xref: /aosp_15_r20/external/skia/src/gpu/graphite/render/SDFTextLCDRenderStep.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2024 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 
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/render/SDFTextLCDRenderStep.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkM44.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSamplingOptions.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSize.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurfaceProps.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTileMode.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/Recorder.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkEnumBitMask.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/AtlasProvider.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Attribute.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ContextUtils.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawOrder.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawParams.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawTypes.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/PipelineData.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RecorderPriv.h"
30*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/TextureProxy.h"
31*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/Geometry.h"
32*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/SubRunData.h"
33*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/Transform_graphite.h"
34*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/render/CommonDepthStencilSettings.h"
35*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/text/TextAtlasManager.h"
36*c8dee2aaSAndroid Build Coastguard Worker #include "src/sksl/SkSLString.h"
37*c8dee2aaSAndroid Build Coastguard Worker #include "src/text/gpu/DistanceFieldAdjustTable.h"
38*c8dee2aaSAndroid Build Coastguard Worker #include "src/text/gpu/SubRunContainer.h"
39*c8dee2aaSAndroid Build Coastguard Worker #include "src/text/gpu/VertexFiller.h"
40*c8dee2aaSAndroid Build Coastguard Worker 
41*c8dee2aaSAndroid Build Coastguard Worker #include <string_view>
42*c8dee2aaSAndroid Build Coastguard Worker 
43*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
44*c8dee2aaSAndroid Build Coastguard Worker 
45*c8dee2aaSAndroid Build Coastguard Worker namespace {
46*c8dee2aaSAndroid Build Coastguard Worker 
47*c8dee2aaSAndroid Build Coastguard Worker // We are expecting to sample from up to 4 textures
48*c8dee2aaSAndroid Build Coastguard Worker constexpr int kNumSDFAtlasTextures = 4;
49*c8dee2aaSAndroid Build Coastguard Worker 
50*c8dee2aaSAndroid Build Coastguard Worker }  // namespace
51*c8dee2aaSAndroid Build Coastguard Worker 
SDFTextLCDRenderStep()52*c8dee2aaSAndroid Build Coastguard Worker SDFTextLCDRenderStep::SDFTextLCDRenderStep()
53*c8dee2aaSAndroid Build Coastguard Worker         : RenderStep("SDFTextLCDRenderStep",
54*c8dee2aaSAndroid Build Coastguard Worker                      "",
55*c8dee2aaSAndroid Build Coastguard Worker                      Flags::kPerformsShading | Flags::kHasTextures | Flags::kEmitsCoverage |
56*c8dee2aaSAndroid Build Coastguard Worker                      Flags::kLCDCoverage,
57*c8dee2aaSAndroid Build Coastguard Worker                      /*uniforms=*/{{"subRunDeviceMatrix", SkSLType::kFloat4x4},
58*c8dee2aaSAndroid Build Coastguard Worker                                    {"deviceToLocal", SkSLType::kFloat4x4},
59*c8dee2aaSAndroid Build Coastguard Worker                                    {"atlasSizeInv", SkSLType::kFloat2},
60*c8dee2aaSAndroid Build Coastguard Worker                                    {"pixelGeometryDelta", SkSLType::kHalf2},
61*c8dee2aaSAndroid Build Coastguard Worker                                    {"gammaParams", SkSLType::kHalf4}},
62*c8dee2aaSAndroid Build Coastguard Worker                      PrimitiveType::kTriangleStrip,
63*c8dee2aaSAndroid Build Coastguard Worker                      kDirectDepthGEqualPass,
64*c8dee2aaSAndroid Build Coastguard Worker                      /*vertexAttrs=*/ {},
65*c8dee2aaSAndroid Build Coastguard Worker                      /*instanceAttrs=*/
66*c8dee2aaSAndroid Build Coastguard Worker                      {{"size", VertexAttribType::kUShort2, SkSLType::kUShort2},
67*c8dee2aaSAndroid Build Coastguard Worker                       {"uvPos", VertexAttribType::kUShort2, SkSLType::kUShort2},
68*c8dee2aaSAndroid Build Coastguard Worker                       {"xyPos", VertexAttribType::kFloat2, SkSLType::kFloat2},
69*c8dee2aaSAndroid Build Coastguard Worker                       {"indexAndFlags", VertexAttribType::kUShort2, SkSLType::kUShort2},
70*c8dee2aaSAndroid Build Coastguard Worker                       {"strikeToSourceScale", VertexAttribType::kFloat, SkSLType::kFloat},
71*c8dee2aaSAndroid Build Coastguard Worker                       {"depth", VertexAttribType::kFloat, SkSLType::kFloat},
72*c8dee2aaSAndroid Build Coastguard Worker                       {"ssboIndices", VertexAttribType::kUInt2, SkSLType::kUInt2}},
73*c8dee2aaSAndroid Build Coastguard Worker                      /*varyings=*/
74*c8dee2aaSAndroid Build Coastguard Worker                      {{"unormTexCoords", SkSLType::kFloat2},
75*c8dee2aaSAndroid Build Coastguard Worker                       {"textureCoords", SkSLType::kFloat2},
76*c8dee2aaSAndroid Build Coastguard Worker                       {"texIndex", SkSLType::kFloat}}) {}
77*c8dee2aaSAndroid Build Coastguard Worker 
~SDFTextLCDRenderStep()78*c8dee2aaSAndroid Build Coastguard Worker SDFTextLCDRenderStep::~SDFTextLCDRenderStep() {}
79*c8dee2aaSAndroid Build Coastguard Worker 
vertexSkSL() const80*c8dee2aaSAndroid Build Coastguard Worker std::string SDFTextLCDRenderStep::vertexSkSL() const {
81*c8dee2aaSAndroid Build Coastguard Worker     // Returns the body of a vertex function, which must define a float4 devPosition variable and
82*c8dee2aaSAndroid Build Coastguard Worker     // must write to an already-defined float2 stepLocalCoords variable.
