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authorGravatar Mike Reed <reed@google.com>2017-05-15 09:29:18 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-05-15 13:51:25 +0000
commit787a16dd9e03f3971898131dd778206c8cb9a0df (patch)
treebf01f704822356e12ce62d24512ab98778976f14 /src/core/SkDraw_vertices.cpp
parentdedac85b4f08546e92143d96c13b753cb1b80e23 (diff)
move impl for drawvertices into separate file
expect to refactor the impl, so this just makes that easier (plus SkDraw.cpp was just too big) Bug: skia: Change-Id: I22c07d37429195363d9a76e56a1dca915f9c2d57 Reviewed-on: https://skia-review.googlesource.com/16863 Commit-Queue: Mike Reed <reed@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
Diffstat (limited to 'src/core/SkDraw_vertices.cpp')
-rw-r--r--src/core/SkDraw_vertices.cpp479
1 files changed, 479 insertions, 0 deletions
diff --git a/src/core/SkDraw_vertices.cpp b/src/core/SkDraw_vertices.cpp
new file mode 100644
index 0000000000..dcf8d585ea
--- /dev/null
+++ b/src/core/SkDraw_vertices.cpp
@@ -0,0 +1,479 @@
+/*
+ * Copyright 2017 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "SkArenaAlloc.h"
+#include "SkAutoBlitterChoose.h"
+#include "SkColorShader.h"
+#include "SkDraw.h"
+#include "SkNx.h"
+#include "SkPM4f.h"
+#include "SkRasterClip.h"
+#include "SkScan.h"
+#include "SkShader.h"
+#include "SkString.h"
+#include "SkVertState.h"
+
+struct Matrix43 {
+ float fMat[12]; // column major
+
+ Sk4f map(float x, float y) const {
+ return Sk4f::Load(&fMat[0]) * x + Sk4f::Load(&fMat[4]) * y + Sk4f::Load(&fMat[8]);
+ }
+
+ void setConcat(const Matrix43& a, const SkMatrix& b) {
+ fMat[ 0] = a.dot(0, b.getScaleX(), b.getSkewY());
+ fMat[ 1] = a.dot(1, b.getScaleX(), b.getSkewY());
+ fMat[ 2] = a.dot(2, b.getScaleX(), b.getSkewY());
+ fMat[ 3] = a.dot(3, b.getScaleX(), b.getSkewY());
+
+ fMat[ 4] = a.dot(0, b.getSkewX(), b.getScaleY());
+ fMat[ 5] = a.dot(1, b.getSkewX(), b.getScaleY());
+ fMat[ 6] = a.dot(2, b.getSkewX(), b.getScaleY());
+ fMat[ 7] = a.dot(3, b.getSkewX(), b.getScaleY());
+
+ fMat[ 8] = a.dot(0, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 8];
+ fMat[ 9] = a.dot(1, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 9];
+ fMat[10] = a.dot(2, b.getTranslateX(), b.getTranslateY()) + a.fMat[10];
+ fMat[11] = a.dot(3, b.getTranslateX(), b.getTranslateY()) + a.fMat[11];
+ }
+
+private:
+ float dot(int index, float x, float y) const {
+ return fMat[index + 0] * x + fMat[index + 4] * y;
+ }
+};
+
+static SkScan::HairRCProc ChooseHairProc(bool doAntiAlias) {
+ return doAntiAlias ? SkScan::AntiHairLine : SkScan::HairLine;
+}
+
+static bool texture_to_matrix(const VertState& state, const SkPoint verts[],
+ const SkPoint texs[], SkMatrix* matrix) {
+ SkPoint src[3], dst[3];
+
+ src[0] = texs[state.f0];
+ src[1] = texs[state.f1];
+ src[2] = texs[state.f2];
+ dst[0] = verts[state.f0];
+ dst[1] = verts[state.f1];
+ dst[2] = verts[state.f2];
+ return matrix->setPolyToPoly(src, dst, 3);
+}
+
+class SkTriColorShader : public SkShader {
+public:
+ SkTriColorShader();
+
+ class TriColorShaderContext : public SkShader::Context {
+ public:
+ TriColorShaderContext(const SkTriColorShader& shader, const ContextRec&);
+ ~TriColorShaderContext() override;
+ void shadeSpan(int x, int y, SkPMColor dstC[], int count) override;
+ void shadeSpan4f(int x, int y, SkPM4f dstC[], int count) override;
+
+ private:
+ bool setup(const SkPoint pts[], const SkColor colors[], int, int, int);
+
+ SkMatrix fDstToUnit;
+ SkPMColor fColors[3];
+ bool fSetup;
+
+ Matrix43 fM43;
+
+ typedef SkShader::Context INHERITED;
+ };
+
+ struct TriColorShaderData {
+ const SkPoint* pts;
+ const SkColor* colors;
+ const VertState *state;
+ };
+
+ SK_TO_STRING_OVERRIDE()
+
+ // For serialization. This will never be called.
