move impl for drawvertices into separate file
expect to refactor the impl, so this just makes that easier (plus SkDraw.cpp was just too big) Bug: skia: Change-Id: I22c07d37429195363d9a76e56a1dca915f9c2d57 Reviewed-on: https://skia-review.googlesource.com/16863 Commit-Queue: Mike Reed <reed@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
This commit is contained in:
parent
dedac85b4f
commit
787a16dd9e
@ -121,6 +121,7 @@ skia_core_sources = [
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"$_src/core/SkDither.h",
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"$_src/core/SkDocument.cpp",
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"$_src/core/SkDraw.cpp",
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"$_src/core/SkDraw_vertices.cpp",
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"$_src/core/SkDraw.h",
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"$_src/core/SkDrawable.cpp",
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"$_src/core/SkDrawLooper.cpp",
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46
src/core/SkAutoBlitterChoose.h
Normal file
46
src/core/SkAutoBlitterChoose.h
Normal file
@ -0,0 +1,46 @@
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/*
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* Copyright 2017 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkAutoBlitterChoose_DEFINED
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#define SkAutoBlitterChoose_DEFINED
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#include "SkArenaAlloc.h"
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#include "SkBlitter.h"
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class SkMatrix;
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class SkPaint;
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class SkPixmap;
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class SkAutoBlitterChoose : SkNoncopyable {
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public:
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SkAutoBlitterChoose() {
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fBlitter = nullptr;
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}
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SkAutoBlitterChoose(const SkPixmap& dst, const SkMatrix& matrix,
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const SkPaint& paint, bool drawCoverage = false) {
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fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
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}
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SkBlitter* operator->() { return fBlitter; }
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SkBlitter* get() const { return fBlitter; }
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void choose(const SkPixmap& dst, const SkMatrix& matrix,
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const SkPaint& paint, bool drawCoverage = false) {
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SkASSERT(!fBlitter);
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fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
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}
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private:
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// Owned by fAlloc, which will handle the delete.
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SkBlitter* fBlitter;
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char fStorage[kSkBlitterContextSize];
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SkArenaAlloc fAlloc{fStorage};
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};
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#define SkAutoBlitterChoose(...) SK_REQUIRE_LOCAL_VAR(SkAutoBlitterChoose)
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#endif
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@ -4,23 +4,23 @@
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#define __STDC_LIMIT_MACROS
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#include "SkDraw.h"
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#include "SkArenaAlloc.h"
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#include "SkAutoBlitterChoose.h"
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#include "SkBlendModePriv.h"
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#include "SkBlitter.h"
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#include "SkCanvas.h"
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#include "SkColorPriv.h"
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#include "SkColorShader.h"
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#include "SkDevice.h"
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#include "SkDeviceLooper.h"
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#include "SkDraw.h"
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#include "SkDrawProcs.h"
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#include "SkFindAndPlaceGlyph.h"
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#include "SkFixed.h"
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#include "SkLocalMatrixShader.h"
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#include "SkMaskFilter.h"
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#include "SkMatrix.h"
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#include "SkMatrixUtils.h"
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#include "SkPaint.h"
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#include "SkPathEffect.h"
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#include "SkRasterClip.h"
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@ -34,50 +34,12 @@
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#include "SkTemplates.h"
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#include "SkTextMapStateProc.h"
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#include "SkTLazy.h"
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#include "SkUnPreMultiply.h"
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#include "SkUtils.h"
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#include "SkVertState.h"
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#include "SkBitmapProcShader.h"
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#include "SkDrawProcs.h"
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#include "SkMatrixUtils.h"
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//#define TRACE_BITMAP_DRAWS
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// Helper function to fix code gen bug on ARM64.
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// See SkFindAndPlaceGlyph.h for more details.
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void FixGCC49Arm64Bug(int v) { }
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/** Helper for allocating small blitters on the stack.
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*/
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class SkAutoBlitterChoose : SkNoncopyable {
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public:
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SkAutoBlitterChoose() {
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fBlitter = nullptr;
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}
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SkAutoBlitterChoose(const SkPixmap& dst, const SkMatrix& matrix,
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const SkPaint& paint, bool drawCoverage = false) {
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fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
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}
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SkBlitter* operator->() { return fBlitter; }
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SkBlitter* get() const { return fBlitter; }
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void choose(const SkPixmap& dst, const SkMatrix& matrix,
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const SkPaint& paint, bool drawCoverage = false) {
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SkASSERT(!fBlitter);
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fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
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}
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private:
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// Owned by fAlloc, which will handle the delete.
