1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
|
/*
* 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 "SkComposeShader.h"
#include "SkDraw.h"
#include "SkNx.h"
#include "SkPM4fPriv.h"
#include "SkRasterClip.h"
#include "SkScan.h"
#include "SkShaderBase.h"
#include "SkString.h"
#include "SkVertState.h"
#include "SkArenaAlloc.h"
#include "SkCoreBlitters.h"
#include "SkColorSpaceXform.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 SK_WARN_UNUSED_RESULT
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 SkShaderBase {
public:
SkTriColorShader(bool isOpaque) : fIsOpaque(isOpaque) {}
Matrix43* getMatrix43() { return &fM43; }
bool isOpaque() const override { return fIsOpaque; }
SK_TO_STRING_OVERRIDE()
// For serialization. This will never be called.
Factory getFactory() const override { SK_ABORT("not reached"); return nullptr; }
protected:
Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override {
return nullptr;
}
bool onAppendStages(const StageRec& rec) const override {
rec.fPipeline->append(SkRasterPipeline::seed_shader);
rec.fPipeline->append(SkRasterPipeline::matrix_4x3, &fM43);
return true;
}
private:
Matrix43 fM43;
const bool fIsOpaque;
typedef SkShaderBase INHERITED;
};
#ifndef SK_IGNORE_TO_STRING
void SkTriColorShader::toString(SkString* str) const {
str->append("SkTriColorShader: (");
this->INHERITED::toString(str);
str->append(")");
}
#endif
static bool SK_WARN_UNUSED_RESULT
update_tricolor_matrix(const SkMatrix& ctmInv, const SkPoint pts[], const SkPM4f colors[],
int index0, int index1, int index2, Matrix43* result) {
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;
}
SkMatrix dstToUnit;
dstToUnit.setConcat(im, ctmInv);
Sk4f c0 = colors[index0].to4f(),
c1 = colors[index1].to4f(),
c2 = colors[index2].to4f();
Matrix43 colorm;
(c1 - c0).store(&colorm.fMat[0]);
(c2 - c0).store(&colorm.fMat[4]);
c0.store(&colorm.fMat[8]);
result->setConcat(colorm, dstToUnit);
return true;
}
// Convert the SkColors into float colors. The conversion depends on some conditions:
// - If the pixmap has a dst colorspace, we have to be "color-correct".
// Do we map into dst-colorspace before or after we interpolate?
// - We have to decide when to apply per-color alpha (before or after we interpolate)
//
// For now, we will take a simple approach, but recognize this is just a start:
// - convert colors into dst colorspace before interpolation (matches gradients)
// - apply per-color alpha before interpolation (matches old version of vertices)
//
static SkPM4f* convert_colors(const SkColor src[], int count, SkColorSpace* deviceCS,
SkArenaAlloc* alloc) {
SkPM4f* dst = alloc->makeArray<SkPM4f>(count);
if (!deviceCS) {
for (int i = 0; i < count; ++i) {
dst[i] = SkPM4f_from_SkColor(src[i], nullptr);
}
} else {
auto srcCS = SkColorSpace::MakeSRGB();
auto dstCS = deviceCS->makeLinearGamma();
SkColorSpaceXform::Apply(dstCS.get(), SkColorSpaceXform::kRGBA_F32_ColorFormat, dst,
srcCS.get(), SkColorSpaceXform::kBGRA_8888_ColorFormat, src,
count, SkColorSpaceXform::kPremul_AlphaOp);
}
return dst;
}
static bool compute_is_opaque(const SkColor colors[], int count) {
uint32_t c = ~0;
for (int i = 0; i < count; ++i) {
c &= colors[i];
}
return SkColorGetA(c) == 0xFF;
}
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;
}
SkMatrix ctmInv;
if (!fMatrix->invert(&ctmInv)) {
return;
}
// make textures and shader mutually consistent
SkShader* shader = paint.getShader();
if (!(shader && textures)) {
shader = nullptr;
textures = nullptr;
}
// We can simplify things for certain blendmodes. This is for speed, and SkComposeShader
// itself insists we don't pass kSrc or kDst to it.
//
if (colors && textures) {
switch (bmode) {
case SkBlendMode::kSrc:
colors = nullptr;
break;
case SkBlendMode::kDst:
textures = nullptr;
break;
default: break;
}
}
// we don't use the shader if there are no textures
if (!textures) {
shader = nullptr;
}
constexpr size_t defCount = 16;
constexpr size_t outerSize = sizeof(SkTriColorShader) +
sizeof(SkComposeShader) +
(sizeof(SkPoint) + sizeof(SkPM4f)) * defCount;
SkSTArenaAlloc<outerSize> outerAlloc;
SkPoint* devVerts = outerAlloc.makeArray<SkPoint>(count);
fMatrix->mapPoints(devVerts, vertices, count);
VertState state(count, indices, indexCount);
VertState::Proc vertProc = state.chooseProc(vmode);
if (colors || textures) {
SkPM4f* dstColors = nullptr;
Matrix43* matrix43 = nullptr;
if (colors) {
dstColors = convert_colors(colors, count, fDst.colorSpace(), &outerAlloc);
SkTriColorShader* triShader = outerAlloc.make<SkTriColorShader>(
compute_is_opaque(colors, count));
matrix43 = triShader->getMatrix43();
if (shader) {
shader = outerAlloc.make<SkComposeShader>(sk_ref_sp(triShader), sk_ref_sp(shader),
bmode, 1);
} else {
shader = triShader;
}
}
SkPaint p(paint);
p.setShader(sk_ref_sp(shader));
if (!textures) { // only tricolor shader
SkASSERT(matrix43);
auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *fMatrix, &outerAlloc);
while (vertProc(&state)) {
if (!update_tricolor_matrix(ctmInv, vertices, dstColors,
state.f0, state.f1, state.f2,
matrix43)) {
continue;
}
SkPoint tmp[] = {
devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
};
SkScan::FillTriangle(tmp, *fRC, blitter);
}
} else {
while (vertProc(&state)) {
SkSTArenaAlloc<2048> innerAlloc;
const SkMatrix* ctm = fMatrix;
SkMatrix tmpCtm;
if (textures) {
SkMatrix localM;
if (!texture_to_matrix(state, vertices, textures, &localM)) {
continue;
}
tmpCtm = SkMatrix::Concat(*fMatrix, localM);
ctm = &tmpCtm;
}
if (matrix43 && !update_tricolor_matrix(ctmInv, vertices, dstColors,
state.f0, state.f1, state.f2,
matrix43)) {
continue;
}
SkPoint tmp[] = {
devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
};
auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *ctm, &innerAlloc);
SkScan::FillTriangle(tmp, *fRC, blitter);
}
}
} else {
// no colors[] and no texture, stroke hairlines with paint's color.
SkPaint p;
p.setStyle(SkPaint::kStroke_Style);
SkAutoBlitterChoose blitter(fDst, *fMatrix, p);
// Abort early if we failed to create a shader context.
if (blitter->isNullBlitter()) {
return;
}
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());
}
}
}
|