Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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2019-04-23 17:05:21 +00:00
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#include "tests/Test.h"
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2017-01-20 14:11:37 +00:00
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2019-04-23 17:05:21 +00:00
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#include "include/core/SkPath.h"
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#include "include/effects/SkGradientShader.h"
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2020-07-06 14:56:46 +00:00
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#include "include/gpu/GrDirectContext.h"
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2020-10-14 15:23:11 +00:00
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#include "src/gpu/GrDirectContextPriv.h"
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2021-01-14 17:48:02 +00:00
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#include "src/gpu/GrEagerVertexAllocator.h"
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2021-01-22 01:31:28 +00:00
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#include "src/gpu/GrInnerFanTriangulator.h"
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2019-04-23 17:05:21 +00:00
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#include "src/gpu/GrStyle.h"
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2020-12-09 21:37:04 +00:00
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#include "src/gpu/GrSurfaceDrawContext.h"
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2019-04-23 17:05:21 +00:00
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#include "src/gpu/effects/GrPorterDuffXferProcessor.h"
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2020-04-17 20:21:37 +00:00
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#include "src/gpu/geometry/GrStyledShape.h"
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2020-03-25 22:18:16 +00:00
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#include "src/gpu/ops/GrTriangulatingPathRenderer.h"
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2019-04-23 17:05:21 +00:00
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#include "src/shaders/SkShaderBase.h"
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2021-01-14 17:48:02 +00:00
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#include "tools/ToolUtils.h"
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#include <map>
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Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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/*
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* These tests pass by not crashing, hanging or asserting in Debug.
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*/
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2021-01-14 17:48:02 +00:00
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using CreatePathFn = SkPath(*)();
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Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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2021-01-14 17:48:02 +00:00
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CreatePathFn kNonEdgeAAPaths[] = {
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// Tests active edges made inactive by splitting.
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// Also tests active edge list forced into an invalid ordering by
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// splitting (mopped up in cleanup_active_edges()).
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[]() -> SkPath {
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SkPath path;
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path.moveTo(229.127044677734375f, 67.34100341796875f);
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path.lineTo(187.8097381591796875f, -6.7729740142822265625f);
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path.lineTo(171.411407470703125f, 50.94266510009765625f);
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path.lineTo(245.5253753662109375f, 9.6253643035888671875f);
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path.moveTo(208.4683990478515625f, 30.284009933471679688f);
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path.lineTo(171.411407470703125f, 50.94266510009765625f);
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path.lineTo(187.8097381591796875f, -6.7729740142822265625f);
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return path;
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},
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Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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2021-01-14 17:48:02 +00:00
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// Intersections which fall exactly on the current vertex, and require
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// a restart of the intersection checking.
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[]() -> SkPath {
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SkPath path;
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path.moveTo(314.483551025390625f, 486.246002197265625f);
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path.lineTo(385.41949462890625f, 532.8087158203125f);
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path.lineTo(373.232879638671875f, 474.05938720703125f);
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path.lineTo(326.670166015625f, 544.995361328125f);
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path.moveTo(349.951507568359375f, 509.52734375f);
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path.lineTo(373.232879638671875f, 474.05938720703125f);
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path.lineTo(385.41949462890625f, 532.8087158203125f);
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return path;
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},
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Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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2021-01-14 17:48:02 +00:00
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// Tests active edges which are removed by splitting.
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[]() -> SkPath {
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SkPath path;
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path.moveTo(343.107391357421875f, 613.62176513671875f);
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path.lineTo(426.632415771484375f, 628.5740966796875f);
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path.lineTo(392.3460693359375f, 579.33544921875f);
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path.lineTo(377.39373779296875f, 662.86041259765625f);
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path.moveTo(384.869873046875f, 621.097900390625f);
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path.lineTo(392.3460693359375f, 579.33544921875f);
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path.lineTo(426.632415771484375f, 628.5740966796875f);
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return path;
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},
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Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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2021-01-14 17:48:02 +00:00
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// Collinear edges merged in set_top().
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// Also, an intersection between left and right enclosing edges which
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// falls above the current vertex.
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[]() -> SkPath {
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SkPath path;
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path.moveTo(545.95751953125f, 791.69854736328125f);
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path.lineTo(612.05816650390625f, 738.494140625f);
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path.lineTo(552.4056396484375f, 732.0460205078125f);
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path.lineTo(605.61004638671875f, 798.14666748046875f);
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path.moveTo(579.00787353515625f, 765.0963134765625f);
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path.lineTo(552.4056396484375f, 732.0460205078125f);
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path.lineTo(612.05816650390625f, 738.494140625f);
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return path;
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},
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Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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2021-01-14 17:48:02 +00:00
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// Tests active edges which are made inactive by set_top().
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[]() -> SkPath {
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SkPath path;
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path.moveTo(819.2725830078125f, 751.77447509765625f);
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path.lineTo(820.70904541015625f, 666.933837890625f);
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path.lineTo(777.57049560546875f, 708.63592529296875f);
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path.lineTo(862.4111328125f, 710.0723876953125f);
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path.moveTo(819.99078369140625f, 709.3541259765625f);
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path.lineTo(777.57049560546875f, 708.63592529296875f);
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path.lineTo(820.70904541015625f, 666.933837890625f);
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return path;
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},
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Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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2021-01-14 17:48:02 +00:00
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[]() -> SkPath {
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SkPath path;
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path.moveTo(823.33209228515625f, 749.052734375f);
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path.lineTo(823.494873046875f, 664.20013427734375f);
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path.lineTo(780.9871826171875f, 706.5450439453125f);
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path.lineTo(865.8397216796875f, 706.70782470703125f);