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SkBlitter* fBlitter;
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char fStorage[kSkBlitterContextSize];
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SkArenaAlloc fAlloc{fStorage};
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};
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#define SkAutoBlitterChoose(...) SK_REQUIRE_LOCAL_VAR(SkAutoBlitterChoose)
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static SkPaint make_paint_with_image(
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const SkPaint& origPaint, const SkBitmap& bitmap, SkMatrix* matrix = nullptr) {
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SkPaint paint(origPaint);
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@ -1670,470 +1632,7 @@ void SkDraw::drawPosText(const char text[], size_t byteLength, const SkScalar po
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#pragma warning ( pop )
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#endif
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///////////////////////////////////////////////////////////////////////////////
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struct Matrix43 {
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float fMat[12]; // column major
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Sk4f map(float x, float y) const {
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return Sk4f::Load(&fMat[0]) * x + Sk4f::Load(&fMat[4]) * y + Sk4f::Load(&fMat[8]);
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}
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void setConcat(const Matrix43& a, const SkMatrix& b) {
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fMat[ 0] = a.dot(0, b.getScaleX(), b.getSkewY());
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fMat[ 1] = a.dot(1, b.getScaleX(), b.getSkewY());
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fMat[ 2] = a.dot(2, b.getScaleX(), b.getSkewY());
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fMat[ 3] = a.dot(3, b.getScaleX(), b.getSkewY());
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fMat[ 4] = a.dot(0, b.getSkewX(), b.getScaleY());
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fMat[ 5] = a.dot(1, b.getSkewX(), b.getScaleY());
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fMat[ 6] = a.dot(2, b.getSkewX(), b.getScaleY());
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fMat[ 7] = a.dot(3, b.getSkewX(), b.getScaleY());
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fMat[ 8] = a.dot(0, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 8];
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fMat[ 9] = a.dot(1, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 9];
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fMat[10] = a.dot(2, b.getTranslateX(), b.getTranslateY()) + a.fMat[10];
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fMat[11] = a.dot(3, b.getTranslateX(), b.getTranslateY()) + a.fMat[11];
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}
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private:
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float dot(int index, float x, float y) const {
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return fMat[index + 0] * x + fMat[index + 4] * y;
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}
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};
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static SkScan::HairRCProc ChooseHairProc(bool doAntiAlias) {
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return doAntiAlias ? SkScan::AntiHairLine : SkScan::HairLine;
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}
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static bool texture_to_matrix(const VertState& state, const SkPoint verts[],
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const SkPoint texs[], SkMatrix* matrix) {
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SkPoint src[3], dst[3];
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src[0] = texs[state.f0];
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src[1] = texs[state.f1];
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src[2] = texs[state.f2];
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dst[0] = verts[state.f0];
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dst[1] = verts[state.f1];
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dst[2] = verts[state.f2];
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return matrix->setPolyToPoly(src, dst, 3);
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}
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class SkTriColorShader : public SkShader {
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public:
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SkTriColorShader();
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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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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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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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}
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private:
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TriColorShaderData *fSetupData;
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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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this->INHERITED::toString(str);
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str->append(")");
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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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||||
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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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||||
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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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|
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private:
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sk_sp<SkShader> fProxyShader;
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|
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typedef SkShader INHERITED;
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};
|
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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,
|
||||
SkArenaAlloc* alloc) {
|
||||
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
|
||||
// to compose next to the CTM.
|
||||
SkMatrix localMatrix;
|
||||
return texture_to_matrix(state, verts, texs, &localMatrix)
|
||||
? alloc->makeSkSp<SkLocalInnerMatrixShader>(paint.refShader(), localMatrix)
|
||||
: nullptr;
|
||||
}
|
||||
|
||||
// Collapsed texture coordinates special case.
|
||||
// The texture is a solid color, sampled at the given point.
|
||||
SkMatrix shaderInvLocalMatrix;
|
||||
SkAssertResult(paint.getShader()->getLocalMatrix().invert(&shaderInvLocalMatrix));
|
||||
|
||||
const auto sample = SkPoint::Make(0.5f, 0.5f);
|
||||
const auto mappedSample = shaderInvLocalMatrix.mapXY(sample.x(), sample.y()),
|
||||
mappedPoint = shaderInvLocalMatrix.mapXY(p0.x(), p0.y());
|
||||
const auto localMatrix = SkMatrix::MakeTrans(mappedSample.x() - mappedPoint.x(),
|
||||
mappedSample.y() - mappedPoint.y());
|
||||
|
||||
SkShader::ContextRec rec(paint, SkMatrix::I(), &localMatrix,
|
||||
SkShader::ContextRec::kPMColor_DstType, dstColorSpace);
|
||||
auto* ctx = paint.getShader()->makeContext(rec, alloc);
|
||||
if (!ctx) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
SkPMColor pmColor;
|
||||
ctx->shadeSpan(SkScalarFloorToInt(sample.x()), SkScalarFloorToInt(sample.y()), &pmColor, 1);
|
||||
|
||||
// no need to keep this temp context around.
