Use rasterpipeline for drawVertices
Bug: skia: Change-Id: If6da119ee98f26981cef9373162ddb526db77be5 Reviewed-on: https://skia-review.googlesource.com/17422 Commit-Queue: Mike Reed <reed@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org> Reviewed-by: Mike Klein <mtklein@google.com>
This commit is contained in:
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@ -7,7 +7,7 @@
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#include "SkArenaAlloc.h"
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#include "SkAutoBlitterChoose.h"
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#include "SkColorShader.h"
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#include "SkComposeShader.h"
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#include "SkDraw.h"
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#include "SkNx.h"
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#include "SkPM4fPriv.h"
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@ -17,7 +17,6 @@
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#include "SkString.h"
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#include "SkVertState.h"
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#include "SkRasterPipeline.h"
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#include "SkArenaAlloc.h"
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#include "SkCoreBlitters.h"
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#include "SkColorSpaceXform.h"
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@ -72,188 +71,40 @@ static bool texture_to_matrix(const VertState& state, const SkPoint verts[],
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class SkTriColorShader : public SkShader {
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public:
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SkTriColorShader();
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SkTriColorShader(bool isOpaque) : fIsOpaque(isOpaque) {}
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class TriColorShaderContext : public SkShader::Context {
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public:
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TriColorShaderContext(const SkTriColorShader& shader, const ContextRec&);
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~TriColorShaderContext() override;
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void shadeSpan(int x, int y, SkPMColor dstC[], int count) override;
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void shadeSpan4f(int x, int y, SkPM4f dstC[], int count) override;
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Matrix43* getMatrix43() { return &fM43; }
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private:
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bool setup(const SkPoint pts[], const SkColor colors[], int, int, int);
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SkMatrix fDstToUnit;
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SkPMColor fColors[3];
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bool fSetup;
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Matrix43 fM43;
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typedef SkShader::Context INHERITED;
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};
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struct TriColorShaderData {
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const SkPoint* pts;
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const SkColor* colors;
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const VertState *state;
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};
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bool isOpaque() const override { return fIsOpaque; }
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SK_TO_STRING_OVERRIDE()
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// For serialization. This will never be called.
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Factory getFactory() const override { sk_throw(); return nullptr; }
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// Supply setup data to context from drawing setup
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void bindSetupData(TriColorShaderData* setupData) { fSetupData = setupData; }
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// Take the setup data from context when needed.
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TriColorShaderData* takeSetupData() {
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TriColorShaderData *data = fSetupData;
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fSetupData = NULL;
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return data;
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}
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protected:
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Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override {
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return alloc->make<TriColorShaderContext>(*this, rec);
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return nullptr;
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}
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bool onAppendStages(SkRasterPipeline* pipeine, SkColorSpace* dstCS, SkArenaAlloc* alloc,
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const SkMatrix&, const SkPaint&, const SkMatrix*) const override {
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pipeine->append(SkRasterPipeline::matrix_4x3, &fM43);
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// In theory we should never need to clamp. However, either due to imprecision in our
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// matrix43, or the scan converter passing us pixel centers that in fact are not within
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// the triangle, we do see occasional (slightly) out-of-range values, so we add these
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// clamp stages. It would be nice to find a way to detect when these are not needed.
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pipeine->append(SkRasterPipeline::clamp_0);
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pipeine->append(SkRasterPipeline::clamp_a);
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return true;
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}
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private:
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TriColorShaderData *fSetupData;
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Matrix43 fM43;
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const bool fIsOpaque;
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typedef SkShader INHERITED;
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};
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bool SkTriColorShader::TriColorShaderContext::setup(const SkPoint pts[], const SkColor colors[],
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int index0, int index1, int index2) {
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fColors[0] = SkPreMultiplyColor(colors[index0]);
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fColors[1] = SkPreMultiplyColor(colors[index1]);
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fColors[2] = SkPreMultiplyColor(colors[index2]);
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SkMatrix m, im;
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m.reset();
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m.set(0, pts[index1].fX - pts[index0].fX);
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m.set(1, pts[index2].fX - pts[index0].fX);
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m.set(2, pts[index0].fX);
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m.set(3, pts[index1].fY - pts[index0].fY);
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m.set(4, pts[index2].fY - pts[index0].fY);
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m.set(5, pts[index0].fY);
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if (!m.invert(&im)) {
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return false;
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}
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// We can't call getTotalInverse(), because we explicitly don't want to look at the localmatrix
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// as our interators are intrinsically tied to the vertices, and nothing else.
