diff options
author | 2018-01-04 10:08:42 -0500 | |
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committer | 2018-01-05 19:33:25 +0000 | |
commit | d208a8847777d4643188813f03a15dfed4887365 (patch) | |
tree | 2e32f528f77bb3b3ac04bc6b551a16463af4cac9 /src/shaders/gradients/SkTwoPointConicalGradient.h | |
parent | fa3783f17dba971e3204ba950965d9c65eb8711d (diff) |
Update 2pt conical gradient in raster pipeline
The updated algorithm matches our new GPU algorithm
(https://skia.org/dev/design/conical) and it brings
about 7%-26% speedup. In the next CL, I'll simplify
the GPU code by reusing the CPU code in this CL.
7.20% faster in gradient_conical_clamp_hicolor
8.94% faster in gradient_conicalZero_clamp_hicolor
10.00% faster in gradient_conicalOut_clamp_hicolor
11.72% faster in gradient_conicalOutZero_clamp_hicolor
13.62% faster in gradient_conical_clamp_3color
16.52% faster in gradient_conicalZero_clamp_3color
17.48% faster in gradient_conical_clamp
17.70% faster in gradient_conical_clamp_shallow
20.60% faster in gradient_conicalOut_clamp_3color
20.98% faster in gradient_conicalOutZero_clamp_3color
21.79% faster in gradient_conicalZero_clamp
22.48% faster in gradient_conicalOut_clamp
26.13% faster in gradient_conicalOutZero_clamp
Bug: skia:
Change-Id: Ia159495e1c77658cb28e48c9edf84938464e501c
Reviewed-on: https://skia-review.googlesource.com/90262
Commit-Queue: Yuqian Li <liyuqian@google.com>
Reviewed-by: Mike Klein <mtklein@chromium.org>
Diffstat (limited to 'src/shaders/gradients/SkTwoPointConicalGradient.h')
-rw-r--r-- | src/shaders/gradients/SkTwoPointConicalGradient.h | 31 |
1 files changed, 29 insertions, 2 deletions
diff --git a/src/shaders/gradients/SkTwoPointConicalGradient.h b/src/shaders/gradients/SkTwoPointConicalGradient.h index 96039e4771..623e69f95a 100644 --- a/src/shaders/gradients/SkTwoPointConicalGradient.h +++ b/src/shaders/gradients/SkTwoPointConicalGradient.h @@ -13,6 +13,30 @@ class SkTwoPointConicalGradient final : public SkGradientShaderBase { public: + // See https://skia.org/dev/design/conical for what focal data means and how our shader works. + // We make it public so the GPU shader can also use it. + struct FocalData { + SkScalar fR1; // r1 after mapping focal point to (0, 0) + SkScalar fFocalX; // f + bool fIsSwapped; // whether we swapped r0, r1 + + // The input r0, r1 are the radii when we map centers to {(0, 0), (1, 0)}. + // We'll post concat matrix with our transformation matrix that maps focal point to (0, 0). + void set(SkScalar r0, SkScalar r1, SkMatrix& matrix); + + // Whether the focal point (0, 0) is on the end circle with center (1, 0) and radius r1. If + // this is true, it's as if an aircraft is flying at Mach 1 and all circles (soundwaves) + // will go through the focal point (aircraft). In our previous implementations, this was + // known as the edge case where the inside circle touches the outside circle (on the focal + // point). If we were to solve for t bruteforcely using a quadratic equation, this case + // implies that the quadratic equation degenerates to a linear equation. + bool isFocalOnCircle() const { return SkScalarNearlyZero(1 - fR1); } + + bool isSwapped() const { return fIsSwapped; } + bool isWellBehaved() const { return !this->isFocalOnCircle() && fR1 > 1; } + bool isNativelyFocal() const { return SkScalarNearlyZero(fFocalX); } + }; + static sk_sp<SkShader> Create(const SkPoint& start, SkScalar startRadius, const SkPoint& end, SkScalar endRadius, const Descriptor&); @@ -45,12 +69,13 @@ protected: private: enum class Type { kRadial, - kTwoPoint, + kStrip, + kFocal }; SkTwoPointConicalGradient(const SkPoint& c0, SkScalar r0, const SkPoint& c1, SkScalar r1, - const Descriptor&, Type, const SkMatrix&); + const Descriptor&, Type, const SkMatrix&, const FocalData&); SkPoint fCenter1; SkPoint fCenter2; @@ -58,6 +83,8 @@ private: SkScalar fRadius2; Type fType; + FocalData fFocalData; + friend class SkGradientShader; typedef SkGradientShaderBase INHERITED; }; |