Add GM that draws vertices, atlas, and patch with runtime colorfilter
Make CPU drawVertices and drawAtlas use SkVM if a SkRasterPipeline blitter creation fails (e.g. due to runtime color filter). Change-Id: Ib272f58cb729b7047e5c48eba866b435f4e075a3 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/469903 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
This commit is contained in:
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42a59fd147
commit
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@ -11,9 +11,12 @@
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#include "include/core/SkData.h"
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#include "include/core/SkImage.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkRSXform.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkSize.h"
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#include "include/core/SkString.h"
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#include "include/core/SkSurface.h"
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#include "include/core/SkVertices.h"
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#include "include/effects/SkRuntimeEffect.h"
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#include "tools/Resources.h"
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@ -105,3 +108,92 @@ DEF_SIMPLE_GM(runtimecolorfilter, canvas, 256 * 3, 256 * 2) {
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draw_filter(src);
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}
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}
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DEF_SIMPLE_GM(runtimecolorfilter_vertices_atlas_and_patch, canvas, 256, 256) {
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constexpr SkRect r = SkRect::MakeWH(128, 128);
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// Make a vertices that draws the same as SkRect 'r'.
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SkPoint pos[4];
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r.toQuad(pos);
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constexpr SkColor kColors[] = {SK_ColorBLUE, SK_ColorGREEN, SK_ColorCYAN, SK_ColorYELLOW};
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auto verts = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode, 4, pos, pos, kColors);
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// Make an image from the vertices to do equivalent drawAtlas, drawPatch using an image shader.
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auto info = SkImageInfo::Make({128, 128},
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kRGBA_8888_SkColorType,
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kPremul_SkAlphaType,
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canvas->imageInfo().refColorSpace());
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auto surf = SkSurface::MakeRaster(info);
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surf->getCanvas()->drawVertices(verts, SkPaint());
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auto atlas = surf->makeImageSnapshot();
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auto xform = SkRSXform::Make(1, 0, 0, 0);
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// Make a patch that draws the same as the SkRect 'r'
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SkVector vx = pos[1] - pos[0];
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SkVector vy = pos[3] - pos[0];
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vx.setLength(vx.length()/3.f);
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vy.setLength(vy.length()/3.f);
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const SkPoint cubics[12] = {
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pos[0], pos[0] + vx, pos[1] - vx,
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pos[1], pos[1] + vy, pos[2] - vy,
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pos[2], pos[2] - vx, pos[3] + vx,
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pos[3], pos[3] - vy, pos[0] + vy
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};
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auto [effect, err] = SkRuntimeEffect::MakeForColorFilter(SkString(gLumaSrc));
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if (!effect) {
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SkDebugf("%s\n%s\n", gLumaSrc, err.c_str());
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}
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SkASSERT(effect);
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sk_sp<SkColorFilter> colorfilter = effect->makeColorFilter(nullptr);
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auto makePaint = [&](bool useCF, bool useShader) {
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SkPaint paint;
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paint.setColorFilter(useCF ? colorfilter : nullptr);
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paint.setShader(useShader ? atlas->makeShader(SkSamplingOptions{}) : nullptr);
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return paint;
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};
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auto drawVertices = [&](float x, bool useCF, bool useShader) {
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SkAutoCanvasRestore acr(canvas, /*doSave=*/true);
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canvas->translate(x, 0);
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// Use just the shader or just the vertex colors.