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SkMatrix ctmInv;
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if (!this->getCTM().invert(&ctmInv)) {
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return false;
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}
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// TODO replace INV(m) * INV(ctm) with INV(ctm * m)
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fDstToUnit.setConcat(im, ctmInv);
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Sk4f alpha(this->getPaintAlpha() * (1.0f / 255)),
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c0 = SkPM4f::FromPMColor(fColors[0]).to4f() * alpha,
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c1 = SkPM4f::FromPMColor(fColors[1]).to4f() * alpha,
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c2 = SkPM4f::FromPMColor(fColors[2]).to4f() * alpha;
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Matrix43 colorm;
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(c1 - c0).store(&colorm.fMat[0]);
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(c2 - c0).store(&colorm.fMat[4]);
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c0.store(&colorm.fMat[8]);
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fM43.setConcat(colorm, fDstToUnit);
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return true;
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}
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#include "SkColorPriv.h"
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#include "SkComposeShader.h"
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static int ScalarTo256(SkScalar v) {
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return static_cast<int>(SkScalarPin(v, 0, 1) * 256 + 0.5);
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}
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SkTriColorShader::SkTriColorShader()
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: INHERITED(NULL)
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, fSetupData(NULL) {}
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SkTriColorShader::TriColorShaderContext::TriColorShaderContext(const SkTriColorShader& shader,
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const ContextRec& rec)
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: INHERITED(shader, rec)
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, fSetup(false) {}
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SkTriColorShader::TriColorShaderContext::~TriColorShaderContext() {}
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void SkTriColorShader::TriColorShaderContext::shadeSpan(int x, int y, SkPMColor dstC[], int count) {
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SkTriColorShader* parent = static_cast<SkTriColorShader*>(const_cast<SkShader*>(&fShader));
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TriColorShaderData* set = parent->takeSetupData();
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if (set) {
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fSetup = setup(set->pts, set->colors, set->state->f0, set->state->f1, set->state->f2);
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}
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if (!fSetup) {
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// Invalid matrices. Not checked before so no need to assert.
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return;
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}
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const int alphaScale = Sk255To256(this->getPaintAlpha());
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SkPoint src;
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fDstToUnit.mapXY(SkIntToScalar(x) + 0.5, SkIntToScalar(y) + 0.5, &src);
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for (int i = 0; i < count; i++) {
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int scale1 = ScalarTo256(src.fX);
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int scale2 = ScalarTo256(src.fY);
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int scale0 = 256 - scale1 - scale2;
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if (scale0 < 0) {
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if (scale1 > scale2) {
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scale2 = 256 - scale1;
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} else {
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scale1 = 256 - scale2;
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}
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scale0 = 0;
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}
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if (256 != alphaScale) {
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scale0 = SkAlphaMul(scale0, alphaScale);
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scale1 = SkAlphaMul(scale1, alphaScale);
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scale2 = SkAlphaMul(scale2, alphaScale);
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}
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dstC[i] = SkAlphaMulQ(fColors[0], scale0) +
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SkAlphaMulQ(fColors[1], scale1) +
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SkAlphaMulQ(fColors[2], scale2);
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src.fX += fDstToUnit.getScaleX();
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src.fY += fDstToUnit.getSkewY();
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}
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}
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void SkTriColorShader::TriColorShaderContext::shadeSpan4f(int x, int y, SkPM4f dstC[], int count) {
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SkTriColorShader* parent = static_cast<SkTriColorShader*>(const_cast<SkShader*>(&fShader));
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TriColorShaderData* set = parent->takeSetupData();
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if (set) {
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fSetup = setup(set->pts, set->colors, set->state->f0, set->state->f1, set->state->f2);
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}
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if (!fSetup) {
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// Invalid matrices. Not checked before so no need to assert.
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return;
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}
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Sk4f c = fM43.map(SkIntToScalar(x) + 0.5, SkIntToScalar(y) + 0.5),
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dc = Sk4f::Load(&fM43.fMat[0]),
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zero(0.0f),
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one(1.0f);
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for (int i = 0; i < count; i++) {
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// We don't expect to be wildly out of 0...1, but we pin just because of minor
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// numerical imprecision.
