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/ComputePathAtlas.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/Recorder.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkTraceEvent.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/AtlasProvider.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Caps.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Log.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RasterPathUtils.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RecorderPriv.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RendererProvider.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/TextureProxy.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/TextureUtils.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/Transform_graphite.h"
21*c8dee2aaSAndroid Build Coastguard Worker
22*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_ENABLE_VELLO_SHADERS
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/compute/DispatchGroup.h"
24*c8dee2aaSAndroid Build Coastguard Worker #endif
25*c8dee2aaSAndroid Build Coastguard Worker
26*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
27*c8dee2aaSAndroid Build Coastguard Worker namespace {
28*c8dee2aaSAndroid Build Coastguard Worker
29*c8dee2aaSAndroid Build Coastguard Worker // TODO: This is the maximum target dimension that vello can handle today.
30*c8dee2aaSAndroid Build Coastguard Worker constexpr uint16_t kComputeAtlasDim = 4096;
31*c8dee2aaSAndroid Build Coastguard Worker
32*c8dee2aaSAndroid Build Coastguard Worker // TODO: Currently we reject shapes that are smaller than a subset of a given atlas page to avoid
33*c8dee2aaSAndroid Build Coastguard Worker // creating too many flushes in a Recording containing many large path draws. These shapes often
34*c8dee2aaSAndroid Build Coastguard Worker // don't make efficient use of the available atlas texture space and the cost of sequential
35*c8dee2aaSAndroid Build Coastguard Worker // dispatches to render multiple atlas pages can be prohibitive.
36*c8dee2aaSAndroid Build Coastguard Worker constexpr size_t kBboxAreaThreshold = 1024 * 512;
37*c8dee2aaSAndroid Build Coastguard Worker
38*c8dee2aaSAndroid Build Coastguard Worker // Coordinate size that is too large for vello to handle efficiently. See the discussion on
39*c8dee2aaSAndroid Build Coastguard Worker // https://github.com/linebender/vello/pull/542.
40*c8dee2aaSAndroid Build Coastguard Worker constexpr float kCoordinateThreshold = 1e10;
41*c8dee2aaSAndroid Build Coastguard Worker
42*c8dee2aaSAndroid Build Coastguard Worker } // namespace
43*c8dee2aaSAndroid Build Coastguard Worker
ComputePathAtlas(Recorder * recorder)44*c8dee2aaSAndroid Build Coastguard Worker ComputePathAtlas::ComputePathAtlas(Recorder* recorder)
45*c8dee2aaSAndroid Build Coastguard Worker : PathAtlas(recorder, kComputeAtlasDim, kComputeAtlasDim)
46*c8dee2aaSAndroid Build Coastguard Worker , fRectanizer(this->width(), this->height()) {}
47*c8dee2aaSAndroid Build Coastguard Worker
initializeTextureIfNeeded()48*c8dee2aaSAndroid Build Coastguard Worker bool ComputePathAtlas::initializeTextureIfNeeded() {
49*c8dee2aaSAndroid Build Coastguard Worker if (!fTexture) {
50*c8dee2aaSAndroid Build Coastguard Worker SkColorType targetCT = ComputeShaderCoverageMaskTargetFormat(fRecorder->priv().caps());
51*c8dee2aaSAndroid Build Coastguard Worker fTexture = fRecorder->priv().atlasProvider()->getAtlasTexture(fRecorder,
52*c8dee2aaSAndroid Build Coastguard Worker this->width(),
53*c8dee2aaSAndroid Build Coastguard Worker this->height(),
54*c8dee2aaSAndroid Build Coastguard Worker targetCT,
55*c8dee2aaSAndroid Build Coastguard Worker /*identifier=*/0,
56*c8dee2aaSAndroid Build Coastguard Worker /*requireStorageUsage=*/true);
57*c8dee2aaSAndroid Build Coastguard Worker }
58*c8dee2aaSAndroid Build Coastguard Worker return fTexture != nullptr;
59*c8dee2aaSAndroid Build Coastguard Worker }
60*c8dee2aaSAndroid Build Coastguard Worker
isSuitableForAtlasing(const Rect & transformedShapeBounds,const Rect & clipBounds) const61*c8dee2aaSAndroid Build Coastguard Worker bool ComputePathAtlas::isSuitableForAtlasing(const Rect& transformedShapeBounds,
62*c8dee2aaSAndroid Build Coastguard Worker const Rect& clipBounds) const {
63*c8dee2aaSAndroid Build Coastguard Worker Rect shapeBounds = transformedShapeBounds.makeRoundOut();
64*c8dee2aaSAndroid Build Coastguard Worker Rect maskBounds = shapeBounds.makeIntersect(clipBounds);
65*c8dee2aaSAndroid Build Coastguard Worker skvx::float2 maskSize = maskBounds.size();
66*c8dee2aaSAndroid Build Coastguard Worker float width = maskSize.x(), height = maskSize.y();
67*c8dee2aaSAndroid Build Coastguard Worker
68*c8dee2aaSAndroid Build Coastguard Worker if (width > this->width() || height > this->height()) {
69*c8dee2aaSAndroid Build Coastguard Worker return false;
70*c8dee2aaSAndroid Build Coastguard Worker }
71*c8dee2aaSAndroid Build Coastguard Worker
72*c8dee2aaSAndroid Build Coastguard Worker // For now we're allowing paths that are smaller than 1/32nd of the full 4096x4096 atlas size
73*c8dee2aaSAndroid Build Coastguard Worker // to prevent the atlas texture from filling up too often. There are several approaches we
74*c8dee2aaSAndroid Build Coastguard Worker // should explore to alleviate the cost of atlasing large paths.
