/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkTileGrid.h" SkTileGrid::SkTileGrid(int xTiles, int yTiles, const SkTileGridFactory::TileGridInfo& info) : fXTiles(xTiles) , fYTiles(yTiles) , fInvWidth( SkScalarInvert(info.fTileInterval.width())) , fInvHeight(SkScalarInvert(info.fTileInterval.height())) , fMarginWidth (info.fMargin.fWidth +1) // Margin is offset by 1 as a provision for AA and , fMarginHeight(info.fMargin.fHeight+1) // to cancel the outset applied by getClipDeviceBounds. , fOffset(SkPoint::Make(info.fOffset.fX, info.fOffset.fY)) , fGridBounds(SkRect::MakeWH(xTiles * info.fTileInterval.width(), yTiles * info.fTileInterval.height())) , fTiles(SkNEW_ARRAY(SkTDArray, xTiles * yTiles)) {} SkTileGrid::~SkTileGrid() { SkDELETE_ARRAY(fTiles); } void SkTileGrid::reserve(int opCount) { if (fXTiles * fYTiles == 0) { return; // A tileless tile grid is nonsensical, but happens in at least cc_unittests. } // If we assume every op we're about to try to insert() falls within our grid bounds, // then every op has to hit at least one tile. In fact, a quick scan over our small // SKP set shows that in the average SKP, each op hits two 256x256 tiles. // If we take those observations and further assume the ops are distributed evenly // across the picture, we get this guess for number of ops per tile: const int opsPerTileGuess = (2 * opCount) / (fXTiles * fYTiles); for (SkTDArray* tile = fTiles; tile != fTiles + (fXTiles * fYTiles); tile++) { tile->setReserve(opsPerTileGuess); } // In practice, this heuristic means we'll temporarily allocate about 30% more bytes // than if we made no setReserve() calls, but time spent in insert() drops by about 50%. } void SkTileGrid::shrinkToFit() { for (SkTDArray* tile = fTiles; tile != fTiles + (fXTiles * fYTiles); tile++) { tile->shrinkToFit(); } } // Adjustments to user-provided bounds common to both insert() and search(). // Call this after making insert- or search- specific adjustments. void SkTileGrid::commonAdjust(SkRect* rect) const { // Apply our offset. rect->offset(fOffset); // Scrunch the bounds in just a little to make the right and bottom edges // exclusive. We want bounds of exactly one tile to hit exactly one tile. rect->fRight -= SK_ScalarNearlyZero; rect->fBottom -= SK_ScalarNearlyZero; } // Convert user-space bounds to grid tiles they cover (LT and RB both inclusive). void SkTileGrid::userToGrid(const SkRect& user, SkIRect* grid) const { grid->fLeft = SkPin32(user.left() * fInvWidth , 0, fXTiles - 1); grid->fTop = SkPin32(user.top() * fInvHeight, 0, fYTiles - 1); grid->fRight = SkPin32(user.right() * fInvWidth , 0, fXTiles - 1); grid->fBottom = SkPin32(user.bottom() * fInvHeight, 0, fYTiles - 1); } void SkTileGrid::insert(SkAutoTMalloc* boundsArray, int N) { this->reserve(N); for (int i = 0; i < N; i++) { SkRect bounds = (*boundsArray)[i]; bounds.outset(fMarginWidth, fMarginHeight); this->commonAdjust(&bounds); // TODO(mtklein): can we assert this instead to save an intersection in Release mode, // or just allow out-of-bound insertions to insert anyway (clamped to nearest tile)? if (!SkRect::Intersects(bounds, fGridBounds)) { continue; } SkIRect grid; this->userToGrid(bounds, &grid); // This is just a loop over y then x. This compiles to a slightly faster and // more compact loop than if we just did fTiles[y * fXTiles + x].push(i). SkTDArray* row = &fTiles[grid.fTop * fXTiles + grid.fLeft]; for (int y = 0; y <= grid.fBottom - grid.fTop; y++) { SkTDArray* tile = row; for (int x = 0; x <= grid.fRight - grid.fLeft; x++) { (tile++)->push(i); } row += fXTiles; } } this->shrinkToFit(); } // Number of tiles for which data is allocated on the stack in // SkTileGrid::search. If malloc becomes a bottleneck, we may consider // increasing this number. Typical large web page, say 2k x 16k, would // require 512 tiles of size 256 x 256 pixels. static const int kStackAllocationTileCount = 1024; void SkTileGrid::search(const SkRect& originalQuery, SkTDArray* results) const { // The inset counteracts the outset that applied in 'insert', which optimizes // for lookups of size 'tileInterval + 2 * margin' (aligned with the tile grid). SkRect query = originalQuery; query.inset(fMarginWidth, fMarginHeight); this->commonAdjust(&query); // The inset may have inverted the rectangle, so sort(). // TODO(mtklein): It looks like we only end up with inverted bounds in unit tests // that make explicitly inverted queries, not from insetting. If we can drop support for // unsorted bounds (i.e. we don't see them outside unit tests), I think we can drop this. query.sort(); // No intersection check. We optimize for queries that are in bounds. // We're safe anyway: userToGrid() will clamp out-of-bounds queries to nearest tile. SkIRect grid; this->userToGrid(query, &grid); const int tilesHit = (grid.fRight - grid.fLeft + 1) * (grid.fBottom - grid.fTop + 1); SkASSERT(tilesHit > 0); if (tilesHit == 1) { // A performance shortcut. The merging code below would work fine here too. *results = fTiles[grid.fTop * fXTiles + grid.fLeft]; return; } // We've got to merge the data in many tiles into a single sorted and deduplicated stream. // We do a simple k-way merge based on the value of opIndex. // Gather pointers to the starts and ends of the tiles to merge. SkAutoSTArray starts(tilesHit), ends(tilesHit); int i = 0; for (int y = grid.fTop; y <= grid.fBottom; y++) { for (int x = grid.fLeft; x <= grid.fRight; x++) { starts[i] = fTiles[y * fXTiles + x].begin(); ends[i] = fTiles[y * fXTiles + x].end(); i++; } } // Merge tiles into results until they're fully consumed. results->reset(); while (true) { // The tiles themselves are already ordered, so the earliest op is at the front of some // tile. It may be at the front of several, even all, tiles. unsigned earliest = SK_MaxU32; for (int i = 0; i < starts.count(); i++) { if (starts[i] < ends[i]) { earliest = SkTMin(earliest, *starts[i]); } } // If we didn't find an earliest op, there isn't anything left to merge. if (SK_MaxU32 == earliest) { return; } // We did find an earliest op. Output it, and step forward every tile that contains it. results->push(earliest); for (int i = 0; i < starts.count(); i++) { if (starts[i] < ends[i] && *starts[i] == earliest) { starts[i]++; } } } }