dee2aaSAndroid Build Coastguard Worker 
26*c8dee2aaSAndroid Build Coastguard Worker #define AI SK_ALWAYS_INLINE
27*c8dee2aaSAndroid Build Coastguard Worker 
28*c8dee2aaSAndroid Build Coastguard Worker // General tolerance used for denominators, checking div-by-0
29*c8dee2aaSAndroid Build Coastguard Worker static constexpr float kTolerance = 1e-9f;
30*c8dee2aaSAndroid Build Coastguard Worker // Increased slop when comparing signed distances / lengths
31*c8dee2aaSAndroid Build Coastguard Worker static constexpr float kDistTolerance = 1e-2f;
32*c8dee2aaSAndroid Build Coastguard Worker static constexpr float kDist2Tolerance = kDistTolerance * kDistTolerance;
33*c8dee2aaSAndroid Build Coastguard Worker static constexpr float kInvDistTolerance = 1.f / kDistTolerance;
34*c8dee2aaSAndroid Build Coastguard Worker 
35*c8dee2aaSAndroid Build Coastguard Worker // These rotate the points/edge values either clockwise or counterclockwise assuming tri strip
36*c8dee2aaSAndroid Build Coastguard Worker // order.
37*c8dee2aaSAndroid Build Coastguard Worker template<typename T>
next_cw(const skvx::Vec<4,T> & v)38*c8dee2aaSAndroid Build Coastguard Worker static AI skvx::Vec<4, T> next_cw(const skvx::Vec<4, T>& v) {
39*c8dee2aaSAndroid Build Coastguard Worker     return skvx::shuffle<2, 0, 3, 1>(v);
40*c8dee2aaSAndroid Build Coastguard Worker }
41*c8dee2aaSAndroid Build Coastguard Worker 
42*c8dee2aaSAndroid Build Coastguard Worker template<typename T>
next_ccw(const skvx::Vec<4,T> & v)43*c8dee2aaSAndroid Build Coastguard Worker static AI skvx::Vec<4, T> next_ccw(const skvx::Vec<4, T>& v) {
44*c8dee2aaSAndroid Build Coastguard Worker     return skvx::shuffle<1, 3, 0, 2>(v);
45*c8dee2aaSAndroid Build Coastguard Worker }
46*c8dee2aaSAndroid Build Coastguard Worker 
next_diag(const float4 & v)47*c8dee2aaSAndroid Build Coastguard Worker static AI float4 next_diag(const float4& v) {
48*c8dee2aaSAndroid Build Coastguard Worker     // Same as next_ccw(next_ccw(v)), or next_cw(next_cw(v)), e.g. two rotations either direction.
49*c8dee2aaSAndroid Build Coastguard Worker     return skvx::shuffle<3, 2, 1, 0>(v);
50*c8dee2aaSAndroid Build Coastguard Worker }
51*c8dee2aaSAndroid Build Coastguard Worker 
52*c8dee2aaSAndroid Build Coastguard Worker // Replaces zero-length 'bad' edge vectors with the reversed opposite edge vector.
53*c8dee2aaSAndroid Build Coastguard Worker // e3 may be null if only 2D edges need to be corrected for.
correct_bad_edges(const mask4 & bad,float4 * e1,float4 * e2,float4 * e3)54*c8dee2aaSAndroid Build Coastguard Worker static AI void correct_bad_edges(const mask4& bad, float4* e1, float4* e2, float4* e3) {
55*c8dee2aaSAndroid Build Coastguard Worker     if (any(bad)) {
56*c8dee2aaSAndroid Build Coastguard Worker         // Want opposite edges, L B T R -> R T B L but with flipped sign to preserve winding
57*c8dee2aaSAndroid Build Coastguard Worker         *e1 = if_then_else(bad, -next_diag(*e1), *e1);
58*c8dee2aaSAndroid Build Coastguard Worker         *e2 = if_then_else(bad, -next_diag(*e2), *e2);
59*c8dee2aaSAndroid Build Coastguard Worker         if (e3) {
60*c8dee2aaSAndroid Build Coastguard Worker             *e3 = if_then_else(bad, -next_diag(*e3), *e3);
61*c8dee2aaSAndroid Build Coastguard Worker         }
62*c8dee2aaSAndroid Build Coastguard Worker     }
63*c8dee2aaSAndroid Build Coastguard Worker }
64*c8dee2aaSAndroid Build Coastguard Worker 
65*c8dee2aaSAndroid Build Coastguard Worker // Replace 'bad' coordinates by rotating CCW to get the next point. c3 may be null for 2D points.
correct_bad_coords(const mask4 & bad,float4 * c1,float4 * c2,float4 * c3)66*c8dee2aaSAndroid Build Coastguard Worker static AI void correct_bad_coords(const mask4& bad, float4* c1, float4* c2, float4* c3) {
67*c8dee2aaSAndroid Build Coastguard Worker     if (any(bad)) {
68*c8dee2aaSAndroid Build Coastguard Worker         *c1 = if_then_else(bad, next_ccw(*c1), *c1);
69*c8dee2aaSAndroid Build Coastguard Worker         *c2 = if_then_else(bad, next_ccw(*c2), *c2);
70*c8dee2aaSAndroid Build Coastguard Worker         if (c3) {
71*c8dee2aaSAndroid Build Coastguard Worker             *c3 = if_then_else(bad, next_ccw(*c3), *c3);
72*c8dee2aaSAndroid Build Coastguard Worker         }
73*c8dee2aaSAndroid Build Coastguard Worker     }
74*c8dee2aaSAndroid Build Coastguard Worker }
75*c8dee2aaSAndroid Build Coastguard Worker 
76*c8dee2aaSAndroid Build Coastguard Worker // Since the local quad may not be type kRect, this uses the opposites for each vertex when
77*c8dee2aaSAndroid Build Coastguard Worker // interpolating, and calculates new ws in addition to new xs, ys.
interpolate_local(float alpha,int v0,int v1,int v2,int v3,float lx[4],float ly[4],float lw[4])78*c8dee2aaSAndroid Build Coastguard Worker static void interpolate_local(float alpha, int v0, int v1, int v2, int v3,
79*c8dee2aaSAndroid Build Coastguard Worker                               float lx[4], float ly[4], float lw[4]) {
80*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(v0 >= 0 && v0 < 4);
81*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(v1 >= 0 && v1 < 4);
82*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(v2 >= 0 && v2 < 4);
83*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(v3 >= 0 && v3 < 4);
84*c8dee2aaSAndroid Build Coastguard Worker 
85*c8dee2aaSAndroid Build Coastguard Worker     float beta = 1.f - alpha;
86*c8dee2aaSAndroid Build Coastguard Worker     lx[v0] = alpha * lx[v0] + beta * lx[v2];
87*c8dee2aaSAndroid Build Coastguard Worker     ly[v0] = alpha * ly[v0] + beta * ly[v2];
88*c8dee2aaSAndroid Build Coastguard Worker     lw[v0] = alpha * lw[v0] + beta * lw[v2];
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker     lx[v1] = alpha * lx[v1] + beta * lx[v3];
91*c8dee2aaSAndroid Build Coastguard Worker     ly[v1] = alpha * ly[v1] + beta * ly[v3];
92*c8dee2aaSAndroid Build Coastguard Worker     lw[v1] = alpha * lw[v1] + beta * lw[v3];
93*c8dee2aaSAndroid Build Coastguard Worker }
94*c8dee2aaSAndroid Build Coastguard Worker 
95*c8dee2aaSAndroid Build Coastguard Worker // Crops v0 to v1 based on the clipDevRect. v2 is opposite of v0, v3 is opposite of v1.
96*c8dee2aaSAndroid Build Coastguard Worker // It is written to not modify coordinates if there's no intersection along the edge.
97*c8dee2aaSAndroid Build Coastguard Worker // Ideally this would have been detected earlier and the entire draw is skipped.
crop_rect_edge(const SkRect & clipDevRect,int v0,int v1,int v2,int v3,float x[4],float y[4],float lx[4],float ly[4],float lw[4])98*c8dee2aaSAndroid Build Coastguard Worker static bool crop_rect_edge(const SkRect& clipDevRect, int v0, int v1, int v2, int v3,
99*c8dee2aaSAndroid Build Coastguard Worker                            float x[4], float y[4], float lx[4], float ly[4], float lw[4]) {
100*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(v0 >= 0 && v0 < 4);
101*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(v1 >= 0 && v1 < 4);
102*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(v2 >= 0 && v2 < 4);
103*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(v3 >= 0 && v3 < 4);
104*c8dee2aaSAndroid Build Coastguard Worker 
105*c8dee2aaSAndroid Build Coastguard Worker     if (SkScalarNearlyEqual(x[v0], x[v1])) {
106*c8dee2aaSAndroid Build Coastguard Worker         // A vertical edge
107*c8dee2aaSAndroid Build Coastguard Worker         if (x[v0] < clipDevRect.fLeft && x[v2] >= clipDevRect.fLeft) {
108*c8dee2aaSAndroid Build Coastguard Worker             // Overlapping with left edge of clipDevRect
109*c8dee2aaSAndroid Build Coastguard Worker             if (lx) {
110*c8dee2aaSAndroid Build Coastguard Worker                 float alpha = (x[v2] - clipDevRect.fLeft) / (x[v2] - x[v0]);
111*c8dee2aaSAndroid Build Coastguard Worker                 interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw);
112*c8dee2aaSAndroid Build Coastguard Worker             }
113*c8dee2aaSAndroid Build Coastguard Worker             x[v0] = clipDevRect.fLeft;
114*c8dee2aaSAndroid Build Coastguard Worker             x[v1] = clipDevRect.fLeft;
115*c8dee2aaSAndroid Build Coastguard Worker             return true;
116*c8dee2aaSAndroid Build Coastguard Worker         } else if (x[v0] > clipDevRect.fRight && x[v2] <= clipDevRect.fRight) {
117*c8dee2aaSAndroid Build Coastguard Worker             // Overlapping with right edge of clipDevRect
118*c8dee2aaSAndroid Build Coastguard Worker             if (lx) {
119*c8dee2aaSAndroid Build Coastguard Worker                 float alpha = (clipDevRect.fRight - x[v2]) / (x[v0] - x[v2]);
120*c8dee2aaSAndroid Build Coastguard Worker                 interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw);
121*c8dee2aaSAndroid Build Coastguard Worker             }
122*c8dee2aaSAndroid Build Coastguard Worker             x[v0] = clipDevRect.fRight;
123*c8dee2aaSAndroid Build Coastguard Worker             x[v1] = clipDevRect.fRight;
124*c8dee2aaSAndroid Build Coastguard Worker             return true;
125*c8dee2aaSAndroid Build Coastguard Worker         }
126*c8dee2aaSAndroid Build Coastguard Worker     } else {
127*c8dee2aaSAndroid Build Coastguard Worker         // A horizontal edge
128*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(SkScalarNearlyEqual(y[v0], y[v1]));
129*c8dee2aaSAndroid Build Coastguard Worker         if (y[v0] < clipDevRect.fTop && y[v2] >= clipDevRect.fTop) {
130*c8dee2aaSAndroid Build Coastguard Worker             // Overlapping with top edge of clipDevRect
131*c8dee2aaSAndroid Build Coastguard Worker             if (lx) {
132*c8dee2aaSAndroid Build Coastguard Worker                 float alpha = (y[v2] - clipDevRect.fTop) / (y[v2] - y[v0]);
133*c8dee2aaSAndroid Build Coastguard Worker                 interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw);
134*c8dee2aaSAndroid Build Coastguard Worker             }
135*c8dee2aaSAndroid Build Coastguard Worker             y[v0] = clipDevRect.fTop;
136*c8dee2aaSAndroid Build Coastguard Worker             y[v1] = clipDevRect.fTop;
137*c8dee2aaSAndroid Build Coastguard Worker             return true;
138*c8dee2aaSAndroid Build Coastguard Worker         } else if (y[v0] > clipDevRect.fBottom && y[v2] <= clipDevRect.fBottom) {
139*c8dee2aaSAndroid Build Coastguard Worker             // Overlapping with bottom edge of clipDevRect
140*c8dee2aaSAndroid Build Coastguard Worker             if (lx) {
141*c8dee2aaSAndroid Build Coastguard Worker                 float alpha = (clipDevRect.fBottom - y[v2]) / (y[v0] - y[v2]);
142*c8dee2aaSAndroid Build Coastguard Worker                 interpolate_local(alpha, v0, v1, v2, v3, lx, ly, lw);
143*c8dee2aaSAndroid Build Coastguard Worker             }
144*c8dee2aaSAndroid Build Coastguard Worker             y[v0] = clipDevRect.fBottom;
145*c8dee2aaSAndroid Build Coastguard Worker             y[v1] = clipDevRect.fBottom;
146*c8dee2aaSAndroid Build Coastguard Worker             return true;
147*c8dee2aaSAndroid Build Coastguard Worker         }
148*c8dee2aaSAndroid Build Coastguard Worker     }
149*c8dee2aaSAndroid Build Coastguard Worker 
150*c8dee2aaSAndroid Build Coastguard Worker     // No overlap so don't crop it
151*c8dee2aaSAndroid Build Coastguard Worker     return false;
152*c8dee2aaSAndroid Build Coastguard Worker }
153*c8dee2aaSAndroid Build Coastguard Worker 
154*c8dee2aaSAndroid Build Coastguard Worker // Updates x and y to intersect with clipDevRect.  lx, ly, and lw are updated appropriately and may
155*c8dee2aaSAndroid Build Coastguard Worker // be null to skip calculations. Returns bit mask of edges that were clipped.
crop_rect(const SkRect & clipDevRect,float x[4],float y[4],float lx[4],float ly[4],float lw[4])156*c8dee2aaSAndroid Build Coastguard Worker static GrQuadAAFlags crop_rect(const SkRect& clipDevRect, float x[4], float y[4],
157*c8dee2aaSAndroid Build Coastguard Worker                                float lx[4], float ly[4], float lw[4]) {
158*c8dee2aaSAndroid Build Coastguard Worker     GrQuadAAFlags clipEdgeFlags = GrQuadAAFlags::kNone;
159*c8dee2aaSAndroid Build Coastguard Worker 
160*c8dee2aaSAndroid Build Coastguard Worker     // The quad's left edge may not align with the SkRect notion of left due to 90 degree rotations
161*c8dee2aaSAndroid Build Coastguard Worker     // or mirrors. So, this processes the logical edges of the quad and clamps it to the 4 sides of
162*c8dee2aaSAndroid Build Coastguard Worker     // clipDevRect.
163*c8dee2aaSAndroid Build Coastguard Worker 
164*c8dee2aaSAndroid Build Coastguard Worker     // Quad's left is v0 to v1 (op. v2 and v3)
165*c8dee2aaSAndroid Build Coastguard Worker     if (crop_rect_edge(clipDevRect, 0, 1, 2, 3, x, y, lx, ly, lw)) {
166*c8dee2aaSAndroid Build Coastguard Worker         clipEdgeFlags |= GrQuadAAFlags::kLeft;
167*c8dee2aaSAndroid Build Coastguard Worker     }
168*c8dee2aaSAndroid Build Coastguard Worker     // Quad's top edge is v0 to v2 (op. v1 and v3)
169*c8dee2aaSAndroid Build Coastguard Worker     if (crop_rect_edge(clipDevRect, 0, 2, 1, 3, x, y, lx, ly, lw)) {
170*c8dee2aaSAndroid Build Coastguard Worker         clipEdgeFlags |= GrQuadAAFlags::kTop;
171*c8dee2aaSAndroid Build Coastguard Worker     }
172*c8dee2aaSAndroid Build Coastguard Worker     // Quad's right edge is v2 to v3 (op. v0 and v1)
173*c8dee2aaSAndroid Build Coastguard Worker     if (crop_rect_edge(clipDevRect, 2, 3, 0, 1, x, y, lx, ly, lw)) {
174*c8dee2aaSAndroid Build Coastguard Worker         clipEdgeFlags |= GrQuadAAFlags::kRight;
175*c8dee2aaSAndroid Build Coastguard Worker     }
176*c8dee2aaSAndroid Build Coastguard Worker     // Quad's bottom edge is v1 to v3 (op. v0 and v2)
177*c8dee2aaSAndroid Build Coastguard Worker     if (crop_rect_edge(clipDevRect, 1, 3, 0, 2, x, y, lx, ly, lw)) {
178*c8dee2aaSAndroid Build Coastguard Worker         clipEdgeFlags |= GrQuadAAFlags::kBottom;
179*c8dee2aaSAndroid Build Coastguard Worker     }
180*c8dee2aaSAndroid Build Coastguard Worker 
181*c8dee2aaSAndroid Build Coastguard Worker     return clipEdgeFlags;
182*c8dee2aaSAndroid Build Coastguard Worker }
183*c8dee2aaSAndroid Build Coastguard Worker 
184*c8dee2aaSAndroid Build Coastguard Worker // Similar to crop_rect, but assumes that both the device coordinates and optional local coordinates
185*c8dee2aaSAndroid Build Coastguard Worker // geometrically match the TL, BL, TR, BR vertex ordering, i.e. axis-aligned but not flipped, etc.