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Sk4f::Min(Sk4f::Max(c, zero), Sk4f::Min(c[3], one)).store(dstC + i);
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c += dc;
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}
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}
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#ifndef SK_IGNORE_TO_STRING
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void SkTriColorShader::toString(SkString* str) const {
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str->append("SkTriColorShader: (");
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@ -264,106 +115,6 @@ void SkTriColorShader::toString(SkString* str) const {
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}
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#endif
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namespace {
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// Similar to SkLocalMatrixShader, but composes the local matrix with the CTM (instead
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// of composing with the inherited local matrix):
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//
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// rec' = {rec.ctm x localMatrix, rec.localMatrix}
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//
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// (as opposed to rec' = {rec.ctm, rec.localMatrix x localMatrix})
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//
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class SkLocalInnerMatrixShader final : public SkShader {
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public:
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SkLocalInnerMatrixShader(sk_sp<SkShader> proxy, const SkMatrix& localMatrix)
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: INHERITED(&localMatrix)
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, fProxyShader(std::move(proxy)) {}
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Factory getFactory() const override {
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SkASSERT(false);
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return nullptr;
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}
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protected:
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void flatten(SkWriteBuffer&) const override {
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SkASSERT(false);
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}
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Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override {
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SkMatrix adjustedCTM = SkMatrix::Concat(*rec.fMatrix, this->getLocalMatrix());
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ContextRec newRec(rec);
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newRec.fMatrix = &adjustedCTM;
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return fProxyShader->makeContext(newRec, alloc);
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}
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bool onAppendStages(SkRasterPipeline* p, SkColorSpace* cs, SkArenaAlloc* alloc,
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const SkMatrix& ctm, const SkPaint& paint,
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const SkMatrix* localM) const override {
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// We control the shader graph ancestors, so we know there's no local matrix being
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// injected before this.
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SkASSERT(!localM);
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SkMatrix adjustedCTM = SkMatrix::Concat(ctm, this->getLocalMatrix());
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return fProxyShader->appendStages(p, cs, alloc, adjustedCTM, paint);
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}
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private:
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sk_sp<SkShader> fProxyShader;
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typedef SkShader INHERITED;
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};
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sk_sp<SkShader> MakeTextureShader(const VertState& state, const SkPoint verts[],
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const SkPoint texs[], const SkPaint& paint,
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SkColorSpace* dstColorSpace,
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SkArenaAlloc* alloc) {
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SkASSERT(paint.getShader());
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const auto& p0 = texs[state.f0],
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p1 = texs[state.f1],
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p2 = texs[state.f2];
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if (p0 != p1 || p0 != p2) {
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// Common case (non-collapsed texture coordinates).
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// Map the texture to vertices using a local transform.
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// We cannot use a plain SkLocalMatrix shader, because we need the texture matrix
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// to compose next to the CTM.
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SkMatrix localMatrix;
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return texture_to_matrix(state, verts, texs, &localMatrix)
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? alloc->makeSkSp<SkLocalInnerMatrixShader>(paint.refShader(), localMatrix)
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: nullptr;
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}
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// Collapsed texture coordinates special case.
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// The texture is a solid color, sampled at the given point.
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SkMatrix shaderInvLocalMatrix;
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SkAssertResult(paint.getShader()->getLocalMatrix().invert(&shaderInvLocalMatrix));
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const auto sample = SkPoint::Make(0.5f, 0.5f);
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const auto mappedSample = shaderInvLocalMatrix.mapXY(sample.x(), sample.y()),
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mappedPoint = shaderInvLocalMatrix.mapXY(p0.x(), p0.y());
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const auto localMatrix = SkMatrix::MakeTrans(mappedSample.x() - mappedPoint.x(),
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mappedSample.y() - mappedPoint.y());
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SkShader::ContextRec rec(paint, SkMatrix::I(), &localMatrix,
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SkShader::ContextRec::kPMColor_DstType, dstColorSpace);
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auto* ctx = paint.getShader()->makeContext(rec, alloc);
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if (!ctx) {
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return nullptr;
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}
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SkPMColor pmColor;
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ctx->shadeSpan(SkScalarFloorToInt(sample.x()), SkScalarFloorToInt(sample.y()), &pmColor, 1);
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// no need to keep this temp context around.
