xref: /aosp_15_r20/external/skia/src/gpu/graphite/render/CoverBoundsRenderStep.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1 /*
2  * Copyright 2022 Google LLC
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "src/gpu/graphite/render/CoverBoundsRenderStep.h"
9 
10 #include "include/core/SkM44.h"
11 #include "src/base/SkEnumBitMask.h"
12 #include "src/base/SkVx.h"
13 #include "src/core/SkSLTypeShared.h"
14 #include "src/gpu/BufferWriter.h"
15 #include "src/gpu/graphite/Attribute.h"
16 #include "src/gpu/graphite/DrawOrder.h"
17 #include "src/gpu/graphite/DrawParams.h"
18 #include "src/gpu/graphite/DrawTypes.h"
19 #include "src/gpu/graphite/DrawWriter.h"
20 #include "src/gpu/graphite/geom/Geometry.h"
21 #include "src/gpu/graphite/geom/Rect.h"
22 #include "src/gpu/graphite/geom/Shape.h"
23 #include "src/gpu/graphite/geom/Transform_graphite.h"
24 
25 #include <string_view>
26 
27 namespace skgpu::graphite {
28 
CoverBoundsRenderStep(const char * tag,DepthStencilSettings dsSettings)29 CoverBoundsRenderStep::CoverBoundsRenderStep(const char* tag, DepthStencilSettings dsSettings)
30         : RenderStep("CoverBoundsRenderStep",
31                      tag,
32                      Flags::kPerformsShading,
33                      /*uniforms=*/{},
34                      PrimitiveType::kTriangleStrip,
35                      dsSettings,
36                      /*vertexAttrs=*/  {},
37                      /*instanceAttrs=*/{{"bounds", VertexAttribType::kFloat4, SkSLType::kFloat4},
38                                         {"depth", VertexAttribType::kFloat, SkSLType::kFloat},
39                                         {"ssboIndices", VertexAttribType::kUInt2, SkSLType::kUInt2},
40                                         {"mat0", VertexAttribType::kFloat3, SkSLType::kFloat3},
41                                         {"mat1", VertexAttribType::kFloat3, SkSLType::kFloat3},
42                                         {"mat2", VertexAttribType::kFloat3, SkSLType::kFloat3}}) {}
43 
~CoverBoundsRenderStep()44 CoverBoundsRenderStep::~CoverBoundsRenderStep() {}
45 
vertexSkSL() const46 std::string CoverBoundsRenderStep::vertexSkSL() const {
47     // Returns the body of a vertex function, which must define a float4 devPosition variable and
48     // must write to an already-defined float2 stepLocalCoords variable.
49     return "float4 devPosition = cover_bounds_vertex_fn("
50                                          "float2(sk_VertexID / 2, sk_VertexID % 2), "
51                                          "bounds, depth, float3x3(mat0, mat1, mat2), "
52                                          "stepLocalCoords);\n";
53 }
54 
writeVertices(DrawWriter * writer,const DrawParams & params,skvx::uint2 ssboIndices) const55 void CoverBoundsRenderStep::writeVertices(DrawWriter* writer,
56                                           const DrawParams& params,
57                                           skvx::uint2 ssboIndices) const {
58     // Each instance is 4 vertices, forming 2 triangles from a single triangle strip, so no indices
59     // are needed. sk_VertexID is used to place vertex positions, so no vertex buffer is needed.
60     DrawWriter::Instances instances{*writer, {}, {}, 4};
61 
62     skvx::float4 bounds;
63     if (params.geometry().isShape() && params.geometry().shape().inverted()) {
64         // Normally all bounding boxes are sorted such that l<r and t<b. We upload an inverted
65         // rectangle [r,b,l,t] when it's an inverse fill to encode that the bounds are already in
66         // device space and then the VS will use the inverse of the transform to compute local
67         // coordinates.
68         bounds = skvx::shuffle</*R*/2, /*B*/3, /*L*/0, /*T*/1>(
69                 skvx::cast<float>(skvx::int4::Load(&params.clip().scissor())));
70     } else {
71         bounds = params.geometry().bounds().ltrb();
72     }
73 
74     // Since the local coords always have Z=0, we can discard the 3rd row and column of the matrix.
75     const SkM44& m = params.transform().matrix();
76     instances.append(1) << bounds << params.order().depthAsFloat() << ssboIndices
77                         << m.rc(0,0) << m.rc(1,0) << m.rc(3,0)
78                         << m.rc(0,1) << m.rc(1,1) << m.rc(3,1)
79                         << m.rc(0,3) << m.rc(1,3) << m.rc(3,3);
80 }
81 
writeUniformsAndTextures(const DrawParams &,PipelineDataGatherer *) const82 void CoverBoundsRenderStep::writeUniformsAndTextures(const DrawParams&,
83                                                      PipelineDataGatherer*) const {
84     // All data is uploaded as instance attributes, so no uniforms are needed.
85 }
86 
87 }  // namespace skgpu::graphite
88