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auto mode = useShader ? SkBlendMode::kDst : SkBlendMode::kSrc;
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canvas->drawVertices(verts, mode, makePaint(useCF, useShader));
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};
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auto drawAtlas = [&](float x, bool useCF) {
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SkAutoCanvasRestore acr(canvas, /*doSave=*/true);
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canvas->translate(x, 0);
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SkPaint paint = makePaint(useCF, /*useShader=*/false);
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constexpr SkColor kColor = SK_ColorWHITE;
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canvas->drawAtlas(atlas.get(),
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&xform,
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&r,
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&kColor,
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1,
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SkBlendMode::kModulate,
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SkSamplingOptions{},
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nullptr,
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&paint);
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};
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auto drawPatch = [&](float x, bool useCF) {
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SkAutoCanvasRestore acr(canvas, true);
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canvas->translate(x, 0);
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SkPaint paint = makePaint(useCF, /*useShader=*/true);
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canvas->drawPatch(cubics, nullptr, pos, paint);
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};
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drawVertices( 0, /*useCF=*/false, /*useShader=*/false);
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drawVertices( r.width() + 10, /*useCF=*/ true, /*useShader=*/false);
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drawVertices(2*(r.width() + 10), /*useCF=*/ true, /*useShader=*/ true);
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canvas->translate(0, r.height() + 10);
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drawAtlas( 0, /*useCF=*/false);
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drawAtlas(r.width() + 10, /*useCF=*/ true);
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canvas->translate(0, r.height() + 10);
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drawPatch( 0, /*useCF=*/false);
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drawPatch(r.width() + 10, /*useCF=*/ true);
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}
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@ -105,80 +105,58 @@ void SkDraw::drawAtlas(const SkRSXform xform[],
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p.setShader(nullptr);
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p.setMaskFilter(nullptr);
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if (gUseSkVMBlitter) {
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auto updateShader = as_SB(atlasShader)->updatableShader(&alloc);
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UpdatableColorShader* colorShader = nullptr;
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SkShaderBase* shader = nullptr;
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if (colors) {
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colorShader = alloc.make<UpdatableColorShader>(fDst.colorSpace());
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shader = alloc.make<SkShader_Blend>(
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bmode, sk_ref_sp(colorShader), sk_ref_sp(updateShader));
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} else {
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shader = as_SB(updateShader);
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}
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p.setShader(sk_ref_sp(shader));
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if (auto blitter = SkVMBlitter::Make(fDst, p,*fMatrixProvider, &alloc, fRC->clipShader())) {
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SkPath scratchPath;
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for (int i = 0; i < count; ++i) {
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if (colorShader) {
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colorShader->updateColor(colors[i]);
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}
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auto rpblit = [&]() {
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SkRasterPipeline pipeline(&alloc);
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SkStageRec rec = {&pipeline,
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&alloc,
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fDst.colorType(),
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fDst.colorSpace(),
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p,
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nullptr,
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*fMatrixProvider};
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SkStageUpdater* updator = as_SB(atlasShader.get())->appendUpdatableStages(rec);
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if (!updator) {
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SkDraw draw(*this);
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p.setShader(atlasShader);
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for (int i = 0; i < count; ++i) {
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if (colors) {
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p.setShader(SkShaders::Blend(bmode, SkShaders::Color(colors[i]), atlasShader));
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}
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SkMatrix mx;
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mx.setRSXform(xform[i]);
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mx.preTranslate(-textures[i].fLeft, -textures[i].fTop);
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mx.postConcat(fMatrixProvider->localToDevice());
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if (updateShader->update(mx)) {
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fill_rect(mx, *fRC, textures[i], blitter, &scratchPath);
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}
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SkPreConcatMatrixProvider matrixProvider(*fMatrixProvider, mx);
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draw.fMatrixProvider = &matrixProvider;
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draw.drawRect(textures[i], p);
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}
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return;
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return true;
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}
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} // gUseSkVMBlitter
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SkRasterPipeline pipeline(&alloc);
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SkStageRec rec = {
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&pipeline, &alloc, fDst.colorType(), fDst.colorSpace(), p, nullptr, *fMatrixProvider
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};
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SkRasterPipeline_UniformColorCtx* uniformCtx = nullptr;
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SkColorSpaceXformSteps steps(
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sk_srgb_singleton(), kUnpremul_SkAlphaType, rec.fDstCS, kUnpremul_SkAlphaType);
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SkStageUpdater* updator = as_SB(atlasShader.get())->appendUpdatableStages(rec);
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if (!updator) {
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SkDraw draw(*this);
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p.setShader(atlasShader);
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for (int i = 0; i < count; ++i) {
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if (colors) {
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p.setShader(SkShaders::Blend(bmode, SkShaders::Color(colors[i]), atlasShader));
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}
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SkMatrix mx;
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mx.setRSXform(xform[i]);
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mx.preTranslate(-textures[i].fLeft, -textures[i].fTop);
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SkPreConcatMatrixProvider matrixProvider(*fMatrixProvider, mx);
