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/*
* 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 "GrBlurUtils.h"
#include "GrDrawContext.h"
#include "GrContext.h"
#include "effects/GrSimpleTextureEffect.h"
#include "GrStrokeInfo.h"
#include "GrTexture.h"
#include "GrTextureProvider.h"
#include "SkDraw.h"
#include "SkGr.h"
#include "SkMaskFilter.h"
#include "SkPaint.h"
static bool clip_bounds_quick_reject(const SkIRect& clipBounds, const SkIRect& rect) {
return clipBounds.isEmpty() || rect.isEmpty() || !SkIRect::Intersects(clipBounds, rect);
}
// Draw a mask using the supplied paint. Since the coverage/geometry
// is already burnt into the mask this boils down to a rect draw.
// Return true if the mask was successfully drawn.
static bool draw_mask(GrDrawContext* drawContext,
GrRenderTarget* rt,
const GrClip& clip,
const SkMatrix& viewMatrix,
const SkRect& maskRect,
GrPaint* grp,
GrTexture* mask) {
SkMatrix matrix;
matrix.setTranslate(-maskRect.fLeft, -maskRect.fTop);
matrix.postIDiv(mask->width(), mask->height());
grp->addCoverageProcessor(GrSimpleTextureEffect::Create(mask, matrix,
kDevice_GrCoordSet))->unref();
SkMatrix inverse;
if (!viewMatrix.invert(&inverse)) {
return false;
}
drawContext->drawNonAARectWithLocalMatrix(rt, clip, *grp, SkMatrix::I(), maskRect, inverse);
return true;
}
static bool draw_with_mask_filter(GrDrawContext* drawContext,
GrTextureProvider* textureProvider,
GrRenderTarget* rt,
const GrClip& clipData,
const SkMatrix& viewMatrix,
const SkPath& devPath,
SkMaskFilter* filter,
const SkIRect& clipBounds,
GrPaint* grp,
SkPaint::Style style) {
SkMask srcM, dstM;
if (!SkDraw::DrawToMask(devPath, &clipBounds, filter, &viewMatrix, &srcM,
SkMask::kComputeBoundsAndRenderImage_CreateMode, style)) {
return false;
}
SkAutoMaskFreeImage autoSrc(srcM.fImage);
if (!filter->filterMask(&dstM, srcM, viewMatrix, NULL)) {
return false;
}
// this will free-up dstM when we're done (allocated in filterMask())
SkAutoMaskFreeImage autoDst(dstM.fImage);
if (clip_bounds_quick_reject(clipBounds, dstM.fBounds)) {
return false;
}
// we now have a device-aligned 8bit mask in dstM, ready to be drawn using
// the current clip (and identity matrix) and GrPaint settings
GrSurfaceDesc desc;
desc.fWidth = dstM.fBounds.width();
desc.fHeight = dstM.fBounds.height();
desc.fConfig = kAlpha_8_GrPixelConfig;
SkAutoTUnref<GrTexture> texture(textureProvider->refScratchTexture(
desc, GrTextureProvider::kApprox_ScratchTexMatch));
if (!texture) {
return false;
}
texture->writePixels(0, 0, desc.fWidth, desc.fHeight, desc.fConfig,
dstM.fImage, dstM.fRowBytes);
SkRect maskRect = SkRect::Make(dstM.fBounds);
return draw_mask(drawContext, rt, clipData, viewMatrix, maskRect, grp, texture);
}
// Create a mask of 'devPath' and place the result in 'mask'.
static GrTexture* create_mask_GPU(GrContext* context,
const SkRect& maskRect,
const SkPath& devPath,
const GrStrokeInfo& strokeInfo,
bool doAA,
int sampleCnt) {
GrSurfaceDesc desc;
desc.fFlags = kRenderTarget_GrSurfaceFlag;
desc.fWidth = SkScalarCeilToInt(maskRect.width());
desc.fHeight = SkScalarCeilToInt(maskRect.height());
desc.fSampleCnt = doAA ? sampleCnt : 0;
// We actually only need A8, but it often isn't supported as a
// render target so default to RGBA_8888
desc.fConfig = kRGBA_8888_GrPixelConfig;
if (context->isConfigRenderable(kAlpha_8_GrPixelConfig, desc.fSampleCnt > 0)) {
desc.fConfig = kAlpha_8_GrPixelConfig;
}
GrTexture* mask = context->textureProvider()->refScratchTexture(
desc, GrTextureProvider::kApprox_ScratchTexMatch);
if (NULL == mask) {
return NULL;
}
SkRect clipRect = SkRect::MakeWH(maskRect.width(), maskRect.height());
GrDrawContext* drawContext = context->drawContext();
if (!drawContext) {
return NULL;
}
drawContext->clear(mask->asRenderTarget(), NULL, 0x0, true);
GrPaint tempPaint;
tempPaint.setAntiAlias(doAA);
tempPaint.setCoverageSetOpXPFactory(SkRegion::kReplace_Op);
// setup new clip
GrClip clip(clipRect);
// Draw the mask into maskTexture with the path's top-left at the origin using tempPaint.