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path.moveTo(823.4134521484375f, 706.6263427734375f);
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path.lineTo(780.9871826171875f, 706.5450439453125f);
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path.lineTo(823.494873046875f, 664.20013427734375f);
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return path;
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},
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Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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2021-01-14 17:48:02 +00:00
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[]() -> SkPath {
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SkPath path;
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path.moveTo(954.862548828125f, 562.8349609375f);
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path.lineTo(899.32818603515625f, 498.679443359375f);
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path.lineTo(895.017578125f, 558.52435302734375f);
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path.lineTo(959.17315673828125f, 502.990081787109375f);
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path.moveTo(927.0953369140625f, 530.7572021484375f);
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path.lineTo(895.017578125f, 558.52435302734375f);
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path.lineTo(899.32818603515625f, 498.679443359375f);
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return path;
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},
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Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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2021-01-14 17:48:02 +00:00
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[]() -> SkPath {
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SkPath path;
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path.moveTo(958.5330810546875f, 547.35516357421875f);
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path.lineTo(899.93109130859375f, 485.989013671875f);
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path.lineTo(898.54901123046875f, 545.97308349609375f);
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path.lineTo(959.9151611328125f, 487.37109375f);
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path.moveTo(929.2320556640625f, 516.67205810546875f);
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path.lineTo(898.54901123046875f, 545.97308349609375f);
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path.lineTo(899.93109130859375f, 485.989013671875f);
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return path;
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},
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Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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2021-01-14 17:48:02 +00:00
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[]() -> SkPath {
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SkPath path;
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path.moveTo(389.8609619140625f, 369.326873779296875f);
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path.lineTo(470.6290283203125f, 395.33697509765625f);
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path.lineTo(443.250030517578125f, 341.9478759765625f);
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path.lineTo(417.239959716796875f, 422.7159423828125f);
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path.moveTo(430.244964599609375f, 382.3319091796875f);
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path.lineTo(443.250030517578125f, 341.9478759765625f);
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path.lineTo(470.6290283203125f, 395.33697509765625f);
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return path;
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},
|
Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
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2021-01-14 17:48:02 +00:00
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[]() -> SkPath {
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SkPath path;
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path.moveTo(20, 20);
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path.lineTo(50, 80);
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path.lineTo(20, 80);
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path.moveTo(80, 50);
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path.lineTo(50, 50);
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path.lineTo(20, 50);
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return path;
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},
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Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
|
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2021-01-14 17:48:02 +00:00
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[]() -> SkPath {
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SkPath path;
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path.moveTo(257.19439697265625f, 320.876617431640625f);
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path.lineTo(190.113037109375f, 320.58978271484375f);
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path.lineTo(203.64404296875f, 293.8145751953125f);
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path.moveTo(203.357177734375f, 360.896026611328125f);
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path.lineTo(216.88824462890625f, 334.120819091796875f);
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path.lineTo(230.41925048828125f, 307.345611572265625f);
|
|
|
|
return path;
|
|
|
|
},
|
Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
|
|
|
|
2021-01-14 17:48:02 +00:00
|
|
|
// A degenerate segments case, where both upper and lower segments of
|
|
|
|
// a split edge must remain active.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(231.9331207275390625f, 306.2012939453125f);
|
|
|
|
path.lineTo(191.4859161376953125f, 306.04547119140625f);
|
|
|
|
path.lineTo(231.0659332275390625f, 300.2642822265625f);
|
|
|
|
path.moveTo(189.946807861328125f, 302.072265625f);
|
|
|
|
path.lineTo(179.79705810546875f, 294.859771728515625f);
|
|
|
|
path.lineTo(191.0016021728515625f, 296.165679931640625f);
|
|
|
|
path.moveTo(150.8942108154296875f, 304.900146484375f);
|
|
|
|
path.lineTo(179.708892822265625f, 297.849029541015625f);
|
|
|
|
path.lineTo(190.4742279052734375f, 299.11895751953125f);
|
|
|
|
return path;
|
|
|
|
},
|
Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
|
|
|
|
2021-01-14 17:48:02 +00:00
|
|
|
// Handle the case where edge.dist(edge.fTop) != 0.0.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 0.0f, 400.0f);
|
|
|
|
path.lineTo( 138.0f, 202.0f);
|
|
|
|
path.lineTo( 0.0f, 202.0f);
|
|
|
|
path.moveTo( 12.62693023681640625f, 250.57464599609375f);
|
|
|
|
path.lineTo( 8.13896942138671875f, 254.556884765625f);
|
|
|
|
path.lineTo(-18.15641021728515625f, 220.40203857421875f);
|
|
|
|
path.lineTo(-15.986493110656738281f, 219.6513519287109375f);
|
|
|
|
path.moveTo( 36.931194305419921875f, 282.485504150390625f);
|
|
|
|
path.lineTo( 15.617521286010742188f, 261.2901611328125f);
|
|
|
|
path.lineTo( 10.3829498291015625f, 252.565765380859375f);
|
|
|
|
path.lineTo(-16.165292739868164062f, 222.646026611328125f);
|
|
|
|
return path;
|
|
|
|
},
|
Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
|
|
|
|
2021-01-14 17:48:02 +00:00
|
|
|
// A degenerate segments case which exercises inactive edges being
|
|
|
|
// made active by splitting.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(690.62127685546875f, 509.25555419921875f);
|
|
|
|
path.lineTo(99.336181640625f, 511.71405029296875f);
|
|
|
|
path.lineTo(708.362548828125f, 512.4349365234375f);
|
|
|
|
path.lineTo(729.9940185546875f, 516.3114013671875f);
|
|
|
|
path.lineTo(738.708984375f, 518.76995849609375f);
|
|
|
|
path.lineTo(678.3463134765625f, 510.0819091796875f);
|
|
|
|
path.lineTo(681.21795654296875f, 504.81378173828125f);
|
|
|
|
path.moveTo(758.52764892578125f, 521.55963134765625f);
|
|
|
|
path.lineTo(719.1549072265625f, 514.50372314453125f);
|
|
|
|
path.lineTo(689.59063720703125f, 512.0628662109375f);
|
|
|
|
path.lineTo(679.78216552734375f, 507.447845458984375f);
|
|
|
|
return path;
|
|
|
|
},
|
Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
|
|
|
|
2021-01-14 17:48:02 +00:00
|
|
|
// Tests vertices which become "orphaned" (ie., no connected edges)
|
|
|
|
// after simplification.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(217.326019287109375f, 166.4752960205078125f);
|
|
|
|
path.lineTo(226.279266357421875f, 170.929473876953125f);
|
|
|
|
path.lineTo(234.3973388671875f, 177.0623626708984375f);
|
|
|
|
path.lineTo(262.0921630859375f, 188.746124267578125f);
|
|
|
|
path.moveTo(196.23638916015625f, 174.0722198486328125f);
|
|
|
|
path.lineTo(416.15277099609375f, 180.138214111328125f);
|
|
|
|
path.lineTo(192.651947021484375f, 304.0228271484375f);
|
|
|
|
return path;
|
|
|
|
},
|
2015-03-02 17:34:13 +00:00
|
|
|
|
2021-01-14 17:48:02 +00:00
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 0.0f, 0.0f);
|
|
|
|
path.lineTo(10000.0f, 0.0f);
|
|
|
|
path.lineTo( 0.0f, -1.0f);
|
|
|
|
path.lineTo(10000.0f, 0.000001f);
|
|
|
|
path.lineTo( 0.0f, -30.0f);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Reduction of Nebraska-StateSeal.svg. Floating point error causes the
|
|
|
|
// same edge to be added to more than one poly on the same side.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(170.8199920654296875, 491.86700439453125);
|
|
|
|
path.lineTo(173.7649993896484375, 489.7340087890625);
|
|
|
|
path.lineTo(174.1450958251953125, 498.545989990234375);
|
|
|
|
path.lineTo( 171.998992919921875, 500.88201904296875);
|
|
|
|
path.moveTo(168.2922515869140625, 498.66265869140625);
|
|
|
|
path.lineTo(169.8589935302734375, 497.94500732421875);
|
|
|
|
path.lineTo( 172, 500.88299560546875);
|
|
|
|
path.moveTo( 169.555267333984375, 490.70111083984375);
|
|
|
|
path.lineTo(173.7649993896484375, 489.7340087890625);
|
|
|
|
path.lineTo( 170.82000732421875, 491.86700439453125);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// A shape with a vertex collinear to the right hand edge.
|
|
|
|
// This messes up find_enclosing_edges.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(80, 20);
|
|
|
|
path.lineTo(80, 60);
|
|
|
|
path.lineTo(20, 60);
|
|
|
|
path.moveTo(80, 50);
|
|
|
|
path.lineTo(80, 80);
|
|
|
|
path.lineTo(20, 80);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Exercises the case where an edge becomes collinear with *two* of its
|
|
|
|
// adjacent neighbour edges after splitting.