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draw.fMatrixProvider = &matrixProvider;
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draw.drawRect(textures[i], p);
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if (colors) {
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// we will late-bind the values in ctx, once for each color in the loop
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uniformCtx = alloc.make<SkRasterPipeline_UniformColorCtx>();
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rec.fPipeline->append(SkRasterPipeline::uniform_color_dst, uniformCtx);
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SkBlendMode_AppendStages(bmode, rec.fPipeline);
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}
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return;
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}
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SkRasterPipeline_UniformColorCtx* uniformCtx = nullptr;
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SkColorSpaceXformSteps steps(sk_srgb_singleton(), kUnpremul_SkAlphaType,
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rec.fDstCS, kUnpremul_SkAlphaType);
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bool isOpaque = !colors && atlasShader->isOpaque();
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if (p.getAlphaf() != 1) {
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rec.fPipeline->append(SkRasterPipeline::scale_1_float,
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alloc.make<float>(p.getAlphaf()));
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isOpaque = false;
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}
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if (colors) {
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// we will late-bind the values in ctx, once for each color in the loop
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uniformCtx = alloc.make<SkRasterPipeline_UniformColorCtx>();
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rec.fPipeline->append(SkRasterPipeline::uniform_color_dst, uniformCtx);
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SkBlendMode_AppendStages(bmode, rec.fPipeline);
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}
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bool isOpaque = !colors && atlasShader->isOpaque();
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if (p.getAlphaf() != 1) {
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rec.fPipeline->append(SkRasterPipeline::scale_1_float, alloc.make<float>(p.getAlphaf()));
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isOpaque = false;
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}
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if (auto blitter = SkCreateRasterPipelineBlitter(fDst, p, pipeline, isOpaque, &alloc,
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fRC->clipShader())) {
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auto blitter = SkCreateRasterPipelineBlitter(
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fDst, p, pipeline, isOpaque, &alloc, fRC->clipShader());
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if (!blitter) {
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return false;
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}
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SkPath scratchPath;
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for (int i = 0; i < count; ++i) {
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@ -197,5 +175,37 @@ void SkDraw::drawAtlas(const SkRSXform xform[],
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fill_rect(mx, *fRC, textures[i], blitter, &scratchPath);
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}
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}
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return true;
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};
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if (gUseSkVMBlitter || !rpblit()) {
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auto updateShader = as_SB(atlasShader)->updatableShader(&alloc);
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UpdatableColorShader* colorShader = nullptr;
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SkShaderBase* shader = nullptr;
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if (colors) {
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colorShader = alloc.make<UpdatableColorShader>(fDst.colorSpace());
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shader = alloc.make<SkShader_Blend>(
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bmode, sk_ref_sp(colorShader), sk_ref_sp(updateShader));
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} else {
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shader = as_SB(updateShader);
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}
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p.setShader(sk_ref_sp(shader));
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if (auto blitter = SkVMBlitter::Make(fDst, p, *fMatrixProvider, &alloc,
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fRC->clipShader())) {
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SkPath scratchPath;
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for (int i = 0; i < count; ++i) {
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if (colorShader) {
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colorShader->updateColor(colors[i]);
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}
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SkMatrix mx;
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mx.setRSXform(xform[i]);
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mx.preTranslate(-textures[i].fLeft, -textures[i].fTop);
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mx.postConcat(fMatrixProvider->localToDevice());
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if (updateShader->update(mx)) {
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fill_rect(mx, *fRC, textures[i], blitter, &scratchPath);
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}
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}
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}
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}
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}
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@ -318,8 +318,9 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode
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const uint16_t* indices = info.indices();
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const SkColor* colors = info.colors();
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SkShader* shader = paint.getShader();
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if (shader) {
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SkShader* paintShader = paint.getShader();
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if (paintShader) {
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if (!texCoords) {
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texCoords = positions;
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}
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@ -336,85 +337,47 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode
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break;
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case SkBlendMode::kDst:
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texCoords = nullptr;
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shader = nullptr;
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paintShader = nullptr;
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break;
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default: break;
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}
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}
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// There is a paintShader iff there is texCoords.
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SkASSERT((texCoords != nullptr) == (shader != nullptr));
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SkASSERT((texCoords != nullptr) == (paintShader != nullptr));
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VertState state(vertexCount, indices, indexCount);
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VertState::Proc vertProc = state.chooseProc(info.mode());
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SkMatrix ctm = fMatrixProvider->localToDevice();
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const bool usePerspective = ctm.hasPerspective();
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// No colors are changing and no texture coordinates are changing, so no updates between
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// triangles are needed. Use SkVM to blit the triangles.
