/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkGpuDevice.h" #include "GrBlurUtils.h" #include "GrCaps.h" #include "GrDrawContext.h" #include "GrStyle.h" #include "GrTextureParamsAdjuster.h" #include "SkDraw.h" #include "SkGrPriv.h" #include "SkMaskFilter.h" #include "effects/GrBicubicEffect.h" #include "effects/GrSimpleTextureEffect.h" #include "effects/GrTextureDomain.h" static inline bool use_shader(bool textureIsAlphaOnly, const SkPaint& paint) { return textureIsAlphaOnly && paint.getShader(); } ////////////////////////////////////////////////////////////////////////////// // Helper functions for dropping src rect constraint in bilerp mode. static const SkScalar kColorBleedTolerance = 0.001f; static bool has_aligned_samples(const SkRect& srcRect, const SkRect& transformedRect) { // detect pixel disalignment if (SkScalarAbs(SkScalarRoundToScalar(transformedRect.left()) - transformedRect.left()) < kColorBleedTolerance && SkScalarAbs(SkScalarRoundToScalar(transformedRect.top()) - transformedRect.top()) < kColorBleedTolerance && SkScalarAbs(transformedRect.width() - srcRect.width()) < kColorBleedTolerance && SkScalarAbs(transformedRect.height() - srcRect.height()) < kColorBleedTolerance) { return true; } return false; } static bool may_color_bleed(const SkRect& srcRect, const SkRect& transformedRect, const SkMatrix& m, bool isMSAA) { // Only gets called if has_aligned_samples returned false. // So we can assume that sampling is axis aligned but not texel aligned. SkASSERT(!has_aligned_samples(srcRect, transformedRect)); SkRect innerSrcRect(srcRect), innerTransformedRect, outerTransformedRect(transformedRect); if (isMSAA) { innerSrcRect.inset(SK_Scalar1, SK_Scalar1); } else { innerSrcRect.inset(SK_ScalarHalf, SK_ScalarHalf); } m.mapRect(&innerTransformedRect, innerSrcRect); // The gap between outerTransformedRect and innerTransformedRect // represents the projection of the source border area, which is // problematic for color bleeding. We must check whether any // destination pixels sample the border area. outerTransformedRect.inset(kColorBleedTolerance, kColorBleedTolerance); innerTransformedRect.outset(kColorBleedTolerance, kColorBleedTolerance); SkIRect outer, inner; outerTransformedRect.round(&outer); innerTransformedRect.round(&inner); // If the inner and outer rects round to the same result, it means the // border does not overlap any pixel centers. Yay! return inner != outer; } static bool can_ignore_bilerp_constraint(const GrTextureProducer& producer, const SkRect& srcRect, const SkMatrix& srcRectToDeviceSpace, bool isMSAA) { if (srcRectToDeviceSpace.rectStaysRect()) { // sampling is axis-aligned SkRect transformedRect; srcRectToDeviceSpace.mapRect(&transformedRect, srcRect); if (has_aligned_samples(srcRect, transformedRect) || !may_color_bleed(srcRect, transformedRect, srcRectToDeviceSpace, isMSAA)) { return true; } } return false; } ////////////////////////////////////////////////////////////////////////////// void SkGpuDevice::drawTextureProducer(GrTextureProducer* producer, const SkRect* srcRect, const SkRect* dstRect, SkCanvas::SrcRectConstraint constraint, const SkMatrix& viewMatrix, const GrClip& clip, const SkPaint& paint) { // This is the funnel for all non-tiled bitmap/image draw calls. Log a histogram entry. SK_HISTOGRAM_BOOLEAN("DrawTiled", false); // Figure out the actual dst and src rect by clipping the src rect to the bounds of the // adjuster. If the src rect is clipped then the dst rect must be recomputed. Also determine // the matrix that maps the src rect to the dst rect. SkRect clippedSrcRect; SkRect clippedDstRect; const SkRect srcBounds = SkRect::MakeIWH(producer->width(), producer->height()); SkMatrix srcToDstMatrix; if (srcRect) { if (!dstRect) { dstRect = &srcBounds; } if (!srcBounds.contains(*srcRect)) { clippedSrcRect = *srcRect; if (!clippedSrcRect.intersect(srcBounds)) { return; } if (!srcToDstMatrix.setRectToRect(*srcRect, *dstRect, SkMatrix::kFill_ScaleToFit)) { return; } srcToDstMatrix.mapRect(&clippedDstRect, clippedSrcRect); } else { clippedSrcRect = *srcRect; clippedDstRect = *dstRect; if (!srcToDstMatrix.setRectToRect(*srcRect, *dstRect, SkMatrix::kFill_ScaleToFit)) { return; } } } else { clippedSrcRect = srcBounds; if (dstRect) { clippedDstRect = *dstRect; if (!srcToDstMatrix.setRectToRect(srcBounds, *dstRect, SkMatrix::kFill_ScaleToFit)) { return; } } else { clippedDstRect = srcBounds; srcToDstMatrix.reset(); } } // Now that we have both the view and srcToDst matrices, log our scale factor. LogDrawScaleFactor(SkMatrix::Concat(viewMatrix, srcToDstMatrix), paint.getFilterQuality()); this->drawTextureProducerImpl(producer, clippedSrcRect, clippedDstRect, constraint, viewMatrix, srcToDstMatrix, clip, paint); } void SkGpuDevice::drawTextureProducerImpl(GrTextureProducer* producer, const SkRect& clippedSrcRect, const SkRect& clippedDstRect, SkCanvas::SrcRectConstraint constraint, const SkMatrix& viewMatrix, const SkMatrix& srcToDstMatrix, const GrClip& clip, const SkPaint& paint) { // Specifying the texture coords as local coordinates is an attempt to enable more batching // by not baking anything about the srcRect, dstRect, or viewMatrix, into the texture FP. In // the future this should be an opaque optimization enabled by the combination of batch/GP and // FP. const SkMaskFilter* mf = paint.getMaskFilter(); // The shader expects proper local coords, so we can't replace local coords with texture coords // if the shader will be used. If we have a mask filter we will change the underlying geometry // that is rendered. bool canUseTextureCoordsAsLocalCoords = !use_shader(producer->isAlphaOnly(), paint) && !mf; bool doBicubic; GrTextureParams::FilterMode fm = GrSkFilterQualityToGrFilterMode(paint.getFilterQuality(), viewMatrix, srcToDstMatrix, &doBicubic); const GrTextureParams::FilterMode* filterMode = doBicubic ? nullptr : &fm; GrTextureAdjuster::FilterConstraint constraintMode; if (SkCanvas::kFast_SrcRectConstraint == constraint) { constraintMode = GrTextureAdjuster::kNo_FilterConstraint; } else { constraintMode = GrTextureAdjuster::kYes_FilterConstraint; } // If we have to outset for AA then we will generate texture coords outside the src rect. The // same happens for any mask filter that extends the bounds rendered in the dst. // This is conservative as a mask filter does not have to expand the bounds rendered. bool coordsAllInsideSrcRect = !paint.isAntiAlias() && !mf; // Check for optimization to drop the src rect constraint when on bilerp. if (filterMode && GrTextureParams::kBilerp_FilterMode == *filterMode && GrTextureAdjuster::kYes_FilterConstraint == constraintMode && coordsAllInsideSrcRect) { SkMatrix combinedMatrix; combinedMatrix.setConcat(viewMatrix, srcToDstMatrix); if (can_ignore_bilerp_constraint(*producer, clippedSrcRect, combinedMatrix, fDrawContext->isUnifiedMultisampled())) { constraintMode = GrTextureAdjuster::kNo_FilterConstraint; } } const SkMatrix* textureMatrix; SkMatrix tempMatrix; if (canUseTextureCoordsAsLocalCoords) { textureMatrix = &SkMatrix::I(); } else { if (!srcToDstMatrix.invert(&tempMatrix)) { return; } textureMatrix = &tempMatrix; } sk_sp fp(producer->createFragmentProcessor( *textureMatrix, clippedSrcRect, constraintMode, coordsAllInsideSrcRect, filterMode, fDrawContext->getColorSpace(), fDrawContext->sourceGammaTreatment())); if (!fp) { return; } GrPaint grPaint; if (!SkPaintToGrPaintWithTexture(fContext, fDrawContext.get(), paint, viewMatrix, fp, producer->isAlphaOnly(), &grPaint)) { return; } if (canUseTextureCoordsAsLocalCoords) { fDrawContext->fillRectToRect(clip, grPaint, viewMatrix, clippedDstRect, clippedSrcRect); return; } if (!mf) { fDrawContext->drawRect(clip, grPaint, viewMatrix, clippedDstRect); return; } // First see if we can do the draw + mask filter direct to the dst. SkStrokeRec rec(SkStrokeRec::kFill_InitStyle); if (mf->directFilterRRectMaskGPU(fContext, fDrawContext.get(), &grPaint, clip, viewMatrix, rec, SkRRect::MakeRect(clippedSrcRect), SkRRect::MakeRect(clippedDstRect))) { return; } SkPath rectPath; rectPath.addRect(clippedDstRect); rectPath.setIsVolatile(true); GrBlurUtils::drawPathWithMaskFilter(this->context(), fDrawContext.get(), fClip, rectPath, &grPaint, viewMatrix, mf, GrStyle::SimpleFill(), true); }