/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "Sk4fGradientBase.h" namespace { const float kInv255Float = 1.0f / 255; SkPMColor pack_color(SkColor c, bool premul) { return premul ? SkPreMultiplyColor(c) : SkPackARGB32NoCheck(SkColorGetA(c), SkColorGetR(c), SkColorGetG(c), SkColorGetB(c)); } // true when x is in [k1,k2) bool in_range(SkScalar x, SkScalar k1, SkScalar k2) { SkASSERT(k1 != k2); return (k1 < k2) ? (x >= k1 && x < k2) : (x >= k2 && x < k1); } } // anonymous namespace SkGradientShaderBase::GradientShaderBase4fContext:: Interval::Interval(SkPMColor c0, SkScalar p0, SkPMColor c1, SkScalar p1, const Sk4f& componentScale) : fP0(p0) , fP1(p1) , fZeroRamp(c0 == c1) { SkASSERT(p0 != p1); const Sk4f c4f0 = SkNx_cast(Sk4b::Load(&c0)) * componentScale; const Sk4f c4f1 = SkNx_cast(Sk4b::Load(&c1)) * componentScale; const Sk4f dc4f = (c4f1 - c4f0) / (p1 - p0); c4f0.store(&fC0.fVec); dc4f.store(&fDc.fVec); } SkGradientShaderBase::GradientShaderBase4fContext:: Interval::Interval(const Sk4f& c0, const Sk4f& dc, SkScalar p0, SkScalar p1) : fP0(p0) , fP1(p1) , fZeroRamp((dc == 0).allTrue()) { c0.store(fC0.fVec); dc.store(fDc.fVec); } bool SkGradientShaderBase::GradientShaderBase4fContext:: Interval::contains(SkScalar fx) const { return in_range(fx, fP0, fP1); } SkGradientShaderBase:: GradientShaderBase4fContext::GradientShaderBase4fContext(const SkGradientShaderBase& shader, const ContextRec& rec) : INHERITED(shader, rec) , fFlags(this->INHERITED::getFlags()) #ifdef SK_SUPPORT_LEGACY_GRADIENT_DITHERING , fDither(true) #else , fDither(rec.fPaint->isDither()) #endif { // The main job here is to build an interval list. Intervals are a different // representation of the color stops data, optimized for efficient scan line // access during shading. // // [{P0,C0} , {P1,C1}) [{P1,C2} , {P2,c3}) ... [{Pn,C2n} , {Pn+1,C2n+1}) // // The list is sorted in increasing dst order, i.e. X(Pk) < X(Pk+1). This // allows us to always traverse left->right when iterating over a scan line. // It also means that the interval order matches the color stops when dx >= 0, // and is the inverse (pos, colors, order are flipped) when dx < 0. // // Note: the current representation duplicates pos data; we could refactor to // avoid this if interval storage size becomes a concern. // // Aside from reordering, we also perform two more pre-processing steps at // this stage: // // 1) scale the color components depending on paint alpha and the requested // interpolation space (note: the interval color storage is SkPM4f, but // that doesn't necessarily mean the colors are premultiplied; that // property is tracked in fColorsArePremul) // // 2) inject synthetic intervals to support tiling. // // * for kRepeat, no extra intervals are needed - the iterator just // wraps around at the end: // // ->[P0,P1)->..[Pn-1,Pn)-> // // * for kClamp, we add two "infinite" intervals before/after: // // [-/+inf , P0)->[P0 , P1)->..[Pn-1 , Pn)->[Pn , +/-inf) // // (the iterator should never run off the end in this mode) // // * for kMirror, we extend the range to [0..2] and add a flipped // interval series - then the iterator operates just as in the // kRepeat case: // // ->[P0,P1)->..[Pn-1,Pn)->[2 - Pn,2 - Pn-1)->..[2 - P1,2 - P0)-> // // TODO: investigate collapsing intervals << 1px. const SkMatrix& inverse = this->getTotalInverse(); fDstToPos.setConcat(shader.fPtsToUnit, inverse); fDstToPosProc = fDstToPos.getMapXYProc(); fDstToPosClass = static_cast(INHERITED::ComputeMatrixClass(fDstToPos)); if (shader.fColorsAreOpaque && this->getPaintAlpha() == SK_AlphaOPAQUE) { fFlags |= kOpaqueAlpha_Flag; } fColorsArePremul = (shader.fGradFlags & SkGradientShader::kInterpolateColorsInPremul_Flag) || shader.fColorsAreOpaque; const float paintAlpha = rec.fPaint->getAlpha() * kInv255Float; const Sk4f componentScale = fColorsArePremul ? Sk4f(paintAlpha * kInv255Float) : Sk4f(kInv255Float, kInv255Float, kInv255Float, paintAlpha * kInv255Float); SkASSERT(shader.fColorCount > 1); SkASSERT(shader.fOrigColors); int direction = 1; int first_index = 0; int last_index = shader.fColorCount - 1; SkScalar first_pos = 0; SkScalar last_pos = 1; const bool dx_is_pos = fDstToPos.getScaleX() >= 