|
|
|
|
// This is a reduction from
|
|
|
|
// http://mooooo.ooo/chebyshev-sine-approximation/horner_ulp.svg
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 351.99298095703125, 348.23046875);
|
|
|
|
path.lineTo( 351.91876220703125, 347.33984375);
|
|
|
|
path.lineTo( 351.91876220703125, 346.1953125);
|
|
|
|
path.lineTo( 351.90313720703125, 347.734375);
|
|
|
|
path.lineTo( 351.90313720703125, 346.1328125);
|
|
|
|
path.lineTo( 351.87579345703125, 347.93359375);
|
|
|
|
path.lineTo( 351.87579345703125, 345.484375);
|
|
|
|
path.lineTo( 351.86407470703125, 347.7890625);
|
|
|
|
path.lineTo( 351.86407470703125, 346.2109375);
|
|
|
|
path.lineTo( 351.84844970703125, 347.63763427734375);
|
|
|
|
path.lineTo( 351.84454345703125, 344.19232177734375);
|
|
|
|
path.lineTo( 351.78204345703125, 346.9483642578125);
|
|
|
|
path.lineTo( 351.758636474609375, 347.18310546875);
|
|
|
|
path.lineTo( 351.75469970703125, 346.75);
|
|
|
|
path.lineTo( 351.75469970703125, 345.46875);
|
|
|
|
path.lineTo( 352.5546875, 345.46875);
|
|
|
|
path.lineTo( 352.55078125, 347.01953125);
|
|
|
|
path.lineTo( 351.75079345703125, 347.02313232421875);
|
|
|
|
path.lineTo( 351.74688720703125, 346.15203857421875);
|
|
|
|
path.lineTo( 351.74688720703125, 347.646148681640625);
|
|
|
|
path.lineTo( 352.5390625, 346.94140625);
|
|
|
|
path.lineTo( 351.73907470703125, 346.94268798828125);
|
|
|
|
path.lineTo( 351.73516845703125, 344.48565673828125);
|
|
|
|
path.lineTo( 352.484375, 346.73828125);
|
|
|
|
path.lineTo( 351.68438720703125, 346.7401123046875);
|
|
|
|
path.lineTo( 352.4765625, 346.546875);
|
|
|
|
path.lineTo( 351.67657470703125, 346.54937744140625);
|
|
|
|
path.lineTo( 352.47265625, 346.75390625);
|
|
|
|
path.lineTo( 351.67266845703125, 346.756622314453125);
|
|
|
|
path.lineTo( 351.66876220703125, 345.612091064453125);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// A path which contains out-of-range colinear intersections.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 0, 63.39080047607421875);
|
|
|
|
path.lineTo(-0.70804601907730102539, 63.14350128173828125);
|
|
|
|
path.lineTo(-7.8608899287380243391e-17, 64.14080047607421875);
|
|
|
|
path.moveTo( 0, 64.14080047607421875);
|
|
|
|
path.lineTo(44.285900115966796875, 64.14080047607421875);
|
|
|
|
path.lineTo( 0, 62.64080047607421875);
|
|
|
|
path.moveTo(21.434900283813476562, -0.24732701480388641357);
|
|
|
|
path.lineTo(-0.70804601907730102539, 63.14350128173828125);
|
|
|
|
path.lineTo(0.70804601907730102539, 63.6381988525390625);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// A path which results in infs and nans when conics are converted to quads.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(-2.20883e+37f, -1.02892e+37f);
|
|
|
|
path.conicTo(-2.00958e+38f, -9.36107e+37f, -1.7887e+38f, -8.33215e+37f, 0.707107f);
|
|
|
|
path.conicTo(-1.56782e+38f, -7.30323e+37f, 2.20883e+37f, 1.02892e+37f, 0.707107f);
|
|
|
|
path.conicTo(2.00958e+38f, 9.36107e+37f, 1.7887e+38f, 8.33215e+37f, 0.707107f);
|
|
|
|
path.conicTo(1.56782e+38f, 7.30323e+37f, -2.20883e+37f, -1.02892e+37f, 0.707107f);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// A quad which generates a huge number of points (>2B) when uniformly
|
|
|
|
// linearized. This should not hang or OOM.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(10, 0);
|
|
|
|
path.lineTo(0, 0);
|
|
|
|
path.quadTo(10, 0, 0, 8315084722602508288);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// A path which hangs during simplification. It produces an edge which is
|
|
|
|
// to the left of its own endpoints, which causes an infinite loop in the
|
|
|
|
// right-enclosing-edge splitting.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(0.75001740455627441406, 23.051967620849609375);
|
|
|
|
path.lineTo(5.8471612930297851562, 22.731662750244140625);
|
|
|
|
path.lineTo(10.749670028686523438, 22.253145217895507812);
|
|
|
|
path.lineTo(13.115868568420410156, 22.180681228637695312);
|
|
|
|
path.lineTo(15.418928146362304688, 22.340015411376953125);
|
|
|
|
path.lineTo( 17.654022216796875, 22.82159423828125);
|
|
|
|
path.lineTo(19.81632232666015625, 23.715869903564453125);
|
|
|
|
path.lineTo(40, 0);
|
|
|
|
path.lineTo(5.5635203441547955577e-15, 0);
|
|
|
|
path.lineTo(5.5635203441547955577e-15, 47);
|
|
|
|
path.lineTo(-1.4210854715202003717e-14, 21.713298797607421875);
|
|
|
|
path.lineTo(0.75001740455627441406, 21.694292068481445312);
|
|
|
|
path.lineTo(0.75001740455627441406, 23.051967620849609375);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Reduction from skbug.com/7911 that causes a crash due to splitting a
|
|
|
|
// zombie edge.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 0, 1.0927740941146660348e+24);
|
|
|
|
path.lineTo(2.9333931225865729333e+32, 16476101);
|
|
|
|
path.lineTo(1.0927731573659435417e+24, 1.0927740941146660348e+24);
|
|
|
|
path.lineTo(1.0927740941146660348e+24, 3.7616281094287041715e-37);
|
|
|
|
path.lineTo(1.0927740941146660348e+24, 1.0927740941146660348e+24);
|
|
|
|
path.lineTo(1.3061803026169399536e-33, 1.0927740941146660348e+24);
|
|
|
|
path.lineTo(4.7195362919941370727e-16, -8.4247545146051822591e+32);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// From crbug.com/844873. Crashes trying to merge a zombie edge.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 316.000579833984375, -4338355948977389568);
|
|
|
|
path.lineTo(1.5069369808623501312e+20, 75180972320904708096.0);
|
|
|
|
path.lineTo(1.5069369808623501312e+20, 75180972320904708096.0);
|
|
|
|
path.lineTo( 771.21014404296875, -4338355948977389568.0);
|
|
|
|
path.lineTo( 316.000579833984375, -4338355948977389568.0);
|
|
|
|
path.moveTo( 354.208984375, -4338355948977389568.0);
|
|
|
|
path.lineTo( 773.00177001953125, -4338355948977389568.0);
|
|
|
|
path.lineTo(1.5069369808623501312e+20, 75180972320904708096.0);
|
|
|
|
path.lineTo(1.5069369808623501312e+20, 75180972320904708096.0);
|
|
|
|
path.lineTo( 354.208984375, -4338355948977389568.0);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// From crbug.com/844873. Hangs repeatedly splitting alternate vertices.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(10, -1e+20f);
|
|
|
|
path.lineTo(11, 25000);
|
|
|
|
path.lineTo(10, 25000);
|
|
|
|
path.lineTo(11, 25010);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Reduction from circular_arcs_stroke_and_fill_round GM which
|
|
|
|
// repeatedly splits on the opposite edge from case 34 above.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 16.25, 26.495191574096679688);
|
|
|
|
path.lineTo(32.420825958251953125, 37.377376556396484375);
|
|
|
|
path.lineTo(25.176382064819335938, 39.31851959228515625);
|
|
|
|
path.moveTo( 20, 20);
|
|
|
|
path.lineTo(28.847436904907226562, 37.940830230712890625);
|
|
|
|
path.lineTo(25.17638397216796875, 39.31851959228515625);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Reduction from crbug.com/843135 where an intersection is found
|
|
|
|
// below the bottom of both intersected edges.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(-2791476679359332352, 2608107002026524672);
|
|
|
|
path.lineTo( 0, 11.95427703857421875);
|
|
|
|
path.lineTo(-2781824066779086848, 2599088532777598976);
|
|
|
|
path.lineTo( -7772.6875, 7274);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Reduction from crbug.com/843135. Exercises a case where an intersection is missed.
