Naive CPU large emoji

This CL uses the GPU prepare path code to calculate reject which
are color.

What is missing is a system for scaling glyphs to the screen
from the cache. Or a way to draw glyphs directly with no cache.

Change-Id: Id5072c3cbffb91bad06ad840549c2711f5063c5c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/255980
Auto-Submit: Herb Derby <herb@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
Reviewed-by: Ben Wagner <bungeman@google.com>
This commit is contained in:
Herb Derby 2019-11-22 11:50:16 -05:00 committed by Skia Commit-Bot
parent 0ee397aa82
commit 42ea8e6619

View File

@ -97,6 +97,8 @@ void SkGlyphRunListPainter::drawForBitmapDevice(
for (auto& glyphRun : glyphRunList) { for (auto& glyphRun : glyphRunList) {
const SkFont& runFont = glyphRun.font(); const SkFont& runFont = glyphRun.font();
fRejects.setSource(glyphRun.source());
if (SkStrikeSpec::ShouldDrawAsPath(runPaint, runFont, deviceMatrix)) { if (SkStrikeSpec::ShouldDrawAsPath(runPaint, runFont, deviceMatrix)) {
SkStrikeSpec strikeSpec = SkStrikeSpec::MakePath( SkStrikeSpec strikeSpec = SkStrikeSpec::MakePath(
@ -104,8 +106,9 @@ void SkGlyphRunListPainter::drawForBitmapDevice(
auto strike = strikeSpec.findOrCreateExclusiveStrike(); auto strike = strikeSpec.findOrCreateExclusiveStrike();
fDrawable.startSource(glyphRun.source(), origin); fDrawable.startSource(fRejects.source(), origin);
strike->prepareForDrawingPathsCPU(&fDrawable); strike->prepareForPathDrawing(&fDrawable, &fRejects);
fRejects.flipRejectsToSource();
// The paint we draw paths with must have the same anti-aliasing state as the runFont // The paint we draw paths with must have the same anti-aliasing state as the runFont
// allowing the paths to have the same edging as the glyph masks. // allowing the paths to have the same edging as the glyph masks.
@ -113,16 +116,21 @@ void SkGlyphRunListPainter::drawForBitmapDevice(
pathPaint.setAntiAlias(runFont.hasSomeAntiAliasing()); pathPaint.setAntiAlias(runFont.hasSomeAntiAliasing());
bitmapDevice->paintPaths(&fDrawable, strikeSpec.strikeToSourceRatio(), pathPaint); bitmapDevice->paintPaths(&fDrawable, strikeSpec.strikeToSourceRatio(), pathPaint);
} else { }
if (!fRejects.source().empty()) {
SkStrikeSpec strikeSpec = SkStrikeSpec::MakeMask( SkStrikeSpec strikeSpec = SkStrikeSpec::MakeMask(
runFont, runPaint, props, fScalerContextFlags, deviceMatrix); runFont, runPaint, props, fScalerContextFlags, deviceMatrix);
auto strike = strikeSpec.findOrCreateExclusiveStrike(); auto strike = strikeSpec.findOrCreateExclusiveStrike();
fDrawable.startDevice(glyphRun.source(), origin, deviceMatrix, strike->roundingSpec()); fDrawable.startDevice(fRejects.source(), origin, deviceMatrix, strike->roundingSpec());
strike->prepareForDrawingMasksCPU(&fDrawable); strike->prepareForDrawingMasksCPU(&fDrawable);
bitmapDevice->paintMasks(&fDrawable, runPaint); bitmapDevice->paintMasks(&fDrawable, runPaint);
} }
// TODO: have the mask stage above reject the glyphs that are too big, and handle the
// rejects in a more sophisticated stage.
} }
} }