crop_simple_rect(const SkRect & clipDevRect,float x[4],float y[4],float lx[4],float ly[4])186*c8dee2aaSAndroid Build Coastguard Worker static GrQuadAAFlags crop_simple_rect(const SkRect& clipDevRect, float x[4], float y[4],
187*c8dee2aaSAndroid Build Coastguard Worker                                       float lx[4], float ly[4]) {
188*c8dee2aaSAndroid Build Coastguard Worker     GrQuadAAFlags clipEdgeFlags = GrQuadAAFlags::kNone;
189*c8dee2aaSAndroid Build Coastguard Worker 
190*c8dee2aaSAndroid Build Coastguard Worker     // Update local coordinates proportionately to how much the device rect edge was clipped
191*c8dee2aaSAndroid Build Coastguard Worker     const SkScalar dx = lx ? (lx[2] - lx[0]) / (x[2] - x[0]) : 0.f;
192*c8dee2aaSAndroid Build Coastguard Worker     const SkScalar dy = ly ? (ly[1] - ly[0]) / (y[1] - y[0]) : 0.f;
193*c8dee2aaSAndroid Build Coastguard Worker     if (clipDevRect.fLeft > x[0]) {
194*c8dee2aaSAndroid Build Coastguard Worker         if (lx) {
195*c8dee2aaSAndroid Build Coastguard Worker             lx[0] += (clipDevRect.fLeft - x[0]) * dx;
196*c8dee2aaSAndroid Build Coastguard Worker             lx[1] = lx[0];
197*c8dee2aaSAndroid Build Coastguard Worker         }
198*c8dee2aaSAndroid Build Coastguard Worker         x[0] = clipDevRect.fLeft;
199*c8dee2aaSAndroid Build Coastguard Worker         x[1] = clipDevRect.fLeft;
200*c8dee2aaSAndroid Build Coastguard Worker         clipEdgeFlags |= GrQuadAAFlags::kLeft;
201*c8dee2aaSAndroid Build Coastguard Worker     }
202*c8dee2aaSAndroid Build Coastguard Worker     if (clipDevRect.fTop > y[0]) {
203*c8dee2aaSAndroid Build Coastguard Worker         if (ly) {
204*c8dee2aaSAndroid Build Coastguard Worker             ly[0] += (clipDevRect.fTop - y[0]) * dy;
205*c8dee2aaSAndroid Build Coastguard Worker             ly[2] = ly[0];
206*c8dee2aaSAndroid Build Coastguard Worker         }
207*c8dee2aaSAndroid Build Coastguard Worker         y[0] = clipDevRect.fTop;
208*c8dee2aaSAndroid Build Coastguard Worker         y[2] = clipDevRect.fTop;
209*c8dee2aaSAndroid Build Coastguard Worker         clipEdgeFlags |= GrQuadAAFlags::kTop;
210*c8dee2aaSAndroid Build Coastguard Worker     }
211*c8dee2aaSAndroid Build Coastguard Worker     if (clipDevRect.fRight < x[2]) {
212*c8dee2aaSAndroid Build Coastguard Worker         if (lx) {
213*c8dee2aaSAndroid Build Coastguard Worker             lx[2] -= (x[2] - clipDevRect.fRight) * dx;
214*c8dee2aaSAndroid Build Coastguard Worker             lx[3] = lx[2];
215*c8dee2aaSAndroid Build Coastguard Worker         }
216*c8dee2aaSAndroid Build Coastguard Worker         x[2] = clipDevRect.fRight;
217*c8dee2aaSAndroid Build Coastguard Worker         x[3] = clipDevRect.fRight;
218*c8dee2aaSAndroid Build Coastguard Worker         clipEdgeFlags |= GrQuadAAFlags::kRight;
219*c8dee2aaSAndroid Build Coastguard Worker     }
220*c8dee2aaSAndroid Build Coastguard Worker     if (clipDevRect.fBottom < y[1]) {
221*c8dee2aaSAndroid Build Coastguard Worker         if (ly) {
222*c8dee2aaSAndroid Build Coastguard Worker             ly[1] -= (y[1] - clipDevRect.fBottom) * dy;
223*c8dee2aaSAndroid Build Coastguard Worker             ly[3] = ly[1];
224*c8dee2aaSAndroid Build Coastguard Worker         }
225*c8dee2aaSAndroid Build Coastguard Worker         y[1] = clipDevRect.fBottom;
226*c8dee2aaSAndroid Build Coastguard Worker         y[3] = clipDevRect.fBottom;
227*c8dee2aaSAndroid Build Coastguard Worker         clipEdgeFlags |= GrQuadAAFlags::kBottom;
228*c8dee2aaSAndroid Build Coastguard Worker     }
229*c8dee2aaSAndroid Build Coastguard Worker 
230*c8dee2aaSAndroid Build Coastguard Worker     return clipEdgeFlags;
231*c8dee2aaSAndroid Build Coastguard Worker }
232*c8dee2aaSAndroid Build Coastguard Worker // Consistent with GrQuad::asRect()'s return value but requires fewer operations since we don't need
233*c8dee2aaSAndroid Build Coastguard Worker // to calculate the bounds of the quad.
is_simple_rect(const GrQuad & quad)234*c8dee2aaSAndroid Build Coastguard Worker static bool is_simple_rect(const GrQuad& quad) {
235*c8dee2aaSAndroid Build Coastguard Worker     if (quad.quadType() != GrQuad::Type::kAxisAligned) {
236*c8dee2aaSAndroid Build Coastguard Worker         return false;
237*c8dee2aaSAndroid Build Coastguard Worker     }
238*c8dee2aaSAndroid Build Coastguard Worker     // v0 at the geometric top-left is unique, so we only need to compare x[0] < x[2] for left
239*c8dee2aaSAndroid Build Coastguard Worker     // and y[0] < y[1] for top, but add a little padding to protect against numerical precision
240*c8dee2aaSAndroid Build Coastguard Worker     // on R90 and R270 transforms tricking this check.
241*c8dee2aaSAndroid Build Coastguard Worker     return ((quad.x(0) + SK_ScalarNearlyZero) < quad.x(2)) &&
242*c8dee2aaSAndroid Build Coastguard Worker            ((quad.y(0) + SK_ScalarNearlyZero) < quad.y(1));
243*c8dee2aaSAndroid Build Coastguard Worker }
244*c8dee2aaSAndroid Build Coastguard Worker 
245*c8dee2aaSAndroid Build Coastguard Worker // Calculates barycentric coordinates for each point in (testX, testY) in the triangle formed by
246*c8dee2aaSAndroid Build Coastguard Worker // (x0,y0) - (x1,y1) - (x2, y2) and stores them in u, v, w.
barycentric_coords(float x0,float y0,float x1,float y1,float x2,float y2,const float4 & testX,const float4 & testY,float4 * u,float4 * v,float4 * w)247*c8dee2aaSAndroid Build Coastguard Worker static bool barycentric_coords(float x0, float y0, float x1, float y1, float x2, float y2,
248*c8dee2aaSAndroid Build Coastguard Worker                                const float4& testX, const float4& testY,
249*c8dee2aaSAndroid Build Coastguard Worker                                float4* u, float4* v, float4* w) {
250*c8dee2aaSAndroid Build Coastguard Worker     // The 32-bit calculations can have catastrophic cancellation if the device-space coordinates
251*c8dee2aaSAndroid Build Coastguard Worker     // are really big, and this code needs to handle that because we evaluate barycentric coords
252*c8dee2aaSAndroid Build Coastguard Worker     // pre-cropping to the render target bounds. This preserves some precision by shrinking the
253*c8dee2aaSAndroid Build Coastguard Worker     // coordinate space if the bounds are large.
254*c8dee2aaSAndroid Build Coastguard Worker     static constexpr float kCoordLimit = 1e7f; // Big but somewhat arbitrary, fixes crbug:10141204
255*c8dee2aaSAndroid Build Coastguard Worker     float scaleX = std::max(std::max(x0, x1), x2) - std::min(std::min(x0, x1), x2);
256*c8dee2aaSAndroid Build Coastguard Worker     float scaleY = std::max(std::max(y0, y1), y2) - std::min(std::min(y0, y1), y2);
257*c8dee2aaSAndroid Build Coastguard Worker     if (scaleX > kCoordLimit) {
258*c8dee2aaSAndroid Build Coastguard Worker         scaleX = kCoordLimit / scaleX;
259*c8dee2aaSAndroid Build Coastguard Worker         x0 *= scaleX;
260*c8dee2aaSAndroid Build Coastguard Worker         x1 *= scaleX;
261*c8dee2aaSAndroid Build Coastguard Worker         x2 *= scaleX;
262*c8dee2aaSAndroid Build Coastguard Worker     } else {
263*c8dee2aaSAndroid Build Coastguard Worker         // Don't scale anything
264*c8dee2aaSAndroid Build Coastguard Worker         scaleX = 1.f;
265*c8dee2aaSAndroid Build Coastguard Worker     }
266*c8dee2aaSAndroid Build Coastguard Worker     if (scaleY > kCoordLimit) {
267*c8dee2aaSAndroid Build Coastguard Worker         scaleY = kCoordLimit / scaleY;
268*c8dee2aaSAndroid Build Coastguard Worker         y0 *= scaleY;
269*c8dee2aaSAndroid Build Coastguard Worker         y1 *= scaleY;
270*c8dee2aaSAndroid Build Coastguard Worker         y2 *= scaleY;
271*c8dee2aaSAndroid Build Coastguard Worker     } else {
272*c8dee2aaSAndroid Build Coastguard Worker         scaleY = 1.f;
273*c8dee2aaSAndroid Build Coastguard Worker     }
274*c8dee2aaSAndroid Build Coastguard Worker 
275*c8dee2aaSAndroid Build Coastguard Worker     // Modeled after SkPathOpsQuad::pointInTriangle() but uses float instead of double, is
276*c8dee2aaSAndroid Build Coastguard Worker     // vectorized and outputs normalized barycentric coordinates instead of inside/outside test
277*c8dee2aaSAndroid Build Coastguard Worker     float v0x = x2 - x0;
278*c8dee2aaSAndroid Build Coastguard Worker     float v0y = y2 - y0;
279*c8dee2aaSAndroid Build Coastguard Worker     float v1x = x1 - x0;
280*c8dee2aaSAndroid Build Coastguard Worker     float v1y = y1 - y0;
281*c8dee2aaSAndroid Build Coastguard Worker 
282*c8dee2aaSAndroid Build Coastguard Worker     float dot00 = v0x * v0x + v0y * v0y;
283*c8dee2aaSAndroid Build Coastguard Worker     float dot01 = v0x * v1x + v0y * v1y;
284*c8dee2aaSAndroid Build Coastguard Worker     float dot11 = v1x * v1x + v1y * v1y;
285*c8dee2aaSAndroid Build Coastguard Worker 
286*c8dee2aaSAndroid Build Coastguard Worker     // Not yet 1/d, first check d != 0 with a healthy tolerance (worst case is we end up not
287*c8dee2aaSAndroid Build Coastguard Worker     // cropping something we could have, which is better than cropping something we shouldn't have).
288*c8dee2aaSAndroid Build Coastguard Worker     // The tolerance is partly so large because these comparisons operate in device px^4 units,
289*c8dee2aaSAndroid Build Coastguard Worker     // with plenty of subtractions thrown in. The SkPathOpsQuad code's use of doubles helped, and
290*c8dee2aaSAndroid Build Coastguard Worker     // because it only needed to return "inside triangle", it could compare against [0, denom] and
291*c8dee2aaSAndroid Build Coastguard Worker     // skip the normalization entirely.
292*c8dee2aaSAndroid Build Coastguard Worker     float invDenom = dot00 * dot11 - dot01 * dot01;
293*c8dee2aaSAndroid Build Coastguard Worker     static constexpr SkScalar kEmptyTriTolerance = SK_Scalar1 / (1 << 5);
294*c8dee2aaSAndroid Build Coastguard Worker     if (SkScalarNearlyZero(invDenom, kEmptyTriTolerance)) {
295*c8dee2aaSAndroid Build Coastguard Worker         // The triangle was degenerate/empty, which can cause the following UVW calculations to
296*c8dee2aaSAndroid Build Coastguard Worker         // return (0,0,1) for every test point. This in turn makes the cropping code think that the
297*c8dee2aaSAndroid Build Coastguard Worker         // empty triangle contains the crop rect and we turn the draw into a fullscreen clear, which
298*c8dee2aaSAndroid Build Coastguard Worker         // is definitely the utter opposite of what we'd expect for an empty shape.
299*c8dee2aaSAndroid Build Coastguard Worker         return false;
300*c8dee2aaSAndroid Build Coastguard Worker     } else {
301*c8dee2aaSAndroid Build Coastguard Worker         // Safe to divide
302*c8dee2aaSAndroid Build Coastguard Worker         invDenom = sk_ieee_float_divide(1.f, invDenom);
303*c8dee2aaSAndroid Build Coastguard Worker     }
304*c8dee2aaSAndroid Build Coastguard Worker 
305*c8dee2aaSAndroid Build Coastguard Worker     float4 v2x = (scaleX * testX) - x0;
306*c8dee2aaSAndroid Build Coastguard Worker     float4 v2y = (scaleY * testY) - y0;
307*c8dee2aaSAndroid Build Coastguard Worker 
308*c8dee2aaSAndroid Build Coastguard Worker     float4 dot02 = v0x * v2x + v0y * v2y;
309*c8dee2aaSAndroid Build Coastguard Worker     float4 dot12 = v1x * v2x + v1y * v2y;
310*c8dee2aaSAndroid Build Coastguard Worker 
311*c8dee2aaSAndroid Build Coastguard Worker     // These are relative to the vertices, so there's no need to undo the scale factor
312*c8dee2aaSAndroid Build Coastguard Worker     *u = (dot11 * dot02 - dot01 * dot12) * invDenom;
313*c8dee2aaSAndroid Build Coastguard Worker     *v = (dot00 * dot12 - dot01 * dot02) * invDenom;
314*c8dee2aaSAndroid Build Coastguard Worker     *w = 1.f - *u - *v;
315*c8dee2aaSAndroid Build Coastguard Worker 
316*c8dee2aaSAndroid Build Coastguard Worker     return true;
317*c8dee2aaSAndroid Build Coastguard Worker }
318*c8dee2aaSAndroid Build Coastguard Worker 
inside_triangle(const float4 & u,const float4 & v,const float4 & w)319*c8dee2aaSAndroid Build Coastguard Worker static mask4 inside_triangle(const float4& u, const float4& v, const float4& w) {
320*c8dee2aaSAndroid Build Coastguard Worker     return ((u >= 0.f) & (u <= 1.f)) & ((v >= 0.f) & (v <= 1.f)) & ((w >= 0.f) & (w <= 1.f));
321*c8dee2aaSAndroid Build Coastguard Worker }
322*c8dee2aaSAndroid Build Coastguard Worker 
323*c8dee2aaSAndroid Build Coastguard Worker ///////////////////////////////////////////////////////////////////////////////////////////////////
324*c8dee2aaSAndroid Build Coastguard Worker 
projectedBounds() const325*c8dee2aaSAndroid Build Coastguard Worker SkRect GrQuad::projectedBounds() const {
326*c8dee2aaSAndroid Build Coastguard Worker     float4 xs = this->x4f();
327*c8dee2aaSAndroid Build Coastguard Worker     float4 ys = this->y4f();
328*c8dee2aaSAndroid Build Coastguard Worker     float4 ws = this->w4f();
329*c8dee2aaSAndroid Build Coastguard Worker     mask4 clipW = ws < SkPathPriv::kW0PlaneDistance;
330*c8dee2aaSAndroid Build Coastguard Worker     if (any(clipW)) {
331*c8dee2aaSAndroid Build Coastguard Worker         float4 x2d = xs / ws;
332*c8dee2aaSAndroid Build Coastguard Worker         float4 y2d = ys / ws;
333*c8dee2aaSAndroid Build Coastguard Worker         // Bounds of just the projected points in front of w = epsilon
334*c8dee2aaSAndroid Build Coastguard Worker         SkRect frontBounds = {
335*c8dee2aaSAndroid Build Coastguard Worker             min(if_then_else(clipW, float4(SK_ScalarInfinity), x2d)),
336*c8dee2aaSAndroid Build Coastguard Worker             min(if_then_else(clipW, float4(SK_ScalarInfinity), y2d)),
337*c8dee2aaSAndroid Build Coastguard Worker             max(if_then_else(clipW, float4(SK_ScalarNegativeInfinity), x2d)),
338*c8dee2aaSAndroid Build Coastguard Worker             max(if_then_else(clipW, float4(SK_ScalarNegativeInfinity), y2d))
339*c8dee2aaSAndroid Build Coastguard Worker         };
340*c8dee2aaSAndroid Build Coastguard Worker         // Calculate clipped coordinates by following CCW edges, only keeping points where the w
341*c8dee2aaSAndroid Build Coastguard Worker         // actually changes sign between the vertices.