|
|
|
|
// This causes bad ordering in the active edge list.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(-1.0662557646016024569e+23, 9.9621425197286319718e+22);
|
|
|
|
path.lineTo( -121806400, 113805032);
|
|
|
|
path.lineTo( -120098872, 112209680);
|
|
|
|
path.lineTo( 6.2832999862817380468e-36, 2.9885697364807128906);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Reduction from crbug.com/851409. Exercises collinear last vertex.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(2072553216, 0);
|
|
|
|
path.lineTo(2072553216, 1);
|
|
|
|
path.lineTo(2072553472, -13.5);
|
|
|
|
path.lineTo(2072553216, 0);
|
|
|
|
path.lineTo(2072553472, -6.5);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Another reduction from crbug.com/851409. Exercises two sequential collinear edges.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(2072553216, 0);
|
|
|
|
path.lineTo(2072553216, 1);
|
|
|
|
path.lineTo(2072553472, -13);
|
|
|
|
path.lineTo(2072553216, 0);
|
|
|
|
path.lineTo(2072553472, -6);
|
|
|
|
path.lineTo(2072553472, -13);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
|
|
|
|
// Reduction from crbug.com/860655. Cause is three collinear edges discovered during
|
|
|
|
// sanitize_contours pass, before the vertices have been found coincident.
|
|
|
|
[]() -> SkPath {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 32572426382475264, -3053391034974208);
|
|
|
|
path.lineTo( 521289856, -48865776);
|
|
|
|
path.lineTo( 130322464, -12215873);
|
|
|
|
path.moveTo( 32572426382475264, -3053391034974208);
|
|
|
|
path.lineTo( 521289856, -48865776);
|
|
|
|
path.lineTo( 130322464, -12215873);
|
|
|
|
path.moveTo( 32572426382475264, -3053391034974208);
|
|
|
|
path.lineTo( 32114477642022912, -3010462031544320);
|
|
|
|
path.lineTo( 32111784697528320, -3010209702215680);
|
|
|
|
return path;
|
|
|
|
},
|
|
|
|
};
|
2016-08-17 21:56:22 +00:00
|
|
|
|
2017-02-15 16:45:16 +00:00
|
|
|
// A simple concave path. Test this with a non-invertible matrix.
|
|
|
|
static SkPath create_path_17() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(20, 20);
|
|
|
|
path.lineTo(80, 20);
|
|
|
|
path.lineTo(30, 30);
|
|
|
|
path.lineTo(20, 80);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
2017-06-09 14:06:26 +00:00
|
|
|
// An intersection above the first vertex in the mesh.
|
|
|
|
// Reduction from http://crbug.com/730687
|
2017-06-08 18:41:01 +00:00
|
|
|
static SkPath create_path_20() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 2822128.5, 235.026336669921875);
|
|
|
|
path.lineTo( 2819349.25, 235.3623504638671875);
|
|
|
|
path.lineTo( -340558688, 23.83478546142578125);
|
|
|
|
path.lineTo( -340558752, 25.510419845581054688);
|
|
|
|
path.lineTo( -340558720, 27.18605804443359375);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
2017-06-12 15:43:18 +00:00
|
|
|
// An intersection whose result is NaN (due to rounded-to-inf endpoint).
|
|
|
|
static SkPath create_path_21() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(1.7889142061167663539e+38, 39338463358011572224.0);
|
|
|
|
path.lineTo( 1647.4193115234375, -522.603515625);
|
|
|
|
path.lineTo( 1677.74560546875, -529.0028076171875);
|
|
|
|
path.lineTo( 1678.29541015625, -528.7847900390625);
|
|
|
|
path.lineTo( 1637.5167236328125, -519.79266357421875);
|
|
|
|
path.lineTo( 1647.4193115234375, -522.603515625);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
2017-12-19 23:09:54 +00:00
|
|
|
// An edge collapse event which also collapses a neighbour, requiring
|
|
|
|
// its event to be removed.
|
|
|
|
static SkPath create_path_25() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 43.44110107421875, 148.15106201171875);
|
|
|
|
path.lineTo( 44.64471435546875, 148.16748046875);
|
|
|
|
path.lineTo( 46.35009765625, 147.403076171875);
|
|
|
|
path.lineTo( 46.45404052734375, 148.34906005859375);
|
|
|
|
path.lineTo( 45.0400390625, 148.54205322265625);
|
|
|
|
path.lineTo( 44.624053955078125, 148.9810791015625);
|
|
|
|
path.lineTo( 44.59405517578125, 149.16107177734375);
|
|
|
|
path.lineTo( 44.877044677734375, 149.62005615234375);
|
|
|
|
path.lineTo(144.373016357421875, 68.8070068359375);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
|
|
|
// An edge collapse event causes an edge to become collinear, requiring
|
|
|
|
// its event to be removed.
|
|
|
|
static SkPath create_path_26() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 43.44110107421875, 148.15106201171875);
|
|
|
|
path.lineTo( 44.64471435546875, 148.16748046875);
|
|
|
|
path.lineTo( 46.35009765625, 147.403076171875);
|
|
|
|
path.lineTo( 46.45404052734375, 148.34906005859375);
|
|
|
|
path.lineTo( 45.0400390625, 148.54205322265625);
|
|
|
|
path.lineTo( 44.624053955078125, 148.9810791015625);
|
|
|
|
path.lineTo( 44.59405517578125, 149.16107177734375);
|
|
|
|
path.lineTo( 44.877044677734375, 149.62005615234375);
|
|
|
|
path.lineTo(144.373016357421875, 68.8070068359375);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
2018-01-04 19:01:10 +00:00
|
|
|
// A path which results in non-finite points when stroked and bevelled for AA.
|
|
|
|
static SkPath create_path_27() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(8.5027233009104409507e+37, 1.7503381025241130639e+37);
|
|
|
|
path.lineTo(7.0923661737711584874e+37, 1.4600074517285415699e+37);
|
|
|
|
path.lineTo(7.0848733446033294691e+37, 1.4584649744781838604e+37);
|
|
|
|
path.lineTo(-2.0473916115129349496e+37, -4.2146796450364162012e+36);
|
|
|
|
path.lineTo(2.0473912312177548811e+37, 4.2146815465123165435e+36);
|
|
|
|
return path;
|
|
|
|
}
|
2018-01-04 21:45:51 +00:00
|
|
|
|
|
|
|
// AA stroking this path produces intersection failures on bevelling.
|
|
|
|
// This should skip the point, but not assert.
|
|
|
|
static SkPath create_path_28() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(-7.5952312625177475154e+21, -2.6819185100266674911e+24);
|
|
|
|
path.lineTo( 1260.3787841796875, 1727.7947998046875);
|
|
|
|
path.lineTo( 1260.5567626953125, 1728.0386962890625);
|
|
|
|
path.lineTo(1.1482511310557754163e+21, 4.054538502765980051e+23);
|
|
|
|
path.lineTo(-7.5952312625177475154e+21, -2.6819185100266674911e+24);
|
|
|
|
return path;
|
|
|
|
}
|
2018-01-09 16:49:08 +00:00
|
|
|
|
2018-04-03 15:28:15 +00:00
|
|
|
// A path with vertices which become infinite on AA stroking. Should not crash or assert.
|
|
|
|
static SkPath create_path_31() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(2.0257809259190991347e+36, -1244080640);
|
|
|
|
path.conicTo(2.0257809259190991347e+36, -1244080640,
|
|
|
|
2.0257809259190991347e+36, 0.10976474732160568237, 0.70710676908493041992);
|
|
|
|
path.lineTo(-10036566016, -1954718402215936);
|
|
|
|
path.conicTo(-1.1375507718551896064e+20, -1954721086570496,
|
|
|
|
10036566016, -1954721086570496, 0.70710676908493041992);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
2018-06-22 14:19:20 +00:00
|
|
|
// Reduction from crbug.com/851914.