83*c8dee2aaSAndroid Build Coastguard Worker     return "texIndex = half(indexAndFlags.x);"
84*c8dee2aaSAndroid Build Coastguard Worker            "float4 devPosition = text_vertex_fn(float2(sk_VertexID >> 1, sk_VertexID & 1), "
85*c8dee2aaSAndroid Build Coastguard Worker                                                "subRunDeviceMatrix, "
86*c8dee2aaSAndroid Build Coastguard Worker                                                "deviceToLocal, "
87*c8dee2aaSAndroid Build Coastguard Worker                                                "atlasSizeInv, "
88*c8dee2aaSAndroid Build Coastguard Worker                                                "float2(size), "
89*c8dee2aaSAndroid Build Coastguard Worker                                                "float2(uvPos), "
90*c8dee2aaSAndroid Build Coastguard Worker                                                "xyPos, "
91*c8dee2aaSAndroid Build Coastguard Worker                                                "strikeToSourceScale, "
92*c8dee2aaSAndroid Build Coastguard Worker                                                "depth, "
93*c8dee2aaSAndroid Build Coastguard Worker                                                "textureCoords, "
94*c8dee2aaSAndroid Build Coastguard Worker                                                "unormTexCoords, "
95*c8dee2aaSAndroid Build Coastguard Worker                                                "stepLocalCoords);";
96*c8dee2aaSAndroid Build Coastguard Worker }
97*c8dee2aaSAndroid Build Coastguard Worker 
texturesAndSamplersSkSL(const ResourceBindingRequirements & bindingReqs,int * nextBindingIndex) const98*c8dee2aaSAndroid Build Coastguard Worker std::string SDFTextLCDRenderStep::texturesAndSamplersSkSL(
99*c8dee2aaSAndroid Build Coastguard Worker         const ResourceBindingRequirements& bindingReqs, int* nextBindingIndex) const {
100*c8dee2aaSAndroid Build Coastguard Worker     std::string result;
101*c8dee2aaSAndroid Build Coastguard Worker 
102*c8dee2aaSAndroid Build Coastguard Worker     for (unsigned int i = 0; i < kNumSDFAtlasTextures; ++i) {
103*c8dee2aaSAndroid Build Coastguard Worker         result += EmitSamplerLayout(bindingReqs, nextBindingIndex);
104*c8dee2aaSAndroid Build Coastguard Worker         SkSL::String::appendf(&result, " sampler2D sdf_atlas_%u;\n", i);
105*c8dee2aaSAndroid Build Coastguard Worker     }
106*c8dee2aaSAndroid Build Coastguard Worker 
107*c8dee2aaSAndroid Build Coastguard Worker     return result;
108*c8dee2aaSAndroid Build Coastguard Worker }
109*c8dee2aaSAndroid Build Coastguard Worker 
fragmentCoverageSkSL() const110*c8dee2aaSAndroid Build Coastguard Worker const char* SDFTextLCDRenderStep::fragmentCoverageSkSL() const {
111*c8dee2aaSAndroid Build Coastguard Worker     // The returned SkSL must write its coverage into a 'half4 outputCoverage' variable (defined in
112*c8dee2aaSAndroid Build Coastguard Worker     // the calling code) with the actual coverage splatted out into all four channels.
113*c8dee2aaSAndroid Build Coastguard Worker 
114*c8dee2aaSAndroid Build Coastguard Worker     // TODO: To minimize the number of shaders generated this is the full affine shader.
