drawBitmapImage can batch across AA rects
BUG=464835 Review URL: https://codereview.chromium.org/1293543002
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@ -39,6 +39,7 @@
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#include "SkUtils.h"
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#include "SkVertState.h"
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#include "SkXfermode.h"
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#include "batches/GrRectBatchFactory.h"
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#include "effects/GrBicubicEffect.h"
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#include "effects/GrDashingEffect.h"
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#include "effects/GrSimpleTextureEffect.h"
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@ -918,6 +919,82 @@ static bool needs_texture_domain(const SkBitmap& bitmap,
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return needsTextureDomain;
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}
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static void draw_aa_bitmap(GrDrawContext* drawContext, GrContext* context,
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GrRenderTarget* renderTarget, const GrClip& clip,
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const SkMatrix& viewMatrix, const SkMatrix& srcRectToDstRect,
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const SkPaint& paint, const SkBitmap* bitmapPtr, const SkSize& dstSize) {
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SkShader::TileMode tm[] = {
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SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode,
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};
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bool doBicubic;
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GrTextureParams::FilterMode textureFilterMode =
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GrSkFilterQualityToGrFilterMode(paint.getFilterQuality(), viewMatrix,
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srcRectToDstRect,
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&doBicubic);
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// Setup texture to wrap bitmap
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GrTextureParams params(tm, textureFilterMode);
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SkAutoTUnref<GrTexture> texture(GrRefCachedBitmapTexture(context, *bitmapPtr, ¶ms));
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if (!texture) {
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SkErrorInternals::SetError(kInternalError_SkError,
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"Couldn't convert bitmap to texture.");
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return;
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}
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// Setup paint
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GrColor paintColor = (kAlpha_8_SkColorType == bitmapPtr->colorType()) ?
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SkColor2GrColor(paint.getColor()) :
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SkColor2GrColorJustAlpha(paint.getColor());
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GrPaint grPaint;
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// Create and insert texture effect
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SkAutoTUnref<const GrFragmentProcessor> fp;
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if (doBicubic) {
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fp.reset(GrBicubicEffect::Create(grPaint.getProcessorDataManager(), texture,
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SkMatrix::I(),
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tm));
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} else {
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fp.reset(GrSimpleTextureEffect::Create(grPaint.getProcessorDataManager(), texture,
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SkMatrix::I(), params));
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}
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grPaint.addColorProcessor(fp);
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if (!SkPaint2GrPaint(context, renderTarget, paint, viewMatrix, true,
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&grPaint)) {
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return;
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}
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grPaint.setColor(paintColor);
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// Setup dst rect and final matrix
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SkRect dstRect = {0, 0, dstSize.fWidth, dstSize.fHeight};
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SkRect devRect;
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viewMatrix.mapRect(&devRect, dstRect);
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SkMatrix matrix;
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matrix.setIDiv(bitmapPtr->width(), bitmapPtr->height());
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SkMatrix dstRectToSrcRect;
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if (!srcRectToDstRect.invert(&dstRectToSrcRect)) {
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return;
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}
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matrix.preConcat(dstRectToSrcRect);
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SkAutoTUnref<GrDrawBatch> batch(GrRectBatchFactory::CreateFillAA(grPaint.getColor(),
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viewMatrix,
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matrix,
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dstRect,
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devRect));
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drawContext->drawBatch(renderTarget, clip, grPaint, batch);
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}
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void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
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const SkBitmap& bitmap,
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const SkRect* srcRectPtr,
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@ -987,11 +1064,11 @@ void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
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// through drawRect, which supports mask filters.
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SkBitmap tmp; // subset of bitmap, if necessary
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const SkBitmap* bitmapPtr = &bitmap;
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SkMatrix localM;
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SkMatrix srcRectToDstRect;
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if (srcRectPtr) {
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localM.setTranslate(-srcRectPtr->fLeft, -srcRectPtr->fTop);
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localM.postScale(dstSize.fWidth / srcRectPtr->width(),
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dstSize.fHeight / srcRectPtr->height());
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srcRectToDstRect.setTranslate(-srcRectPtr->fLeft, -srcRectPtr->fTop);
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srcRectToDstRect.postScale(dstSize.fWidth / srcRectPtr->width(),
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dstSize.fHeight / srcRectPtr->height());
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// In bleed mode we position and trim the bitmap based on the src rect which is
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// already accounted for in 'm' and 'srcRect'. In clamp mode we need to chop out
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// the desired portion of the bitmap and then update 'm' and 'srcRect' to
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@ -1010,17 +1087,25 @@ void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
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srcRect.offset(-offset.fX, -offset.fY);
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// The source rect has changed so update the matrix
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localM.preTranslate(offset.fX, offset.fY);
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srcRectToDstRect.preTranslate(offset.fX, offset.fY);
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}
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} else {
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localM.reset();
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srcRectToDstRect.reset();
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}
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SkPaint paintWithShader(paint);
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paintWithShader.setShader(SkShader::CreateBitmapShader(*bitmapPtr,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, &localM))->unref();
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SkRect dstRect = {0, 0, dstSize.fWidth, dstSize.fHeight};
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this->drawRect(draw, dstRect, paintWithShader);
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// If we have a maskfilter then we can't batch, so we take a slow path. However, we fast
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// path the case where we are drawing an AA rect so we can batch many drawImageRect calls
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if (paint.getMaskFilter()) {
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SkPaint paintWithShader(paint);
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paintWithShader.setShader(SkShader::CreateBitmapShader(*bitmapPtr,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
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&srcRectToDstRect))->unref();
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SkRect dstRect = {0, 0, dstSize.fWidth, dstSize.fHeight};
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this->drawRect(draw, dstRect, paintWithShader);
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} else {
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draw_aa_bitmap(fDrawContext, fContext, fRenderTarget, fClip, *draw.fMatrix,
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srcRectToDstRect, paint, bitmapPtr, dstSize);
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}
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return;
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}
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@ -23,10 +23,10 @@ class SkStrokeRec;
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namespace GrRectBatchFactory {
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inline GrDrawBatch* CreateFillBW(GrColor color,
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const SkMatrix& viewMatrix,
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const SkRect& rect,
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const SkRect* localRect,
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const SkMatrix* localMatrix) {
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const SkMatrix& viewMatrix,
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const SkRect& rect,
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const SkRect* localRect,
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const SkMatrix* localMatrix) {
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return GrBWFillRectBatch::Create(color, viewMatrix, rect, localRect, localMatrix);
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}
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@ -37,6 +37,14 @@ inline GrDrawBatch* CreateFillAA(GrColor color,
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return GrAAFillRectBatch::Create(color, viewMatrix, rect, devRect);
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}
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inline GrDrawBatch* CreateFillAA(GrColor color,
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const SkMatrix& viewMatrix,
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const SkMatrix& localMatrix,
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const SkRect& rect,
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const SkRect& devRect) {
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return GrAAFillRectBatch::Create(color, viewMatrix, localMatrix, rect, devRect);
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}
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GrDrawBatch* CreateStrokeBW(GrColor color,
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const SkMatrix& viewMatrix,
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const SkRect& rect,
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