Stay in floats as much as possible in SkTileGrid, particularly in insert.
SkTileGrid::insert() is about 15% of recording time before this CL, which reduces it to ~10%. Next steps are looking into some of the TODOs I've left myself, and vectorizing the math. Most of the win here comes from converting integer divisions into float multiplies. BUG=skia:1021 Review URL: https://codereview.chromium.org/615853007
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@ -10,92 +10,90 @@
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SkTileGrid::SkTileGrid(int xTiles, int yTiles, const SkTileGridFactory::TileGridInfo& info)
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: fXTiles(xTiles)
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, fYTiles(yTiles)
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, fInfo(info)
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, fTiles(SkNEW_ARRAY(SkTDArray<unsigned>, xTiles * yTiles)) {
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// Margin is offset by 1 as a provision for AA and
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// to cancel-out the outset applied by getClipDeviceBounds.
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fInfo.fMargin.fHeight++;
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fInfo.fMargin.fWidth++;
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}
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, fInvWidth( SkScalarInvert(info.fTileInterval.width()))
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, fInvHeight(SkScalarInvert(info.fTileInterval.height()))
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, fMarginWidth (info.fMargin.fWidth +1) // Margin is offset by 1 as a provision for AA and
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, fMarginHeight(info.fMargin.fHeight+1) // to cancel the outset applied by getClipDeviceBounds.
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, fOffset(SkPoint::Make(info.fOffset.fX, info.fOffset.fY))
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, fGridBounds(SkRect::MakeWH(xTiles * info.fTileInterval.width(),
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yTiles * info.fTileInterval.height()))
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, fTiles(SkNEW_ARRAY(SkTDArray<unsigned>, xTiles * yTiles)) {}
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SkTileGrid::~SkTileGrid() {
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SkDELETE_ARRAY(fTiles);
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}
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void SkTileGrid::insert(unsigned opIndex, const SkRect& fbounds, bool) {
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SkASSERT(!fbounds.isEmpty());
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// Adjustments to user-provided bounds common to both insert() and search().
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// Call this after making insert- or search- specific adjustments.
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void SkTileGrid::commonAdjust(SkRect* rect) const {
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// Apply our offset.
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rect->offset(fOffset);
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SkIRect dilatedBounds;
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fbounds.roundOut(&dilatedBounds);
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dilatedBounds.outset(fInfo.fMargin.width(), fInfo.fMargin.height());
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dilatedBounds.offset(fInfo.fOffset);
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// Scrunch the bounds in just a little to make the right and bottom edges
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// exclusive. We want bounds of exactly one tile to hit exactly one tile.
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rect->fRight -= SK_ScalarNearlyZero;
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rect->fBottom -= SK_ScalarNearlyZero;
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}
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const SkIRect gridBounds =
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{ 0, 0, fInfo.fTileInterval.width() * fXTiles, fInfo.fTileInterval.height() * fYTiles };
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if (!SkIRect::Intersects(dilatedBounds, gridBounds)) {
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// Convert user-space bounds to grid tiles they cover (LT inclusive, RB exclusive).
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void SkTileGrid::userToGrid(const SkRect& user, SkIRect* grid) const {
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grid->fLeft = SkPin32(user.left() * fInvWidth , 0, fXTiles - 1);
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grid->fTop = SkPin32(user.top() * fInvHeight, 0, fYTiles - 1);
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grid->fRight = SkPin32(user.right() * fInvWidth , 0, fXTiles - 1) + 1;
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grid->fBottom = SkPin32(user.bottom() * fInvHeight, 0, fYTiles - 1) + 1;
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}
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void SkTileGrid::insert(unsigned opIndex, const SkRect& originalBounds, bool) {
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SkRect bounds = originalBounds;
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bounds.outset(fMarginWidth, fMarginHeight);
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this->commonAdjust(&bounds);
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// TODO(mtklein): can we assert this instead to save an intersection in Release mode,
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// or just allow out-of-bound insertions to insert anyway (clamped to nearest tile)?
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if (!SkRect::Intersects(bounds, fGridBounds)) {
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return;
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}
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// Note: SkIRects are non-inclusive of the right() column and bottom() row,
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// hence the "-1"s in the computations of maxX and maxY.
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int minX = SkMax32(0, SkMin32(dilatedBounds.left() / fInfo.fTileInterval.width(), fXTiles - 1));
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int minY = SkMax32(0, SkMin32(dilatedBounds.top() / fInfo.fTileInterval.height(), fYTiles - 1));
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int maxX = SkMax32(0, SkMin32((dilatedBounds.right() - 1) / fInfo.fTileInterval.width(),
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fXTiles - 1));
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int maxY = SkMax32(0, SkMin32((dilatedBounds.bottom() - 1) / fInfo.fTileInterval.height(),
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fYTiles - 1));
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SkIRect grid;
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this->userToGrid(bounds, &grid);
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for (int y = minY; y <= maxY; y++) {
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for (int x = minX; x <= maxX; x++) {
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for (int y = grid.fTop; y < grid.fBottom; y++) {
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for (int x = grid.fLeft; x < grid.fRight; x++) {
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fTiles[y * fXTiles + x].push(opIndex);
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}
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}
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}
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static int divide_ceil(int x, int y) {
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return (x + y - 1) / y;
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}
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// Number of tiles for which data is allocated on the stack in
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// SkTileGrid::search. If malloc becomes a bottleneck, we may consider
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// increasing this number. Typical large web page, say 2k x 16k, would
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// require 512 tiles of size 256 x 256 pixels.
