Direct2D QPA: Cache QVectorPaths if drawn more than once
Hooking into the caching mechanism gets us a measurable performance boost for paths that are drawn repeatedly, around 10% on my machine when drawing aliased arcs. Change-Id: I32f4ed7daa8a51b5c5a9c6d5414ab5d4ef759f70 Reviewed-by: Risto Avila <risto.avila@digia.com> Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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@ -256,8 +256,30 @@ static ComPtr<ID2D1PathGeometry1> painterPathToID2D1PathGeometry(const QPainterP
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return writer.geometry();
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}
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static ComPtr<ID2D1PathGeometry1> vectorPathToID2D1PathGeometry(const QVectorPath &path, bool alias)
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struct D2DVectorPathCache {
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ComPtr<ID2D1PathGeometry1> aliased;
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ComPtr<ID2D1PathGeometry1> antiAliased;
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static void cleanup_func(QPaintEngineEx *engine, void *data) {
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Q_UNUSED(engine);
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D2DVectorPathCache *e = static_cast<D2DVectorPathCache *>(data);
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delete e;
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}
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};
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static ComPtr<ID2D1PathGeometry1> vectorPathToID2D1PathGeometry(const QVectorPath &path, bool alias, QPaintEngineEx* engine)
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{
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QVectorPath::CacheEntry *cacheEntry = path.isCacheable() ? path.lookupCacheData(engine)
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: Q_NULLPTR;
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if (cacheEntry) {
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D2DVectorPathCache *e = static_cast<D2DVectorPathCache *>(cacheEntry->data);
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if (alias && e->aliased)
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return e->aliased;
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else if (!alias && e->antiAliased)
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return e->antiAliased;
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}
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Direct2DPathGeometryWriter writer;
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if (!writer.begin())
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return NULL;
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@ -321,7 +343,22 @@ static ComPtr<ID2D1PathGeometry1> vectorPathToID2D1PathGeometry(const QVectorPat
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writer.lineTo(QPointF(points[0], points[1]));
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writer.close();
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return writer.geometry();
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ComPtr<ID2D1PathGeometry1> geometry = writer.geometry();
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if (path.isCacheable()) {
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if (!cacheEntry)
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cacheEntry = path.addCacheData(engine, new D2DVectorPathCache, D2DVectorPathCache::cleanup_func);
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D2DVectorPathCache *e = static_cast<D2DVectorPathCache *>(cacheEntry->data);
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if (alias)
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e->aliased = geometry;
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else
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e->antiAliased = geometry;
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} else {
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path.makeCacheable();
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}
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return geometry;
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}
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class QWindowsDirect2DPaintEnginePrivate : public QPaintEngineExPrivate
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@ -426,7 +463,7 @@ public:
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dc()->PushAxisAlignedClip(rect, antialiasMode());
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pushedClips.push(AxisAlignedClip);
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} else {
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ComPtr<ID2D1PathGeometry1> geometry = vectorPathToID2D1PathGeometry(path, antialiasMode() == D2D1_ANTIALIAS_MODE_ALIASED);
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ComPtr<ID2D1PathGeometry1> geometry = vectorPathToID2D1PathGeometry(path, antialiasMode() == D2D1_ANTIALIAS_MODE_ALIASED, q);
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if (!geometry) {
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qWarning("%s: Could not convert vector path to painter path!", __FUNCTION__);
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return;
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@ -938,7 +975,7 @@ void QWindowsDirect2DPaintEngine::draw(const QVectorPath &path)
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{
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Q_D(QWindowsDirect2DPaintEngine);
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ComPtr<ID2D1Geometry> geometry = vectorPathToID2D1PathGeometry(path, d->antialiasMode() == D2D1_ANTIALIAS_MODE_ALIASED);
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ComPtr<ID2D1Geometry> geometry = vectorPathToID2D1PathGeometry(path, d->antialiasMode() == D2D1_ANTIALIAS_MODE_ALIASED, this);
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if (!geometry) {
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qWarning("%s: Could not convert path to d2d geometry", __FUNCTION__);
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return;
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@ -978,7 +1015,7 @@ void QWindowsDirect2DPaintEngine::fill(const QVectorPath &path, const QBrush &br
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if (!d->brush.brush)
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return;
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ComPtr<ID2D1Geometry> geometry = vectorPathToID2D1PathGeometry(path, d->antialiasMode() == D2D1_ANTIALIAS_MODE_ALIASED);
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ComPtr<ID2D1Geometry> geometry = vectorPathToID2D1PathGeometry(path, d->antialiasMode() == D2D1_ANTIALIAS_MODE_ALIASED, this);
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if (!geometry) {
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qWarning("%s: Could not convert path to d2d geometry", __FUNCTION__);
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return;
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@ -1016,7 +1053,7 @@ void QWindowsDirect2DPaintEngine::stroke(const QVectorPath &path, const QPen &pe
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if (!d->pen.brush)
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return;
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ComPtr<ID2D1Geometry> geometry = vectorPathToID2D1PathGeometry(path, d->antialiasMode() == D2D1_ANTIALIAS_MODE_ALIASED);
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ComPtr<ID2D1Geometry> geometry = vectorPathToID2D1PathGeometry(path, d->antialiasMode() == D2D1_ANTIALIAS_MODE_ALIASED, this);
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if (!geometry) {
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qWarning("%s: Could not convert path to d2d geometry", __FUNCTION__);
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return;
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