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if (gUseSkVMBlitter) {
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SkUpdatableShader* texCoordShader = nullptr;
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if (texCoords && texCoords != positions) {
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texCoordShader = as_SB(shader)->updatableShader(outerAlloc);
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shader = texCoordShader;
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}
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SkTriColorShader* colorShader = nullptr;
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auto rpblit = [&]() {
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VertState state(vertexCount, indices, indexCount);
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VertState::Proc vertProc = state.chooseProc(info.mode());
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SkShader* shader = paintShader;
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SkTriColorShader* triShader = nullptr;
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SkPMColor4f* dstColors = nullptr;
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if (colors) {
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colorShader = outerAlloc->make<SkTriColorShader>(
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compute_is_opaque(colors, vertexCount), usePerspective);
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dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc);
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triShader = outerAlloc->make<SkTriColorShader>(compute_is_opaque(colors, vertexCount),
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usePerspective);
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if (shader) {
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shader = outerAlloc->make<SkShader_Blend>(
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blendMode, sk_ref_sp(colorShader), sk_ref_sp(shader));
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blendMode, sk_ref_sp(triShader), sk_ref_sp(shader));
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} else {
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shader = colorShader;
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shader = triShader;
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}
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}
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SkPaint shaderPaint{paint};
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SkPaint shaderPaint(paint);
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shaderPaint.setShader(sk_ref_sp(shader));
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if (auto blitter = SkVMBlitter::Make(
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fDst, shaderPaint, *fMatrixProvider, outerAlloc, this->fRC->clipShader())) {
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while (vertProc(&state)) {
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SkMatrix localM;
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if (texCoordShader && !(texture_to_matrix(state, positions, texCoords, &localM)
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&& texCoordShader->update(SkMatrix::Concat(ctm, localM)))) {
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continue;
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}
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if (colorShader && !colorShader->update(ctmInverse, positions, dstColors,state.f0,
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state.f1, state.f2)) {
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continue;
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}
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fill_triangle(state, blitter, *fRC, dev2, dev3);
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if (!texCoords) { // only tricolor shader
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auto blitter = SkCreateRasterPipelineBlitter(
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fDst, shaderPaint, *fMatrixProvider, outerAlloc, this->fRC->clipShader());
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if (!blitter) {
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return false;
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}
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return;
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}
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}
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SkTriColorShader* triShader = nullptr;
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SkPMColor4f* dstColors = nullptr;
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if (colors) {
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dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc);
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triShader = outerAlloc->make<SkTriColorShader>(compute_is_opaque(colors, vertexCount),
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usePerspective);
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if (shader) {
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shader = outerAlloc->make<SkShader_Blend>(blendMode,
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sk_ref_sp(triShader), sk_ref_sp(shader));
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} else {
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shader = triShader;
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}
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}
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SkPaint shaderPaint(paint);
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shaderPaint.setShader(sk_ref_sp(shader));
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if (!texCoords) { // only tricolor shader
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if (auto blitter = SkCreateRasterPipelineBlitter(
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fDst, shaderPaint, *fMatrixProvider, outerAlloc, this->fRC->clipShader())) {
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while (vertProc(&state)) {
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if (triShader &&
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!triShader->update(ctmInverse, positions, dstColors,
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@ -423,36 +386,36 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode
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}
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fill_triangle(state, blitter, *fRC, dev2, dev3);
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}
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}
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return;
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}
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SkRasterPipeline pipeline(outerAlloc);
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SkStageRec rec = {
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&pipeline,
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outerAlloc,
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fDst.colorType(),
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fDst.colorSpace(),
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shaderPaint,
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nullptr,
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*fMatrixProvider
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};
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if (auto updater = as_SB(shader)->appendUpdatableStages(rec)) {
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bool isOpaque = shader->isOpaque();
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if (triShader) {
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isOpaque = false; // unless we want to walk all the colors, and see if they are
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// all opaque (and the blend mode will keep them that way
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return true;
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}
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// Positions as texCoords? The local matrix is always identity, so update once
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if (texCoords == positions) {
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if (!updater->update(ctm)) {
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return;
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SkRasterPipeline pipeline(outerAlloc);
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SkStageRec rec = {&pipeline,
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outerAlloc,
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fDst.colorType(),
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fDst.colorSpace(),
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shaderPaint,
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nullptr,
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*fMatrixProvider};
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if (auto updater = as_SB(shader)->appendUpdatableStages(rec)) {
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bool isOpaque = shader->isOpaque();
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if (triShader) {
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isOpaque = false; // unless we want to walk all the colors, and see if they are
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// all opaque (and the blend mode will keep them that way
|
||||
}
|
||||
}
|
||||
|
||||
if (auto blitter = SkCreateRasterPipelineBlitter(
|
||||
fDst, shaderPaint, pipeline, isOpaque, outerAlloc, fRC->clipShader())) {
|
||||
// Positions as texCoords? The local matrix is always identity, so update once
|
||||
if (texCoords == positions) {
|
||||
if (!updater->update(ctm)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
auto blitter = SkCreateRasterPipelineBlitter(
|
||||
fDst, shaderPaint, pipeline, isOpaque, outerAlloc, fRC->clipShader());
|
||||
if (!blitter) {
|
||||
return false;
|
||||
}
|
||||
while (vertProc(&state)) {
|
||||
if (triShader && !triShader->update(ctmInverse, positions, dstColors,
|
||||
state.f0, state.f1, state.f2)) {
|
||||
@ -466,31 +429,85 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode
|
||||
fill_triangle(state, blitter, *fRC, dev2, dev3);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// must rebuild pipeline for each triangle, to pass in the computed ctm
|
||||
while (vertProc(&state)) {
|
||||
if (triShader && !triShader->update(ctmInverse, positions, dstColors,
|
||||
state.f0, state.f1, state.f2)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
SkSTArenaAlloc<2048> innerAlloc;
|
||||
|
||||
const SkMatrixProvider* matrixProvider = fMatrixProvider;
|
||||
SkTLazy<SkPreConcatMatrixProvider> preConcatMatrixProvider;
|
||||
if (texCoords && (texCoords != positions)) {
|
||||
SkMatrix localM;
|
||||
if (!texture_to_matrix(state, positions, texCoords, &localM)) {
|
||||
continue;
|
||||
}
|
||||
matrixProvider = preConcatMatrixProvider.init(*matrixProvider, localM);
|
||||
}
|
||||
|
||||
// It'd be nice if we could detect this will fail earlier.