|
|
|
|
static SkPath create_path_38() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(14.400531768798828125, 17.711114883422851562);
|
|
|
|
path.lineTo(14.621990203857421875, 171563104293879808);
|
|
|
|
path.lineTo(14.027951240539550781, 872585759381520384);
|
|
|
|
path.lineTo( 14.0216827392578125, 872665817571917824);
|
|
|
|
path.lineTo(7.699314117431640625, -3417320793833472);
|
|
|
|
path.moveTo(11.606547355651855469, 17.40966796875);
|
|
|
|
path.lineTo( 7642114886926860288, 21.08358001708984375);
|
|
|
|
path.lineTo(11.606547355651855469, 21.08358001708984375);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
2018-07-12 19:54:05 +00:00
|
|
|
// Reduction from crbug.com/860453. Tests a case where a "missing" intersection
|
|
|
|
// requires the active edge list to go out-of-order.
|
|
|
|
static SkPath create_path_41() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(72154931603311689728.0, 330.95965576171875);
|
|
|
|
path.lineTo(24053266013925408768.0, 78.11376953125);
|
|
|
|
path.lineTo(1.2031099003292404941e+20, 387.168731689453125);
|
|
|
|
path.lineTo(68859835992355373056.0, 346.55047607421875);
|
|
|
|
path.lineTo(76451708695451009024.0, 337.780029296875);
|
|
|
|
path.moveTo(-20815817797613387776.0, 18065700622522384384.0);
|
|
|
|
path.lineTo(-72144121204987396096.0, 142.855804443359375);
|
|
|
|
path.lineTo(72144121204987396096.0, 325.184783935546875);
|
|
|
|
path.lineTo(1.2347242901040791552e+20, 18065700622522384384.0);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
2018-07-26 14:02:27 +00:00
|
|
|
// Reduction from crbug.com/866319. Cause is edges that are collinear when tested from
|
|
|
|
// one side, but non-collinear when tested from the other.
|
|
|
|
static SkPath create_path_43() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 307316821852160, -28808363114496);
|
|
|
|
path.lineTo( 307165222928384, -28794154909696);
|
|
|
|
path.lineTo( 307013691113472, -28779948802048);
|
|
|
|
path.lineTo( 306862159298560, -28765744791552);
|
|
|
|
path.lineTo( 306870313025536, -28766508154880);
|
|
|
|
path.lineTo( 307049695019008, -28783327313920);
|
|
|
|
path.lineTo( 307408660332544, -28816974020608);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
2019-05-29 15:26:16 +00:00
|
|
|
// Reduction from crbug.com/966696
|
|
|
|
static SkPath create_path_44() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(114.4606170654296875, 186.443878173828125);
|
|
|
|
path.lineTo( 91.5394744873046875, 185.4189453125);
|
|
|
|
path.lineTo(306.45538330078125, 3203.986083984375);
|
|
|
|
path.moveTo(16276206965409972224.0, 815.59393310546875);
|
|
|
|
path.lineTo(-3.541605062372533207e+20, 487.7236328125);
|
|
|
|
path.lineTo(-3.541605062372533207e+20, 168.204071044921875);
|
|
|
|
path.lineTo(16276206965409972224.0, 496.07427978515625);
|
|
|
|
path.moveTo(-3.541605062372533207e+20, 167.00958251953125);
|
|
|
|
path.lineTo(-3.541605062372533207e+20, 488.32086181640625);
|
|
|
|
path.lineTo(16276206965409972224.0, 816.78839111328125);
|
|
|
|
path.lineTo(16276206965409972224.0, 495.47705078125);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
2019-06-01 17:07:27 +00:00
|
|
|
// Reduction from crbug.com/966274.
|
|
|
|
static SkPath create_path_45() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo( 706471854080, 379003666432);
|
|
|
|
path.lineTo( 706503180288, 379020443648);
|
|
|
|
path.lineTo( 706595717120, 379070087168);
|
|
|
|
path.lineTo( 706626060288, 379086372864);
|
|
|
|
path.lineTo( 706656141312, 379102527488);
|
|
|
|
path.lineTo( 706774171648, 379165835264);
|
|
|
|
path.lineTo( 706803073024, 379181334528);
|
|
|
|
path.lineTo( 706831712256, 379196702720);
|
|
|
|
path.lineTo( 706860154880, 379211939840);
|
|
|
|
path.lineTo( 706888335360, 379227078656);
|
|
|
|
path.lineTo( 706916253696, 379242053632);
|
|
|
|
path.lineTo( 706956820480, 379263811584);
|
|
|
|
path.lineTo( 706929098752, 379248934912);
|
|
|
|
path.lineTo( 706901114880, 379233927168);
|
|
|
|
path.lineTo( 706872934400, 379218821120);
|
|
|
|
path.lineTo( 706844491776, 379203551232);
|
|
|
|
path.lineTo( 706815787008, 379188183040);
|
|
|
|
path.lineTo( 706786885632, 379172651008);
|
|
|
|
path.lineTo( 706757722112, 379156987904);
|
|
|
|
path.lineTo( 706728296448, 379141226496);
|
|
|
|
path.lineTo( 706698608640, 379125301248);
|
|
|
|
path.lineTo( 706668724224, 379109244928);
|
|
|
|
path.lineTo( 706638577664, 379093090304);
|
|
|
|
path.lineTo( 706608168960, 379076771840);
|
|
|
|
path.lineTo( 706484174848, 379010252800);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
2019-06-08 12:56:58 +00:00
|
|
|
// Reduction from crbug.com/969359. Inf generated by intersections
|
|
|
|
// causes NaN in subsequent intersections, leading to assert or hang.