342*c8dee2aaSAndroid Build Coastguard Worker         float4 t = (SkPathPriv::kW0PlaneDistance - ws) / (next_ccw(ws) - ws);
343*c8dee2aaSAndroid Build Coastguard Worker         x2d = (t * next_ccw(xs) + (1.f - t) * xs) / SkPathPriv::kW0PlaneDistance;
344*c8dee2aaSAndroid Build Coastguard Worker         y2d = (t * next_ccw(ys) + (1.f - t) * ys) / SkPathPriv::kW0PlaneDistance;
345*c8dee2aaSAndroid Build Coastguard Worker         // True if (w < e) xor (ccw(w) < e), i.e. crosses the w = epsilon plane
346*c8dee2aaSAndroid Build Coastguard Worker         clipW = clipW ^ (next_ccw(ws) < SkPathPriv::kW0PlaneDistance);
347*c8dee2aaSAndroid Build Coastguard Worker         return {
348*c8dee2aaSAndroid Build Coastguard Worker             min(if_then_else(clipW, x2d, float4(frontBounds.fLeft))),
349*c8dee2aaSAndroid Build Coastguard Worker             min(if_then_else(clipW, y2d, float4(frontBounds.fTop))),
350*c8dee2aaSAndroid Build Coastguard Worker             max(if_then_else(clipW, x2d, float4(frontBounds.fRight))),
351*c8dee2aaSAndroid Build Coastguard Worker             max(if_then_else(clipW, y2d, float4(frontBounds.fBottom)))
352*c8dee2aaSAndroid Build Coastguard Worker         };
353*c8dee2aaSAndroid Build Coastguard Worker     } else {
354*c8dee2aaSAndroid Build Coastguard Worker         // Nothing is behind the viewer, so the projection is straight forward and valid
355*c8dee2aaSAndroid Build Coastguard Worker         ws = 1.f / ws;
356*c8dee2aaSAndroid Build Coastguard Worker         float4 x2d = xs * ws;
357*c8dee2aaSAndroid Build Coastguard Worker         float4 y2d = ys * ws;
358*c8dee2aaSAndroid Build Coastguard Worker         return {min(x2d), min(y2d), max(x2d), max(y2d)};
359*c8dee2aaSAndroid Build Coastguard Worker     }
360*c8dee2aaSAndroid Build Coastguard Worker }
361*c8dee2aaSAndroid Build Coastguard Worker 
362*c8dee2aaSAndroid Build Coastguard Worker ///////////////////////////////////////////////////////////////////////////////////////////////////
363*c8dee2aaSAndroid Build Coastguard Worker 
364*c8dee2aaSAndroid Build Coastguard Worker namespace GrQuadUtils {
365*c8dee2aaSAndroid Build Coastguard Worker 
ResolveAAType(GrAAType requestedAAType,GrQuadAAFlags requestedEdgeFlags,const GrQuad & quad,GrAAType * outAAType,GrQuadAAFlags * outEdgeFlags)366*c8dee2aaSAndroid Build Coastguard Worker void ResolveAAType(GrAAType requestedAAType, GrQuadAAFlags requestedEdgeFlags, const GrQuad& quad,
367*c8dee2aaSAndroid Build Coastguard Worker                    GrAAType* outAAType, GrQuadAAFlags* outEdgeFlags) {
368*c8dee2aaSAndroid Build Coastguard Worker     // Most cases will keep the requested types unchanged
369*c8dee2aaSAndroid Build Coastguard Worker     *outAAType = requestedAAType;
370*c8dee2aaSAndroid Build Coastguard Worker     *outEdgeFlags = requestedEdgeFlags;
371*c8dee2aaSAndroid Build Coastguard Worker 
372*c8dee2aaSAndroid Build Coastguard Worker     switch (requestedAAType) {
373*c8dee2aaSAndroid Build Coastguard Worker         // When aa type is coverage, disable AA if the edge configuration doesn't actually need it
374*c8dee2aaSAndroid Build Coastguard Worker         case GrAAType::kCoverage:
375*c8dee2aaSAndroid Build Coastguard Worker             if (requestedEdgeFlags == GrQuadAAFlags::kNone) {
376*c8dee2aaSAndroid Build Coastguard Worker                 // This can happen when quads are drawn in bulk, where the requestedAAType was
377*c8dee2aaSAndroid Build Coastguard Worker                 // conservatively enabled and the edge flags are per-entry.
378*c8dee2aaSAndroid Build Coastguard Worker                 *outAAType = GrAAType::kNone;
379*c8dee2aaSAndroid Build Coastguard Worker             } else if (quad.quadType() == GrQuad::Type::kAxisAligned &&
380*c8dee2aaSAndroid Build Coastguard Worker                        !quad.aaHasEffectOnRect(requestedEdgeFlags)) {
381*c8dee2aaSAndroid Build Coastguard Worker                 // For coverage AA, if the quad is a rect and AA-enabled edges line up with pixel
382*c8dee2aaSAndroid Build Coastguard Worker                 // boundaries, then overall AA and per-edge AA can be completely disabled.
383*c8dee2aaSAndroid Build Coastguard Worker                 *outAAType = GrAAType::kNone;
384*c8dee2aaSAndroid Build Coastguard Worker                 *outEdgeFlags = GrQuadAAFlags::kNone;
385*c8dee2aaSAndroid Build Coastguard Worker             }
386*c8dee2aaSAndroid Build Coastguard Worker 
387*c8dee2aaSAndroid Build Coastguard Worker             break;
388*c8dee2aaSAndroid Build Coastguard Worker         // For no or msaa anti aliasing, override the edge flags since edge flags only make sense
389*c8dee2aaSAndroid Build Coastguard Worker         // when coverage aa is being used.
390*c8dee2aaSAndroid Build Coastguard Worker         case GrAAType::kNone:
391*c8dee2aaSAndroid Build Coastguard Worker             *outEdgeFlags = GrQuadAAFlags::kNone;
392*c8dee2aaSAndroid Build Coastguard Worker             break;
393*c8dee2aaSAndroid Build Coastguard Worker         case GrAAType::kMSAA:
394*c8dee2aaSAndroid Build Coastguard Worker             *outEdgeFlags = GrQuadAAFlags::kAll;
395*c8dee2aaSAndroid Build Coastguard Worker             break;
396*c8dee2aaSAndroid Build Coastguard Worker     }
397*c8dee2aaSAndroid Build Coastguard Worker }
398*c8dee2aaSAndroid Build Coastguard Worker 
ClipToW0(DrawQuad * quad,DrawQuad * extraVertices)399*c8dee2aaSAndroid Build Coastguard Worker int ClipToW0(DrawQuad* quad, DrawQuad* extraVertices) {
400*c8dee2aaSAndroid Build Coastguard Worker     using Vertices = TessellationHelper::Vertices;
401*c8dee2aaSAndroid Build Coastguard Worker 
402*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(quad && extraVertices);
403*c8dee2aaSAndroid Build Coastguard Worker 
404*c8dee2aaSAndroid Build Coastguard Worker     if (quad->fDevice.quadType() < GrQuad::Type::kPerspective) {
405*c8dee2aaSAndroid Build Coastguard Worker         // W implicitly 1s for each vertex, so nothing to do but draw unmodified 'quad'
406*c8dee2aaSAndroid Build Coastguard Worker         return 1;
407*c8dee2aaSAndroid Build Coastguard Worker     }
408*c8dee2aaSAndroid Build Coastguard Worker 
409*c8dee2aaSAndroid Build Coastguard Worker     mask4 validW = quad->fDevice.w4f() >= SkPathPriv::kW0PlaneDistance;
410*c8dee2aaSAndroid Build Coastguard Worker     if (all(validW)) {
411*c8dee2aaSAndroid Build Coastguard Worker         // Nothing to clip, can proceed normally drawing just 'quad'
412*c8dee2aaSAndroid Build Coastguard Worker         return 1;
413*c8dee2aaSAndroid Build Coastguard Worker     } else if (!any(validW)) {
414*c8dee2aaSAndroid Build Coastguard Worker         // Everything is clipped, so draw nothing
415*c8dee2aaSAndroid Build Coastguard Worker         return 0;
416*c8dee2aaSAndroid Build Coastguard Worker     }
417*c8dee2aaSAndroid Build Coastguard Worker 
418*c8dee2aaSAndroid Build Coastguard Worker     // The clipped local coordinates will most likely not remain rectilinear
419*c8dee2aaSAndroid Build Coastguard Worker     GrQuad::Type localType = quad->fLocal.quadType();
420*c8dee2aaSAndroid Build Coastguard Worker     if (localType < GrQuad::Type::kGeneral) {
421*c8dee2aaSAndroid Build Coastguard Worker         localType = GrQuad::Type::kGeneral;
422*c8dee2aaSAndroid Build Coastguard Worker     }
423*c8dee2aaSAndroid Build Coastguard Worker 
424*c8dee2aaSAndroid Build Coastguard Worker     // If we got here, there are 1, 2, or 3 points behind the w = 0 plane. If 2 or 3 points are
425*c8dee2aaSAndroid Build Coastguard Worker     // clipped we can define a new quad that covers the clipped shape directly. If there's 1 clipped
426*c8dee2aaSAndroid Build Coastguard Worker     // out, the new geometry is a pentagon.
427*c8dee2aaSAndroid Build Coastguard Worker     Vertices v;
428*c8dee2aaSAndroid Build Coastguard Worker     v.reset(quad->fDevice, &quad->fLocal);
429*c8dee2aaSAndroid Build Coastguard Worker 
430*c8dee2aaSAndroid Build Coastguard Worker     int clipCount = (validW[0] ? 0 : 1) + (validW[1] ? 0 : 1) +
431*c8dee2aaSAndroid Build Coastguard Worker                     (validW[2] ? 0 : 1) + (validW[3] ? 0 : 1);
432*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(clipCount >= 1 && clipCount <= 3);
433*c8dee2aaSAndroid Build Coastguard Worker 
434*c8dee2aaSAndroid Build Coastguard Worker     // FIXME de-duplicate from the projectedBounds() calculations.
435*c8dee2aaSAndroid Build Coastguard Worker     float4 t = (SkPathPriv::kW0PlaneDistance - v.fW) / (next_ccw(v.fW) - v.fW);
436*c8dee2aaSAndroid Build Coastguard Worker 
437*c8dee2aaSAndroid Build Coastguard Worker     Vertices clip;
438*c8dee2aaSAndroid Build Coastguard Worker     clip.fX = (t * next_ccw(v.fX) + (1.f - t) * v.fX);
439*c8dee2aaSAndroid Build Coastguard Worker     clip.fY = (t * next_ccw(v.fY) + (1.f - t) * v.fY);
440*c8dee2aaSAndroid Build Coastguard Worker     clip.fW = SkPathPriv::kW0PlaneDistance;
441*c8dee2aaSAndroid Build Coastguard Worker 
442*c8dee2aaSAndroid Build Coastguard Worker     clip.fU = (t * next_ccw(v.fU) + (1.f - t) * v.fU);
443*c8dee2aaSAndroid Build Coastguard Worker     clip.fV = (t * next_ccw(v.fV) + (1.f - t) * v.fV);
444*c8dee2aaSAndroid Build Coastguard Worker     clip.fR = (t * next_ccw(v.fR) + (1.f - t) * v.fR);
445*c8dee2aaSAndroid Build Coastguard Worker 
446*c8dee2aaSAndroid Build Coastguard Worker     mask4 ccwValid = next_ccw(v.fW) >= SkPathPriv::kW0PlaneDistance;
447*c8dee2aaSAndroid Build Coastguard Worker     mask4 cwValid  = next_cw(v.fW)  >= SkPathPriv::kW0PlaneDistance;
448*c8dee2aaSAndroid Build Coastguard Worker 
449*c8dee2aaSAndroid Build Coastguard Worker     if (clipCount != 1) {
450*c8dee2aaSAndroid Build Coastguard Worker         // Simplest case, replace behind-w0 points with their clipped points by following CCW edge
451*c8dee2aaSAndroid Build Coastguard Worker         // or CW edge, depending on if the edge crosses from neg. to pos. w or pos. to neg.
452*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(clipCount == 2 || clipCount == 3);
453*c8dee2aaSAndroid Build Coastguard Worker 
454*c8dee2aaSAndroid Build Coastguard Worker         // NOTE: when 3 vertices are clipped, this results in a degenerate quad where one vertex
455*c8dee2aaSAndroid Build Coastguard Worker         // is replicated. This is preferably to inserting a 3rd vertex on the w = 0 intersection
456*c8dee2aaSAndroid Build Coastguard Worker         // line because two parallel edges make inset/outset math unstable for large quads.
457*c8dee2aaSAndroid Build Coastguard Worker         v.fX = if_then_else(validW, v.fX,
458*c8dee2aaSAndroid Build Coastguard Worker                        if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fX),
459*c8dee2aaSAndroid Build Coastguard Worker                                if_then_else(ccwValid, clip.fX, /* cwValid */ next_cw(clip.fX))));
460*c8dee2aaSAndroid Build Coastguard Worker         v.fY = if_then_else(validW, v.fY,
461*c8dee2aaSAndroid Build Coastguard Worker                        if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fY),
462*c8dee2aaSAndroid Build Coastguard Worker                                if_then_else(ccwValid, clip.fY, /* cwValid */ next_cw(clip.fY))));
463*c8dee2aaSAndroid Build Coastguard Worker         v.fW = if_then_else(validW, v.fW, clip.fW);
464*c8dee2aaSAndroid Build Coastguard Worker 
465*c8dee2aaSAndroid Build Coastguard Worker         v.fU = if_then_else(validW, v.fU,
466*c8dee2aaSAndroid Build Coastguard Worker                        if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fU),
467*c8dee2aaSAndroid Build Coastguard Worker                                if_then_else(ccwValid, clip.fU, /* cwValid */ next_cw(clip.fU))));
468*c8dee2aaSAndroid Build Coastguard Worker         v.fV = if_then_else(validW, v.fV,
469*c8dee2aaSAndroid Build Coastguard Worker                        if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fV),
470*c8dee2aaSAndroid Build Coastguard Worker                                if_then_else(ccwValid, clip.fV, /* cwValid */ next_cw(clip.fV))));
471*c8dee2aaSAndroid Build Coastguard Worker         v.fR = if_then_else(validW, v.fR,
472*c8dee2aaSAndroid Build Coastguard Worker                        if_then_else((!ccwValid) & (!cwValid), next_ccw(clip.fR),
473*c8dee2aaSAndroid Build Coastguard Worker                                if_then_else(ccwValid, clip.fR, /* cwValid */ next_cw(clip.fR))));
474*c8dee2aaSAndroid Build Coastguard Worker 
475*c8dee2aaSAndroid Build Coastguard Worker         // For 2 or 3 clipped vertices, the resulting shape is a quad or a triangle, so it can be
476*c8dee2aaSAndroid Build Coastguard Worker         // entirely represented in 'quad'.
477*c8dee2aaSAndroid Build Coastguard Worker         v.asGrQuads(&quad->fDevice, GrQuad::Type::kPerspective,
478*c8dee2aaSAndroid Build Coastguard Worker                     &quad->fLocal, localType);
479*c8dee2aaSAndroid Build Coastguard Worker         return 1;
480*c8dee2aaSAndroid Build Coastguard Worker     } else {
481*c8dee2aaSAndroid Build Coastguard Worker         // The clipped geometry is a pentagon, so it will be represented as two quads connected by
482*c8dee2aaSAndroid Build Coastguard Worker         // a new non-AA edge. Use the midpoint along one of the unclipped edges as a split vertex.
483*c8dee2aaSAndroid Build Coastguard Worker         Vertices mid;
484*c8dee2aaSAndroid Build Coastguard Worker         mid.fX = 0.5f * (v.fX + next_ccw(v.fX));
485*c8dee2aaSAndroid Build Coastguard Worker         mid.fY = 0.5f * (v.fY + next_ccw(v.fY));
486*c8dee2aaSAndroid Build Coastguard Worker         mid.fW = 0.5f * (v.fW + next_ccw(v.fW));
487*c8dee2aaSAndroid Build Coastguard Worker 
488*c8dee2aaSAndroid Build Coastguard Worker         mid.fU = 0.5f * (v.fU + next_ccw(v.fU));
489*c8dee2aaSAndroid Build Coastguard Worker         mid.fV = 0.5f * (v.fV + next_ccw(v.fV));
490*c8dee2aaSAndroid Build Coastguard Worker         mid.fR = 0.5f * (v.fR + next_ccw(v.fR));
491*c8dee2aaSAndroid Build Coastguard Worker 
492*c8dee2aaSAndroid Build Coastguard Worker         // Make a quad formed by the 2 clipped points, the inserted mid point, and the good vertex
493*c8dee2aaSAndroid Build Coastguard Worker         // that is CCW rotated from the clipped vertex.