75*c8dee2aaSAndroid Build Coastguard Worker if (width * height > kBboxAreaThreshold) {
76*c8dee2aaSAndroid Build Coastguard Worker return false;
77*c8dee2aaSAndroid Build Coastguard Worker }
78*c8dee2aaSAndroid Build Coastguard Worker
79*c8dee2aaSAndroid Build Coastguard Worker // Reject pathological shapes that vello can't handle efficiently yet.
80*c8dee2aaSAndroid Build Coastguard Worker skvx::float2 unclippedSize = shapeBounds.size();
81*c8dee2aaSAndroid Build Coastguard Worker if (std::fabs(unclippedSize.x()) > kCoordinateThreshold ||
82*c8dee2aaSAndroid Build Coastguard Worker std::fabs(unclippedSize.y()) > kCoordinateThreshold) {
83*c8dee2aaSAndroid Build Coastguard Worker return false;
84*c8dee2aaSAndroid Build Coastguard Worker }
85*c8dee2aaSAndroid Build Coastguard Worker
86*c8dee2aaSAndroid Build Coastguard Worker return true;
87*c8dee2aaSAndroid Build Coastguard Worker }
88*c8dee2aaSAndroid Build Coastguard Worker
addRect(skvx::half2 maskSize,SkIPoint16 * outPos)89*c8dee2aaSAndroid Build Coastguard Worker const TextureProxy* ComputePathAtlas::addRect(skvx::half2 maskSize,
90*c8dee2aaSAndroid Build Coastguard Worker SkIPoint16* outPos) {
91*c8dee2aaSAndroid Build Coastguard Worker if (!this->initializeTextureIfNeeded()) {
92*c8dee2aaSAndroid Build Coastguard Worker SKGPU_LOG_E("Failed to instantiate an atlas texture");
93*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
94*c8dee2aaSAndroid Build Coastguard Worker }
95*c8dee2aaSAndroid Build Coastguard Worker
96*c8dee2aaSAndroid Build Coastguard Worker // An empty mask always fits, so just return the texture.
97*c8dee2aaSAndroid Build Coastguard Worker // TODO: This may not be needed if we can handle clipped out bounds with inverse fills
98*c8dee2aaSAndroid Build Coastguard Worker // another way. See PathAtlas::addShape().
99*c8dee2aaSAndroid Build Coastguard Worker if (!all(maskSize)) {
100*c8dee2aaSAndroid Build Coastguard Worker *outPos = {0, 0};
101*c8dee2aaSAndroid Build Coastguard Worker return fTexture.get();
102*c8dee2aaSAndroid Build Coastguard Worker }
103*c8dee2aaSAndroid Build Coastguard Worker
104*c8dee2aaSAndroid Build Coastguard Worker if (!fRectanizer.addPaddedRect(maskSize.x(), maskSize.y(), kEntryPadding, outPos)) {
105*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
106*c8dee2aaSAndroid Build Coastguard Worker }
107*c8dee2aaSAndroid Build Coastguard Worker
108*c8dee2aaSAndroid Build Coastguard Worker return fTexture.get();
109*c8dee2aaSAndroid Build Coastguard Worker }
110*c8dee2aaSAndroid Build Coastguard Worker
reset()111*c8dee2aaSAndroid Build Coastguard Worker void ComputePathAtlas::reset() {
112*c8dee2aaSAndroid Build Coastguard Worker fRectanizer.reset();
113*c8dee2aaSAndroid Build Coastguard Worker
114*c8dee2aaSAndroid Build Coastguard Worker this->onReset();
115*c8dee2aaSAndroid Build Coastguard Worker }
116*c8dee2aaSAndroid Build Coastguard Worker
117*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_ENABLE_VELLO_SHADERS
118*c8dee2aaSAndroid Build Coastguard Worker
119*c8dee2aaSAndroid Build Coastguard Worker /**
120*c8dee2aaSAndroid Build Coastguard Worker * ComputePathAtlas that uses a VelloRenderer.
121*c8dee2aaSAndroid Build Coastguard Worker */
122*c8dee2aaSAndroid Build Coastguard Worker class VelloComputePathAtlas final : public ComputePathAtlas {
123*c8dee2aaSAndroid Build Coastguard Worker public:
VelloComputePathAtlas(Recorder * recorder)124*c8dee2aaSAndroid Build Coastguard Worker explicit VelloComputePathAtlas(Recorder* recorder)
125*c8dee2aaSAndroid Build Coastguard Worker : ComputePathAtlas(recorder)
126*c8dee2aaSAndroid Build Coastguard Worker , fCachedAtlasMgr(fWidth, fHeight, recorder->priv().caps()) {}
127*c8dee2aaSAndroid Build Coastguard Worker // Record the compute dispatches that will draw the atlas contents.