115*c8dee2aaSAndroid Build Coastguard Worker     // For best performance it may be worth creating the uniform scale shader as well,
116*c8dee2aaSAndroid Build Coastguard Worker     // as that's the most common case.
117*c8dee2aaSAndroid Build Coastguard Worker     // TODO: Need to add 565 support.
118*c8dee2aaSAndroid Build Coastguard Worker     // TODO: Need aliased and possibly sRGB support.
119*c8dee2aaSAndroid Build Coastguard Worker     static_assert(kNumSDFAtlasTextures == 4);
120*c8dee2aaSAndroid Build Coastguard Worker     return "outputCoverage = sdf_text_lcd_coverage_fn(textureCoords, "
121*c8dee2aaSAndroid Build Coastguard Worker                                                      "pixelGeometryDelta, "
122*c8dee2aaSAndroid Build Coastguard Worker                                                      "gammaParams, "
123*c8dee2aaSAndroid Build Coastguard Worker                                                      "unormTexCoords, "
124*c8dee2aaSAndroid Build Coastguard Worker                                                      "texIndex, "
125*c8dee2aaSAndroid Build Coastguard Worker                                                      "sdf_atlas_0, "
126*c8dee2aaSAndroid Build Coastguard Worker                                                      "sdf_atlas_1, "
127*c8dee2aaSAndroid Build Coastguard Worker                                                      "sdf_atlas_2, "
128*c8dee2aaSAndroid Build Coastguard Worker                                                      "sdf_atlas_3);";
129*c8dee2aaSAndroid Build Coastguard Worker }
130*c8dee2aaSAndroid Build Coastguard Worker 
writeVertices(DrawWriter * dw,const DrawParams & params,skvx::uint2 ssboIndices) const131*c8dee2aaSAndroid Build Coastguard Worker void SDFTextLCDRenderStep::writeVertices(DrawWriter* dw,
132*c8dee2aaSAndroid Build Coastguard Worker                                          const DrawParams& params,
133*c8dee2aaSAndroid Build Coastguard Worker                                          skvx::uint2 ssboIndices) const {
134*c8dee2aaSAndroid Build Coastguard Worker     const SubRunData& subRunData = params.geometry().subRunData();
135*c8dee2aaSAndroid Build Coastguard Worker     subRunData.subRun()->vertexFiller().fillInstanceData(dw,
136*c8dee2aaSAndroid Build Coastguard Worker                                                          subRunData.startGlyphIndex(),
137*c8dee2aaSAndroid Build Coastguard Worker                                                          subRunData.glyphCount(),
138*c8dee2aaSAndroid Build Coastguard Worker                                                          subRunData.subRun()->instanceFlags(),
139*c8dee2aaSAndroid Build Coastguard Worker                                                          ssboIndices,
140*c8dee2aaSAndroid Build Coastguard Worker                                                          subRunData.subRun()->glyphs(),
141*c8dee2aaSAndroid Build Coastguard Worker                                                          params.order().depthAsFloat());
142*c8dee2aaSAndroid Build Coastguard Worker }
143*c8dee2aaSAndroid Build Coastguard Worker 
writeUniformsAndTextures(const DrawParams & params,PipelineDataGatherer * gatherer) const144*c8dee2aaSAndroid Build Coastguard Worker void SDFTextLCDRenderStep::writeUniformsAndTextures(const DrawParams& params,
145*c8dee2aaSAndroid Build Coastguard Worker                                                     PipelineDataGatherer* gatherer) const {
146*c8dee2aaSAndroid Build Coastguard Worker     SkDEBUGCODE(UniformExpectationsValidator uev(gatherer, this->uniforms());)
147*c8dee2aaSAndroid Build Coastguard Worker 
148*c8dee2aaSAndroid Build Coastguard Worker     const SubRunData& subRunData = params.geometry().subRunData();
149*c8dee2aaSAndroid Build Coastguard Worker     unsigned int numProxies;
150*c8dee2aaSAndroid Build Coastguard Worker     Recorder* recorder = subRunData.recorder();
151*c8dee2aaSAndroid Build Coastguard Worker     const sk_sp<TextureProxy>* proxies =
152*c8dee2aaSAndroid Build Coastguard Worker             recorder->priv().atlasProvider()->textAtlasManager()->getProxies(
153*c8dee2aaSAndroid Build Coastguard Worker                     subRunData.subRun()->maskFormat(), &numProxies);