|
||||
auto blitter = SkCreateRasterPipelineBlitter(
|
||||
fDst, shaderPaint, *matrixProvider, &innerAlloc, this->fRC->clipShader());
|
||||
if (!blitter) {
|
||||
return false;
|
||||
}
|
||||
fill_triangle(state, blitter, *fRC, dev2, dev3);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
if (gUseSkVMBlitter || !rpblit()) {
|
||||
VertState state(vertexCount, indices, indexCount);
|
||||
VertState::Proc vertProc = state.chooseProc(info.mode());
|
||||
|
||||
// No colors are changing and no texture coordinates are changing, so no updates between
|
||||
// triangles are needed. Use SkVM to blit the triangles.
|
||||
SkShader* shader = paintShader;
|
||||
SkUpdatableShader* texCoordShader = nullptr;
|
||||
if (texCoords && texCoords != positions) {
|
||||
texCoordShader = as_SB(shader)->updatableShader(outerAlloc);
|
||||
shader = texCoordShader;
|
||||
}
|
||||
|
||||
SkTriColorShader* colorShader = nullptr;
|
||||
SkPMColor4f* dstColors = nullptr;
|
||||
if (colors) {
|
||||
colorShader = outerAlloc->make<SkTriColorShader>(compute_is_opaque(colors, vertexCount),
|
||||
usePerspective);
|
||||
dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc);
|
||||
if (shader) {
|
||||
shader = outerAlloc->make<SkShader_Blend>(
|
||||
blendMode, sk_ref_sp(colorShader), sk_ref_sp(shader));
|
||||
} else {
|
||||
shader = colorShader;
|
||||
}
|
||||
}
|
||||
|
||||
SkPaint shaderPaint{paint};
|
||||
shaderPaint.setShader(sk_ref_sp(shader));
|
||||
auto blitter = SkVMBlitter::Make(
|
||||
fDst, shaderPaint, *fMatrixProvider, outerAlloc, this->fRC->clipShader());
|
||||
if (!blitter) {
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
// must rebuild pipeline for each triangle, to pass in the computed ctm
|
||||
while (vertProc(&state)) {
|
||||
if (triShader && !triShader->update(ctmInverse, positions, dstColors,
|
||||
state.f0, state.f1, state.f2)) {
|
||||
SkMatrix localM;
|
||||
if (texCoordShader && !(texture_to_matrix(state, positions, texCoords, &localM) &&
|
||||
texCoordShader->update(SkMatrix::Concat(ctm, localM)))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
SkSTArenaAlloc<2048> innerAlloc;
|
||||
|
||||
const SkMatrixProvider* matrixProvider = fMatrixProvider;
|
||||
SkTLazy<SkPreConcatMatrixProvider> preConcatMatrixProvider;
|
||||
if (texCoords && (texCoords != positions)) {
|
||||
SkMatrix localM;
|
||||
if (!texture_to_matrix(state, positions, texCoords, &localM)) {
|
||||
continue;
|
||||
}
|
||||
matrixProvider = preConcatMatrixProvider.init(*matrixProvider, localM);
|
||||
if (colorShader && !colorShader->update(ctmInverse, positions, dstColors,state.f0,
|
||||
state.f1, state.f2)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (auto blitter = SkCreateRasterPipelineBlitter(
|
||||
fDst, shaderPaint, *matrixProvider, &innerAlloc, this->fRC->clipShader())) {
|
||||
fill_triangle(state, blitter, *fRC, dev2, dev3);
|
||||
}
|
||||
fill_triangle(state, blitter, *fRC, dev2, dev3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user