128*c8dee2aaSAndroid Build Coastguard Worker bool recordDispatches(Recorder*, ComputeTask::DispatchGroupList*) const override;
129*c8dee2aaSAndroid Build Coastguard Worker
130*c8dee2aaSAndroid Build Coastguard Worker private:
131*c8dee2aaSAndroid Build Coastguard Worker const TextureProxy* onAddShape(const Shape&,
132*c8dee2aaSAndroid Build Coastguard Worker const Transform&,
133*c8dee2aaSAndroid Build Coastguard Worker const SkStrokeRec&,
134*c8dee2aaSAndroid Build Coastguard Worker skvx::half2 maskSize,
135*c8dee2aaSAndroid Build Coastguard Worker skvx::half2* outPos) override;
onReset()136*c8dee2aaSAndroid Build Coastguard Worker void onReset() override {
137*c8dee2aaSAndroid Build Coastguard Worker fCachedAtlasMgr.onReset();
138*c8dee2aaSAndroid Build Coastguard Worker
139*c8dee2aaSAndroid Build Coastguard Worker fUncachedScene.reset();
140*c8dee2aaSAndroid Build Coastguard Worker fUncachedOccupiedArea = { 0, 0 };
141*c8dee2aaSAndroid Build Coastguard Worker }
142*c8dee2aaSAndroid Build Coastguard Worker
143*c8dee2aaSAndroid Build Coastguard Worker class VelloAtlasMgr : public PathAtlas::DrawAtlasMgr {
144*c8dee2aaSAndroid Build Coastguard Worker public:
VelloAtlasMgr(size_t width,size_t height,const Caps * caps)145*c8dee2aaSAndroid Build Coastguard Worker VelloAtlasMgr(size_t width, size_t height, const Caps* caps)
146*c8dee2aaSAndroid Build Coastguard Worker : PathAtlas::DrawAtlasMgr(width, height, width, height,
147*c8dee2aaSAndroid Build Coastguard Worker DrawAtlas::UseStorageTextures::kYes,
148*c8dee2aaSAndroid Build Coastguard Worker /*label=*/"VelloPathAtlas", caps) {}
149*c8dee2aaSAndroid Build Coastguard Worker
150*c8dee2aaSAndroid Build Coastguard Worker bool recordDispatches(Recorder* recorder, ComputeTask::DispatchGroupList* dispatches) const;
151*c8dee2aaSAndroid Build Coastguard Worker
onReset()152*c8dee2aaSAndroid Build Coastguard Worker void onReset() {
153*c8dee2aaSAndroid Build Coastguard Worker fDrawAtlas->markUsedPlotsAsFull();
154*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < PlotLocator::kMaxMultitexturePages; ++i) {
155*c8dee2aaSAndroid Build Coastguard Worker fScenes[i].reset();
156*c8dee2aaSAndroid Build Coastguard Worker fOccupiedAreas[i] = {0, 0};
157*c8dee2aaSAndroid Build Coastguard Worker }
158*c8dee2aaSAndroid Build Coastguard Worker }
159*c8dee2aaSAndroid Build Coastguard Worker
160*c8dee2aaSAndroid Build Coastguard Worker protected:
161*c8dee2aaSAndroid Build Coastguard Worker bool onAddToAtlas(const Shape&,
162*c8dee2aaSAndroid Build Coastguard Worker const Transform& transform,
163*c8dee2aaSAndroid Build Coastguard Worker const SkStrokeRec&,
164*c8dee2aaSAndroid Build Coastguard Worker SkIRect shapeBounds,
165*c8dee2aaSAndroid Build Coastguard Worker const AtlasLocator&) override;
166*c8dee2aaSAndroid Build Coastguard Worker
167*c8dee2aaSAndroid Build Coastguard Worker private:
168*c8dee2aaSAndroid Build Coastguard Worker VelloScene fScenes[PlotLocator::kMaxMultitexturePages];
169*c8dee2aaSAndroid Build Coastguard Worker SkISize fOccupiedAreas[PlotLocator::kMaxMultitexturePages] = {
170*c8dee2aaSAndroid Build Coastguard Worker {0, 0}, {0, 0}, {0, 0}, {0, 0}
171*c8dee2aaSAndroid Build Coastguard Worker };
172*c8dee2aaSAndroid Build Coastguard Worker };
173*c8dee2aaSAndroid Build Coastguard Worker
174*c8dee2aaSAndroid Build Coastguard Worker VelloAtlasMgr fCachedAtlasMgr;
175*c8dee2aaSAndroid Build Coastguard Worker
176*c8dee2aaSAndroid Build Coastguard Worker // Contains the encoded scene buffer data that serves as the input to a vello compute pass.