|
|
|
|
|
|
|
|
static SkPath create_path_46() {
|
|
|
|
SkPath path;
|
|
|
|
path.moveTo(1.0321827899075254821e+37, -5.1199920965387697886e+37);
|
|
|
|
path.lineTo(-1.0321827899075254821e+37, 5.1199920965387697886e+37);
|
|
|
|
path.lineTo(-1.0425214946728668754e+37, 4.5731834042267216669e+37);
|
|
|
|
path.moveTo(-9.5077331762291841872e+36, 8.1304868292377430302e+37);
|
|
|
|
path.lineTo(9.5077331762291841872e+36, -8.1304868292377430302e+37);
|
|
|
|
path.lineTo(1.0795449417808426232e+37, 1.2246856113744539311e+37);
|
|
|
|
path.moveTo(-165.8018341064453125, -44.859375);
|
|
|
|
path.lineTo(-9.558702871563160835e+36, -7.9814405281448285475e+37);
|
|
|
|
path.lineTo(-9.4147814283168490381e+36, -8.3935116522790983488e+37);
|
|
|
|
return path;
|
|
|
|
}
|
|
|
|
|
2020-07-23 13:41:57 +00:00
|
|
|
static std::unique_ptr<GrFragmentProcessor> create_linear_gradient_processor(
|
|
|
|
GrRecordingContext* rContext) {
|
2017-12-19 23:09:54 +00:00
|
|
|
|
2017-02-15 16:45:16 +00:00
|
|
|
SkPoint pts[2] = { {0, 0}, {1, 1} };
|
|
|
|
SkColor colors[2] = { SK_ColorGREEN, SK_ColorBLUE };
|
|
|
|
sk_sp<SkShader> shader = SkGradientShader::MakeLinear(
|
2019-04-03 14:27:45 +00:00
|
|
|
pts, colors, nullptr, SK_ARRAY_COUNT(colors), SkTileMode::kClamp);
|
2019-09-30 19:12:27 +00:00
|
|
|
GrColorInfo colorInfo(GrColorType::kRGBA_8888, kPremul_SkAlphaType, nullptr);
|
2020-04-15 20:43:00 +00:00
|
|
|
SkSimpleMatrixProvider matrixProvider(SkMatrix::I());
|
2021-03-20 14:49:02 +00:00
|
|
|
return as_SB(shader)->asFragmentProcessor({rContext, matrixProvider, &colorInfo});
|
2017-02-15 16:45:16 +00:00
|
|
|
}
|
|
|
|
|
2020-07-23 13:41:57 +00:00
|
|
|
static void test_path(GrRecordingContext* rContext,
|
2020-12-11 22:25:17 +00:00
|
|
|
GrSurfaceDrawContext* surfaceDrawContext,
|
2017-02-15 16:45:16 +00:00
|
|
|
const SkPath& path,
|
|
|
|
const SkMatrix& matrix = SkMatrix::I(),
|
2019-06-24 00:07:38 +00:00
|
|
|
GrAAType aaType = GrAAType::kNone,
|
2017-08-11 13:40:37 +00:00
|
|
|
std::unique_ptr<GrFragmentProcessor> fp = nullptr) {
|
2020-03-25 22:18:16 +00:00
|
|
|
GrTriangulatingPathRenderer pr;
|
|
|
|
pr.setMaxVerbCount(100);
|
2016-06-03 17:59:20 +00:00
|
|
|
|
|
|
|
GrPaint paint;
|
2017-01-09 16:46:10 +00:00
|
|
|
paint.setXPFactory(GrPorterDuffXPFactory::Get(SkBlendMode::kSrc));
|
2017-02-15 16:45:16 +00:00
|
|
|
if (fp) {
|
2020-07-21 16:28:35 +00:00
|
|
|
paint.setColorFragmentProcessor(std::move(fp));
|
2017-02-15 16:45:16 +00:00
|
|
|
}
|
2016-06-03 17:59:20 +00:00
|
|
|
|
2020-12-11 22:25:17 +00:00
|
|
|
SkIRect clipConservativeBounds = SkIRect::MakeWH(surfaceDrawContext->width(),
|
|
|
|
surfaceDrawContext->height());
|
2016-05-10 16:14:17 +00:00
|
|
|
GrStyle style(SkStrokeRec::kFill_InitStyle);
|
2020-04-17 20:21:37 +00:00
|
|
|
GrStyledShape shape(path, style);
|
2020-07-23 13:41:57 +00:00
|
|
|
GrPathRenderer::DrawPathArgs args{rContext,
|
2017-01-11 18:42:54 +00:00
|
|
|
std::move(paint),
|
|
|
|
&GrUserStencilSettings::kUnused,
|
2020-12-11 22:25:17 +00:00
|
|
|
surfaceDrawContext,
|
2020-05-29 13:54:07 +00:00
|
|
|
nullptr,
|
2017-09-08 22:25:08 +00:00
|
|
|
&clipConservativeBounds,
|
2017-02-15 16:45:16 +00:00
|
|
|
&matrix,
|
2017-01-11 18:42:54 +00:00
|
|
|
&shape,
|
2019-06-24 00:07:38 +00:00
|
|
|
aaType,
|
2017-01-11 18:42:54 +00:00
|
|
|
false};
|
2020-03-25 22:18:16 +00:00
|
|
|
pr.drawPath(args);
|
Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
|
|
|
}
|
|
|
|
|
2020-03-25 22:18:16 +00:00
|
|
|
DEF_GPUTEST_FOR_ALL_CONTEXTS(TriangulatingPathRendererTests, reporter, ctxInfo) {
|
2020-07-06 14:56:46 +00:00
|
|
|
auto ctx = ctxInfo.directContext();
|
2020-12-09 21:37:04 +00:00
|
|
|
auto rtc = GrSurfaceDrawContext::Make(
|
2020-01-08 16:52:34 +00:00
|
|
|
ctx, GrColorType::kRGBA_8888, nullptr, SkBackingFit::kApprox, {800, 800}, 1,
|
2020-07-21 13:27:25 +00:00
|
|
|
GrMipmapped::kNo, GrProtected::kNo, kTopLeft_GrSurfaceOrigin);
|
2016-10-27 18:47:55 +00:00
|
|
|
if (!rtc) {
|
2016-05-20 18:14:33 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2020-05-14 19:45:44 +00:00
|
|
|
ctx->flushAndSubmit();
|
2018-02-27 19:26:32 +00:00
|
|
|
// Adding discard to appease vulkan validation warning about loading uninitialized data on draw
|
|
|
|
rtc->discard();
|
|
|
|
|
2021-01-14 17:48:02 +00:00
|
|
|
for (CreatePathFn createPath : kNonEdgeAAPaths) {
|
|
|
|
test_path(ctx, rtc.get(), createPath());
|
|
|
|
}
|
2020-05-21 16:11:27 +00:00
|
|
|
SkMatrix nonInvertibleMatrix = SkMatrix::Scale(0, 0);
|
2017-08-11 13:40:37 +00:00
|
|
|
std::unique_ptr<GrFragmentProcessor> fp(create_linear_gradient_processor(ctx));
|
2019-06-24 00:07:38 +00:00
|
|
|
test_path(ctx, rtc.get(), create_path_17(), nonInvertibleMatrix, GrAAType::kCoverage,
|
2017-08-11 13:40:37 +00:00
|
|
|
std::move(fp));
|
2019-06-24 00:07:38 +00:00
|
|
|
test_path(ctx, rtc.get(), create_path_20(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_21(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_25(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_26(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_27(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_28(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_31(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_38(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_41(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_43(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_44(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_45(), SkMatrix(), GrAAType::kCoverage);
|
|
|
|
test_path(ctx, rtc.get(), create_path_46(), SkMatrix(), GrAAType::kCoverage);
|
Tessellating GPU path renderer.
This path renderer converts paths to linear contours, resolves intersections via Bentley-Ottman, implements a trapezoidal decomposition a la Fournier and Montuno to produce triangles, and renders those with a single draw call. It does not currently do antialiasing, so it must be used in conjunction with multisampling.
A fair amount of the code is to handle floating point edge cases in intersections. Rather than perform exact computations (which would require arbitrary precision arithmetic), we reconnect the mesh to reflect the intersection points. For example, intersections can occur above the current vertex, and force edges to be merged into the current vertex, requiring a restart of the intersections. Splitting edges for intersections can also force them to merge with formerly-distinct edges in the same polygon, or to violate the ordering of the active edge list, or the active edge state of split edges.
BUG=skia:
Review URL: https://codereview.chromium.org/855513004
2015-02-26 14:58:17 +00:00
|
|
|
}
|
2021-01-14 17:48:02 +00:00
|
|
|
|
|
|
|
namespace {
|
|
|
|
|
|
|
|
class SimpleVertexAllocator : public GrEagerVertexAllocator {
|
|
|
|
public:
|
|
|
|
void* lock(size_t stride, int eagerCount) override {
|
|
|
|
SkASSERT(!fPoints);
|
|
|
|
SkASSERT(stride == sizeof(SkPoint));
|
|
|
|
fPoints.reset(eagerCount);
|
|
|
|
return fPoints;
|
|
|
|
}
|
|
|
|
void unlock(int actualCount) override {}
|
|
|
|
SkPoint operator[](int idx) const { return fPoints[idx]; }
|
|
|
|
SkAutoTMalloc<SkPoint> fPoints;
|
|
|
|
};
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
struct Edge {
|
|
|
|
Edge reverse() const { return {fP1, fP0}; }
|
|
|
|
SkPoint fP0, fP1;
|
|
|
|
};
|
|
|
|
|
|
|
|
static bool operator<(const Edge& a, const Edge& b) {
|
|
|
|
if (a.fP0.fX != b.fP0.fX) {
|
|
|
|
return a.fP0.fX < b.fP0.fX;
|
|
|
|
}
|
|
|
|
if (a.fP0.fY != b.fP0.fY) {
|
|
|
|
return a.fP0.fY < b.fP0.fY;
|
|
|
|
}
|
|
|
|
if (a.fP1.fX != b.fP1.fX) {
|
|
|
|
return a.fP1.fX < b.fP1.fX;
|
|
|
|
}
|
|
|
|
if (a.fP1.fY != b.fP1.fY) {
|
|
|
|
return a.fP1.fY < b.fP1.fY;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
using EdgeMap = std::map<Edge, int>;
|
|
|
|
|
|
|
|
static void add_edge(EdgeMap& edgeMap, SkPoint p0, SkPoint p1) {
|
|
|
|
Edge edge{p0, p1};
|
|
|
|
// First check if this edge already exists in reverse.
