aboutsummaryrefslogtreecommitdiffhomepage
path: root/src
diff options
context:
space:
mode:
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
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')
-rw-r--r--src/core/SkAutoBlitterChoose.h46
-rw-r--r--src/core/SkDraw.cpp513
-rw-r--r--src/core/SkDraw_vertices.cpp479
3 files changed, 531 insertions, 507 deletions
diff --git a/src/core/SkAutoBlitterChoose.h b/src/core/SkAutoBlitterChoose.h
new file mode 100644
index 0000000000..460e30d076
--- /dev/null
+++ b/src/core/SkAutoBlitterChoose.h
@@ -0,0 +1,46 @@
+/*
+ * Copyright 2017 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef SkAutoBlitterChoose_DEFINED
+#define SkAutoBlitterChoose_DEFINED
+
+#include "SkArenaAlloc.h"
+#include "SkBlitter.h"
+
+class SkMatrix;
+class SkPaint;
+class SkPixmap;
+
+class SkAutoBlitterChoose : SkNoncopyable {
+public:
+ SkAutoBlitterChoose() {
+ fBlitter = nullptr;
+ }
+ SkAutoBlitterChoose(const SkPixmap& dst, const SkMatrix& matrix,
+ const SkPaint& paint, bool drawCoverage = false) {
+ fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
+ }
+
+ SkBlitter* operator->() { return fBlitter; }
+ SkBlitter* get() const { return fBlitter; }
+
+ void choose(const SkPixmap& dst, const SkMatrix& matrix,
+ const SkPaint& paint, bool drawCoverage = false) {
+ SkASSERT(!fBlitter);
+ fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
+ }
+
+private:
+ // Owned by fAlloc, which will handle the delete.
+ SkBlitter* fBlitter;
+
+ char fStorage[kSkBlitterContextSize];
+ SkArenaAlloc fAlloc{fStorage};
+};
+#define SkAutoBlitterChoose(...) SK_REQUIRE_LOCAL_VAR(SkAutoBlitterChoose)
+
+#endif
diff --git a/src/core/SkDraw.cpp b/src/core/SkDraw.cpp
index cbb9d26d14..8245d46093 100644
--- a/src/core/SkDraw.cpp
+++ b/src/core/SkDraw.cpp
@@ -4,23 +4,23 @@
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
-#define __STDC_LIMIT_MACROS
-#include "SkDraw.h"
+#define __STDC_LIMIT_MACROS
#include "SkArenaAlloc.h"
+#include "SkAutoBlitterChoose.h"
#include "SkBlendModePriv.h"
#include "SkBlitter.h"
#include "SkCanvas.h"
#include "SkColorPriv.h"
-#include "SkColorShader.h"
#include "SkDevice.h"
#include "SkDeviceLooper.h"
+#include "SkDraw.h"
+#include "SkDrawProcs.h"
#include "SkFindAndPlaceGlyph.h"
-#include "SkFixed.h"
-#include "SkLocalMatrixShader.h"
#include "SkMaskFilter.h"
#include "SkMatrix.h"
+#include "SkMatrixUtils.h"
#include "SkPaint.h"
#include "SkPathEffect.h"
#include "SkRasterClip.h"
@@ -34,50 +34,12 @@
#include "SkTemplates.h"
#include "SkTextMapStateProc.h"
#include "SkTLazy.h"
-#include "SkUnPreMultiply.h"
#include "SkUtils.h"
-#include "SkVertState.h"
-
-#include "SkBitmapProcShader.h"
-#include "SkDrawProcs.h"
-#include "SkMatrixUtils.h"
-
-//#define TRACE_BITMAP_DRAWS
// Helper function to fix code gen bug on ARM64.
// See SkFindAndPlaceGlyph.h for more details.
void FixGCC49Arm64Bug(int v) { }
-/** Helper for allocating small blitters on the stack.
- */
-class SkAutoBlitterChoose : SkNoncopyable {
-public:
- SkAutoBlitterChoose() {
- fBlitter = nullptr;
- }
- SkAutoBlitterChoose(const SkPixmap& dst, const SkMatrix& matrix,
- const SkPaint& paint, bool drawCoverage = false) {
- fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
- }
-
- SkBlitter* operator->() { return fBlitter; }
- SkBlitter* get() const { return fBlitter; }
-
- void choose(const SkPixmap& dst, const SkMatrix& matrix,
- const SkPaint& paint, bool drawCoverage = false) {
- SkASSERT(!fBlitter);
- fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
- }
-
-private:
- // Owned by fAlloc, which will handle the delete.
- SkBlitter* fBlitter;
-
- char fStorage[kSkBlitterContextSize];
- SkArenaAlloc fAlloc{fStorage};
-};
-#define SkAutoBlitterChoose(...) SK_REQUIRE_LOCAL_VAR(SkAutoBlitterChoose)
-
static SkPaint make_paint_with_image(
const SkPaint& origPaint, const SkBitmap& bitmap, SkMatrix* matrix = nullptr) {
SkPaint paint(origPaint);
@@ -1670,470 +1632,7 @@ void SkDraw::drawPosText(const char text[], size_t byteLength, const SkScalar po
#pragma warning ( pop )
#endif
-///////////////////////////////////////////////////////////////////////////////
-
-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());
- }
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////
#ifdef SK_DEBUG
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());
+ }
+ }
+}