177*c8dee2aaSAndroid Build Coastguard Worker // For the uncached atlas.
178*c8dee2aaSAndroid Build Coastguard Worker VelloScene fUncachedScene;
179*c8dee2aaSAndroid Build Coastguard Worker
180*c8dee2aaSAndroid Build Coastguard Worker // Occupied bounds of the uncached atlas
181*c8dee2aaSAndroid Build Coastguard Worker SkISize fUncachedOccupiedArea = { 0, 0 };
182*c8dee2aaSAndroid Build Coastguard Worker };
183*c8dee2aaSAndroid Build Coastguard Worker
get_vello_aa_config(Recorder * recorder)184*c8dee2aaSAndroid Build Coastguard Worker static VelloAaConfig get_vello_aa_config(Recorder* recorder) {
185*c8dee2aaSAndroid Build Coastguard Worker // Use the analytic area AA mode unless caps say otherwise.
186*c8dee2aaSAndroid Build Coastguard Worker VelloAaConfig config = VelloAaConfig::kAnalyticArea;
187*c8dee2aaSAndroid Build Coastguard Worker #if defined(GPU_TEST_UTILS)
188*c8dee2aaSAndroid Build Coastguard Worker PathRendererStrategy strategy = recorder->priv().caps()->requestedPathRendererStrategy();
189*c8dee2aaSAndroid Build Coastguard Worker if (strategy == PathRendererStrategy::kComputeMSAA16) {
190*c8dee2aaSAndroid Build Coastguard Worker config = VelloAaConfig::kMSAA16;
191*c8dee2aaSAndroid Build Coastguard Worker } else if (strategy == PathRendererStrategy::kComputeMSAA8) {
192*c8dee2aaSAndroid Build Coastguard Worker config = VelloAaConfig::kMSAA8;
193*c8dee2aaSAndroid Build Coastguard Worker }
194*c8dee2aaSAndroid Build Coastguard Worker #endif
195*c8dee2aaSAndroid Build Coastguard Worker
196*c8dee2aaSAndroid Build Coastguard Worker return config;
197*c8dee2aaSAndroid Build Coastguard Worker }
198*c8dee2aaSAndroid Build Coastguard Worker
render_vello_scene(Recorder * recorder,sk_sp<TextureProxy> texture,const VelloScene & scene,SkISize occupiedArea,VelloAaConfig config)199*c8dee2aaSAndroid Build Coastguard Worker static std::unique_ptr<DispatchGroup> render_vello_scene(Recorder* recorder,
200*c8dee2aaSAndroid Build Coastguard Worker sk_sp<TextureProxy> texture,
201*c8dee2aaSAndroid Build Coastguard Worker const VelloScene& scene,
202*c8dee2aaSAndroid Build Coastguard Worker SkISize occupiedArea,
203*c8dee2aaSAndroid Build Coastguard Worker VelloAaConfig config) {
204*c8dee2aaSAndroid Build Coastguard Worker return recorder->priv().rendererProvider()->velloRenderer()->renderScene(
205*c8dee2aaSAndroid Build Coastguard Worker {(uint32_t)occupiedArea.width(),
206*c8dee2aaSAndroid Build Coastguard Worker (uint32_t)occupiedArea.height(),
207*c8dee2aaSAndroid Build Coastguard Worker SkColors::kBlack,
208*c8dee2aaSAndroid Build Coastguard Worker config},
209*c8dee2aaSAndroid Build Coastguard Worker scene,
210*c8dee2aaSAndroid Build Coastguard Worker std::move(texture),
211*c8dee2aaSAndroid Build Coastguard Worker recorder);
212*c8dee2aaSAndroid Build Coastguard Worker }
213*c8dee2aaSAndroid Build Coastguard Worker
add_shape_to_scene(const Shape & shape,const Transform & transform,const SkStrokeRec & style,Rect atlasBounds,VelloScene * scene,SkISize * occupiedArea)214*c8dee2aaSAndroid Build Coastguard Worker static void add_shape_to_scene(const Shape& shape,
215*c8dee2aaSAndroid Build Coastguard Worker const Transform& transform,
216*c8dee2aaSAndroid Build Coastguard Worker const SkStrokeRec& style,
217*c8dee2aaSAndroid Build Coastguard Worker Rect atlasBounds,
218*c8dee2aaSAndroid Build Coastguard Worker VelloScene* scene,
219*c8dee2aaSAndroid Build Coastguard Worker SkISize* occupiedArea) {
220*c8dee2aaSAndroid Build Coastguard Worker occupiedArea->fWidth = std::max(occupiedArea->fWidth,
221*c8dee2aaSAndroid Build Coastguard Worker (int)atlasBounds.right() + PathAtlas::kEntryPadding);
222*c8dee2aaSAndroid Build Coastguard Worker occupiedArea->fHeight = std::max(occupiedArea->fHeight,
223*c8dee2aaSAndroid Build Coastguard Worker (int)atlasBounds.bot() + PathAtlas::kEntryPadding);
224*c8dee2aaSAndroid Build Coastguard Worker
225*c8dee2aaSAndroid Build Coastguard Worker // TODO(b/283876964): Apply clips here. Initially we'll need to encode the clip stack repeatedly
226*c8dee2aaSAndroid Build Coastguard Worker // for each shape since the full vello renderer treats clips and their affected draws as a
227*c8dee2aaSAndroid Build Coastguard Worker // single shape hierarchy in the same scene coordinate space. For coverage masks we want each
228*c8dee2aaSAndroid Build Coastguard Worker // mask to be transformed to its atlas allocation coordinates and for the clip to be applied
229*c8dee2aaSAndroid Build Coastguard Worker // with a translation relative to the atlas slot.