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alloc->reset();
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return alloc->makeSkSp<SkColorShader>(SkUnPreMultiply::PMColorToColor(pmColor));
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}
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} // anonymous ns
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static bool update_tricolor_matrix(const SkMatrix& ctmInv,
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const SkPoint pts[], const SkPM4f colors[],
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int index0, int index1, int index2, Matrix43* result) {
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@ -394,6 +145,15 @@ static bool update_tricolor_matrix(const SkMatrix& ctmInv,
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return true;
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}
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// Convert the SkColors into float colors. The conversion depends on some conditions:
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// - If the pixmap has a dst colorspace, we have to be "color-correct".
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// Do we map into dst-colorspace before or after we interpolate?
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// - We have to decide when to apply per-color alpha (before or after we interpolate)
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//
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// For now, we will take a simple approach, but recognize this is just a start:
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// - convert colors into dst colorspace before interpolation (matches gradients)
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// - apply per-color alpha before interpolation (matches old version of vertices)
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//
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static SkPM4f* convert_colors(const SkColor src[], int count, SkColorSpace* deviceCS,
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SkArenaAlloc* alloc) {
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SkPM4f* dst = alloc->makeArray<SkPM4f>(count);
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@ -435,159 +195,81 @@ void SkDraw::drawVertices(SkVertices::VertexMode vmode, int count,
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return;
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}
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// transform out vertices into device coordinates
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SkAutoSTMalloc<16, SkPoint> storage(count);
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SkPoint* devVerts = storage.get();
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// make textures and shader mutually consistent
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SkShader* shader = paint.getShader();
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if (!(shader && textures)) {
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shader = nullptr;
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textures = nullptr;
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}
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constexpr size_t defCount = 16;
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constexpr size_t outerSize = sizeof(SkTriColorShader) +
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sizeof(SkComposeShader) +
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(sizeof(SkPoint) + sizeof(SkPM4f)) * defCount;
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char outerStorage[outerSize];
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SkArenaAlloc outerAlloc(outerStorage, sizeof(outerStorage));
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SkPoint* devVerts = outerAlloc.makeArray<SkPoint>(count);
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fMatrix->mapPoints(devVerts, vertices, count);
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/*
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We can draw the vertices in 1 of 4 ways:
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- solid color (no shader/texture[], no colors[])
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- just colors (no shader/texture[], has colors[])
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- just texture (has shader/texture[], no colors[])
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- colors * texture (has shader/texture[], has colors[])
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Thus for texture drawing, we need both texture[] and a shader.
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*/
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if (colors && !textures) {
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char arenaStorage[4096];
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SkArenaAlloc alloc(arenaStorage, sizeof(storage));
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Matrix43 matrix43;
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SkRasterPipeline shaderPipeline(&alloc);
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// Convert the SkColors into float colors. The conversion depends on some conditions:
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// - If the pixmap has a dst colorspace, we have to be "color-correct".
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// Do we map into dst-colorspace before or after we interpolate?
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// - We have to decide when to apply per-color alpha (before or after we interpolate)
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//
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// For now, we will take a simple approach, but recognize this is just a start:
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// - convert colors into dst colorspace before interpolation (matches gradients)
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// - apply per-color alpha before interpolation (matches old version of vertices)
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//
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SkPM4f* dstColors = convert_colors(colors, count, fDst.colorSpace(), &alloc);
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bool is_opaque;
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if (paint.getAlpha() == 0xff) {
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is_opaque = compute_is_opaque(colors, count);
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} else {
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is_opaque = false;
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Sk4f alpha = paint.getAlpha() * (1/255.0f);
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for (int i = 0; i < count; i++) {
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(dstColors[i].to4f() * alpha).store(dstColors + i);
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}
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}
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shaderPipeline.append(SkRasterPipeline::matrix_4x3, &matrix43);
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// In theory we should never need to clamp. However, either due to imprecision in our
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// matrix43, or the scan converter passing us pixel centers that in fact are not within
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// the triangle, we do see occasional (slightly) out-of-range values, so we add these
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// clamp stages. It would be nice to find a way to detect when these are not needed.
