| Commit message (Collapse) | Author | Age |
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The new Delta AA scan converter does not need the edge to be updated
with monotonic Y so chopping at y extrema is not necessary. Removing
such chopping brings ~10% performance increase to chalkboard.svg which
has tons of small cubics (the same is true for many svgs I saw).
We didn't remove the chopping for quads because that does not bring
a significant speedup. Moreover, dropping those y extremas would make
our strokecircle animation look a little more wobbly (because we would
have fewer divisions for the quads at the top and bottom of the circle).
Bug: skia:
Change-Id: I3984d2619f9f77269ed24e8cbfa9f1429ebca4a8
Reviewed-on: https://skia-review.googlesource.com/31940
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Yuqian Li <liyuqian@google.com>
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perf.skia.org showed that reducing the threshold would only harm
path_fill_small_sawtooth, but will benefit many many skps and svgs
playback.
Bug: skia:
Change-Id: I38904548206521d78a7c9c5804c0d989b23dc405
TBR: caryclark@google.com, reed@google.com
Reviewed-on: https://skia-review.googlesource.com/29882
Reviewed-by: Yuqian Li <liyuqian@google.com>
Commit-Queue: Yuqian Li <liyuqian@google.com>
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Replace deprecated function call and reduce stack usage in g3
Bug: skia:
Change-Id: Ib49ccecef4711c92ea2e62e772d98c0f5097e30d
TBR: reed@google.com, caryclark@google.com
Reviewed-on: https://skia-review.googlesource.com/26565
Reviewed-by: Yuqian Li <liyuqian@google.com>
Commit-Queue: Yuqian Li <liyuqian@google.com>
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DAA is:
1. Much simpler than AAA.
SkScan_AAAPath.cpp is about 1700 lines.
SkScan_DAAPath.cpp is about 300 lines.
The whole DAA CL is only about 800 lines.
2. Much faster than AAA for complicated paths.
The speedup applies to GL backend (including ccpr)!
Here's the frame time of 'SampleApp --slide Chart' on macbook pro:
AAA-raster: 33ms
DAA-raster: 21ms
AAA-gl: 30ms
DAA-gl: 20ms
AAA-ccpr: 18ms
DAA-ccpr: 12ms
My linux desktop doesn't have SSE3 so the speedup is smaller
(~25% for Chart). I believe that DAA is so fast that I can enable
it for any paths (AAA is not enabled by default for complicated
paths because it is slow; hence our older supersampling scan
converter is used for stroking on Chart for AAA-xxx config.)
3. The SkCoverageDelta is suitable for threaded backend with
out-of-order concurrent scan conversion as commented in the source
code. Maybe we can also just send deltas to GPU.
4. Similar to most analytic path renderers, the quality is on the best
ground-truth level, unless there are intersections within a pixel.
The intersections look good to my eyes although theoretically that
could be arbitrary far from the ground truth (see my AAA slides).
5. For simple paths, such as circle, triangle, rrect, etc., DAA is
slower than AAA. But DAA is faster than our older supersampling
scan converter in most cases. As those simple paths usually don't
constitute the bottleneck of a picture (skp or svg), I strongly
recommend use DAA.
6. DAA also heavily favors blitMask so it may work quite well with
SkRasterPipeline and SkRasterPipelineBlitter.
Finally, please check https://skia-review.googlesource.com/c/22420/
which accelerate DAA by specializing blitCoverageDeltas for
SkARGB32_Blitter and SkARGB32_Black_Blitter. It brings a little(<5%)
speedup. But I couldn't figure out how to reduce the duplicate code
so I don't intend to land it.
Bug: skia:
Change-Id: I3b7ed6a727447922e645b1acb737a506e7c09a4c
Reviewed-on: https://skia-review.googlesource.com/19666
Reviewed-by: Mike Reed <reed@google.com>
Reviewed-by: Cary Clark <caryclark@google.com>
Commit-Queue: Yuqian Li <liyuqian@google.com>
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