|
|
|
|
auto reverseIter = edgeMap.find(edge.reverse());
|
|
|
|
if (reverseIter != edgeMap.end()) {
|
|
|
|
--reverseIter->second;
|
|
|
|
} else {
|
|
|
|
++edgeMap[edge];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void add_tri_edges(skiatest::Reporter* r, EdgeMap& edgeMap, const SkPoint pts[3]) {
|
|
|
|
for (int i = 0; i < 3; ++i) {
|
|
|
|
SkPoint p0=pts[i], p1=pts[(i+1)%3];
|
|
|
|
// The triangulator shouldn't output degenerate triangles.
|
|
|
|
REPORTER_ASSERT(r, p0 != p1);
|
|
|
|
add_edge(edgeMap, p0, p1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static EdgeMap simplify(const EdgeMap& edges, SkPathFillType fillType) {
|
|
|
|
// Prune out the edges whose count went to zero, and reverse the edges whose count is negative.
|
|
|
|
EdgeMap simplifiedEdges;
|
|
|
|
for (auto [edge, count] : edges) {
|
|
|
|
// We should only have one ordering of any given edge.
|
|
|
|
SkASSERT(edges.find(edge.reverse()) == edges.end());
|
|
|
|
if (fillType == SkPathFillType::kEvenOdd) {
|
|
|
|
count = abs(count) & 1;
|
|
|
|
}
|
|
|
|
if (count > 0) {
|
|
|
|
simplifiedEdges[edge] = count;
|
|
|
|
} else if (count < 0) {
|
|
|
|
simplifiedEdges[edge.reverse()] = -count;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return simplifiedEdges;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void verify_simple_inner_polygons(skiatest::Reporter* r, const char* shapeName,
|
|
|
|
SkPath path) {
|
|
|
|
for (auto fillType : {SkPathFillType::kWinding}) {
|
|
|
|
path.setFillType(fillType);
|
2021-01-28 01:24:48 +00:00
|
|
|
SkArenaAlloc arena(GrTriangulator::kArenaDefaultChunkSize);
|
|
|
|
GrInnerFanTriangulator::BreadcrumbTriangleList breadcrumbs;
|
2021-01-22 05:09:26 +00:00
|
|
|
SimpleVertexAllocator vertexAlloc;
|
|
|
|
int vertexCount;
|
|
|
|
{
|
|
|
|
bool isLinear;
|
2021-01-28 01:24:48 +00:00
|
|
|
GrInnerFanTriangulator triangulator(path, &arena);
|
|
|
|
vertexCount = triangulator.pathToTriangles(&vertexAlloc, &breadcrumbs, &isLinear);
|
2021-01-22 05:09:26 +00:00
|
|
|
}
|
2021-01-14 17:48:02 +00:00
|
|
|
|
|
|
|
// Count up all the triangulated edges.
|
|
|
|
EdgeMap trianglePlusBreadcrumbEdges;
|
2021-01-22 05:09:26 +00:00
|
|
|
for (int i = 0; i < vertexCount; i += 3) {
|
|
|
|
add_tri_edges(r, trianglePlusBreadcrumbEdges, vertexAlloc.fPoints.data() + i);
|
2021-01-14 17:48:02 +00:00
|
|
|
}
|
|
|
|
// Count up all the breadcrumb edges.
|
2021-01-28 01:24:48 +00:00
|
|
|
int breadcrumbCount = 0;
|
|
|
|
for (const auto* node = breadcrumbs.head(); node; node = node->fNext) {
|
|
|
|
add_tri_edges(r, trianglePlusBreadcrumbEdges, node->fPts);
|
|
|
|
++breadcrumbCount;
|
2021-01-14 17:48:02 +00:00
|
|
|
}
|
2021-01-28 01:24:48 +00:00
|
|
|
REPORTER_ASSERT(r, breadcrumbCount == breadcrumbs.count());
|
2021-01-14 17:48:02 +00:00
|
|
|
// The triangulated + breadcrumb edges should cancel out to the inner polygon edges.
|
|
|
|
trianglePlusBreadcrumbEdges = simplify(trianglePlusBreadcrumbEdges, path.getFillType());
|
|
|
|
|
|
|
|
// Build the inner polygon edges.
|
2021-01-22 01:31:28 +00:00
|
|
|
EdgeMap innerFanEdges;
|
2021-01-14 17:48:02 +00:00
|
|
|
SkPoint startPoint{}, lastPoint{};
|
|
|
|
for (auto [verb, pts, w] : SkPathPriv::Iterate(path)) {
|
|
|
|
switch (verb) {
|
|
|
|
case SkPathVerb::kMove:
|
|
|
|
if (lastPoint != startPoint) {
|
2021-01-22 01:31:28 +00:00
|
|
|
add_edge(innerFanEdges, lastPoint, startPoint);
|
2021-01-14 17:48:02 +00:00
|
|
|
}
|
|
|
|
lastPoint = startPoint = pts[0];
|
|
|
|
continue;
|
|
|
|
case SkPathVerb::kClose:
|
|
|
|
lastPoint = startPoint;
|
|
|
|
break;
|
|
|
|
case SkPathVerb::kLine:
|
|
|
|
lastPoint = pts[1];
|
|
|
|
break;
|
|
|
|
case SkPathVerb::kQuad:
|
|
|
|
case SkPathVerb::kConic:
|
|
|
|
lastPoint = pts[2];
|
|
|
|
break;
|
|
|
|
case SkPathVerb::kCubic:
|
|
|
|
lastPoint = pts[3];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (pts[0] != lastPoint) {
|
2021-01-22 01:31:28 +00:00
|
|
|
add_edge(innerFanEdges, pts[0], lastPoint);
|
2021-01-14 17:48:02 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
if (lastPoint != startPoint) {
|
2021-01-22 01:31:28 +00:00
|
|
|
add_edge(innerFanEdges, lastPoint, startPoint);
|
2021-01-14 17:48:02 +00:00
|
|
|
}
|
2021-01-22 01:31:28 +00:00
|
|
|
innerFanEdges = simplify(innerFanEdges, path.getFillType());
|
2021-01-14 17:48:02 +00:00
|
|
|
|
|
|
|
// The triangulated + breadcrumb edges should cancel out to the inner polygon edges. First
|
|
|
|
// verify that every inner polygon edge can be found in the triangulation.