+ Factory getFactory() const override { sk_throw(); return nullptr; }
+
+ // Supply setup data to context from drawing setup
+ void bindSetupData(TriColorShaderData* setupData) { fSetupData = setupData; }
+
+ // Take the setup data from context when needed.
+ TriColorShaderData* takeSetupData() {
+ TriColorShaderData *data = fSetupData;
+ fSetupData = NULL;
+ return data;
+ }
+
+protected:
+ Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override {
+ return alloc->make<TriColorShaderContext>(*this, rec);
+ }
+
+private:
+ TriColorShaderData *fSetupData;
+
+ typedef SkShader INHERITED;
+};
+
+bool SkTriColorShader::TriColorShaderContext::setup(const SkPoint pts[], const SkColor colors[],
+ int index0, int index1, int index2) {
+
+ fColors[0] = SkPreMultiplyColor(colors[index0]);
+ fColors[1] = SkPreMultiplyColor(colors[index1]);
+ fColors[2] = SkPreMultiplyColor(colors[index2]);
+
+ SkMatrix m, im;
+ m.reset();
+ m.set(0, pts[index1].fX - pts[index0].fX);
+ m.set(1, pts[index2].fX - pts[index0].fX);
+ m.set(2, pts[index0].fX);
+ m.set(3, pts[index1].fY - pts[index0].fY);
+ m.set(4, pts[index2].fY - pts[index0].fY);
+ m.set(5, pts[index0].fY);
+ if (!m.invert(&im)) {
+ return false;
+ }
+ // We can't call getTotalInverse(), because we explicitly don't want to look at the localmatrix
+ // as our interators are intrinsically tied to the vertices, and nothing else.
+ SkMatrix ctmInv;
+ if (!this->getCTM().invert(&ctmInv)) {
+ return false;
+ }
+ // TODO replace INV(m) * INV(ctm) with INV(ctm * m)
+ fDstToUnit.setConcat(im, ctmInv);
+
+ Sk4f alpha(this->getPaintAlpha() * (1.0f / 255)),
+ c0 = SkPM4f::FromPMColor(fColors[0]).to4f() * alpha,
+ c1 = SkPM4f::FromPMColor(fColors[1]).to4f() * alpha,
+ c2 = SkPM4f::FromPMColor(fColors[2]).to4f() * alpha;
+
+ Matrix43 colorm;
+ (c1 - c0).store(&colorm.fMat[0]);
+ (c2 - c0).store(&colorm.fMat[4]);
+ c0.store(&colorm.fMat[8]);
+ fM43.setConcat(colorm, fDstToUnit);
+
+ return true;
+}
+
+#include "SkColorPriv.h"
+#include "SkComposeShader.h"
+
+static int ScalarTo256(SkScalar v) {
+ return static_cast<int>(SkScalarPin(v, 0, 1) * 256 + 0.5);
+}
+
+SkTriColorShader::SkTriColorShader()
+: INHERITED(NULL)
+, fSetupData(NULL) {}
+
+SkTriColorShader::TriColorShaderContext::TriColorShaderContext(const SkTriColorShader& shader,
+ const ContextRec& rec)
+: INHERITED(shader, rec)
+, fSetup(false) {}
+
+SkTriColorShader::TriColorShaderContext::~TriColorShaderContext() {}
+
+void SkTriColorShader::TriColorShaderContext::shadeSpan(int x, int y, SkPMColor dstC[], int count) {
+ SkTriColorShader* parent = static_cast<SkTriColorShader*>(const_cast<SkShader*>(&fShader));
+ TriColorShaderData* set = parent->takeSetupData();
+ if (set) {
+ fSetup = setup(set->pts, set->colors, set->state->f0, set->state->f1, set->state->f2);
+ }
+
+ if (!fSetup) {
+ // Invalid matrices. Not checked before so no need to assert.