SkMatrix translate;
translate.setTranslate(-maskRect.fLeft, -maskRect.fTop);
drawContext->drawPath(mask->asRenderTarget(), clip, tempPaint, translate, devPath, strokeInfo);
return mask;
}
void GrBlurUtils::drawPathWithMaskFilter(GrContext* context,
GrDrawContext* drawContext,
GrRenderTarget* renderTarget,
const GrClip& clip,
const SkPath& origSrcPath,
const SkPaint& paint,
const SkMatrix& origViewMatrix,
const SkMatrix* prePathMatrix,
const SkIRect& clipBounds,
bool pathIsMutable) {
SkASSERT(!pathIsMutable || origSrcPath.isVolatile());
GrStrokeInfo strokeInfo(paint);
// If we have a prematrix, apply it to the path, optimizing for the case
// where the original path can in fact be modified in place (even though
// its parameter type is const).
SkPath* pathPtr = const_cast<SkPath*>(&origSrcPath);
SkTLazy<SkPath> tmpPath;
SkTLazy<SkPath> effectPath;
SkPathEffect* pathEffect = paint.getPathEffect();
SkMatrix viewMatrix = origViewMatrix;
if (prePathMatrix) {
// stroking, path effects, and blurs are supposed to be applied *after* the prePathMatrix.
// The pre-path-matrix also should not affect shading.
if (NULL == paint.getMaskFilter() && NULL == pathEffect && NULL == paint.getShader() &&
(strokeInfo.isFillStyle() || strokeInfo.isHairlineStyle())) {
viewMatrix.preConcat(*prePathMatrix);
} else {
SkPath* result = pathPtr;
if (!pathIsMutable) {
result = tmpPath.init();
result->setIsVolatile(true);
pathIsMutable = true;
}
// should I push prePathMatrix on our MV stack temporarily, instead
// of applying it here? See SkDraw.cpp
pathPtr->transform(*prePathMatrix, result);
pathPtr = result;
}
}
// at this point we're done with prePathMatrix
SkDEBUGCODE(prePathMatrix = (const SkMatrix*)0x50FF8001;)
GrPaint grPaint;
if (!SkPaint2GrPaint(context, renderTarget, paint, viewMatrix, true, &grPaint)) {
return;
}
const SkRect* cullRect = NULL; // TODO: what is our bounds?
if (!strokeInfo.isDashed() && pathEffect && pathEffect->filterPath(effectPath.init(), *pathPtr,
&strokeInfo, cullRect)) {
pathPtr = effectPath.get();
pathIsMutable = true;
}
if (paint.getMaskFilter()) {
if (!strokeInfo.isHairlineStyle()) {
SkPath* strokedPath = pathIsMutable ? pathPtr : tmpPath.init();
if (strokeInfo.isDashed()) {
if (pathEffect->filterPath(strokedPath, *pathPtr, &strokeInfo, cullRect)) {
pathPtr = strokedPath;
pathIsMutable = true;
}
strokeInfo.removeDash();
}
if (strokeInfo.applyToPath(strokedPath, *pathPtr)) {
pathPtr = strokedPath;
pathIsMutable = true;
strokeInfo.setFillStyle();
}
}
// avoid possibly allocating a new path in transform if we can
SkPath* devPathPtr = pathIsMutable ? pathPtr : tmpPath.init();
if (!pathIsMutable) {
devPathPtr->setIsVolatile(true);
}
// transform the path into device space
pathPtr->transform(viewMatrix, devPathPtr);
SkRect maskRect;
if (paint.getMaskFilter()->canFilterMaskGPU(devPathPtr->getBounds(),
clipBounds,
viewMatrix,
&maskRect)) {
SkIRect finalIRect;
maskRect.roundOut(&finalIRect);
if (clip_bounds_quick_reject(clipBounds, finalIRect)) {
// clipped out
return;
}
if (paint.getMaskFilter()->directFilterMaskGPU(context,
renderTarget,
&grPaint,
clip,
viewMatrix,
strokeInfo,
*devPathPtr)) {
// the mask filter was able to draw itself directly, so there's nothing
// left to do.
return;
}
SkAutoTUnref<GrTexture> mask(create_mask_GPU(context,
maskRect,
*devPathPtr,
strokeInfo,
grPaint.isAntiAlias(),
renderTarget->numSamples()));
if (mask) {
GrTexture* filtered;
if (paint.getMaskFilter()->filterMaskGPU(mask, viewMatrix, maskRect,
&filtered, true)) {
// filterMaskGPU gives us ownership of a ref to the result
SkAutoTUnref<GrTexture> atu(filtered);
if (draw_mask(drawContext,
renderTarget,
clip,
viewMatrix,
maskRect,
&grPaint,
filtered)) {
// This path is completely drawn
return;
}
}
}
}
// draw the mask on the CPU - this is a fallthrough path in case the
// GPU path fails
SkPaint::Style style = strokeInfo.isHairlineStyle() ? SkPaint::kStroke_Style :
SkPaint::kFill_Style;
draw_with_mask_filter(drawContext, context->textureProvider(), renderTarget,
clip, viewMatrix, *devPathPtr,
paint.getMaskFilter(), clipBounds, &grPaint, style);
return;
}
drawContext->drawPath(renderTarget, clip, grPaint, viewMatrix, *pathPtr, strokeInfo);
}
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