494*c8dee2aaSAndroid Build Coastguard Worker         Vertices v2;
495*c8dee2aaSAndroid Build Coastguard Worker         v2.fUVRCount = v.fUVRCount;
496*c8dee2aaSAndroid Build Coastguard Worker         v2.fX = if_then_else((!validW) | (!ccwValid), clip.fX,
497*c8dee2aaSAndroid Build Coastguard Worker                         if_then_else(cwValid, next_cw(mid.fX), v.fX));
498*c8dee2aaSAndroid Build Coastguard Worker         v2.fY = if_then_else((!validW) | (!ccwValid), clip.fY,
499*c8dee2aaSAndroid Build Coastguard Worker                         if_then_else(cwValid, next_cw(mid.fY), v.fY));
500*c8dee2aaSAndroid Build Coastguard Worker         v2.fW = if_then_else((!validW) | (!ccwValid), clip.fW,
501*c8dee2aaSAndroid Build Coastguard Worker                         if_then_else(cwValid, next_cw(mid.fW), v.fW));
502*c8dee2aaSAndroid Build Coastguard Worker 
503*c8dee2aaSAndroid Build Coastguard Worker         v2.fU = if_then_else((!validW) | (!ccwValid), clip.fU,
504*c8dee2aaSAndroid Build Coastguard Worker                         if_then_else(cwValid, next_cw(mid.fU), v.fU));
505*c8dee2aaSAndroid Build Coastguard Worker         v2.fV = if_then_else((!validW) | (!ccwValid), clip.fV,
506*c8dee2aaSAndroid Build Coastguard Worker                         if_then_else(cwValid, next_cw(mid.fV), v.fV));
507*c8dee2aaSAndroid Build Coastguard Worker         v2.fR = if_then_else((!validW) | (!ccwValid), clip.fR,
508*c8dee2aaSAndroid Build Coastguard Worker                         if_then_else(cwValid, next_cw(mid.fR), v.fR));
509*c8dee2aaSAndroid Build Coastguard Worker         // The non-AA edge for this quad is the opposite of the clipped vertex's edge
510*c8dee2aaSAndroid Build Coastguard Worker         GrQuadAAFlags v2EdgeFlag = (!validW[0] ? GrQuadAAFlags::kRight  : // left clipped -> right
511*c8dee2aaSAndroid Build Coastguard Worker                                    (!validW[1] ? GrQuadAAFlags::kTop    : // bottom clipped -> top
512*c8dee2aaSAndroid Build Coastguard Worker                                    (!validW[2] ? GrQuadAAFlags::kBottom : // top clipped -> bottom
513*c8dee2aaSAndroid Build Coastguard Worker                                                  GrQuadAAFlags::kLeft))); // right clipped -> left
514*c8dee2aaSAndroid Build Coastguard Worker         extraVertices->fEdgeFlags = quad->fEdgeFlags & ~v2EdgeFlag;
515*c8dee2aaSAndroid Build Coastguard Worker 
516*c8dee2aaSAndroid Build Coastguard Worker         // Make a quad formed by the remaining two good vertices, one clipped point, and the
517*c8dee2aaSAndroid Build Coastguard Worker         // inserted mid point.
518*c8dee2aaSAndroid Build Coastguard Worker         v.fX = if_then_else(!validW, next_cw(clip.fX),
519*c8dee2aaSAndroid Build Coastguard Worker                        if_then_else(!cwValid, mid.fX, v.fX));
520*c8dee2aaSAndroid Build Coastguard Worker         v.fY = if_then_else(!validW, next_cw(clip.fY),
521*c8dee2aaSAndroid Build Coastguard Worker                        if_then_else(!cwValid, mid.fY, v.fY));
522*c8dee2aaSAndroid Build Coastguard Worker         v.fW = if_then_else(!validW, clip.fW,
523*c8dee2aaSAndroid Build Coastguard Worker                        if_then_else(!cwValid, mid.fW, v.fW));
524*c8dee2aaSAndroid Build Coastguard Worker 
525*c8dee2aaSAndroid Build Coastguard Worker         v.fU = if_then_else(!validW, next_cw(clip.fU),
526*c8dee2aaSAndroid Build Coastguard Worker                        if_then_else(!cwValid, mid.fU, v.fU));
527*c8dee2aaSAndroid Build Coastguard Worker         v.fV = if_then_else(!validW, next_cw(clip.fV),
528*c8dee2aaSAndroid Build Coastguard Worker                        if_then_else(!cwValid, mid.fV, v.fV));
529*c8dee2aaSAndroid Build Coastguard Worker         v.fR = if_then_else(!validW, next_cw(clip.fR),
530*c8dee2aaSAndroid Build Coastguard Worker                        if_then_else(!cwValid, mid.fR, v.fR));
531*c8dee2aaSAndroid Build Coastguard Worker         // The non-AA edge for this quad is the clipped vertex's edge
532*c8dee2aaSAndroid Build Coastguard Worker         GrQuadAAFlags v1EdgeFlag = (!validW[0] ? GrQuadAAFlags::kLeft   :
533*c8dee2aaSAndroid Build Coastguard Worker                                    (!validW[1] ? GrQuadAAFlags::kBottom :
534*c8dee2aaSAndroid Build Coastguard Worker                                    (!validW[2] ? GrQuadAAFlags::kTop    :
535*c8dee2aaSAndroid Build Coastguard Worker                                                  GrQuadAAFlags::kRight)));
536*c8dee2aaSAndroid Build Coastguard Worker 
537*c8dee2aaSAndroid Build Coastguard Worker         v.asGrQuads(&quad->fDevice, GrQuad::Type::kPerspective,
538*c8dee2aaSAndroid Build Coastguard Worker                     &quad->fLocal, localType);
539*c8dee2aaSAndroid Build Coastguard Worker         quad->fEdgeFlags &= ~v1EdgeFlag;
540*c8dee2aaSAndroid Build Coastguard Worker 
541*c8dee2aaSAndroid Build Coastguard Worker         v2.asGrQuads(&extraVertices->fDevice, GrQuad::Type::kPerspective,
542*c8dee2aaSAndroid Build Coastguard Worker                      &extraVertices->fLocal, localType);
543*c8dee2aaSAndroid Build Coastguard Worker         // Caller must draw both 'quad' and 'extraVertices' to cover the clipped geometry
544*c8dee2aaSAndroid Build Coastguard Worker         return 2;
545*c8dee2aaSAndroid Build Coastguard Worker     }
546*c8dee2aaSAndroid Build Coastguard Worker }
547*c8dee2aaSAndroid Build Coastguard Worker 
CropToRect(const SkRect & cropRect,GrAA cropAA,DrawQuad * quad,bool computeLocal)548*c8dee2aaSAndroid Build Coastguard Worker bool CropToRect(const SkRect& cropRect, GrAA cropAA, DrawQuad* quad, bool computeLocal) {
549*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(quad->fDevice.isFinite());
550*c8dee2aaSAndroid Build Coastguard Worker 
551*c8dee2aaSAndroid Build Coastguard Worker     if (quad->fDevice.quadType() == GrQuad::Type::kAxisAligned) {
552*c8dee2aaSAndroid Build Coastguard Worker         // crop_rect and crop_rect_simple keep the rectangles as rectangles, so the intersection
553*c8dee2aaSAndroid Build Coastguard Worker         // of the crop and quad can be calculated exactly. Some care must be taken if the quad
554*c8dee2aaSAndroid Build Coastguard Worker         // is axis-aligned but does not satisfy asRect() due to flips, etc.
555*c8dee2aaSAndroid Build Coastguard Worker         GrQuadAAFlags clippedEdges;
556*c8dee2aaSAndroid Build Coastguard Worker         if (computeLocal) {
557*c8dee2aaSAndroid Build Coastguard Worker             if (is_simple_rect(quad->fDevice) && is_simple_rect(quad->fLocal)) {
558*c8dee2aaSAndroid Build Coastguard Worker                 clippedEdges = crop_simple_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(),
559*c8dee2aaSAndroid Build Coastguard Worker                                                 quad->fLocal.xs(), quad->fLocal.ys());
560*c8dee2aaSAndroid Build Coastguard Worker             } else {
561*c8dee2aaSAndroid Build Coastguard Worker                 clippedEdges = crop_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(),
562*c8dee2aaSAndroid Build Coastguard Worker                                          quad->fLocal.xs(), quad->fLocal.ys(), quad->fLocal.ws());
563*c8dee2aaSAndroid Build Coastguard Worker             }
564*c8dee2aaSAndroid Build Coastguard Worker         } else {
565*c8dee2aaSAndroid Build Coastguard Worker             if (is_simple_rect(quad->fDevice)) {
566*c8dee2aaSAndroid Build Coastguard Worker                 clippedEdges = crop_simple_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(),
567*c8dee2aaSAndroid Build Coastguard Worker                                                 nullptr, nullptr);
568*c8dee2aaSAndroid Build Coastguard Worker             } else {
569*c8dee2aaSAndroid Build Coastguard Worker                 clippedEdges = crop_rect(cropRect, quad->fDevice.xs(), quad->fDevice.ys(),
570*c8dee2aaSAndroid Build Coastguard Worker                                          nullptr, nullptr, nullptr);
571*c8dee2aaSAndroid Build Coastguard Worker             }
572*c8dee2aaSAndroid Build Coastguard Worker         }
573*c8dee2aaSAndroid Build Coastguard Worker 
574*c8dee2aaSAndroid Build Coastguard Worker         // Apply the clipped edge updates to the original edge flags
575*c8dee2aaSAndroid Build Coastguard Worker         if (cropAA == GrAA::kYes) {
576*c8dee2aaSAndroid Build Coastguard Worker             // Turn on all edges that were clipped
577*c8dee2aaSAndroid Build Coastguard Worker             quad->fEdgeFlags |= clippedEdges;
578*c8dee2aaSAndroid Build Coastguard Worker         } else {
579*c8dee2aaSAndroid Build Coastguard Worker             // Turn off all edges that were clipped
580*c8dee2aaSAndroid Build Coastguard Worker             quad->fEdgeFlags &= ~clippedEdges;
581*c8dee2aaSAndroid Build Coastguard Worker         }
582*c8dee2aaSAndroid Build Coastguard Worker         return true;
583*c8dee2aaSAndroid Build Coastguard Worker     }
584*c8dee2aaSAndroid Build Coastguard Worker 
585*c8dee2aaSAndroid Build Coastguard Worker     if (computeLocal || quad->fDevice.quadType() == GrQuad::Type::kPerspective) {
586*c8dee2aaSAndroid Build Coastguard Worker         // FIXME (michaelludwig) Calculate cropped local coordinates when not kAxisAligned
587*c8dee2aaSAndroid Build Coastguard Worker         // FIXME (michaelludwig) crbug.com/1204347 and skbug.com/9906 - disable this when there's
588*c8dee2aaSAndroid Build Coastguard Worker         // perspective; it does not prove numerical robust enough in the wild and should be
589*c8dee2aaSAndroid Build Coastguard Worker         // revisited.
590*c8dee2aaSAndroid Build Coastguard Worker         return false;
591*c8dee2aaSAndroid Build Coastguard Worker     }
592*c8dee2aaSAndroid Build Coastguard Worker 
593*c8dee2aaSAndroid Build Coastguard Worker     float4 devX = quad->fDevice.x4f();
594*c8dee2aaSAndroid Build Coastguard Worker     float4 devY = quad->fDevice.y4f();
595*c8dee2aaSAndroid Build Coastguard Worker 
596*c8dee2aaSAndroid Build Coastguard Worker     float4 clipX = {cropRect.fLeft, cropRect.fLeft, cropRect.fRight, cropRect.fRight};
597*c8dee2aaSAndroid Build Coastguard Worker     float4 clipY = {cropRect.fTop, cropRect.fBottom, cropRect.fTop, cropRect.fBottom};
598*c8dee2aaSAndroid Build Coastguard Worker 
599*c8dee2aaSAndroid Build Coastguard Worker     // Calculate barycentric coordinates for the 4 rect corners in the 2 triangles that the quad
600*c8dee2aaSAndroid Build Coastguard Worker     // is tessellated into when drawn.
601*c8dee2aaSAndroid Build Coastguard Worker     float4 u1, v1, w1;
602*c8dee2aaSAndroid Build Coastguard Worker     float4 u2, v2, w2;
603*c8dee2aaSAndroid Build Coastguard Worker     if (!barycentric_coords(devX[0], devY[0], devX[1], devY[1], devX[2], devY[2], clipX, clipY,
604*c8dee2aaSAndroid Build Coastguard Worker                             &u1, &v1, &w1) ||
605*c8dee2aaSAndroid Build Coastguard Worker         !barycentric_coords(devX[1], devY[1], devX[3], devY[3], devX[2], devY[2], clipX, clipY,
606*c8dee2aaSAndroid Build Coastguard Worker                             &u2, &v2, &w2)) {
607*c8dee2aaSAndroid Build Coastguard Worker         // Bad triangles, skip cropping
608*c8dee2aaSAndroid Build Coastguard Worker         return false;
609*c8dee2aaSAndroid Build Coastguard Worker     }
610*c8dee2aaSAndroid Build Coastguard Worker 
611*c8dee2aaSAndroid Build Coastguard Worker     // clipDevRect is completely inside this quad if each corner is in at least one of two triangles
612*c8dee2aaSAndroid Build Coastguard Worker     mask4 inTri1 = inside_triangle(u1, v1, w1);
613*c8dee2aaSAndroid Build Coastguard Worker     mask4 inTri2 = inside_triangle(u2, v2, w2);
614*c8dee2aaSAndroid Build Coastguard Worker     if (all(inTri1 | inTri2)) {
615*c8dee2aaSAndroid Build Coastguard Worker         // We can crop to exactly the clipDevRect.
616*c8dee2aaSAndroid Build Coastguard Worker         // FIXME (michaelludwig) - there are other ways to have determined quad covering the clip
617*c8dee2aaSAndroid Build Coastguard Worker         // rect, but the barycentric coords will be useful to derive local coordinates in the future
618*c8dee2aaSAndroid Build Coastguard Worker 
619*c8dee2aaSAndroid Build Coastguard Worker         // Since we are cropped to exactly clipDevRect, we have discarded any perspective and the
620*c8dee2aaSAndroid Build Coastguard Worker         // type becomes kRect. If updated locals were requested, they will incorporate perspective.
621*c8dee2aaSAndroid Build Coastguard Worker         // FIXME (michaelludwig) - once we have local coordinates handled, it may be desirable to
622*c8dee2aaSAndroid Build Coastguard Worker         // keep the draw as perspective so that the hardware does perspective interpolation instead
623*c8dee2aaSAndroid Build Coastguard Worker         // of pushing it into a local coord w and having the shader do an extra divide.
624*c8dee2aaSAndroid Build Coastguard Worker         clipX.store(quad->fDevice.xs());
625*c8dee2aaSAndroid Build Coastguard Worker         clipY.store(quad->fDevice.ys());
626*c8dee2aaSAndroid Build Coastguard Worker         quad->fDevice.setQuadType(GrQuad::Type::kAxisAligned);
627*c8dee2aaSAndroid Build Coastguard Worker 
628*c8dee2aaSAndroid Build Coastguard Worker         // Update the edge flags to match the clip setting since all 4 edges have been clipped
629*c8dee2aaSAndroid Build Coastguard Worker         quad->fEdgeFlags = cropAA == GrAA::kYes ? GrQuadAAFlags::kAll : GrQuadAAFlags::kNone;
630*c8dee2aaSAndroid Build Coastguard Worker 
631*c8dee2aaSAndroid Build Coastguard Worker         return true;
632*c8dee2aaSAndroid Build Coastguard Worker     }
633*c8dee2aaSAndroid Build Coastguard Worker 
634*c8dee2aaSAndroid Build Coastguard Worker     // FIXME (michaelludwig) - use TessellationHelper's inset/outset math to move
635*c8dee2aaSAndroid Build Coastguard Worker     // edges to the closest clip corner they are outside of
636*c8dee2aaSAndroid Build Coastguard Worker 
637*c8dee2aaSAndroid Build Coastguard Worker     return false;
638*c8dee2aaSAndroid Build Coastguard Worker }
639*c8dee2aaSAndroid Build Coastguard Worker 
WillUseHairline(const GrQuad & quad,GrAAType aaType,GrQuadAAFlags edgeFlags)640*c8dee2aaSAndroid Build Coastguard Worker bool WillUseHairline(const GrQuad& quad, GrAAType aaType, GrQuadAAFlags edgeFlags) {
641*c8dee2aaSAndroid Build Coastguard Worker     if (aaType != GrAAType::kCoverage || edgeFlags != GrQuadAAFlags::kAll) {
642*c8dee2aaSAndroid Build Coastguard Worker         // Non-aa or msaa don't do any outsetting so they will not be hairlined; mixed edge flags
643*c8dee2aaSAndroid Build Coastguard Worker         // could be hairlined in theory, but applying hairline bloat would extend beyond the
644*c8dee2aaSAndroid Build Coastguard Worker         // original tiled shape.
645*c8dee2aaSAndroid Build Coastguard Worker         return false;
646*c8dee2aaSAndroid Build Coastguard Worker     }
647*c8dee2aaSAndroid Build Coastguard Worker 
648*c8dee2aaSAndroid Build Coastguard Worker     if (quad.quadType() == GrQuad::Type::kAxisAligned) {
649*c8dee2aaSAndroid Build Coastguard Worker         // Fast path that avoids computing edge properties via TessellationHelper.
650*c8dee2aaSAndroid Build Coastguard Worker         // Taking the absolute value of the diagonals always produces the minimum of width or
651*c8dee2aaSAndroid Build Coastguard Worker         // height given that this is axis-aligned, regardless of mirror or 90/180-degree rotations.