+ return;
+ }
+
+ const int alphaScale = Sk255To256(this->getPaintAlpha());
+
+ SkPoint src;
+
+ fDstToUnit.mapXY(SkIntToScalar(x) + 0.5, SkIntToScalar(y) + 0.5, &src);
+ for (int i = 0; i < count; i++) {
+ int scale1 = ScalarTo256(src.fX);
+ int scale2 = ScalarTo256(src.fY);
+ int scale0 = 256 - scale1 - scale2;
+ if (scale0 < 0) {
+ if (scale1 > scale2) {
+ scale2 = 256 - scale1;
+ } else {
+ scale1 = 256 - scale2;
+ }
+ scale0 = 0;
+ }
+
+ if (256 != alphaScale) {
+ scale0 = SkAlphaMul(scale0, alphaScale);
+ scale1 = SkAlphaMul(scale1, alphaScale);
+ scale2 = SkAlphaMul(scale2, alphaScale);
+ }
+
+ dstC[i] = SkAlphaMulQ(fColors[0], scale0) +
+ SkAlphaMulQ(fColors[1], scale1) +
+ SkAlphaMulQ(fColors[2], scale2);
+
+ src.fX += fDstToUnit.getScaleX();
+ src.fY += fDstToUnit.getSkewY();
+ }
+}
+
+void SkTriColorShader::TriColorShaderContext::shadeSpan4f(int x, int y, SkPM4f dstC[], int count) {
+ SkTriColorShader* parent = static_cast<SkTriColorShader*>(const_cast<SkShader*>(&fShader));
+ TriColorShaderData* set = parent->takeSetupData();
+ if (set) {
+ fSetup = setup(set->pts, set->colors, set->state->f0, set->state->f1, set->state->f2);
+ }
+
+ if (!fSetup) {
+ // Invalid matrices. Not checked before so no need to assert.
+ return;
+ }
+
+ Sk4f c = fM43.map(SkIntToScalar(x) + 0.5, SkIntToScalar(y) + 0.5),
+ dc = Sk4f::Load(&fM43.fMat[0]),
+ zero(0.0f),
+ one(1.0f);
+
+ for (int i = 0; i < count; i++) {
+ // We don't expect to be wildly out of 0...1, but we pin just because of minor
+ // numerical imprecision.
+ Sk4f::Min(Sk4f::Max(c, zero), Sk4f::Min(c[3], one)).store(dstC + i);
+ c += dc;
+ }
+}
+
+#ifndef SK_IGNORE_TO_STRING
+void SkTriColorShader::toString(SkString* str) const {
+ str->append("SkTriColorShader: (");
+
+ this->INHERITED::toString(str);
+
+ str->append(")");
+}
+#endif
+
+
+namespace {
+
+ // Similar to SkLocalMatrixShader, but composes the local matrix with the CTM (instead
+ // of composing with the inherited local matrix):
+ //
+ // rec' = {rec.ctm x localMatrix, rec.localMatrix}
+ //
+ // (as opposed to rec' = {rec.ctm, rec.localMatrix x localMatrix})
+ //
+ class SkLocalInnerMatrixShader final : public SkShader {
+ public:
+ SkLocalInnerMatrixShader(sk_sp<SkShader> proxy, const SkMatrix& localMatrix)
+ : INHERITED(&localMatrix)
+ , fProxyShader(std::move(proxy)) {}
+
+ Factory getFactory() const override {
+ SkASSERT(false);
+ return nullptr;
+ }
+
+ protected:
+ void flatten(SkWriteBuffer&) const override {
+ SkASSERT(false);
+ }
+
+ Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override {
+ SkMatrix adjustedCTM = SkMatrix::Concat(*rec.fMatrix, this->getLocalMatrix());
+ ContextRec newRec(rec);
+ newRec.fMatrix = &adjustedCTM;
+ return fProxyShader->makeContext(newRec, alloc);
+ }
+
+ bool onAppendStages(SkRasterPipeline* p, SkColorSpace* cs, SkArenaAlloc* alloc,
+ const SkMatrix& ctm, const SkPaint& paint,
+ const SkMatrix* localM) const override {
+ // We control the shader graph ancestors, so we know there's no local matrix being
+ // injected before this.