230*c8dee2aaSAndroid Build Coastguard Worker //
231*c8dee2aaSAndroid Build Coastguard Worker // Repeatedly encoding the clip stack should be relatively cheap (depending on how deep the
232*c8dee2aaSAndroid Build Coastguard Worker // clips get) however it is wasteful both in terms of time and memory. If this proves to hurt
233*c8dee2aaSAndroid Build Coastguard Worker // performance, future work will explore building an atlas-oriented element processing stage
234*c8dee2aaSAndroid Build Coastguard Worker // that applies the atlas-relative translation while evaluating the stack monoid on the GPU.
235*c8dee2aaSAndroid Build Coastguard Worker
236*c8dee2aaSAndroid Build Coastguard Worker // Clip the mask to the bounds of the atlas slot, which are already inset by 1px relative to
237*c8dee2aaSAndroid Build Coastguard Worker // the bounds that the Rectanizer assigned.
238*c8dee2aaSAndroid Build Coastguard Worker SkPath clipRect = SkPath::Rect(atlasBounds.asSkRect());
239*c8dee2aaSAndroid Build Coastguard Worker scene->pushClipLayer(clipRect, Transform::Identity());
240*c8dee2aaSAndroid Build Coastguard Worker
241*c8dee2aaSAndroid Build Coastguard Worker // The atlas transform of the shape is the linear-components (scale, rotation, skew) of
242*c8dee2aaSAndroid Build Coastguard Worker // `localToDevice` translated by the top-left offset of `atlasBounds`.
243*c8dee2aaSAndroid Build Coastguard Worker Transform atlasTransform = transform.postTranslate(atlasBounds.x(), atlasBounds.y());
244*c8dee2aaSAndroid Build Coastguard Worker SkPath devicePath = shape.asPath();
245*c8dee2aaSAndroid Build Coastguard Worker
246*c8dee2aaSAndroid Build Coastguard Worker // For stroke-and-fill, draw two masks into the same atlas slot: one for the stroke and one for
247*c8dee2aaSAndroid Build Coastguard Worker // the fill.
248*c8dee2aaSAndroid Build Coastguard Worker SkStrokeRec::Style styleType = style.getStyle();
249*c8dee2aaSAndroid Build Coastguard Worker if (styleType == SkStrokeRec::kStroke_Style ||
250*c8dee2aaSAndroid Build Coastguard Worker styleType == SkStrokeRec::kHairline_Style ||
251*c8dee2aaSAndroid Build Coastguard Worker styleType == SkStrokeRec::kStrokeAndFill_Style) {
252*c8dee2aaSAndroid Build Coastguard Worker // We need to special-case hairline strokes and strokes with sub-pixel width as Vello
253*c8dee2aaSAndroid Build Coastguard Worker // draws these with aliasing and the results are barely visible. Draw the stroke with a
254*c8dee2aaSAndroid Build Coastguard Worker // device-space width of 1 pixel and scale down the alpha by the true width to approximate
255*c8dee2aaSAndroid Build Coastguard Worker // the sampled area.
256*c8dee2aaSAndroid Build Coastguard Worker float width = style.getWidth();
257*c8dee2aaSAndroid Build Coastguard Worker float deviceWidth = width * atlasTransform.maxScaleFactor();
258*c8dee2aaSAndroid Build Coastguard Worker if (style.isHairlineStyle() || deviceWidth <= 1.0) {
259*c8dee2aaSAndroid Build Coastguard Worker // Both strokes get 1/2 weight scaled by the theoretical area (1 for hairlines,
260*c8dee2aaSAndroid Build Coastguard Worker // `deviceWidth` otherwise).
261*c8dee2aaSAndroid Build Coastguard Worker SkColor4f color = SkColors::kRed;
262*c8dee2aaSAndroid Build Coastguard Worker color.fR *= style.isHairlineStyle() ? 1.0 : deviceWidth;
263*c8dee2aaSAndroid Build Coastguard Worker
264*c8dee2aaSAndroid Build Coastguard Worker // Transform the stroke's width to its local coordinate space since it'll get drawn with
265*c8dee2aaSAndroid Build Coastguard Worker // `atlasTransform`.