652*c8dee2aaSAndroid Build Coastguard Worker         float d = std::min(std::abs(quad.x(3) - quad.x(0)), std::abs(quad.y(3) - quad.y(0)));
653*c8dee2aaSAndroid Build Coastguard Worker         return d < 1.f;
654*c8dee2aaSAndroid Build Coastguard Worker     } else {
655*c8dee2aaSAndroid Build Coastguard Worker         TessellationHelper helper;
656*c8dee2aaSAndroid Build Coastguard Worker         helper.reset(quad, nullptr);
657*c8dee2aaSAndroid Build Coastguard Worker         return helper.isSubpixel();
658*c8dee2aaSAndroid Build Coastguard Worker     }
659*c8dee2aaSAndroid Build Coastguard Worker }
660*c8dee2aaSAndroid Build Coastguard Worker 
661*c8dee2aaSAndroid Build Coastguard Worker ///////////////////////////////////////////////////////////////////////////////////////////////////
662*c8dee2aaSAndroid Build Coastguard Worker // TessellationHelper implementation and helper struct implementations
663*c8dee2aaSAndroid Build Coastguard Worker ///////////////////////////////////////////////////////////////////////////////////////////////////
664*c8dee2aaSAndroid Build Coastguard Worker 
665*c8dee2aaSAndroid Build Coastguard Worker //** EdgeVectors implementation
666*c8dee2aaSAndroid Build Coastguard Worker 
reset(const skvx::Vec<4,float> & xs,const skvx::Vec<4,float> & ys,const skvx::Vec<4,float> & ws,GrQuad::Type quadType)667*c8dee2aaSAndroid Build Coastguard Worker void TessellationHelper::EdgeVectors::reset(const skvx::Vec<4, float>& xs,
668*c8dee2aaSAndroid Build Coastguard Worker                                             const skvx::Vec<4, float>& ys,
669*c8dee2aaSAndroid Build Coastguard Worker                                             const skvx::Vec<4, float>& ws,
670*c8dee2aaSAndroid Build Coastguard Worker                                             GrQuad::Type quadType) {
671*c8dee2aaSAndroid Build Coastguard Worker     // Calculate all projected edge vector values for this quad.
672*c8dee2aaSAndroid Build Coastguard Worker     if (quadType == GrQuad::Type::kPerspective) {
673*c8dee2aaSAndroid Build Coastguard Worker         float4 iw = 1.f / ws;
674*c8dee2aaSAndroid Build Coastguard Worker         fX2D = xs * iw;
675*c8dee2aaSAndroid Build Coastguard Worker         fY2D = ys * iw;
676*c8dee2aaSAndroid Build Coastguard Worker     } else {
677*c8dee2aaSAndroid Build Coastguard Worker         fX2D = xs;
678*c8dee2aaSAndroid Build Coastguard Worker         fY2D = ys;
679*c8dee2aaSAndroid Build Coastguard Worker     }
680*c8dee2aaSAndroid Build Coastguard Worker 
681*c8dee2aaSAndroid Build Coastguard Worker     fDX = next_ccw(fX2D) - fX2D;
682*c8dee2aaSAndroid Build Coastguard Worker     fDY = next_ccw(fY2D) - fY2D;
683*c8dee2aaSAndroid Build Coastguard Worker     fInvLengths = 1.f / sqrt(fDX*fDX + fDY*fDY);
684*c8dee2aaSAndroid Build Coastguard Worker 
685*c8dee2aaSAndroid Build Coastguard Worker     // Normalize edge vectors
686*c8dee2aaSAndroid Build Coastguard Worker     fDX *= fInvLengths;
687*c8dee2aaSAndroid Build Coastguard Worker     fDY *= fInvLengths;
688*c8dee2aaSAndroid Build Coastguard Worker 
689*c8dee2aaSAndroid Build Coastguard Worker     // Calculate angles between vectors
690*c8dee2aaSAndroid Build Coastguard Worker     if (quadType <= GrQuad::Type::kRectilinear) {
691*c8dee2aaSAndroid Build Coastguard Worker         fCosTheta = 0.f;
692*c8dee2aaSAndroid Build Coastguard Worker         fInvSinTheta = 1.f;
693*c8dee2aaSAndroid Build Coastguard Worker     } else {
694*c8dee2aaSAndroid Build Coastguard Worker         fCosTheta = fDX*next_cw(fDX) + fDY*next_cw(fDY);
695*c8dee2aaSAndroid Build Coastguard Worker         // NOTE: if cosTheta is close to 1, inset/outset math will avoid the fast paths that rely
696*c8dee2aaSAndroid Build Coastguard Worker         // on thefInvSinTheta since it will approach infinity.
697*c8dee2aaSAndroid Build Coastguard Worker         fInvSinTheta = 1.f / sqrt(1.f - fCosTheta * fCosTheta);
698*c8dee2aaSAndroid Build Coastguard Worker     }
699*c8dee2aaSAndroid Build Coastguard Worker }
700*c8dee2aaSAndroid Build Coastguard Worker 
701*c8dee2aaSAndroid Build Coastguard Worker //** EdgeEquations implementation
702*c8dee2aaSAndroid Build Coastguard Worker 
reset(const EdgeVectors & edgeVectors)703*c8dee2aaSAndroid Build Coastguard Worker void TessellationHelper::EdgeEquations::reset(const EdgeVectors& edgeVectors) {
704*c8dee2aaSAndroid Build Coastguard Worker     float4 dx = edgeVectors.fDX;
705*c8dee2aaSAndroid Build Coastguard Worker     float4 dy = edgeVectors.fDY;
706*c8dee2aaSAndroid Build Coastguard Worker     // Correct for bad edges by copying adjacent edge information into the bad component
707*c8dee2aaSAndroid Build Coastguard Worker     correct_bad_edges(edgeVectors.fInvLengths >= kInvDistTolerance, &dx, &dy, nullptr);
708*c8dee2aaSAndroid Build Coastguard Worker 
709*c8dee2aaSAndroid Build Coastguard Worker     float4 c = dx*edgeVectors.fY2D - dy*edgeVectors.fX2D;
710*c8dee2aaSAndroid Build Coastguard Worker     // Make sure normals point into the shape
711*c8dee2aaSAndroid Build Coastguard Worker     float4 test = dy * next_cw(edgeVectors.fX2D) + (-dx * next_cw(edgeVectors.fY2D) + c);
712*c8dee2aaSAndroid Build Coastguard Worker     if (any(test < -kDistTolerance)) {
713*c8dee2aaSAndroid Build Coastguard Worker         fA = -dy;
714*c8dee2aaSAndroid Build Coastguard Worker         fB = dx;
715*c8dee2aaSAndroid Build Coastguard Worker         fC = -c;
716*c8dee2aaSAndroid Build Coastguard Worker     } else {
717*c8dee2aaSAndroid Build Coastguard Worker         fA = dy;
718*c8dee2aaSAndroid Build Coastguard Worker         fB = -dx;
719*c8dee2aaSAndroid Build Coastguard Worker         fC = c;
720*c8dee2aaSAndroid Build Coastguard Worker     }
721*c8dee2aaSAndroid Build Coastguard Worker }
722*c8dee2aaSAndroid Build Coastguard Worker 
estimateCoverage(const float4 & x2d,const float4 & y2d) const723*c8dee2aaSAndroid Build Coastguard Worker float4 TessellationHelper::EdgeEquations::estimateCoverage(const float4& x2d,
724*c8dee2aaSAndroid Build Coastguard Worker                                                            const float4& y2d) const {
725*c8dee2aaSAndroid Build Coastguard Worker     // Calculate distance of the 4 inset points (px, py) to the 4 edges
726*c8dee2aaSAndroid Build Coastguard Worker     float4 d0 = fA[0]*x2d + (fB[0]*y2d + fC[0]);
727*c8dee2aaSAndroid Build Coastguard Worker     float4 d1 = fA[1]*x2d + (fB[1]*y2d + fC[1]);
728*c8dee2aaSAndroid Build Coastguard Worker     float4 d2 = fA[2]*x2d + (fB[2]*y2d + fC[2]);
729*c8dee2aaSAndroid Build Coastguard Worker     float4 d3 = fA[3]*x2d + (fB[3]*y2d + fC[3]);
730*c8dee2aaSAndroid Build Coastguard Worker 
731*c8dee2aaSAndroid Build Coastguard Worker     // For each point, pretend that there's a rectangle that touches e0 and e3 on the horizontal
732*c8dee2aaSAndroid Build Coastguard Worker     // axis, so its width is "approximately" d0 + d3, and it touches e1 and e2 on the vertical axis
733*c8dee2aaSAndroid Build Coastguard Worker     // so its height is d1 + d2. Pin each of these dimensions to [0, 1] and approximate the coverage
734*c8dee2aaSAndroid Build Coastguard Worker     // at each point as clamp(d0+d3, 0, 1) x clamp(d1+d2, 0, 1). For rectilinear quads this is an
735*c8dee2aaSAndroid Build Coastguard Worker     // accurate calculation of its area clipped to an aligned pixel. For arbitrary quads it is not
736*c8dee2aaSAndroid Build Coastguard Worker     // mathematically accurate but qualitatively provides a stable value proportional to the size of
737*c8dee2aaSAndroid Build Coastguard Worker     // the shape.
738*c8dee2aaSAndroid Build Coastguard Worker     float4 w = max(0.f, min(1.f, d0 + d3));
739*c8dee2aaSAndroid Build Coastguard Worker     float4 h = max(0.f, min(1.f, d1 + d2));
740*c8dee2aaSAndroid Build Coastguard Worker     return w * h;
741*c8dee2aaSAndroid Build Coastguard Worker }
742*c8dee2aaSAndroid Build Coastguard Worker 
isSubpixel(const float4 & x2d,const float4 & y2d) const743*c8dee2aaSAndroid Build Coastguard Worker bool TessellationHelper::EdgeEquations::isSubpixel(const float4& x2d, const float4& y2d) const {
744*c8dee2aaSAndroid Build Coastguard Worker     // Compute the minimum distances from vertices to opposite edges. If all 4 minimum distances
745*c8dee2aaSAndroid Build Coastguard Worker     // are less than 1px, then the inset geometry would be a point or line and quad rendering
746*c8dee2aaSAndroid Build Coastguard Worker     // will switch to hairline mode.
747*c8dee2aaSAndroid Build Coastguard Worker     float4 d = min(x2d * skvx::shuffle<1,2,1,2>(fA) + y2d * skvx::shuffle<1,2,1,2>(fB)
748*c8dee2aaSAndroid Build Coastguard Worker                            + skvx::shuffle<1,2,1,2>(fC),
749*c8dee2aaSAndroid Build Coastguard Worker                    x2d * skvx::shuffle<3,3,0,0>(fA) + y2d * skvx::shuffle<3,3,0,0>(fB)
750*c8dee2aaSAndroid Build Coastguard Worker                            + skvx::shuffle<3,3,0,0>(fC));
751*c8dee2aaSAndroid Build Coastguard Worker     return all(d < 1.f);
752*c8dee2aaSAndroid Build Coastguard Worker }
753*c8dee2aaSAndroid Build Coastguard Worker 
computeDegenerateQuad(const float4 & signedEdgeDistances,float4 * x2d,float4 * y2d,mask4 * aaMask) const754*c8dee2aaSAndroid Build Coastguard Worker int TessellationHelper::EdgeEquations::computeDegenerateQuad(const float4& signedEdgeDistances,
755*c8dee2aaSAndroid Build Coastguard Worker                                                              float4* x2d, float4* y2d,
756*c8dee2aaSAndroid Build Coastguard Worker                                                              mask4* aaMask) const {
757*c8dee2aaSAndroid Build Coastguard Worker     // If the original points form a line in the 2D projection then give up on antialiasing.
758*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < 4; ++i) {
759*c8dee2aaSAndroid Build Coastguard Worker         float4 d = (*x2d)*fA[i] + (*y2d)*fB[i] + fC[i];
760*c8dee2aaSAndroid Build Coastguard Worker         if (all(abs(d) < kDistTolerance)) {
761*c8dee2aaSAndroid Build Coastguard Worker             *aaMask = mask4(0);
762*c8dee2aaSAndroid Build Coastguard Worker             return 4;
763*c8dee2aaSAndroid Build Coastguard Worker         }
764*c8dee2aaSAndroid Build Coastguard Worker     }
765*c8dee2aaSAndroid Build Coastguard Worker 
766*c8dee2aaSAndroid Build Coastguard Worker     *aaMask = signedEdgeDistances != 0.f;
767*c8dee2aaSAndroid Build Coastguard Worker 
768*c8dee2aaSAndroid Build Coastguard Worker     // Move the edge by the signed edge adjustment.
769*c8dee2aaSAndroid Build Coastguard Worker     float4 oc = fC + signedEdgeDistances;
770*c8dee2aaSAndroid Build Coastguard Worker 
771*c8dee2aaSAndroid Build Coastguard Worker     // There are 6 points that we care about to determine the final shape of the polygon, which
772*c8dee2aaSAndroid Build Coastguard Worker     // are the intersections between (e0,e2), (e1,e0), (e2,e3), (e3,e1) (corresponding to the
773*c8dee2aaSAndroid Build Coastguard Worker     // 4 corners), and (e1, e2), (e0, e3) (representing the intersections of opposite edges).
774*c8dee2aaSAndroid Build Coastguard Worker     float4 denom = fA * next_cw(fB) - fB * next_cw(fA);
775*c8dee2aaSAndroid Build Coastguard Worker     float4 px = (fB * next_cw(oc) - oc * next_cw(fB)) / denom;
776*c8dee2aaSAndroid Build Coastguard Worker     float4 py = (oc * next_cw(fA) - fA * next_cw(oc)) / denom;
777*c8dee2aaSAndroid Build Coastguard Worker     correct_bad_coords(abs(denom) < kTolerance, &px, &py, nullptr);
778*c8dee2aaSAndroid Build Coastguard Worker 
779*c8dee2aaSAndroid Build Coastguard Worker     // Calculate the signed distances from these 4 corners to the other two edges that did not
780*c8dee2aaSAndroid Build Coastguard Worker     // define the intersection. So p(0) is compared to e3,e1, p(1) to e3,e2 , p(2) to e0,e1, and
781*c8dee2aaSAndroid Build Coastguard Worker     // p(3) to e0,e2
782*c8dee2aaSAndroid Build Coastguard Worker     float4 dists1 = px * skvx::shuffle<3, 3, 0, 0>(fA) +
783*c8dee2aaSAndroid Build Coastguard Worker                     py * skvx::shuffle<3, 3, 0, 0>(fB) +
784*c8dee2aaSAndroid Build Coastguard Worker                     skvx::shuffle<3, 3, 0, 0>(oc);
785*c8dee2aaSAndroid Build Coastguard Worker     float4 dists2 = px * skvx::shuffle<1, 2, 1, 2>(fA) +
786*c8dee2aaSAndroid Build Coastguard Worker                     py * skvx::shuffle<1, 2, 1, 2>(fB) +
787*c8dee2aaSAndroid Build Coastguard Worker                     skvx::shuffle<1, 2, 1, 2>(oc);
788*c8dee2aaSAndroid Build Coastguard Worker 
789*c8dee2aaSAndroid Build Coastguard Worker     // If all the distances are >= 0, the 4 corners form a valid quadrilateral, so use them as
790*c8dee2aaSAndroid Build Coastguard Worker     // the 4 points. If any point is on the wrong side of both edges, the interior has collapsed
791*c8dee2aaSAndroid Build Coastguard Worker     // and we need to use a central point to represent it. If all four points are only on the
792*c8dee2aaSAndroid Build Coastguard Worker     // wrong side of 1 edge, one edge has crossed over another and we use a line to represent it.
793*c8dee2aaSAndroid Build Coastguard Worker     // Otherwise, use a triangle that replaces the bad points with the intersections of
794*c8dee2aaSAndroid Build Coastguard Worker     // (e1, e2) or (e0, e3) as needed.
795*c8dee2aaSAndroid Build Coastguard Worker     mask4 d1v0 = dists1 < kDistTolerance;
796*c8dee2aaSAndroid Build Coastguard Worker     mask4 d2v0 = dists2 < kDistTolerance;
797*c8dee2aaSAndroid Build Coastguard Worker     mask4 d1And2 = d1v0 & d2v0;
798*c8dee2aaSAndroid Build Coastguard Worker     mask4 d1Or2 = d1v0 | d2v0;
799*c8dee2aaSAndroid Build Coastguard Worker 
800*c8dee2aaSAndroid Build Coastguard Worker     if (!any(d1Or2)) {
801*c8dee2aaSAndroid Build Coastguard Worker         // Every dists1 and dists2 >= kTolerance so it's not degenerate, use all 4 corners as-is
802*c8dee2aaSAndroid Build Coastguard Worker         // and use full coverage
803*c8dee2aaSAndroid Build Coastguard Worker         *x2d = px;
804*c8dee2aaSAndroid Build Coastguard Worker         *y2d = py;
805*c8dee2aaSAndroid Build Coastguard Worker         return 4;
806*c8dee2aaSAndroid Build Coastguard Worker     } else if (any(d1And2)) {
807*c8dee2aaSAndroid Build Coastguard Worker         // A point failed against two edges, so reduce the shape to a single point, which we take as
808*c8dee2aaSAndroid Build Coastguard Worker         // the center of the original quad to ensure it is contained in the intended geometry. Since
809*c8dee2aaSAndroid Build Coastguard Worker         // it has collapsed, we know the shape cannot cover a pixel so update the coverage.
810*c8dee2aaSAndroid Build Coastguard Worker         SkPoint center = {0.25f * ((*x2d)[0] + (*x2d)[1] + (*x2d)[2] + (*x2d)[3]),
811*c8dee2aaSAndroid Build Coastguard Worker                           0.25f * ((*y2d)[0] + (*y2d)[1] + (*y2d)[2] + (*y2d)[3])};
812*c8dee2aaSAndroid Build Coastguard Worker         *x2d = center.fX;
813*c8dee2aaSAndroid Build Coastguard Worker         *y2d = center.fY;
814*c8dee2aaSAndroid Build Coastguard Worker         *aaMask = any(*aaMask);
815*c8dee2aaSAndroid Build Coastguard Worker         return 1;
816*c8dee2aaSAndroid Build Coastguard Worker     } else if (all(d1Or2)) {
817*c8dee2aaSAndroid Build Coastguard Worker         // Degenerates to a line. Compare p[2] and p[3] to edge 0. If they are on the wrong side,
818*c8dee2aaSAndroid Build Coastguard Worker         // that means edge 0 and 3 crossed, and otherwise edge 1 and 2 crossed.