+ SkASSERT(!localM);
+
+ SkMatrix adjustedCTM = SkMatrix::Concat(ctm, this->getLocalMatrix());
+ return fProxyShader->appendStages(p, cs, alloc, adjustedCTM, paint);
+ }
+
+ private:
+ sk_sp<SkShader> fProxyShader;
+
+ typedef SkShader INHERITED;
+ };
+
+ sk_sp<SkShader> MakeTextureShader(const VertState& state, const SkPoint verts[],
+ const SkPoint texs[], const SkPaint& paint,
+ SkColorSpace* dstColorSpace,
+ SkArenaAlloc* alloc) {
+ SkASSERT(paint.getShader());
+
+ const auto& p0 = texs[state.f0],
+ p1 = texs[state.f1],
+ p2 = texs[state.f2];
+
+ if (p0 != p1 || p0 != p2) {
+ // Common case (non-collapsed texture coordinates).
+ // Map the texture to vertices using a local transform.
+
+ // We cannot use a plain SkLocalMatrix shader, because we need the texture matrix
+ // to compose next to the CTM.
+ SkMatrix localMatrix;
+ return texture_to_matrix(state, verts, texs, &localMatrix)
+ ? alloc->makeSkSp<SkLocalInnerMatrixShader>(paint.refShader(), localMatrix)
+ : nullptr;
+ }
+
+ // Collapsed texture coordinates special case.
+ // The texture is a solid color, sampled at the given point.
+ SkMatrix shaderInvLocalMatrix;
+ SkAssertResult(paint.getShader()->getLocalMatrix().invert(&shaderInvLocalMatrix));
+
+ const auto sample = SkPoint::Make(0.5f, 0.5f);
+ const auto mappedSample = shaderInvLocalMatrix.mapXY(sample.x(), sample.y()),
+ mappedPoint = shaderInvLocalMatrix.mapXY(p0.x(), p0.y());
+ const auto localMatrix = SkMatrix::MakeTrans(mappedSample.x() - mappedPoint.x(),
+ mappedSample.y() - mappedPoint.y());
+
+ SkShader::ContextRec rec(paint, SkMatrix::I(), &localMatrix,
+ SkShader::ContextRec::kPMColor_DstType, dstColorSpace);
+ auto* ctx = paint.getShader()->makeContext(rec, alloc);
+ if (!ctx) {
+ return nullptr;
+ }
+
+ SkPMColor pmColor;
+ ctx->shadeSpan(SkScalarFloorToInt(sample.x()), SkScalarFloorToInt(sample.y()), &pmColor, 1);
+
+ // no need to keep this temp context around.
