experiment: force composeshade to always be rasterpipeline

Bug: skia:
Change-Id: I7dd3f652f3ce05c48cc41b0bbbb54b96d17d721a
Reviewed-on: https://skia-review.googlesource.com/18529
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Mike Reed <reed@google.com>
This commit is contained in:
Mike Reed 2017-06-02 22:18:38 -04:00 committed by Skia Commit-Bot
parent b5d9e85c02
commit 3f511889e8
2 changed files with 1 additions and 147 deletions

View File

@ -55,45 +55,11 @@ void SkComposeShader::flatten(SkWriteBuffer& buffer) const {
buffer.write32((int)fMode);
}
SkShaderBase::Context* SkComposeShader::onMakeContext(
const ContextRec& rec, SkArenaAlloc* alloc) const
{
// we preconcat our localMatrix (if any) with the device matrix
// before calling our sub-shaders
SkMatrix tmpM;
tmpM.setConcat(*rec.fMatrix, this->getLocalMatrix());
// Our sub-shaders need to see opaque, so by combining them we don't double-alphatize the
// result. ComposeShader itself will respect the alpha, and post-apply it after calling the
// sub-shaders.
SkPaint opaquePaint(*rec.fPaint);
opaquePaint.setAlpha(0xFF);
ContextRec newRec(rec);
newRec.fMatrix = &tmpM;
newRec.fPaint = &opaquePaint;
SkShaderBase::Context* contextA = as_SB(fShaderA)->makeContext(newRec, alloc);
SkShaderBase::Context* contextB = as_SB(fShaderB)->makeContext(newRec, alloc);
if (!contextA || !contextB) {
return nullptr;
}
return alloc->make<ComposeShaderContext>(*this, rec, contextA, contextB);
}
sk_sp<SkShader> SkComposeShader::onMakeColorSpace(SkColorSpaceXformer* xformer) const {
return SkShader::MakeComposeShader(xformer->apply(fShaderA.get()),
xformer->apply(fShaderB.get()), fMode);
}
SkComposeShader::ComposeShaderContext::ComposeShaderContext(
const SkComposeShader& shader, const ContextRec& rec,
SkShaderBase::Context* contextA, SkShaderBase::Context* contextB)
: INHERITED(shader, rec)
, fShaderContextA(contextA)
, fShaderContextB(contextB) {}
bool SkComposeShader::asACompose(ComposeRec* rec) const {
if (rec) {
rec->fShaderA = fShaderA.get();
@ -104,7 +70,7 @@ bool SkComposeShader::asACompose(ComposeRec* rec) const {
}
bool SkComposeShader::isRasterPipelineOnly() const {
return as_SB(fShaderA)->isRasterPipelineOnly() || as_SB(fShaderB)->isRasterPipelineOnly();
return true;
}
bool SkComposeShader::onAppendStages(SkRasterPipeline* pipeline, SkColorSpace* dstCS,
@ -141,100 +107,6 @@ bool SkComposeShader::onAppendStages(SkRasterPipeline* pipeline, SkColorSpace* d
return true;
}
// larger is better (fewer times we have to loop), but we shouldn't
// take up too much stack-space (each element is 4 bytes)
#define TMP_COLOR_COUNT 64
void SkComposeShader::ComposeShaderContext::shadeSpan(int x, int y, SkPMColor result[], int count) {
auto* shaderContextA = fShaderContextA;
auto* shaderContextB = fShaderContextB;
SkBlendMode mode = static_cast<const SkComposeShader&>(fShader).fMode;
unsigned scale = SkAlpha255To256(this->getPaintAlpha());
SkPMColor tmp[TMP_COLOR_COUNT];
SkXfermode* xfer = SkXfermode::Peek(mode);
if (nullptr == xfer) { // implied SRC_OVER
// TODO: when we have a good test-case, should use SkBlitRow::Proc32
// for these loops
do {
int n = count;
if (n > TMP_COLOR_COUNT) {
n = TMP_COLOR_COUNT;
}
shaderContextA->shadeSpan(x, y, result, n);
shaderContextB->shadeSpan(x, y, tmp, n);
if (256 == scale) {
for (int i = 0; i < n; i++) {
result[i] = SkPMSrcOver(tmp[i], result[i]);
}
} else {
for (int i = 0; i < n; i++) {
result[i] = SkAlphaMulQ(SkPMSrcOver(tmp[i], result[i]),
scale);
}
}
result += n;
x += n;
count -= n;
} while (count > 0);
} else { // use mode for the composition
do {
int n = count;
if (n > TMP_COLOR_COUNT) {
n = TMP_COLOR_COUNT;
}
shaderContextA->shadeSpan(x, y, result, n);
shaderContextB->shadeSpan(x, y, tmp, n);
xfer->xfer32(result, tmp, n, nullptr);
if (256 != scale) {
for (int i = 0; i < n; i++) {
result[i] = SkAlphaMulQ(result[i], scale);
}
}
result += n;
x += n;
count -= n;
} while (count > 0);
}
}
void SkComposeShader::ComposeShaderContext::shadeSpan4f(int x, int y, SkPM4f result[], int count) {
auto* shaderContextA = fShaderContextA;
auto* shaderContextB = fShaderContextB;
SkBlendMode mode = static_cast<const SkComposeShader&>(fShader).fMode;
unsigned alpha = this->getPaintAlpha();
Sk4f scale(alpha * (1.0f / 255));
SkPM4f tmp[TMP_COLOR_COUNT];
SkXfermodeProc4f xfer = SkXfermode::GetProc4f(mode);
do {
int n = SkTMin(count, TMP_COLOR_COUNT);
shaderContextA->shadeSpan4f(x, y, result, n);
shaderContextB->shadeSpan4f(x, y, tmp, n);
if (255 == alpha) {
for (int i = 0; i < n; ++i) {
result[i] = xfer(tmp[i], result[i]);
}
} else {
for (int i = 0; i < n; ++i) {
(xfer(tmp[i], result[i]).to4f() * scale).store(result + i);
}
}
result += n;
x += n;
count -= n;
} while (count > 0);
}
#if SK_SUPPORT_GPU
#include "effects/GrConstColorProcessor.h"

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@ -40,23 +40,6 @@ public:
sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
#endif
class ComposeShaderContext : public Context {
public:
// When this object gets destroyed, it will call contextA and contextB's destructor
// but it will NOT free the memory.
ComposeShaderContext(const SkComposeShader&, const ContextRec&,
SkShaderBase::Context* contextA, SkShaderBase::Context* contextB);
void shadeSpan(int x, int y, SkPMColor[], int count) override;
void shadeSpan4f(int x, int y, SkPM4f[], int count) override;
private:
SkShaderBase::Context* fShaderContextA;
SkShaderBase::Context* fShaderContextB;
typedef Context INHERITED;
};
#ifdef SK_DEBUG
SkShader* getShaderA() { return fShaderA.get(); }
SkShader* getShaderB() { return fShaderB.get(); }
@ -70,7 +53,6 @@ public:
protected:
SkComposeShader(SkReadBuffer&);
void flatten(SkWriteBuffer&) const override;
Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override;
sk_sp<SkShader> onMakeColorSpace(SkColorSpaceXformer* xformer) const override;
bool onAppendStages(SkRasterPipeline*, SkColorSpace* dstCS, SkArenaAlloc*,
const SkMatrix&, const SkPaint&, const SkMatrix* localM) const override;