154*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(proxies && numProxies > 0);
155*c8dee2aaSAndroid Build Coastguard Worker 
156*c8dee2aaSAndroid Build Coastguard Worker     // write uniforms
157*c8dee2aaSAndroid Build Coastguard Worker     gatherer->write(params.transform().matrix());  // subRunDeviceMatrix
158*c8dee2aaSAndroid Build Coastguard Worker     gatherer->write(subRunData.deviceToLocal());
159*c8dee2aaSAndroid Build Coastguard Worker     SkV2 atlasDimensionsInverse = {1.f/proxies[0]->dimensions().width(),
160*c8dee2aaSAndroid Build Coastguard Worker                                    1.f/proxies[0]->dimensions().height()};
161*c8dee2aaSAndroid Build Coastguard Worker     gatherer->write(atlasDimensionsInverse);
162*c8dee2aaSAndroid Build Coastguard Worker 
163*c8dee2aaSAndroid Build Coastguard Worker     // compute and write pixelGeometry vector
164*c8dee2aaSAndroid Build Coastguard Worker     SkV2 pixelGeometryDelta = {0, 0};
165*c8dee2aaSAndroid Build Coastguard Worker     if (SkPixelGeometryIsH(subRunData.pixelGeometry())) {
166*c8dee2aaSAndroid Build Coastguard Worker         pixelGeometryDelta = {1.f/(3*proxies[0]->dimensions().width()), 0};
167*c8dee2aaSAndroid Build Coastguard Worker     } else if (SkPixelGeometryIsV(subRunData.pixelGeometry())) {
168*c8dee2aaSAndroid Build Coastguard Worker         pixelGeometryDelta = {0, 1.f/(3*proxies[0]->dimensions().height())};
169*c8dee2aaSAndroid Build Coastguard Worker     }
170*c8dee2aaSAndroid Build Coastguard Worker     if (SkPixelGeometryIsBGR(subRunData.pixelGeometry())) {
171*c8dee2aaSAndroid Build Coastguard Worker         pixelGeometryDelta = -pixelGeometryDelta;
172*c8dee2aaSAndroid Build Coastguard Worker     }
173*c8dee2aaSAndroid Build Coastguard Worker     gatherer->writeHalf(pixelGeometryDelta);
174*c8dee2aaSAndroid Build Coastguard Worker 
175*c8dee2aaSAndroid Build Coastguard Worker     // compute and write gamma adjustment
176*c8dee2aaSAndroid Build Coastguard Worker     auto dfAdjustTable = sktext::gpu::DistanceFieldAdjustTable::Get();
177*c8dee2aaSAndroid Build Coastguard Worker     float redCorrection = dfAdjustTable->getAdjustment(SkColorGetR(subRunData.luminanceColor()),
178*c8dee2aaSAndroid Build Coastguard Worker                                                        subRunData.useGammaCorrectDistanceTable());
179*c8dee2aaSAndroid Build Coastguard Worker     float greenCorrection = dfAdjustTable->getAdjustment(SkColorGetG(subRunData.luminanceColor()),
180*c8dee2aaSAndroid Build Coastguard Worker                                                          subRunData.useGammaCorrectDistanceTable());
181*c8dee2aaSAndroid Build Coastguard Worker     float blueCorrection = dfAdjustTable->getAdjustment(SkColorGetB(subRunData.luminanceColor()),
182*c8dee2aaSAndroid Build Coastguard Worker                                                         subRunData.useGammaCorrectDistanceTable());
183*c8dee2aaSAndroid Build Coastguard Worker     SkV4 gammaParams = {redCorrection, greenCorrection, blueCorrection,
184*c8dee2aaSAndroid Build Coastguard Worker                         subRunData.useGammaCorrectDistanceTable() ? 1.f : 0.f};
185*c8dee2aaSAndroid Build Coastguard Worker     gatherer->writeHalf(gammaParams);
186*c8dee2aaSAndroid Build Coastguard Worker 
187*c8dee2aaSAndroid Build Coastguard Worker     // write textures and samplers
188*c8dee2aaSAndroid Build Coastguard Worker     for (unsigned int i = 0; i < numProxies; ++i) {
189*c8dee2aaSAndroid Build Coastguard Worker         gatherer->add(proxies[i], {SkFilterMode::kLinear, SkTileMode::kClamp});
190*c8dee2aaSAndroid Build Coastguard Worker     }
191*c8dee2aaSAndroid Build Coastguard Worker     // If the atlas has less than 4 active proxies we still need to set up samplers for the shader.
192*c8dee2aaSAndroid Build Coastguard Worker     for (unsigned int i = numProxies; i < kNumSDFAtlasTextures; ++i) {
193*c8dee2aaSAndroid Build Coastguard Worker         gatherer->add(proxies[0], {SkFilterMode::kLinear, SkTileMode::kClamp});
194*c8dee2aaSAndroid Build Coastguard Worker     }
195*c8dee2aaSAndroid Build Coastguard Worker }
196*c8dee2aaSAndroid Build Coastguard Worker 
197*c8dee2aaSAndroid Build Coastguard Worker }  // namespace skgpu::graphite
198