266*c8dee2aaSAndroid Build Coastguard Worker float transformedWidth = 1.0f / atlasTransform.maxScaleFactor();
267*c8dee2aaSAndroid Build Coastguard Worker SkStrokeRec adjustedStyle(style);
268*c8dee2aaSAndroid Build Coastguard Worker adjustedStyle.setStrokeStyle(transformedWidth);
269*c8dee2aaSAndroid Build Coastguard Worker scene->solidStroke(devicePath, color, adjustedStyle, atlasTransform);
270*c8dee2aaSAndroid Build Coastguard Worker } else {
271*c8dee2aaSAndroid Build Coastguard Worker scene->solidStroke(devicePath, SkColors::kRed, style, atlasTransform);
272*c8dee2aaSAndroid Build Coastguard Worker }
273*c8dee2aaSAndroid Build Coastguard Worker }
274*c8dee2aaSAndroid Build Coastguard Worker if (styleType == SkStrokeRec::kFill_Style || styleType == SkStrokeRec::kStrokeAndFill_Style) {
275*c8dee2aaSAndroid Build Coastguard Worker scene->solidFill(devicePath, SkColors::kRed, shape.fillType(), atlasTransform);
276*c8dee2aaSAndroid Build Coastguard Worker }
277*c8dee2aaSAndroid Build Coastguard Worker
278*c8dee2aaSAndroid Build Coastguard Worker scene->popClipLayer();
279*c8dee2aaSAndroid Build Coastguard Worker }
280*c8dee2aaSAndroid Build Coastguard Worker
recordDispatches(Recorder * recorder,ComputeTask::DispatchGroupList * dispatches) const281*c8dee2aaSAndroid Build Coastguard Worker bool VelloComputePathAtlas::recordDispatches(Recorder* recorder,
282*c8dee2aaSAndroid Build Coastguard Worker ComputeTask::DispatchGroupList* dispatches) const {
283*c8dee2aaSAndroid Build Coastguard Worker bool addedDispatches = fCachedAtlasMgr.recordDispatches(recorder, dispatches);
284*c8dee2aaSAndroid Build Coastguard Worker
285*c8dee2aaSAndroid Build Coastguard Worker if (this->texture() && !fUncachedOccupiedArea.isEmpty()) {
286*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(recorder && recorder == fRecorder);
287*c8dee2aaSAndroid Build Coastguard Worker
288*c8dee2aaSAndroid Build Coastguard Worker VelloAaConfig config = get_vello_aa_config(recorder);
289*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<DispatchGroup> dispatchGroup =
290*c8dee2aaSAndroid Build Coastguard Worker render_vello_scene(recorder,
291*c8dee2aaSAndroid Build Coastguard Worker sk_ref_sp(this->texture()),
292*c8dee2aaSAndroid Build Coastguard Worker fUncachedScene,
293*c8dee2aaSAndroid Build Coastguard Worker fUncachedOccupiedArea,
294*c8dee2aaSAndroid Build Coastguard Worker config);
295*c8dee2aaSAndroid Build Coastguard Worker if (dispatchGroup) {
296*c8dee2aaSAndroid Build Coastguard Worker TRACE_EVENT_INSTANT1("skia.gpu", TRACE_FUNC, TRACE_EVENT_SCOPE_THREAD,
297*c8dee2aaSAndroid Build Coastguard Worker "# dispatches", dispatchGroup->dispatches().size());
298*c8dee2aaSAndroid Build Coastguard Worker dispatches->emplace_back(std::move(dispatchGroup));
299*c8dee2aaSAndroid Build Coastguard Worker return true;
300*c8dee2aaSAndroid Build Coastguard Worker } else {
301*c8dee2aaSAndroid Build Coastguard Worker SKGPU_LOG_E("VelloComputePathAtlas:: Failed to create dispatch group.");
302*c8dee2aaSAndroid Build Coastguard Worker }
303*c8dee2aaSAndroid Build Coastguard Worker }
304*c8dee2aaSAndroid Build Coastguard Worker
305*c8dee2aaSAndroid Build Coastguard Worker return addedDispatches;
306*c8dee2aaSAndroid Build Coastguard Worker }
307*c8dee2aaSAndroid Build Coastguard Worker
onAddShape(const Shape & shape,const Transform & transform,const SkStrokeRec & style,skvx::half2 maskSize,skvx::half2 * outPos)308*c8dee2aaSAndroid Build Coastguard Worker const TextureProxy* VelloComputePathAtlas::onAddShape(
309*c8dee2aaSAndroid Build Coastguard Worker const Shape& shape,
310*c8dee2aaSAndroid Build Coastguard Worker const Transform& transform,
311*c8dee2aaSAndroid Build Coastguard Worker const SkStrokeRec& style,
312*c8dee2aaSAndroid Build Coastguard Worker skvx::half2 maskSize,
313*c8dee2aaSAndroid Build Coastguard Worker skvx::half2* outPos) {
314*c8dee2aaSAndroid Build Coastguard Worker
315*c8dee2aaSAndroid Build Coastguard Worker skgpu::UniqueKey maskKey;
316*c8dee2aaSAndroid Build Coastguard Worker bool hasKey = shape.hasKey();
317*c8dee2aaSAndroid Build Coastguard Worker if (hasKey) {
318*c8dee2aaSAndroid Build Coastguard Worker // Try to locate or add to cached DrawAtlas