819*c8dee2aaSAndroid Build Coastguard Worker         if (dists1[2] < kDistTolerance && dists1[3] < kDistTolerance) {
820*c8dee2aaSAndroid Build Coastguard Worker             // Edges 0 and 3 have crossed over, so make the line from average of (p0,p2) and (p1,p3)
821*c8dee2aaSAndroid Build Coastguard Worker             *x2d = 0.5f * (skvx::shuffle<0, 1, 0, 1>(px) + skvx::shuffle<2, 3, 2, 3>(px));
822*c8dee2aaSAndroid Build Coastguard Worker             *y2d = 0.5f * (skvx::shuffle<0, 1, 0, 1>(py) + skvx::shuffle<2, 3, 2, 3>(py));
823*c8dee2aaSAndroid Build Coastguard Worker             // If edges 0 and 3 crossed then one must have AA but we moved both 2D points on the
824*c8dee2aaSAndroid Build Coastguard Worker             // edge so we need moveTo() to be able to move both 3D points along the shared edge. So
825*c8dee2aaSAndroid Build Coastguard Worker             // ensure both have AA.
826*c8dee2aaSAndroid Build Coastguard Worker             *aaMask = *aaMask | mask4({1, 0, 0, 1});
827*c8dee2aaSAndroid Build Coastguard Worker         } else {
828*c8dee2aaSAndroid Build Coastguard Worker             // Edges 1 and 2 have crossed over, so make the line from average of (p0,p1) and (p2,p3)
829*c8dee2aaSAndroid Build Coastguard Worker             *x2d = 0.5f * (skvx::shuffle<0, 0, 2, 2>(px) + skvx::shuffle<1, 1, 3, 3>(px));
830*c8dee2aaSAndroid Build Coastguard Worker             *y2d = 0.5f * (skvx::shuffle<0, 0, 2, 2>(py) + skvx::shuffle<1, 1, 3, 3>(py));
831*c8dee2aaSAndroid Build Coastguard Worker             *aaMask = *aaMask | mask4({0, 1, 1, 0});
832*c8dee2aaSAndroid Build Coastguard Worker         }
833*c8dee2aaSAndroid Build Coastguard Worker         return 2;
834*c8dee2aaSAndroid Build Coastguard Worker     } else {
835*c8dee2aaSAndroid Build Coastguard Worker         // This turns into a triangle. Replace corners as needed with the intersections between
836*c8dee2aaSAndroid Build Coastguard Worker         // (e0,e3) and (e1,e2), which must now be calculated. Because of kDistTolarance we can
837*c8dee2aaSAndroid Build Coastguard Worker         // have cases where the intersection lies far outside the quad. For example, consider top
838*c8dee2aaSAndroid Build Coastguard Worker         // and bottom edges that are nearly parallel and their intersections with the right edge are
839*c8dee2aaSAndroid Build Coastguard Worker         // nearly but not quite swapped (top edge intersection is barely above bottom edge
840*c8dee2aaSAndroid Build Coastguard Worker         // intersection). In this case we replace the point with the average of itself and the point
841*c8dee2aaSAndroid Build Coastguard Worker         // calculated using the edge equation it failed (in the example case this would be the
842*c8dee2aaSAndroid Build Coastguard Worker         // average of the points calculated by the top and bottom edges intersected with the right
843*c8dee2aaSAndroid Build Coastguard Worker         // edge.)
844*c8dee2aaSAndroid Build Coastguard Worker         using V2f = skvx::Vec<2, float>;
845*c8dee2aaSAndroid Build Coastguard Worker         V2f eDenom = skvx::shuffle<0, 1>(fA) * skvx::shuffle<3, 2>(fB) -
846*c8dee2aaSAndroid Build Coastguard Worker                      skvx::shuffle<0, 1>(fB) * skvx::shuffle<3, 2>(fA);
847*c8dee2aaSAndroid Build Coastguard Worker         V2f ex = (skvx::shuffle<0, 1>(fB) * skvx::shuffle<3, 2>(oc) -
848*c8dee2aaSAndroid Build Coastguard Worker                   skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(fB)) / eDenom;
849*c8dee2aaSAndroid Build Coastguard Worker         V2f ey = (skvx::shuffle<0, 1>(oc) * skvx::shuffle<3, 2>(fA) -
850*c8dee2aaSAndroid Build Coastguard Worker                   skvx::shuffle<0, 1>(fA) * skvx::shuffle<3, 2>(oc)) / eDenom;
851*c8dee2aaSAndroid Build Coastguard Worker 
852*c8dee2aaSAndroid Build Coastguard Worker         float4 avgX = 0.5f * (skvx::shuffle<0, 1, 0, 2>(px) + skvx::shuffle<2, 3, 1, 3>(px));
853*c8dee2aaSAndroid Build Coastguard Worker         float4 avgY = 0.5f * (skvx::shuffle<0, 1, 0, 2>(py) + skvx::shuffle<2, 3, 1, 3>(py));
854*c8dee2aaSAndroid Build Coastguard Worker         for (int i = 0; i < 4; ++i) {
855*c8dee2aaSAndroid Build Coastguard Worker             // Note that we would not have taken this branch if any point failed both of its edges
856*c8dee2aaSAndroid Build Coastguard Worker             // tests. That is, it can't be the case that d1v0[i] and d2v0[i] are both true.
857*c8dee2aaSAndroid Build Coastguard Worker             if (dists1[i] < -kDistTolerance && std::abs(eDenom[0]) > kTolerance) {
858*c8dee2aaSAndroid Build Coastguard Worker                 px[i] = ex[0];
859*c8dee2aaSAndroid Build Coastguard Worker                 py[i] = ey[0];
860*c8dee2aaSAndroid Build Coastguard Worker             } else if (d1v0[i]) {
861*c8dee2aaSAndroid Build Coastguard Worker                 px[i] = avgX[i % 2];
862*c8dee2aaSAndroid Build Coastguard Worker                 py[i] = avgY[i % 2];
863*c8dee2aaSAndroid Build Coastguard Worker             } else if (dists2[i] < -kDistTolerance && std::abs(eDenom[1]) > kTolerance) {
864*c8dee2aaSAndroid Build Coastguard Worker                 px[i] = ex[1];
865*c8dee2aaSAndroid Build Coastguard Worker                 py[i] = ey[1];
866*c8dee2aaSAndroid Build Coastguard Worker             } else if (d2v0[i]) {
867*c8dee2aaSAndroid Build Coastguard Worker                 px[i] = avgX[i / 2 + 2];
868*c8dee2aaSAndroid Build Coastguard Worker                 py[i] = avgY[i / 2 + 2];
869*c8dee2aaSAndroid Build Coastguard Worker             }
870*c8dee2aaSAndroid Build Coastguard Worker         }
871*c8dee2aaSAndroid Build Coastguard Worker 
872*c8dee2aaSAndroid Build Coastguard Worker         // If we replace a vertex with an intersection then it will not fall along the
873*c8dee2aaSAndroid Build Coastguard Worker         // edges that intersect at the original vertex. When we apply AA later to the
874*c8dee2aaSAndroid Build Coastguard Worker         // original points we move along the original 3d edges to move towards the 2d
875*c8dee2aaSAndroid Build Coastguard Worker         // points we're computing here. If we have an AA edge and a non-AA edge we
876*c8dee2aaSAndroid Build Coastguard Worker         // can only move along 1 edge, but now the point we're moving toward isn't
877*c8dee2aaSAndroid Build Coastguard Worker         // on that edge. Thus, we provide an additional degree of freedom by turning
878*c8dee2aaSAndroid Build Coastguard Worker         // AA on for both edges if either edge is AA at each point.
879*c8dee2aaSAndroid Build Coastguard Worker         *aaMask = *aaMask | (d1Or2 & next_cw(*aaMask)) | (next_ccw(d1Or2) & next_ccw(*aaMask));
880*c8dee2aaSAndroid Build Coastguard Worker         *x2d = px;
881*c8dee2aaSAndroid Build Coastguard Worker         *y2d = py;
882*c8dee2aaSAndroid Build Coastguard Worker         return 3;
883*c8dee2aaSAndroid Build Coastguard Worker     }
884*c8dee2aaSAndroid Build Coastguard Worker }
885*c8dee2aaSAndroid Build Coastguard Worker 
886*c8dee2aaSAndroid Build Coastguard Worker //** OutsetRequest implementation
887*c8dee2aaSAndroid Build Coastguard Worker 
reset(const EdgeVectors & edgeVectors,GrQuad::Type quadType,const skvx::Vec<4,float> & edgeDistances)888*c8dee2aaSAndroid Build Coastguard Worker void TessellationHelper::OutsetRequest::reset(const EdgeVectors& edgeVectors, GrQuad::Type quadType,
889*c8dee2aaSAndroid Build Coastguard Worker                                               const skvx::Vec<4, float>& edgeDistances) {
890*c8dee2aaSAndroid Build Coastguard Worker     fEdgeDistances = edgeDistances;
891*c8dee2aaSAndroid Build Coastguard Worker 
892*c8dee2aaSAndroid Build Coastguard Worker     // Based on the edge distances, determine if it's acceptable to use fInvSinTheta to
893*c8dee2aaSAndroid Build Coastguard Worker     // calculate the inset or outset geometry.
894*c8dee2aaSAndroid Build Coastguard Worker     if (quadType <= GrQuad::Type::kRectilinear) {
895*c8dee2aaSAndroid Build Coastguard Worker         // Since it's rectangular, the width (edge[1] or edge[2]) collapses if subtracting
896*c8dee2aaSAndroid Build Coastguard Worker         // (dist[0] + dist[3]) makes the new width negative (minus for inset, outsetting will
897*c8dee2aaSAndroid Build Coastguard Worker         // never be degenerate in this case). The same applies for height (edge[0] or edge[3])
898*c8dee2aaSAndroid Build Coastguard Worker         // and (dist[1] + dist[2]).
899*c8dee2aaSAndroid Build Coastguard Worker         fOutsetDegenerate = false;
900*c8dee2aaSAndroid Build Coastguard Worker         float widthChange = edgeDistances[0] + edgeDistances[3];
901*c8dee2aaSAndroid Build Coastguard Worker         float heightChange = edgeDistances[1] + edgeDistances[2];
902*c8dee2aaSAndroid Build Coastguard Worker         // (1/len > 1/(edge sum) implies len - edge sum < 0.
903*c8dee2aaSAndroid Build Coastguard Worker         fInsetDegenerate =
904*c8dee2aaSAndroid Build Coastguard Worker                 (widthChange > 0.f  && edgeVectors.fInvLengths[1] > 1.f / widthChange) ||
905*c8dee2aaSAndroid Build Coastguard Worker                 (heightChange > 0.f && edgeVectors.fInvLengths[0] > 1.f / heightChange);
906*c8dee2aaSAndroid Build Coastguard Worker     } else if (any(edgeVectors.fInvLengths >= kInvDistTolerance)) {
907*c8dee2aaSAndroid Build Coastguard Worker         // Have an edge that is effectively length 0, so we're dealing with a triangle, which
908*c8dee2aaSAndroid Build Coastguard Worker         // must always go through the degenerate code path.
909*c8dee2aaSAndroid Build Coastguard Worker         fOutsetDegenerate = true;
910*c8dee2aaSAndroid Build Coastguard Worker         fInsetDegenerate = true;
911*c8dee2aaSAndroid Build Coastguard Worker     } else {
912*c8dee2aaSAndroid Build Coastguard Worker         // If possible, the corners will move +/-edgeDistances * 1/sin(theta). The entire
913*c8dee2aaSAndroid Build Coastguard Worker         // request is degenerate if 1/sin(theta) -> infinity (or cos(theta) -> 1).
914*c8dee2aaSAndroid Build Coastguard Worker         if (any(abs(edgeVectors.fCosTheta) >= 0.9f)) {
915*c8dee2aaSAndroid Build Coastguard Worker             fOutsetDegenerate = true;
916*c8dee2aaSAndroid Build Coastguard Worker             fInsetDegenerate = true;
917*c8dee2aaSAndroid Build Coastguard Worker         } else {
918*c8dee2aaSAndroid Build Coastguard Worker             // With an edge-centric view, an edge's length changes by
919*c8dee2aaSAndroid Build Coastguard Worker             // edgeDistance * cos(pi - theta) / sin(theta) for each of its corners (the second
920*c8dee2aaSAndroid Build Coastguard Worker             // corner uses ccw theta value). An edge's length also changes when its adjacent
921*c8dee2aaSAndroid Build Coastguard Worker             // edges move, in which case it's updated by edgeDistance / sin(theta)
922*c8dee2aaSAndroid Build Coastguard Worker             // (or cos(theta) for the other edge).
923*c8dee2aaSAndroid Build Coastguard Worker 
924*c8dee2aaSAndroid Build Coastguard Worker             // cos(pi - theta) = -cos(theta)
925*c8dee2aaSAndroid Build Coastguard Worker             float4 halfTanTheta = -edgeVectors.fCosTheta * edgeVectors.fInvSinTheta;
926*c8dee2aaSAndroid Build Coastguard Worker             float4 edgeAdjust = edgeDistances * (halfTanTheta + next_ccw(halfTanTheta)) +
927*c8dee2aaSAndroid Build Coastguard Worker                                 next_ccw(edgeDistances) * next_ccw(edgeVectors.fInvSinTheta) +
928*c8dee2aaSAndroid Build Coastguard Worker                                 next_cw(edgeDistances) * edgeVectors.fInvSinTheta;
929*c8dee2aaSAndroid Build Coastguard Worker 
930*c8dee2aaSAndroid Build Coastguard Worker             // If either outsetting (plus edgeAdjust) or insetting (minus edgeAdjust) make
931*c8dee2aaSAndroid Build Coastguard Worker             // the edge lengths negative, then it's degenerate.
932*c8dee2aaSAndroid Build Coastguard Worker             float4 threshold = 0.1f - (1.f / edgeVectors.fInvLengths);
933*c8dee2aaSAndroid Build Coastguard Worker             fOutsetDegenerate = any(edgeAdjust < threshold);
934*c8dee2aaSAndroid Build Coastguard Worker             fInsetDegenerate = any(edgeAdjust > -threshold);
935*c8dee2aaSAndroid Build Coastguard Worker         }
936*c8dee2aaSAndroid Build Coastguard Worker     }
937*c8dee2aaSAndroid Build Coastguard Worker }
938*c8dee2aaSAndroid Build Coastguard Worker 
939*c8dee2aaSAndroid Build Coastguard Worker //** Vertices implementation
940*c8dee2aaSAndroid Build Coastguard Worker 
reset(const GrQuad & deviceQuad,const GrQuad * localQuad)941*c8dee2aaSAndroid Build Coastguard Worker void TessellationHelper::Vertices::reset(const GrQuad& deviceQuad, const GrQuad* localQuad) {
942*c8dee2aaSAndroid Build Coastguard Worker     // Set vertices to match the device and local quad
943*c8dee2aaSAndroid Build Coastguard Worker     fX = deviceQuad.x4f();
944*c8dee2aaSAndroid Build Coastguard Worker     fY = deviceQuad.y4f();
945*c8dee2aaSAndroid Build Coastguard Worker     fW = deviceQuad.w4f();
946*c8dee2aaSAndroid Build Coastguard Worker 
947*c8dee2aaSAndroid Build Coastguard Worker     if (localQuad) {
948*c8dee2aaSAndroid Build Coastguard Worker         fU = localQuad->x4f();
949*c8dee2aaSAndroid Build Coastguard Worker         fV = localQuad->y4f();
950*c8dee2aaSAndroid Build Coastguard Worker         fR = localQuad->w4f();
951*c8dee2aaSAndroid Build Coastguard Worker         fUVRCount = localQuad->hasPerspective() ? 3 : 2;
952*c8dee2aaSAndroid Build Coastguard Worker     } else {
953*c8dee2aaSAndroid Build Coastguard Worker         fUVRCount = 0;
954*c8dee2aaSAndroid Build Coastguard Worker     }
955*c8dee2aaSAndroid Build Coastguard Worker }
956*c8dee2aaSAndroid Build Coastguard Worker 
asGrQuads(GrQuad * deviceOut,GrQuad::Type deviceType,GrQuad * localOut,GrQuad::Type localType) const957*c8dee2aaSAndroid Build Coastguard Worker void TessellationHelper::Vertices::asGrQuads(GrQuad* deviceOut, GrQuad::Type deviceType,
958*c8dee2aaSAndroid Build Coastguard Worker                                              GrQuad* localOut, GrQuad::Type localType) const {
959*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(deviceOut);
960*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fUVRCount == 0 || localOut);
961*c8dee2aaSAndroid Build Coastguard Worker 
962*c8dee2aaSAndroid Build Coastguard Worker     fX.store(deviceOut->xs());
963*c8dee2aaSAndroid Build Coastguard Worker     fY.store(deviceOut->ys());
964*c8dee2aaSAndroid Build Coastguard Worker     if (deviceType == GrQuad::Type::kPerspective) {
965*c8dee2aaSAndroid Build Coastguard Worker         fW.store(deviceOut->ws());
966*c8dee2aaSAndroid Build Coastguard Worker     }
967*c8dee2aaSAndroid Build Coastguard Worker     deviceOut->setQuadType(deviceType); // This sets ws == 1 when device type != perspective
968*c8dee2aaSAndroid Build Coastguard Worker 
969*c8dee2aaSAndroid Build Coastguard Worker     if (fUVRCount > 0) {
970*c8dee2aaSAndroid Build Coastguard Worker         fU.store(localOut->xs());
971*c8dee2aaSAndroid Build Coastguard Worker         fV.store(localOut->ys());
972*c8dee2aaSAndroid Build Coastguard Worker         if (fUVRCount == 3) {
973*c8dee2aaSAndroid Build Coastguard Worker             fR.store(localOut->ws());
974*c8dee2aaSAndroid Build Coastguard Worker         }
975*c8dee2aaSAndroid Build Coastguard Worker         localOut->setQuadType(localType);
976*c8dee2aaSAndroid Build Coastguard Worker     }
977*c8dee2aaSAndroid Build Coastguard Worker }
978*c8dee2aaSAndroid Build Coastguard Worker 
moveAlong(const EdgeVectors & edgeVectors,const float4 & signedEdgeDistances)979*c8dee2aaSAndroid Build Coastguard Worker void TessellationHelper::Vertices::moveAlong(const EdgeVectors& edgeVectors,
980*c8dee2aaSAndroid Build Coastguard Worker                                              const float4& signedEdgeDistances) {
981*c8dee2aaSAndroid Build Coastguard Worker     // This shouldn't be called if fInvSinTheta is close to infinity (cosTheta close to 1).