+ alloc->reset();
+
+ return alloc->makeSkSp<SkColorShader>(SkUnPreMultiply::PMColorToColor(pmColor));
+ }
+
+} // anonymous ns
+
+void SkDraw::drawVertices(SkVertices::VertexMode vmode, int count,
+ const SkPoint vertices[], const SkPoint textures[],
+ const SkColor colors[], SkBlendMode bmode,
+ const uint16_t indices[], int indexCount,
+ const SkPaint& paint) const {
+ SkASSERT(0 == count || vertices);
+
+ // abort early if there is nothing to draw
+ if (count < 3 || (indices && indexCount < 3) || fRC->isEmpty()) {
+ return;
+ }
+
+ // transform out vertices into device coordinates
+ SkAutoSTMalloc<16, SkPoint> storage(count);
+ SkPoint* devVerts = storage.get();
+ fMatrix->mapPoints(devVerts, vertices, count);
+
+ /*
+ We can draw the vertices in 1 of 4 ways:
+
+ - solid color (no shader/texture[], no colors[])
+ - just colors (no shader/texture[], has colors[])
+ - just texture (has shader/texture[], no colors[])
+ - colors * texture (has shader/texture[], has colors[])
+
+ Thus for texture drawing, we need both texture[] and a shader.
+ */
+
+ auto triShader = sk_make_sp<SkTriColorShader>();
+ SkPaint p(paint);
+
+ SkShader* shader = p.getShader();
+ if (nullptr == shader) {
+ // if we have no shader, we ignore the texture coordinates
+ textures = nullptr;
+ } else if (nullptr == textures) {
+ // if we don't have texture coordinates, ignore the shader
+ p.setShader(nullptr);
+ shader = nullptr;
+ }
+
+ // setup the custom shader (if needed)
+ if (colors) {
+ if (nullptr == textures) {
+ // just colors (no texture)
+ p.setShader(triShader);
+ } else {
+ // colors * texture
+ SkASSERT(shader);
+ p.setShader(SkShader::MakeComposeShader(triShader, sk_ref_sp(shader), bmode));
+ }
+ }
+
+ SkAutoBlitterChoose blitter(fDst, *fMatrix, p);
+ // Abort early if we failed to create a shader context.
+ if (blitter->isNullBlitter()) {
+ return;
+ }
+
+ // setup our state and function pointer for iterating triangles
+ VertState state(count, indices, indexCount);
+ VertState::Proc vertProc = state.chooseProc(vmode);
+
+ if (textures || colors) {
+ SkTriColorShader::TriColorShaderData verticesSetup = { vertices, colors, &state };
+
+ while (vertProc(&state)) {
+ auto* blitterPtr = blitter.get();
+
+ // We're going to allocate at most
+ //
+ // * one SkLocalMatrixShader OR one SkColorShader
+ // * one SkComposeShader
+ // * one SkAutoBlitterChoose
+ //
+ static constexpr size_t kAllocSize =
+ sizeof(SkAutoBlitterChoose) + sizeof(SkComposeShader) +
+ SkTMax(sizeof(SkLocalInnerMatrixShader), sizeof(SkColorShader));
+ char allocBuffer[kAllocSize];
+ SkArenaAlloc alloc(allocBuffer);
+
+ if (textures) {
+ sk_sp<SkShader> texShader = MakeTextureShader(state, vertices, textures, paint,
+ fDst.colorSpace(), &alloc);
+ if (texShader) {
+ SkPaint localPaint(p);
+ localPaint.setShader(colors
+ ? alloc.makeSkSp<SkComposeShader>(triShader, std::move(texShader), bmode)
+ : std::move(texShader));
+
+ blitterPtr = alloc.make<SkAutoBlitterChoose>(fDst, *fMatrix, localPaint)->get();
+ if (blitterPtr->isNullBlitter()) {
+ continue;
+ }
+ }
+ }
+ if (colors) {
+ triShader->bindSetupData(&verticesSetup);
+ }
+
+ SkPoint tmp[] = {
+ devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
+ };
+ SkScan::FillTriangle(tmp, *fRC, blitterPtr);
+ triShader->bindSetupData(nullptr);
+ }
+ } else {
+ // no colors[] and no texture, stroke hairlines with paint's color.
+ SkScan::HairRCProc hairProc = ChooseHairProc(paint.isAntiAlias());
+ const SkRasterClip& clip = *fRC;
+ while (vertProc(&state)) {
+ SkPoint array[] = {
+ devVerts[state.f0], devVerts[state.f1], devVerts[state.f2], devVerts[state.f0]
+ };
+ hairProc(array, 4, clip, blitter.get());
+ }
+ }
+}