319*c8dee2aaSAndroid Build Coastguard Worker const TextureProxy* proxy = fCachedAtlasMgr.findOrCreateEntry(fRecorder,
320*c8dee2aaSAndroid Build Coastguard Worker shape,
321*c8dee2aaSAndroid Build Coastguard Worker transform,
322*c8dee2aaSAndroid Build Coastguard Worker style,
323*c8dee2aaSAndroid Build Coastguard Worker maskSize,
324*c8dee2aaSAndroid Build Coastguard Worker outPos);
325*c8dee2aaSAndroid Build Coastguard Worker if (proxy) {
326*c8dee2aaSAndroid Build Coastguard Worker return proxy;
327*c8dee2aaSAndroid Build Coastguard Worker }
328*c8dee2aaSAndroid Build Coastguard Worker }
329*c8dee2aaSAndroid Build Coastguard Worker
330*c8dee2aaSAndroid Build Coastguard Worker // Try to add to uncached texture
331*c8dee2aaSAndroid Build Coastguard Worker SkIPoint16 iPos;
332*c8dee2aaSAndroid Build Coastguard Worker const TextureProxy* texProxy = this->addRect(maskSize, &iPos);
333*c8dee2aaSAndroid Build Coastguard Worker if (!texProxy) {
334*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
335*c8dee2aaSAndroid Build Coastguard Worker }
336*c8dee2aaSAndroid Build Coastguard Worker *outPos = skvx::half2(iPos.x(), iPos.y());
337*c8dee2aaSAndroid Build Coastguard Worker // If the mask is empty, just return.
338*c8dee2aaSAndroid Build Coastguard Worker // TODO: This may not be needed if we can handle clipped out bounds with inverse fills
339*c8dee2aaSAndroid Build Coastguard Worker // another way. See PathAtlas::addShape().
340*c8dee2aaSAndroid Build Coastguard Worker if (!all(maskSize)) {
341*c8dee2aaSAndroid Build Coastguard Worker return texProxy;
342*c8dee2aaSAndroid Build Coastguard Worker }
343*c8dee2aaSAndroid Build Coastguard Worker
344*c8dee2aaSAndroid Build Coastguard Worker // TODO: The compute renderer doesn't support perspective yet. We assume that the path has been
345*c8dee2aaSAndroid Build Coastguard Worker // appropriately transformed in that case.
346*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(transform.type() != Transform::Type::kPerspective);
347*c8dee2aaSAndroid Build Coastguard Worker
348*c8dee2aaSAndroid Build Coastguard Worker // Restrict the render to the occupied area of the atlas, including entry padding so that the
349*c8dee2aaSAndroid Build Coastguard Worker // padded row/column is cleared when Vello renders.
350*c8dee2aaSAndroid Build Coastguard Worker Rect atlasBounds = Rect::XYWH(skvx::float2(iPos.x(), iPos.y()), skvx::cast<float>(maskSize));
351*c8dee2aaSAndroid Build Coastguard Worker
352*c8dee2aaSAndroid Build Coastguard Worker add_shape_to_scene(shape, transform, style, atlasBounds,
353*c8dee2aaSAndroid Build Coastguard Worker &fUncachedScene, &fUncachedOccupiedArea);
354*c8dee2aaSAndroid Build Coastguard Worker
355*c8dee2aaSAndroid Build Coastguard Worker return texProxy;
356*c8dee2aaSAndroid Build Coastguard Worker }
357*c8dee2aaSAndroid Build Coastguard Worker
358*c8dee2aaSAndroid Build Coastguard Worker /////////////////////////////////////////////////////////////////////////////////////////
359*c8dee2aaSAndroid Build Coastguard Worker
onAddToAtlas(const Shape & shape,const Transform & transform,const SkStrokeRec & style,SkIRect shapeBounds,const AtlasLocator & locator)360*c8dee2aaSAndroid Build Coastguard Worker bool VelloComputePathAtlas::VelloAtlasMgr::onAddToAtlas(const Shape& shape,
361*c8dee2aaSAndroid Build Coastguard Worker const Transform& transform,
362*c8dee2aaSAndroid Build Coastguard Worker const SkStrokeRec& style,
363*c8dee2aaSAndroid Build Coastguard Worker SkIRect shapeBounds,
364*c8dee2aaSAndroid Build Coastguard Worker const AtlasLocator& locator) {
365*c8dee2aaSAndroid Build Coastguard Worker uint32_t index = locator.pageIndex();
366*c8dee2aaSAndroid Build Coastguard Worker const TextureProxy* texProxy = fDrawAtlas->getProxies()[index].get();
367*c8dee2aaSAndroid Build Coastguard Worker if (!texProxy) {
368*c8dee2aaSAndroid Build Coastguard Worker return false;
369*c8dee2aaSAndroid Build Coastguard Worker }
370*c8dee2aaSAndroid Build Coastguard Worker
371*c8dee2aaSAndroid Build Coastguard Worker // TODO: The compute renderer doesn't support perspective yet. We assume that the path has been
372*c8dee2aaSAndroid Build Coastguard Worker // appropriately transformed in that case.