982*c8dee2aaSAndroid Build Coastguard Worker     // FIXME (michaelludwig) - Temporarily allow NaNs on debug builds here, for crbug:224618's GM
983*c8dee2aaSAndroid Build Coastguard Worker     // Once W clipping is implemented, shouldn't see NaNs unless it's actually time to fail.
984*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(all(abs(edgeVectors.fCosTheta) < 0.9f) ||
985*c8dee2aaSAndroid Build Coastguard Worker              any(edgeVectors.fCosTheta != edgeVectors.fCosTheta));
986*c8dee2aaSAndroid Build Coastguard Worker 
987*c8dee2aaSAndroid Build Coastguard Worker     // When the projected device quad is not degenerate, the vertex corners can move
988*c8dee2aaSAndroid Build Coastguard Worker     // cornerOutsetLen along their edge and their cw-rotated edge. The vertex's edge points
989*c8dee2aaSAndroid Build Coastguard Worker     // inwards and the cw-rotated edge points outwards, hence the minus-sign.
990*c8dee2aaSAndroid Build Coastguard Worker     // The edge distances are rotated compared to the corner outsets and (dx, dy), since if
991*c8dee2aaSAndroid Build Coastguard Worker     // the edge is "on" both its corners need to be moved along their other edge vectors.
992*c8dee2aaSAndroid Build Coastguard Worker     float4 signedOutsets = -edgeVectors.fInvSinTheta * next_cw(signedEdgeDistances);
993*c8dee2aaSAndroid Build Coastguard Worker     float4 signedOutsetsCW = edgeVectors.fInvSinTheta * signedEdgeDistances;
994*c8dee2aaSAndroid Build Coastguard Worker 
995*c8dee2aaSAndroid Build Coastguard Worker     // x = x + outset * mask * next_cw(xdiff) - outset * next_cw(mask) * xdiff
996*c8dee2aaSAndroid Build Coastguard Worker     fX += signedOutsetsCW * next_cw(edgeVectors.fDX) + signedOutsets * edgeVectors.fDX;
997*c8dee2aaSAndroid Build Coastguard Worker     fY += signedOutsetsCW * next_cw(edgeVectors.fDY) + signedOutsets * edgeVectors.fDY;
998*c8dee2aaSAndroid Build Coastguard Worker     if (fUVRCount > 0) {
999*c8dee2aaSAndroid Build Coastguard Worker         // We want to extend the texture coords by the same proportion as the positions.
1000*c8dee2aaSAndroid Build Coastguard Worker         signedOutsets *= edgeVectors.fInvLengths;
1001*c8dee2aaSAndroid Build Coastguard Worker         signedOutsetsCW *= next_cw(edgeVectors.fInvLengths);
1002*c8dee2aaSAndroid Build Coastguard Worker         float4 du = next_ccw(fU) - fU;
1003*c8dee2aaSAndroid Build Coastguard Worker         float4 dv = next_ccw(fV) - fV;
1004*c8dee2aaSAndroid Build Coastguard Worker         fU += signedOutsetsCW * next_cw(du) + signedOutsets * du;
1005*c8dee2aaSAndroid Build Coastguard Worker         fV += signedOutsetsCW * next_cw(dv) + signedOutsets * dv;
1006*c8dee2aaSAndroid Build Coastguard Worker         if (fUVRCount == 3) {
1007*c8dee2aaSAndroid Build Coastguard Worker             float4 dr = next_ccw(fR) - fR;
1008*c8dee2aaSAndroid Build Coastguard Worker             fR += signedOutsetsCW * next_cw(dr) + signedOutsets * dr;
1009*c8dee2aaSAndroid Build Coastguard Worker         }
1010*c8dee2aaSAndroid Build Coastguard Worker     }
1011*c8dee2aaSAndroid Build Coastguard Worker }
1012*c8dee2aaSAndroid Build Coastguard Worker 
moveTo(const float4 & x2d,const float4 & y2d,const mask4 & mask)1013*c8dee2aaSAndroid Build Coastguard Worker void TessellationHelper::Vertices::moveTo(const float4& x2d, const float4& y2d, const mask4& mask) {
1014*c8dee2aaSAndroid Build Coastguard Worker     // Left to right, in device space, for each point
1015*c8dee2aaSAndroid Build Coastguard Worker     float4 e1x = skvx::shuffle<2, 3, 2, 3>(fX) - skvx::shuffle<0, 1, 0, 1>(fX);
1016*c8dee2aaSAndroid Build Coastguard Worker     float4 e1y = skvx::shuffle<2, 3, 2, 3>(fY) - skvx::shuffle<0, 1, 0, 1>(fY);
1017*c8dee2aaSAndroid Build Coastguard Worker     float4 e1w = skvx::shuffle<2, 3, 2, 3>(fW) - skvx::shuffle<0, 1, 0, 1>(fW);
1018*c8dee2aaSAndroid Build Coastguard Worker     mask4 e1Bad = e1x*e1x + e1y*e1y < kDist2Tolerance;
1019*c8dee2aaSAndroid Build Coastguard Worker     correct_bad_edges(e1Bad, &e1x, &e1y, &e1w);
1020*c8dee2aaSAndroid Build Coastguard Worker 
1021*c8dee2aaSAndroid Build Coastguard Worker     // // Top to bottom, in device space, for each point
1022*c8dee2aaSAndroid Build Coastguard Worker     float4 e2x = skvx::shuffle<1, 1, 3, 3>(fX) - skvx::shuffle<0, 0, 2, 2>(fX);
1023*c8dee2aaSAndroid Build Coastguard Worker     float4 e2y = skvx::shuffle<1, 1, 3, 3>(fY) - skvx::shuffle<0, 0, 2, 2>(fY);
1024*c8dee2aaSAndroid Build Coastguard Worker     float4 e2w = skvx::shuffle<1, 1, 3, 3>(fW) - skvx::shuffle<0, 0, 2, 2>(fW);
1025*c8dee2aaSAndroid Build Coastguard Worker     mask4 e2Bad = e2x*e2x + e2y*e2y < kDist2Tolerance;
1026*c8dee2aaSAndroid Build Coastguard Worker     correct_bad_edges(e2Bad, &e2x, &e2y, &e2w);
1027*c8dee2aaSAndroid Build Coastguard Worker 
1028*c8dee2aaSAndroid Build Coastguard Worker     // Can only move along e1 and e2 to reach the new 2D point, so we have
1029*c8dee2aaSAndroid Build Coastguard Worker     // x2d = (x + a*e1x + b*e2x) / (w + a*e1w + b*e2w) and
1030*c8dee2aaSAndroid Build Coastguard Worker     // y2d = (y + a*e1y + b*e2y) / (w + a*e1w + b*e2w) for some a, b
1031*c8dee2aaSAndroid Build Coastguard Worker     // This can be rewritten to a*c1x + b*c2x + c3x = 0; a * c1y + b*c2y + c3y = 0, where
1032*c8dee2aaSAndroid Build Coastguard Worker     // the cNx and cNy coefficients are:
1033*c8dee2aaSAndroid Build Coastguard Worker     float4 c1x = e1w * x2d - e1x;
1034*c8dee2aaSAndroid Build Coastguard Worker     float4 c1y = e1w * y2d - e1y;
1035*c8dee2aaSAndroid Build Coastguard Worker     float4 c2x = e2w * x2d - e2x;
1036*c8dee2aaSAndroid Build Coastguard Worker     float4 c2y = e2w * y2d - e2y;
1037*c8dee2aaSAndroid Build Coastguard Worker     float4 c3x = fW * x2d - fX;
1038*c8dee2aaSAndroid Build Coastguard Worker     float4 c3y = fW * y2d - fY;
1039*c8dee2aaSAndroid Build Coastguard Worker 
1040*c8dee2aaSAndroid Build Coastguard Worker     // Solve for a and b
1041*c8dee2aaSAndroid Build Coastguard Worker     float4 a, b, denom;
1042*c8dee2aaSAndroid Build Coastguard Worker     if (all(mask)) {
1043*c8dee2aaSAndroid Build Coastguard Worker         // When every edge is outset/inset, each corner can use both edge vectors
1044*c8dee2aaSAndroid Build Coastguard Worker         denom = c1x * c2y - c2x * c1y;
1045*c8dee2aaSAndroid Build Coastguard Worker         a = (c2x * c3y - c3x * c2y) / denom;
1046*c8dee2aaSAndroid Build Coastguard Worker         b = (c3x * c1y - c1x * c3y) / denom;
1047*c8dee2aaSAndroid Build Coastguard Worker     } else {
1048*c8dee2aaSAndroid Build Coastguard Worker         // Force a or b to be 0 if that edge cannot be used due to non-AA
1049*c8dee2aaSAndroid Build Coastguard Worker         mask4 aMask = skvx::shuffle<0, 0, 3, 3>(mask);
1050*c8dee2aaSAndroid Build Coastguard Worker         mask4 bMask = skvx::shuffle<2, 1, 2, 1>(mask);
1051*c8dee2aaSAndroid Build Coastguard Worker 
1052*c8dee2aaSAndroid Build Coastguard Worker         // When aMask[i]&bMask[i], then a[i], b[i], denom[i] match the kAll case.
1053*c8dee2aaSAndroid Build Coastguard Worker         // When aMask[i]&!bMask[i], then b[i] = 0, a[i] = -c3x/c1x or -c3y/c1y, using better denom
1054*c8dee2aaSAndroid Build Coastguard Worker         // When !aMask[i]&bMask[i], then a[i] = 0, b[i] = -c3x/c2x or -c3y/c2y, ""
1055*c8dee2aaSAndroid Build Coastguard Worker         // When !aMask[i]&!bMask[i], then both a[i] = 0 and b[i] = 0
1056*c8dee2aaSAndroid Build Coastguard Worker         mask4 useC1x = abs(c1x) > abs(c1y);
1057*c8dee2aaSAndroid Build Coastguard Worker         mask4 useC2x = abs(c2x) > abs(c2y);
1058*c8dee2aaSAndroid Build Coastguard Worker 
1059*c8dee2aaSAndroid Build Coastguard Worker         denom = if_then_else(aMask,
1060*c8dee2aaSAndroid Build Coastguard Worker                         if_then_else(bMask,
1061*c8dee2aaSAndroid Build Coastguard Worker                                 c1x * c2y - c2x * c1y,            /* A & B   */
1062*c8dee2aaSAndroid Build Coastguard Worker                                 if_then_else(useC1x, c1x, c1y)),  /* A & !B  */
1063*c8dee2aaSAndroid Build Coastguard Worker                         if_then_else(bMask,
1064*c8dee2aaSAndroid Build Coastguard Worker                                 if_then_else(useC2x, c2x, c2y),   /* !A & B  */
1065*c8dee2aaSAndroid Build Coastguard Worker                                 float4(1.f)));                    /* !A & !B */
1066*c8dee2aaSAndroid Build Coastguard Worker 
1067*c8dee2aaSAndroid Build Coastguard Worker         a = if_then_else(aMask,
1068*c8dee2aaSAndroid Build Coastguard Worker                     if_then_else(bMask,
1069*c8dee2aaSAndroid Build Coastguard Worker                             c2x * c3y - c3x * c2y,                /* A & B   */
1070*c8dee2aaSAndroid Build Coastguard Worker                             if_then_else(useC1x, -c3x, -c3y)),    /* A & !B  */
1071*c8dee2aaSAndroid Build Coastguard Worker                     float4(0.f)) / denom;                         /* !A      */
1072*c8dee2aaSAndroid Build Coastguard Worker         b = if_then_else(bMask,
1073*c8dee2aaSAndroid Build Coastguard Worker                     if_then_else(aMask,
1074*c8dee2aaSAndroid Build Coastguard Worker                             c3x * c1y - c1x * c3y,                /* A & B   */
1075*c8dee2aaSAndroid Build Coastguard Worker                             if_then_else(useC2x, -c3x, -c3y)),    /* !A & B  */
1076*c8dee2aaSAndroid Build Coastguard Worker                     float4(0.f)) / denom;                         /* !B      */
1077*c8dee2aaSAndroid Build Coastguard Worker     }
1078*c8dee2aaSAndroid Build Coastguard Worker 
1079*c8dee2aaSAndroid Build Coastguard Worker     fX += a * e1x + b * e2x;
1080*c8dee2aaSAndroid Build Coastguard Worker     fY += a * e1y + b * e2y;
1081*c8dee2aaSAndroid Build Coastguard Worker     fW += a * e1w + b * e2w;
1082*c8dee2aaSAndroid Build Coastguard Worker 
1083*c8dee2aaSAndroid Build Coastguard Worker     // If fW has gone negative, flip the point to the other side of w=0. This only happens if the
1084*c8dee2aaSAndroid Build Coastguard Worker     // edge was approaching a vanishing point and it was physically impossible to outset 1/2px in
1085*c8dee2aaSAndroid Build Coastguard Worker     // screen space w/o going behind the viewer and being mirrored. Scaling by -1 preserves the
1086*c8dee2aaSAndroid Build Coastguard Worker     // computed screen space position but moves the 3D point off of the original quad. So far, this
1087*c8dee2aaSAndroid Build Coastguard Worker     // seems to be a reasonable compromise.
1088*c8dee2aaSAndroid Build Coastguard Worker     if (any(fW < 0.f)) {
1089*c8dee2aaSAndroid Build Coastguard Worker         float4 scale = if_then_else(fW < 0.f, float4(-1.f), float4(1.f));
1090*c8dee2aaSAndroid Build Coastguard Worker         fX *= scale;
1091*c8dee2aaSAndroid Build Coastguard Worker         fY *= scale;
1092*c8dee2aaSAndroid Build Coastguard Worker         fW *= scale;
1093*c8dee2aaSAndroid Build Coastguard Worker     }
1094*c8dee2aaSAndroid Build Coastguard Worker 
1095*c8dee2aaSAndroid Build Coastguard Worker     correct_bad_coords(abs(denom) < kTolerance, &fX, &fY, &fW);
1096*c8dee2aaSAndroid Build Coastguard Worker 
1097*c8dee2aaSAndroid Build Coastguard Worker     if (fUVRCount > 0) {
1098*c8dee2aaSAndroid Build Coastguard Worker         // Calculate R here so it can be corrected with U and V in case it's needed later
1099*c8dee2aaSAndroid Build Coastguard Worker         float4 e1u = skvx::shuffle<2, 3, 2, 3>(fU) - skvx::shuffle<0, 1, 0, 1>(fU);
1100*c8dee2aaSAndroid Build Coastguard Worker         float4 e1v = skvx::shuffle<2, 3, 2, 3>(fV) - skvx::shuffle<0, 1, 0, 1>(fV);
1101*c8dee2aaSAndroid Build Coastguard Worker         float4 e1r = skvx::shuffle<2, 3, 2, 3>(fR) - skvx::shuffle<0, 1, 0, 1>(fR);
1102*c8dee2aaSAndroid Build Coastguard Worker         correct_bad_edges(e1Bad, &e1u, &e1v, &e1r);
1103*c8dee2aaSAndroid Build Coastguard Worker 
1104*c8dee2aaSAndroid Build Coastguard Worker         float4 e2u = skvx::shuffle<1, 1, 3, 3>(fU) - skvx::shuffle<0, 0, 2, 2>(fU);
1105*c8dee2aaSAndroid Build Coastguard Worker         float4 e2v = skvx::shuffle<1, 1, 3, 3>(fV) - skvx::shuffle<0, 0, 2, 2>(fV);
1106*c8dee2aaSAndroid Build Coastguard Worker         float4 e2r = skvx::shuffle<1, 1, 3, 3>(fR) - skvx::shuffle<0, 0, 2, 2>(fR);
1107*c8dee2aaSAndroid Build Coastguard Worker         correct_bad_edges(e2Bad, &e2u, &e2v, &e2r);
1108*c8dee2aaSAndroid Build Coastguard Worker 
1109*c8dee2aaSAndroid Build Coastguard Worker         fU += a * e1u + b * e2u;
1110*c8dee2aaSAndroid Build Coastguard Worker         fV += a * e1v + b * e2v;
1111*c8dee2aaSAndroid Build Coastguard Worker         if (fUVRCount == 3) {
1112*c8dee2aaSAndroid Build Coastguard Worker             fR += a * e1r + b * e2r;
1113*c8dee2aaSAndroid Build Coastguard Worker             correct_bad_coords(abs(denom) < kTolerance, &fU, &fV, &fR);
1114*c8dee2aaSAndroid Build Coastguard Worker         } else {
1115*c8dee2aaSAndroid Build Coastguard Worker             correct_bad_coords(abs(denom) < kTolerance, &fU, &fV, nullptr);
1116*c8dee2aaSAndroid Build Coastguard Worker         }
1117*c8dee2aaSAndroid Build Coastguard Worker     }
1118*c8dee2aaSAndroid Build Coastguard Worker }
1119*c8dee2aaSAndroid Build Coastguard Worker 
1120*c8dee2aaSAndroid Build Coastguard Worker //** TessellationHelper implementation
1121*c8dee2aaSAndroid Build Coastguard Worker 
reset(const GrQuad & deviceQuad,const GrQuad * localQuad)1122*c8dee2aaSAndroid Build Coastguard Worker void TessellationHelper::reset(const GrQuad& deviceQuad, const GrQuad* localQuad) {
1123*c8dee2aaSAndroid Build Coastguard Worker     // Record basic state that isn't recorded on the Vertices struct itself
1124*c8dee2aaSAndroid Build Coastguard Worker     fDeviceType = deviceQuad.quadType();
1125*c8dee2aaSAndroid Build Coastguard Worker     fLocalType = localQuad ? localQuad->quadType() : GrQuad::Type::kAxisAligned;
1126*c8dee2aaSAndroid Build Coastguard Worker 
1127*c8dee2aaSAndroid Build Coastguard Worker     // Reset metadata validity
1128*c8dee2aaSAndroid Build Coastguard Worker     fOutsetRequestValid = false;
1129*c8dee2aaSAndroid Build Coastguard Worker     fEdgeEquationsValid = false;
1130*c8dee2aaSAndroid Build Coastguard Worker 
1131*c8dee2aaSAndroid Build Coastguard Worker     // Compute vertex properties that are always needed for a quad, so no point in doing it lazily.