|
2021-01-22 01:31:28 +00:00
|
|
|
for (auto [edge, count] : innerFanEdges) {
|
2021-01-14 17:48:02 +00:00
|
|
|
auto it = trianglePlusBreadcrumbEdges.find(edge);
|
|
|
|
if (it != trianglePlusBreadcrumbEdges.end()) {
|
|
|
|
it->second -= count;
|
|
|
|
if (it->second == 0) {
|
|
|
|
trianglePlusBreadcrumbEdges.erase(it);
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
it = trianglePlusBreadcrumbEdges.find(edge.reverse());
|
|
|
|
if (it != trianglePlusBreadcrumbEdges.end()) {
|
|
|
|
it->second += count;
|
|
|
|
if (it->second == 0) {
|
|
|
|
trianglePlusBreadcrumbEdges.erase(it);
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
ERRORF(r, "error: %s: edge [%g,%g]:[%g,%g] not found in triangulation.",
|
|
|
|
shapeName, edge.fP0.fX, edge.fP0.fY, edge.fP1.fX, edge.fP1.fY);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// Now verify that there are no spurious edges in the triangulation.
|
|
|
|
//
|
|
|
|
// NOTE: The triangulator's definition of wind isn't always correct for edges that run
|
|
|
|
// exactly parallel to the sweep (either vertical or horizontal edges). This doesn't
|
|
|
|
// actually matter though because T-junction artifacts don't happen on axis-aligned edges.
|
|
|
|
// Tolerate spurious edges that (1) come in pairs of 2, and (2) are either exactly
|
|
|
|
// horizontal or exactly vertical exclusively.
|
|
|
|
bool hasSpuriousHorz=false, hasSpuriousVert=false;
|
|
|
|
for (auto [edge, count] : trianglePlusBreadcrumbEdges) {
|
|
|
|
if (count % 2 == 0) {
|
|
|
|
if (edge.fP0.fX == edge.fP1.fX && !hasSpuriousVert) {
|
|
|
|
hasSpuriousHorz = true;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (edge.fP0.fY == edge.fP1.fY && !hasSpuriousHorz) {
|
|
|
|
hasSpuriousVert = true;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ERRORF(r, "error: %s: spurious edge [%g,%g]:[%g,%g] found in triangulation.",
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|
|
|
shapeName, edge.fP0.fX, edge.fP0.fY, edge.fP1.fX, edge.fP1.fY);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-01-22 01:31:28 +00:00
|
|
|
DEF_TEST(GrInnerFanTriangulator, r) {
|
2021-01-14 17:48:02 +00:00
|
|
|
verify_simple_inner_polygons(r, "simple triangle", SkPath().lineTo(1,0).lineTo(0,1));
|
|
|
|
verify_simple_inner_polygons(r, "simple square", SkPath().lineTo(1,0).lineTo(1,1).lineTo(0,1));
|
|
|
|
verify_simple_inner_polygons(r, "concave polygon", SkPath()
|
|
|
|
.lineTo(1,0).lineTo(.5f,.5f).lineTo(1,1).lineTo(0,1));
|
|
|
|
verify_simple_inner_polygons(r, "double wound triangle", SkPath()
|
|
|
|
.lineTo(1,0).lineTo(0,1).lineTo(0,0).lineTo(1,0).lineTo(0,1));
|
|
|
|
verify_simple_inner_polygons(r, "self-intersecting bowtie", SkPath()
|
|
|
|
.lineTo(1,0).lineTo(0,1).lineTo(1,1));
|
|
|
|
verify_simple_inner_polygons(r, "asymmetrical bowtie", SkPath()
|
|
|
|
.lineTo(1,0).lineTo(0,1).lineTo(.1f,-.1f));
|
|
|
|
verify_simple_inner_polygons(r, "bowtie with extremely small section", SkPath()
|
|
|
|
.lineTo(1,0).lineTo(0,1).lineTo(1e-6f,-1e-6f));
|
|
|
|
verify_simple_inner_polygons(r, "intersecting squares", SkPath()
|
|
|
|
.lineTo(1,0).lineTo(1,1).lineTo(0,1)
|
|
|
|
.moveTo(.5f,.5f).lineTo(1.5f,.5f).lineTo(1.5f,1.5f).lineTo(.5f,1.5f).close());
|
|
|
|
verify_simple_inner_polygons(r, "6-point \"Star of David\"", SkPath()
|
|
|
|
.moveTo(cosf(-SK_ScalarPI/3), sinf(-SK_ScalarPI/3))
|
|
|
|
.lineTo(cosf(SK_ScalarPI/3), sinf(SK_ScalarPI/3))
|
|
|
|
.lineTo(cosf(SK_ScalarPI), sinf(SK_ScalarPI))
|
|
|
|
.moveTo(cosf(0), sinf(0))
|
|
|
|
.lineTo(cosf(2*SK_ScalarPI/3), sinf(2*SK_ScalarPI/3))
|
|
|
|
.lineTo(cosf(-2*SK_ScalarPI/3), sinf(-2*SK_ScalarPI/3)));
|
|
|
|
verify_simple_inner_polygons(r, "double wound \"Star of David\"", SkPath()
|
|
|
|
.moveTo(cosf(-SK_ScalarPI/3), sinf(-SK_ScalarPI/3))
|
|
|
|
.lineTo(cosf(SK_ScalarPI/3), sinf(SK_ScalarPI/3))
|
|
|
|
.lineTo(cosf(SK_ScalarPI), sinf(SK_ScalarPI))
|
|
|
|
.lineTo(cosf(-SK_ScalarPI/3), sinf(-SK_ScalarPI/3))
|
|
|
|
.lineTo(cosf(SK_ScalarPI/3), sinf(SK_ScalarPI/3))
|
|
|
|
.lineTo(cosf(SK_ScalarPI), sinf(SK_ScalarPI))
|
|
|
|
.moveTo(cosf(0), sinf(0))
|
|
|
|
.lineTo(cosf(2*SK_ScalarPI/3), sinf(2*SK_ScalarPI/3))
|
|
|
|
.lineTo(cosf(-2*SK_ScalarPI/3), sinf(-2*SK_ScalarPI/3)));
|
|
|
|
verify_simple_inner_polygons(r, "5-point star", ToolUtils::make_star(SkRect::MakeWH(100, 200)));
|
|
|
|
verify_simple_inner_polygons(r, "\"pointy\" intersecting triangles", SkPath()
|
|
|
|
.moveTo(0,-100).lineTo(-1e-6f,100).lineTo(1e-6f,100)
|
|
|
|
.moveTo(-100,0).lineTo(100,1e-6f).lineTo(100,-1e-6f));
|
|
|
|
verify_simple_inner_polygons(r, "overlapping rects with vertical collinear edges", SkPath()
|
|
|
|
.moveTo(0,0).lineTo(0,2).lineTo(1,2).lineTo(1,0)
|
|
|
|
.moveTo(0,1).lineTo(0,3).lineTo(1,3).lineTo(1,1));
|
|
|
|
verify_simple_inner_polygons(r, "overlapping rects with horizontal collinear edges", SkPath()
|
|
|
|
.lineTo(2,0).lineTo(2,1).lineTo(0,1)
|
|
|
|
.moveTo(1,0).lineTo(3,0).lineTo(3,1).lineTo(1,1).close());
|
|
|
|
for (int i = 0; i < (int)SK_ARRAY_COUNT(kNonEdgeAAPaths); ++i) {
|
|
|
|
verify_simple_inner_polygons(r, SkStringPrintf("kNonEdgeAAPaths[%i]", i).c_str(),
|
|
|
|
kNonEdgeAAPaths[i]());
|
|
|
|
}
|
|
|
|
SkRandom rand;
|
|
|
|
for (int i = 0; i < 50; ++i) {
|
|
|
|
auto randomPath = SkPath().moveTo(rand.nextF(), rand.nextF());
|
|
|
|
for (int j = 0; j < i; ++j) {
|
|
|
|
randomPath.lineTo(rand.nextF(), rand.nextF());
|
|
|
|
}
|
|
|
|
verify_simple_inner_polygons(r, SkStringPrintf("random_path_%i", i).c_str(), randomPath);
|
|
|
|
}
|
|
|
|
}
|