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static const int kStackAllocationTileCount = 1024;
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void SkTileGrid::search(const SkRect& query, SkTDArray<unsigned>* results) const {
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SkIRect adjusted;
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query.roundOut(&adjusted);
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void SkTileGrid::search(const SkRect& originalQuery, SkTDArray<unsigned>* results) const {
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// The inset counteracts the outset that applied in 'insert', which optimizes
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// for lookups of size 'tileInterval + 2 * margin' (aligned with the tile grid).
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SkRect query = originalQuery;
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query.inset(fMarginWidth, fMarginHeight);
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this->commonAdjust(&query);
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// The inset is to counteract the outset that was applied in 'insert'
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// The outset/inset is to optimize for lookups of size
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// 'tileInterval + 2 * margin' that are aligned with the tile grid.
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adjusted.inset(fInfo.fMargin.width(), fInfo.fMargin.height());
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adjusted.offset(fInfo.fOffset);
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adjusted.sort(); // in case the inset inverted the rectangle
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// The inset may have inverted the rectangle, so sort().
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// TODO(mtklein): It looks like we only end up with inverted bounds in unit tests
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// that make explicitly inverted queries, not from insetting. If we can drop support for
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// unsorted bounds (i.e. we don't see them outside unit tests), I think we can drop this.
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query.sort();
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// Convert the query rectangle from device coordinates to tile coordinates
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// by rounding outwards to the nearest tile boundary so that the resulting tile
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// region includes the query rectangle.
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int startX = adjusted.left() / fInfo.fTileInterval.width(),
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startY = adjusted.top() / fInfo.fTileInterval.height();
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int endX = divide_ceil(adjusted.right(), fInfo.fTileInterval.width()),
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endY = divide_ceil(adjusted.bottom(), fInfo.fTileInterval.height());
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// No intersection check. We optimize for queries that are in bounds.
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// We're safe anyway: userToGrid() will clamp out-of-bounds queries to nearest tile.
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SkIRect grid;
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this->userToGrid(query, &grid);
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// Logically, we could pin endX to [startX, fXTiles], but we force it
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// up to (startX, fXTiles] to make sure we hit at least one tile.
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// This snaps just-out-of-bounds queries to the neighboring border tile.
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// I don't know if this is an important feature outside of unit tests.
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startX = SkPin32(startX, 0, fXTiles - 1);
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startY = SkPin32(startY, 0, fYTiles - 1);
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endX = SkPin32(endX, startX + 1, fXTiles);
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endY = SkPin32(endY, startY + 1, fYTiles);
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const int tilesHit = (endX - startX) * (endY - startY);
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const int tilesHit = (grid.fRight - grid.fLeft) * (grid.fBottom - grid.fTop);
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SkASSERT(tilesHit > 0);
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if (tilesHit == 1) {
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// A performance shortcut. The merging code below would work fine here too.
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*results = fTiles[startY * fXTiles + startX];
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*results = fTiles[grid.fTop * fXTiles + grid.fLeft];
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return;
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}
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@ -105,8 +103,8 @@ void SkTileGrid::search(const SkRect& query, SkTDArray<unsigned>* results) const
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// Gather pointers to the starts and ends of the tiles to merge.
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SkAutoSTArray<kStackAllocationTileCount, const unsigned*> starts(tilesHit), ends(tilesHit);
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int i = 0;
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for (int x = startX; x < endX; x++) {
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for (int y = startY; y < endY; y++) {
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for (int y = grid.fTop; y < grid.fBottom; y++) {
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for (int x = grid.fLeft; x < grid.fRight; x++) {
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starts[i] = fTiles[y * fXTiles + x].begin();
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ends[i] = fTiles[y * fXTiles + x].end();
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i++;
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@ -42,8 +42,14 @@ public:
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int tileCount(int x, int y) { return fTiles[y * fXTiles + x].count(); }
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private:
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void commonAdjust(SkRect*) const;
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void userToGrid(const SkRect&, SkIRect* grid) const;
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const int fXTiles, fYTiles;
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SkTileGridFactory::TileGridInfo fInfo;
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const SkScalar fInvWidth, fInvHeight;
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const SkScalar fMarginWidth, fMarginHeight;
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const SkPoint fOffset;
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const SkRect fGridBounds;
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// (fXTiles * fYTiles) SkTDArrays, each listing ops overlapping that tile in order.
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SkTDArray<unsigned>* fTiles;
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