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shaderPipeline.append(SkRasterPipeline::clamp_0);
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shaderPipeline.append(SkRasterPipeline::clamp_a);
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bool wants_dither = paint.isDither();
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auto blitter = SkCreateRasterPipelineBlitter(fDst, paint, shaderPipeline,
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is_opaque, wants_dither, &alloc);
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SkASSERT(!blitter->isNullBlitter());
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// setup our state and function pointer for iterating triangles
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VertState state(count, indices, indexCount);
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VertState::Proc vertProc = state.chooseProc(vmode);
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while (vertProc(&state)) {
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SkPoint tmp[] = {
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devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
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};
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if (update_tricolor_matrix(ctmInv, vertices, dstColors, state.f0, state.f1, state.f2,
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&matrix43)) {
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SkScan::FillTriangle(tmp, *fRC, blitter);
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}
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}
|
||||
return;
|
||||
}
|
||||
|
||||
auto triShader = sk_make_sp<SkTriColorShader>();
|
||||
SkPaint p(paint);
|
||||
|
||||
SkShader* shader = p.getShader();
|
||||
if (nullptr == shader) {
|
||||
// if we have no shader, we ignore the texture coordinates
|
||||
textures = nullptr;
|
||||
} else if (nullptr == textures) {
|
||||
// if we don't have texture coordinates, ignore the shader
|
||||
p.setShader(nullptr);
|
||||
shader = nullptr;
|
||||
}
|
||||
|
||||
// setup the custom shader (if needed)
|
||||
if (colors) {
|
||||
if (nullptr == textures) {
|
||||
// just colors (no texture)
|
||||
p.setShader(triShader);
|
||||
} else {
|
||||
// colors * texture
|
||||
SkASSERT(shader);
|
||||
p.setShader(SkShader::MakeComposeShader(triShader, sk_ref_sp(shader), bmode));
|
||||
}
|
||||
}
|
||||
|
||||
SkAutoBlitterChoose blitter(fDst, *fMatrix, p);
|
||||
// Abort early if we failed to create a shader context.
|
||||
if (blitter->isNullBlitter()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// setup our state and function pointer for iterating triangles
|
||||
VertState state(count, indices, indexCount);
|
||||
VertState::Proc vertProc = state.chooseProc(vmode);
|
||||
|
||||
if (textures || colors) {
|
||||
SkTriColorShader::TriColorShaderData verticesSetup = { vertices, colors, &state };
|
||||
if (colors || textures) {
|
||||
SkPM4f* dstColors = nullptr;
|
||||
Matrix43* matrix43 = nullptr;
|
||||
|
||||
if (colors) {
|
||||
dstColors = convert_colors(colors, count, fDst.colorSpace(), &outerAlloc);
|
||||
|
||||
SkTriColorShader* triShader = outerAlloc.make<SkTriColorShader>(
|
||||
compute_is_opaque(colors, count));
|
||||
matrix43 = triShader->getMatrix43();
|
||||
if (shader) {
|
||||
shader = outerAlloc.make<SkComposeShader>(sk_ref_sp(triShader), sk_ref_sp(shader),
|
||||
bmode);
|
||||
} else {
|
||||
shader = triShader;
|
||||
}
|
||||
}
|
||||
|
||||
SkPaint p(paint);
|
||||
p.setShader(sk_ref_sp(shader));
|
||||
|
||||
while (vertProc(&state)) {
|
||||
auto* blitterPtr = blitter.get();
|
||||
|
||||
// We're going to allocate at most
|
||||
//
|
||||
// * one SkLocalMatrixShader OR one SkColorShader
|
||||
// * one SkComposeShader
|
||||
// * one SkAutoBlitterChoose
|
||||
//
|
||||