1132*c8dee2aaSAndroid Build Coastguard Worker     fOriginal.reset(deviceQuad, localQuad);
1133*c8dee2aaSAndroid Build Coastguard Worker     fEdgeVectors.reset(fOriginal.fX, fOriginal.fY, fOriginal.fW, fDeviceType);
1134*c8dee2aaSAndroid Build Coastguard Worker 
1135*c8dee2aaSAndroid Build Coastguard Worker     fVerticesValid = true;
1136*c8dee2aaSAndroid Build Coastguard Worker }
1137*c8dee2aaSAndroid Build Coastguard Worker 
inset(const skvx::Vec<4,float> & edgeDistances,GrQuad * deviceInset,GrQuad * localInset)1138*c8dee2aaSAndroid Build Coastguard Worker float4 TessellationHelper::inset(const skvx::Vec<4, float>& edgeDistances,
1139*c8dee2aaSAndroid Build Coastguard Worker                                  GrQuad* deviceInset, GrQuad* localInset) {
1140*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fVerticesValid);
1141*c8dee2aaSAndroid Build Coastguard Worker 
1142*c8dee2aaSAndroid Build Coastguard Worker     Vertices inset = fOriginal;
1143*c8dee2aaSAndroid Build Coastguard Worker     const OutsetRequest& request = this->getOutsetRequest(edgeDistances);
1144*c8dee2aaSAndroid Build Coastguard Worker     int vertexCount;
1145*c8dee2aaSAndroid Build Coastguard Worker     if (request.fInsetDegenerate) {
1146*c8dee2aaSAndroid Build Coastguard Worker         vertexCount = this->adjustDegenerateVertices(-request.fEdgeDistances, &inset);
1147*c8dee2aaSAndroid Build Coastguard Worker     } else {
1148*c8dee2aaSAndroid Build Coastguard Worker         this->adjustVertices(-request.fEdgeDistances, &inset);
1149*c8dee2aaSAndroid Build Coastguard Worker         vertexCount = 4;
1150*c8dee2aaSAndroid Build Coastguard Worker     }
1151*c8dee2aaSAndroid Build Coastguard Worker 
1152*c8dee2aaSAndroid Build Coastguard Worker     inset.asGrQuads(deviceInset, fDeviceType, localInset, fLocalType);
1153*c8dee2aaSAndroid Build Coastguard Worker     if (vertexCount < 3) {
1154*c8dee2aaSAndroid Build Coastguard Worker         // The interior has less than a full pixel's area so estimate reduced coverage using
1155*c8dee2aaSAndroid Build Coastguard Worker         // the distance of the inset's projected corners to the original edges.
1156*c8dee2aaSAndroid Build Coastguard Worker         return this->getEdgeEquations().estimateCoverage(inset.fX / inset.fW,
1157*c8dee2aaSAndroid Build Coastguard Worker                                                          inset.fY / inset.fW);
1158*c8dee2aaSAndroid Build Coastguard Worker     } else {
1159*c8dee2aaSAndroid Build Coastguard Worker         return 1.f;
1160*c8dee2aaSAndroid Build Coastguard Worker     }
1161*c8dee2aaSAndroid Build Coastguard Worker }
1162*c8dee2aaSAndroid Build Coastguard Worker 
outset(const skvx::Vec<4,float> & edgeDistances,GrQuad * deviceOutset,GrQuad * localOutset)1163*c8dee2aaSAndroid Build Coastguard Worker void TessellationHelper::outset(const skvx::Vec<4, float>& edgeDistances,
1164*c8dee2aaSAndroid Build Coastguard Worker                                 GrQuad* deviceOutset, GrQuad* localOutset) {
1165*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fVerticesValid);
1166*c8dee2aaSAndroid Build Coastguard Worker 
1167*c8dee2aaSAndroid Build Coastguard Worker     Vertices outset = fOriginal;
1168*c8dee2aaSAndroid Build Coastguard Worker     const OutsetRequest& request = this->getOutsetRequest(edgeDistances);
1169*c8dee2aaSAndroid Build Coastguard Worker     if (request.fOutsetDegenerate) {
1170*c8dee2aaSAndroid Build Coastguard Worker         this->adjustDegenerateVertices(request.fEdgeDistances, &outset);
1171*c8dee2aaSAndroid Build Coastguard Worker     } else {
1172*c8dee2aaSAndroid Build Coastguard Worker         this->adjustVertices(request.fEdgeDistances, &outset);
1173*c8dee2aaSAndroid Build Coastguard Worker     }
1174*c8dee2aaSAndroid Build Coastguard Worker 
1175*c8dee2aaSAndroid Build Coastguard Worker     outset.asGrQuads(deviceOutset, fDeviceType, localOutset, fLocalType);
1176*c8dee2aaSAndroid Build Coastguard Worker }
1177*c8dee2aaSAndroid Build Coastguard Worker 
getEdgeEquations(skvx::Vec<4,float> * a,skvx::Vec<4,float> * b,skvx::Vec<4,float> * c)1178*c8dee2aaSAndroid Build Coastguard Worker void TessellationHelper::getEdgeEquations(skvx::Vec<4, float>* a,
1179*c8dee2aaSAndroid Build Coastguard Worker                                           skvx::Vec<4, float>* b,
1180*c8dee2aaSAndroid Build Coastguard Worker                                           skvx::Vec<4, float>* c) {
1181*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(a && b && c);
1182*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fVerticesValid);
1183*c8dee2aaSAndroid Build Coastguard Worker     const EdgeEquations& eq = this->getEdgeEquations();
1184*c8dee2aaSAndroid Build Coastguard Worker     *a = eq.fA;
1185*c8dee2aaSAndroid Build Coastguard Worker     *b = eq.fB;
1186*c8dee2aaSAndroid Build Coastguard Worker     *c = eq.fC;
1187*c8dee2aaSAndroid Build Coastguard Worker }
1188*c8dee2aaSAndroid Build Coastguard Worker 
getEdgeLengths()1189*c8dee2aaSAndroid Build Coastguard Worker skvx::Vec<4, float> TessellationHelper::getEdgeLengths() {
1190*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fVerticesValid);
1191*c8dee2aaSAndroid Build Coastguard Worker     return 1.f / fEdgeVectors.fInvLengths;
1192*c8dee2aaSAndroid Build Coastguard Worker }
1193*c8dee2aaSAndroid Build Coastguard Worker 
getOutsetRequest(const skvx::Vec<4,float> & edgeDistances)1194*c8dee2aaSAndroid Build Coastguard Worker const TessellationHelper::OutsetRequest& TessellationHelper::getOutsetRequest(
1195*c8dee2aaSAndroid Build Coastguard Worker         const skvx::Vec<4, float>& edgeDistances) {
1196*c8dee2aaSAndroid Build Coastguard Worker     // Much of the code assumes that we start from positive distances and apply it unmodified to
1197*c8dee2aaSAndroid Build Coastguard Worker     // create an outset; knowing that it's outset simplifies degeneracy checking.
1198*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(all(edgeDistances >= 0.f));
1199*c8dee2aaSAndroid Build Coastguard Worker 
1200*c8dee2aaSAndroid Build Coastguard Worker     // Rebuild outset request if invalid or if the edge distances have changed.
1201*c8dee2aaSAndroid Build Coastguard Worker     if (!fOutsetRequestValid || any(edgeDistances != fOutsetRequest.fEdgeDistances)) {
1202*c8dee2aaSAndroid Build Coastguard Worker         fOutsetRequest.reset(fEdgeVectors, fDeviceType, edgeDistances);
1203*c8dee2aaSAndroid Build Coastguard Worker         fOutsetRequestValid = true;
1204*c8dee2aaSAndroid Build Coastguard Worker     }
1205*c8dee2aaSAndroid Build Coastguard Worker     return fOutsetRequest;
1206*c8dee2aaSAndroid Build Coastguard Worker }
1207*c8dee2aaSAndroid Build Coastguard Worker 
isSubpixel()1208*c8dee2aaSAndroid Build Coastguard Worker bool TessellationHelper::isSubpixel() {
1209*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fVerticesValid);
1210*c8dee2aaSAndroid Build Coastguard Worker     if (fDeviceType <= GrQuad::Type::kRectilinear) {
1211*c8dee2aaSAndroid Build Coastguard Worker         // Check the edge lengths, if the shortest is less than 1px it's degenerate, which is the
1212*c8dee2aaSAndroid Build Coastguard Worker         // same as if the max 1/length is greater than 1px.
1213*c8dee2aaSAndroid Build Coastguard Worker         return any(fEdgeVectors.fInvLengths > 1.f);
1214*c8dee2aaSAndroid Build Coastguard Worker     } else {
1215*c8dee2aaSAndroid Build Coastguard Worker         // Compute edge equations and then distance from each vertex to the opposite edges.
1216*c8dee2aaSAndroid Build Coastguard Worker         return this->getEdgeEquations().isSubpixel(fEdgeVectors.fX2D, fEdgeVectors.fY2D);
1217*c8dee2aaSAndroid Build Coastguard Worker     }
1218*c8dee2aaSAndroid Build Coastguard Worker }
1219*c8dee2aaSAndroid Build Coastguard Worker 
getEdgeEquations()1220*c8dee2aaSAndroid Build Coastguard Worker const TessellationHelper::EdgeEquations& TessellationHelper::getEdgeEquations() {
1221*c8dee2aaSAndroid Build Coastguard Worker     if (!fEdgeEquationsValid) {
1222*c8dee2aaSAndroid Build Coastguard Worker         fEdgeEquations.reset(fEdgeVectors);
1223*c8dee2aaSAndroid Build Coastguard Worker         fEdgeEquationsValid = true;
1224*c8dee2aaSAndroid Build Coastguard Worker     }
1225*c8dee2aaSAndroid Build Coastguard Worker     return fEdgeEquations;
1226*c8dee2aaSAndroid Build Coastguard Worker }
1227*c8dee2aaSAndroid Build Coastguard Worker 
adjustVertices(const skvx::Vec<4,float> & signedEdgeDistances,Vertices * vertices)1228*c8dee2aaSAndroid Build Coastguard Worker void TessellationHelper::adjustVertices(const skvx::Vec<4, float>& signedEdgeDistances,
1229*c8dee2aaSAndroid Build Coastguard Worker                                         Vertices* vertices) {
1230*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(vertices);
1231*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(vertices->fUVRCount == 0 || vertices->fUVRCount == 2 || vertices->fUVRCount == 3);
1232*c8dee2aaSAndroid Build Coastguard Worker 
1233*c8dee2aaSAndroid Build Coastguard Worker     if (fDeviceType < GrQuad::Type::kPerspective) {
1234*c8dee2aaSAndroid Build Coastguard Worker         // For non-perspective, non-degenerate quads, moveAlong is correct and most efficient
1235*c8dee2aaSAndroid Build Coastguard Worker         vertices->moveAlong(fEdgeVectors, signedEdgeDistances);
1236*c8dee2aaSAndroid Build Coastguard Worker     } else {
1237*c8dee2aaSAndroid Build Coastguard Worker         // For perspective, non-degenerate quads, use moveAlong for the projected points and then
1238*c8dee2aaSAndroid Build Coastguard Worker         // reconstruct Ws with moveTo.
1239*c8dee2aaSAndroid Build Coastguard Worker         Vertices projected = { fEdgeVectors.fX2D, fEdgeVectors.fY2D, /*w*/ 1.f, 0.f, 0.f, 0.f, 0 };
1240*c8dee2aaSAndroid Build Coastguard Worker         projected.moveAlong(fEdgeVectors, signedEdgeDistances);
1241*c8dee2aaSAndroid Build Coastguard Worker         vertices->moveTo(projected.fX, projected.fY, signedEdgeDistances != 0.f);
1242*c8dee2aaSAndroid Build Coastguard Worker     }
1243*c8dee2aaSAndroid Build Coastguard Worker }
1244*c8dee2aaSAndroid Build Coastguard Worker 
adjustDegenerateVertices(const skvx::Vec<4,float> & signedEdgeDistances,Vertices * vertices)1245*c8dee2aaSAndroid Build Coastguard Worker int TessellationHelper::adjustDegenerateVertices(const skvx::Vec<4, float>& signedEdgeDistances,
1246*c8dee2aaSAndroid Build Coastguard Worker                                                  Vertices* vertices) {
1247*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(vertices);
1248*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(vertices->fUVRCount == 0 || vertices->fUVRCount == 2 || vertices->fUVRCount == 3);
1249*c8dee2aaSAndroid Build Coastguard Worker 
1250*c8dee2aaSAndroid Build Coastguard Worker     if (fDeviceType <= GrQuad::Type::kRectilinear) {
1251*c8dee2aaSAndroid Build Coastguard Worker         // For rectilinear, degenerate quads, can use moveAlong if the edge distances are adjusted
1252*c8dee2aaSAndroid Build Coastguard Worker         // to not cross over each other.
1253*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(all(signedEdgeDistances <= 0.f)); // Only way rectilinear can degenerate is insets
1254*c8dee2aaSAndroid Build Coastguard Worker         float4 halfLengths = -0.5f / next_cw(fEdgeVectors.fInvLengths); // Negate to inset
1255*c8dee2aaSAndroid Build Coastguard Worker         mask4 crossedEdges = halfLengths > signedEdgeDistances;
1256*c8dee2aaSAndroid Build Coastguard Worker         float4 safeInsets = if_then_else(crossedEdges, halfLengths, signedEdgeDistances);
1257*c8dee2aaSAndroid Build Coastguard Worker         vertices->moveAlong(fEdgeVectors, safeInsets);
1258*c8dee2aaSAndroid Build Coastguard Worker 
1259*c8dee2aaSAndroid Build Coastguard Worker         // A degenerate rectilinear quad is either a point (both w and h crossed), or a line
1260*c8dee2aaSAndroid Build Coastguard Worker         return all(crossedEdges) ? 1 : 2;
1261*c8dee2aaSAndroid Build Coastguard Worker     } else {
1262*c8dee2aaSAndroid Build Coastguard Worker         // Degenerate non-rectangular shape, must go through slowest path (which automatically
1263*c8dee2aaSAndroid Build Coastguard Worker         // handles perspective).
1264*c8dee2aaSAndroid Build Coastguard Worker         float4 x2d = fEdgeVectors.fX2D;
1265*c8dee2aaSAndroid Build Coastguard Worker         float4 y2d = fEdgeVectors.fY2D;
1266*c8dee2aaSAndroid Build Coastguard Worker 
1267*c8dee2aaSAndroid Build Coastguard Worker         mask4 aaMask;
1268*c8dee2aaSAndroid Build Coastguard Worker         int vertexCount = this->getEdgeEquations().computeDegenerateQuad(signedEdgeDistances,
1269*c8dee2aaSAndroid Build Coastguard Worker                                                                          &x2d, &y2d, &aaMask);
1270*c8dee2aaSAndroid Build Coastguard Worker         vertices->moveTo(x2d, y2d, aaMask);
1271*c8dee2aaSAndroid Build Coastguard Worker         return vertexCount;
1272*c8dee2aaSAndroid Build Coastguard Worker     }
1273*c8dee2aaSAndroid Build Coastguard Worker }
1274*c8dee2aaSAndroid Build Coastguard Worker 
1275*c8dee2aaSAndroid Build Coastguard Worker } // namespace GrQuadUtils
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