373*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(transform.type() != Transform::Type::kPerspective);
374*c8dee2aaSAndroid Build Coastguard Worker
375*c8dee2aaSAndroid Build Coastguard Worker // Restrict the render to the occupied area of the atlas, including entry padding so that the
376*c8dee2aaSAndroid Build Coastguard Worker // padded row/column is cleared when Vello renders.
377*c8dee2aaSAndroid Build Coastguard Worker SkIPoint iPos = locator.topLeft();
378*c8dee2aaSAndroid Build Coastguard Worker Rect atlasBounds = Rect::XYWH(skvx::float2(iPos.x() + kEntryPadding, iPos.y() + kEntryPadding),
379*c8dee2aaSAndroid Build Coastguard Worker skvx::float2(shapeBounds.width(), shapeBounds.height()));
380*c8dee2aaSAndroid Build Coastguard Worker
381*c8dee2aaSAndroid Build Coastguard Worker add_shape_to_scene(shape, transform, style, atlasBounds,
382*c8dee2aaSAndroid Build Coastguard Worker &fScenes[index], &fOccupiedAreas[index]);
383*c8dee2aaSAndroid Build Coastguard Worker
384*c8dee2aaSAndroid Build Coastguard Worker return true;
385*c8dee2aaSAndroid Build Coastguard Worker }
386*c8dee2aaSAndroid Build Coastguard Worker
recordDispatches(Recorder * recorder,ComputeTask::DispatchGroupList * dispatches) const387*c8dee2aaSAndroid Build Coastguard Worker bool VelloComputePathAtlas::VelloAtlasMgr::recordDispatches(
388*c8dee2aaSAndroid Build Coastguard Worker Recorder* recorder, ComputeTask::DispatchGroupList* dispatches) const {
389*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(recorder);
390*c8dee2aaSAndroid Build Coastguard Worker VelloAaConfig config = get_vello_aa_config(recorder);
391*c8dee2aaSAndroid Build Coastguard Worker
392*c8dee2aaSAndroid Build Coastguard Worker bool addedDispatches = false;
393*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < 4; ++i) {
394*c8dee2aaSAndroid Build Coastguard Worker if (!fOccupiedAreas[i].isEmpty()) {
395*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<DispatchGroup> dispatchGroup =
396*c8dee2aaSAndroid Build Coastguard Worker render_vello_scene(recorder,
397*c8dee2aaSAndroid Build Coastguard Worker fDrawAtlas->getProxies()[i],
398*c8dee2aaSAndroid Build Coastguard Worker fScenes[i],
399*c8dee2aaSAndroid Build Coastguard Worker fOccupiedAreas[i],
400*c8dee2aaSAndroid Build Coastguard Worker config);
401*c8dee2aaSAndroid Build Coastguard Worker if (dispatchGroup) {
402*c8dee2aaSAndroid Build Coastguard Worker TRACE_EVENT_INSTANT1("skia.gpu", TRACE_FUNC, TRACE_EVENT_SCOPE_THREAD,
403*c8dee2aaSAndroid Build Coastguard Worker "# dispatches", dispatchGroup->dispatches().size());
404*c8dee2aaSAndroid Build Coastguard Worker dispatches->emplace_back(std::move(dispatchGroup));
405*c8dee2aaSAndroid Build Coastguard Worker addedDispatches = true;
406*c8dee2aaSAndroid Build Coastguard Worker } else {
407*c8dee2aaSAndroid Build Coastguard Worker SKGPU_LOG_E("VelloComputePathAtlas:: Failed to create dispatch group.");
408*c8dee2aaSAndroid Build Coastguard Worker }
409*c8dee2aaSAndroid Build Coastguard Worker }
410*c8dee2aaSAndroid Build Coastguard Worker }
411*c8dee2aaSAndroid Build Coastguard Worker return addedDispatches;
412*c8dee2aaSAndroid Build Coastguard Worker }
413*c8dee2aaSAndroid Build Coastguard Worker
414*c8dee2aaSAndroid Build Coastguard Worker
415*c8dee2aaSAndroid Build Coastguard Worker #endif // SK_ENABLE_VELLO_SHADERS
416*c8dee2aaSAndroid Build Coastguard Worker
CreateDefault(Recorder * recorder)417*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<ComputePathAtlas> ComputePathAtlas::CreateDefault(Recorder* recorder) {
418*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_ENABLE_VELLO_SHADERS
419*c8dee2aaSAndroid Build Coastguard Worker return std::make_unique<VelloComputePathAtlas>(recorder);
420*c8dee2aaSAndroid Build Coastguard Worker #else
421*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
422*c8dee2aaSAndroid Build Coastguard Worker #endif
423*c8dee2aaSAndroid Build Coastguard Worker }
424*c8dee2aaSAndroid Build Coastguard Worker
425*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
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