0; if (!dx_is_pos) { direction = -direction; SkTSwap(first_index, last_index); SkTSwap(first_pos, last_pos); } if (shader.fTileMode == SkShader::kClamp_TileMode) { // synthetic edge interval: -/+inf .. P0) const SkPMColor clamp_color = pack_color(shader.fOrigColors[first_index], fColorsArePremul); const SkScalar clamp_pos = dx_is_pos ? SK_ScalarMin : SK_ScalarMax; fIntervals.emplace_back(clamp_color, clamp_pos, clamp_color, first_pos, componentScale); } int prev = first_index; int curr = prev + direction; SkScalar prev_pos = first_pos; if (shader.fOrigPos) { // explicit positions do { // TODO: this sanitization should be done in SkGradientShaderBase const SkScalar curr_pos = (dx_is_pos) ? SkTPin(shader.fOrigPos[curr], prev_pos, last_pos) : SkTPin(shader.fOrigPos[curr], last_pos, prev_pos); if (curr_pos != prev_pos) { fIntervals.emplace_back( pack_color(shader.fOrigColors[prev], fColorsArePremul), prev_pos, pack_color(shader.fOrigColors[curr], fColorsArePremul), curr_pos, componentScale); } prev = curr; prev_pos = curr_pos; curr += direction; } while (prev != last_index); } else { // implicit positions const SkScalar dt = direction * SK_Scalar1 / (shader.fColorCount - 1); do { const SkScalar curr_pos = prev_pos + dt; fIntervals.emplace_back( pack_color(shader.fOrigColors[prev], fColorsArePremul), prev_pos, pack_color(shader.fOrigColors[curr], fColorsArePremul), curr_pos, componentScale); prev = curr; prev_pos = curr_pos; curr += direction; } while (prev != last_index); // pin the last pos to maintain accurate [0,1] pos coverage. fIntervals.back().fP1 = last_pos; } if (shader.fTileMode == SkShader::kClamp_TileMode) { // synthetic edge interval: Pn .. +/-inf const SkPMColor clamp_color = pack_color(shader.fOrigColors[last_index], fColorsArePremul); const SkScalar clamp_pos = dx_is_pos ? SK_ScalarMax : SK_ScalarMin; fIntervals.emplace_back(clamp_color, last_pos, clamp_color, clamp_pos, componentScale); } else if (shader.fTileMode == SkShader::kMirror_TileMode) { const int count = fIntervals.count(); // synthetic flipped intervals in [1 .. 2) for (int i = count - 1; i >= 0; --i) { const Interval& interval = fIntervals[i]; const SkScalar p0 = interval.fP0; const SkScalar p1 = interval.fP1; Sk4f dc = Sk4f::Load(interval.fDc.fVec); Sk4f c = Sk4f::Load(interval.fC0.fVec) + dc * Sk4f(p1 - p0); fIntervals.emplace_back(c, dc * Sk4f(-1), 2 - p1, 2 - p0); } if (!dx_is_pos) { // When dx is negative, our initial invervals are in (1..0] order. // The loop above appends their flipped counterparts, pivoted in 2: (1..0](2..1] // To achieve the expected monotonic interval order, we need to // swap the two halves: (2..1](1..0] // TODO: we can probably avoid this late swap with some additional logic during // the initial interval buildup. SkASSERT(fIntervals.count() == count * 2) for (int i = 0; i < count; ++i) { SkTSwap(fIntervals[i], fIntervals[count + i]); } } } SkASSERT(fIntervals.count() > 0); fCachedInterval = fIntervals.begin(); } const SkGradientShaderBase::GradientShaderBase4fContext::Interval* SkGradientShaderBase:: GradientShaderBase4fContext::findInterval(SkScalar fx) const { SkASSERT(in_range(fx, fIntervals.front().fP0, fIntervals.back().fP1)); if (1) { // Linear search, using the last scanline interval as a starting point. SkASSERT(fCachedInterval >= fIntervals.begin()); SkASSERT(fCachedInterval < fIntervals.end()); const int search_dir = fDstToPos.getScaleX() >= 0 ? 1 : -1; while (!in_range(fx, fCachedInterval->fP0, fCachedInterval->fP1)) { fCachedInterval += search_dir; if (fCachedInterval >= fIntervals.end()) { fCachedInterval = fIntervals.begin(); } else if (fCachedInterval < fIntervals.begin()) { fCachedInterval = fIntervals.end() - 1; } } return fCachedInterval; } else { // Binary search. Seems less effective than linear + caching. const Interval* i0 = fIntervals.begin(); const Interval* i1 = fIntervals.end() - 1; while (i0 != i1) { SkASSERT(i0 < i1); SkASSERT(in_range(fx, i0->fP0, i1->fP1)); const Interval* i = i0 + ((i1 - i0) >> 1); if (in_range(fx, i0->fP0, i->fP1)) { i1 = i; } else { SkASSERT(in_range(fx, i->fP1, i1->fP1)); i0 = i + 1; } } SkASSERT(in_range(fx, i0->fP0, i0->fP1)); return i0; } }