static constexpr size_t kAllocSize =
|
||||
sizeof(SkAutoBlitterChoose) + sizeof(SkComposeShader) +
|
||||
SkTMax(sizeof(SkLocalInnerMatrixShader), sizeof(SkColorShader));
|
||||
char allocBuffer[kAllocSize];
|
||||
SkArenaAlloc alloc(allocBuffer);
|
||||
char innerStorage[2048];
|
||||
SkArenaAlloc innerAlloc(innerStorage, sizeof(innerStorage));
|
||||
|
||||
const SkMatrix* ctm = fMatrix;
|
||||
SkMatrix tmpCtm;
|
||||
if (textures) {
|
||||
sk_sp<SkShader> texShader = MakeTextureShader(state, vertices, textures, paint,
|
||||
fDst.colorSpace(), &alloc);
|
||||
if (texShader) {
|
||||
SkPaint localPaint(p);
|
||||
localPaint.setShader(colors
|
||||
? alloc.makeSkSp<SkComposeShader>(triShader, std::move(texShader), bmode)
|
||||
: std::move(texShader));
|
||||
|
||||
blitterPtr = alloc.make<SkAutoBlitterChoose>(fDst, *fMatrix, localPaint)->get();
|
||||
if (blitterPtr->isNullBlitter()) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
SkMatrix localM;
|
||||
texture_to_matrix(state, vertices, textures, &localM);
|
||||
tmpCtm = SkMatrix::Concat(*fMatrix, localM);
|
||||
ctm = &tmpCtm;
|
||||
}
|
||||
if (colors) {
|
||||
triShader->bindSetupData(&verticesSetup);
|
||||
|
||||
if (matrix43 && !update_tricolor_matrix(ctmInv, vertices, dstColors,
|
||||
state.f0, state.f1, state.f2,
|
||||
matrix43)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
SkPoint tmp[] = {
|
||||
devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
|
||||
};
|
||||
SkScan::FillTriangle(tmp, *fRC, blitterPtr);
|
||||
triShader->bindSetupData(nullptr);
|
||||
auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *ctm, &innerAlloc);
|
||||
SkScan::FillTriangle(tmp, *fRC, blitter);
|
||||
}
|
||||
} else {
|
||||
// no colors[] and no texture, stroke hairlines with paint's color.
|
||||
SkPaint p;
|
||||
p.setStyle(SkPaint::kStroke_Style);
|
||||
SkAutoBlitterChoose blitter(fDst, *fMatrix, p);
|
||||
// Abort early if we failed to create a shader context.
|
||||
if (blitter->isNullBlitter()) {
|
||||
return;
|
||||
}
|
||||
SkScan::HairRCProc hairProc = ChooseHairProc(paint.isAntiAlias());
|
||||
const SkRasterClip& clip = *fRC;
|
||||
while (vertProc(&state)) {
|
||||
|
@ -185,6 +185,35 @@ static void save_bm(const SkBitmap& bm, const char name[]) {
|
||||
sk_tool_utils::EncodeImageToFile(name, bm, SkEncodedImageFormat::kPNG, 100);
|
||||
}
|
||||
|
||||
static int max_diff(uint32_t u, uint32_t v) {
|
||||
int d0 = SkAbs32(int((u >> 24) & 0xFF) - int((v >> 24) & 0xFF));
|
||||
int d1 = SkAbs32(int((u >> 16) & 0xFF) - int((v >> 16) & 0xFF));
|
||||
int d2 = SkAbs32(int((u >> 8) & 0xFF) - int((v >> 8) & 0xFF));
|
||||
int d3 = SkAbs32(int((u >> 0) & 0xFF) - int((v >> 0) & 0xFF));
|
||||
return SkMax32(d0, SkMax32(d1, SkMax32(d2, d3)));
|
||||
}
|
||||
|
||||
static bool nearly_eq(const SkBitmap& a, const SkBitmap& b) {
|
||||
switch (a.colorType()) {
|
||||
case kN32_SkColorType: {
|
||||
for (int y = 0; y < a.width(); ++y) {
|
||||
const SkPMColor* ap = a.getAddr32(0, y);
|
||||
const SkPMColor* bp = b.getAddr32(0, y);
|
||||
for (int x = 0; x < a.width(); ++x) {
|
||||
int diff = max_diff(ap[x], bp[x]);
|
||||
if (diff > 1) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
} break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return !memcmp(a.getPixels(), b.getPixels(), a.getSize());
|
||||
}
|
||||
|
||||
static bool gOnce;
|
||||
|
||||
// Make sure our blits are invariant with the width of the blit (i.e. that
|
||||
@ -243,7 +272,7 @@ static void test_diagonal(skiatest::Reporter* reporter) {
|
||||
gOnce = true;
|
||||
}
|
||||
|
||||
if (memcmp(dstBM0.getPixels(), dstBM1.getPixels(), dstBM0.getSize())) {
|
||||
if (!nearly_eq(dstBM0, dstBM1)) {
|
||||
ERRORF(reporter, "Diagonal colortype=%s bg=0x%x dither=%d"
|
||||
" alpha=0x%x src=0x%x",
|
||||
gColorTypeName[gDstColorType[i]], bgColor, dither,
|
||||
|
Loading…
Reference in New Issue
Block a user