|
||||
alloc->reset();
|
||||
|
||||
return alloc->makeSkSp<SkColorShader>(SkUnPreMultiply::PMColorToColor(pmColor));
|
||||
}
|
||||
|
||||
} // anonymous ns
|
||||
|
||||
void SkDraw::drawVertices(SkVertices::VertexMode vmode, int count,
|
||||
const SkPoint vertices[], const SkPoint textures[],
|
||||
const SkColor colors[], SkBlendMode bmode,
|
||||
const uint16_t indices[], int indexCount,
|
||||
const SkPaint& paint) const {
|
||||
SkASSERT(0 == count || vertices);
|
||||
|
||||
// abort early if there is nothing to draw
|
||||
if (count < 3 || (indices && indexCount < 3) || fRC->isEmpty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// transform out vertices into device coordinates
|
||||
SkAutoSTMalloc<16, SkPoint> storage(count);
|
||||
SkPoint* devVerts = storage.get();
|
||||
fMatrix->mapPoints(devVerts, vertices, count);
|
||||
|
||||
/*
|
||||
We can draw the vertices in 1 of 4 ways:
|
||||
|
||||
- solid color (no shader/texture[], no colors[])
|
||||
- just colors (no shader/texture[], has colors[])
|
||||
- just texture (has shader/texture[], no colors[])
|
||||
- colors * texture (has shader/texture[], has colors[])
|
||||
|
||||
Thus for texture drawing, we need both texture[] and a shader.
|
||||
*/
|
||||
|
||||
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 };
|
||||
|
||||
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);
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (colors) {
|
||||
triShader->bindSetupData(&verticesSetup);
|
||||
}
|
||||
|
||||
SkPoint tmp[] = {
|
||||
devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
|
||||
};
|
||||
SkScan::FillTriangle(tmp, *fRC, blitterPtr);
|
||||
triShader->bindSetupData(nullptr);
|
||||
}
|
||||
} else {
|
||||
// no colors[] and no texture, stroke hairlines with paint's color.
|
||||
SkScan::HairRCProc hairProc = ChooseHairProc(paint.isAntiAlias());
|
||||
const SkRasterClip& clip = *fRC;
|
||||
while (vertProc(&state)) {
|
||||
SkPoint array[] = {
|
||||
devVerts[state.f0], devVerts[state.f1], devVerts[state.f2], devVerts[state.f0]
|
||||
};
|
||||
hairProc(array, 4, clip, blitter.get());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifdef SK_DEBUG
|
||||
|
||||
|
479
src/core/SkDraw_vertices.cpp
Normal file
479
src/core/SkDraw_vertices.cpp
Normal file
@ -0,0 +1,479 @@
|
||||
/*
|
||||
* Copyright 2017 Google Inc.
|
||||
*
|
||||
* Use of this source code is governed by a BSD-style license that can be
|
||||
* found in the LICENSE file.
|
||||
*/
|
||||
|
||||
#include "SkArenaAlloc.h"
|
||||
#include "SkAutoBlitterChoose.h"
|
||||
#include "SkColorShader.h"
|
||||
#include "SkDraw.h"
|
||||
#include "SkNx.h"
|
||||
#include "SkPM4f.h"
|
||||
#include "SkRasterClip.h"
|
||||
#include "SkScan.h"
|
||||
#include "SkShader.h"
|
||||
#include "SkString.h"
|
||||
#include "SkVertState.h"
|
||||
|
||||
struct Matrix43 {
|
||||
float fMat[12]; // column major
|
||||
|
||||
Sk4f map(float x, float y) const {
|
||||
return Sk4f::Load(&fMat[0]) * x + Sk4f::Load(&fMat[4]) * y + Sk4f::Load(&fMat[8]);
|
||||
}
|
||||
|
||||
void setConcat(const Matrix43& a, const SkMatrix& b) {
|
||||
fMat[ 0] = a.dot(0, b.getScaleX(), b.getSkewY());
|
||||
fMat[ 1] = a.dot(1, b.getScaleX(), b.getSkewY());
|
||||
fMat[ 2] = a.dot(2, b.getScaleX(), b.getSkewY());
|
||||
fMat[ 3] = a.dot(3, b.getScaleX(), b.getSkewY());
|
||||
|
||||
fMat[ 4] = a.dot(0, b.getSkewX(), b.getScaleY());
|
||||
fMat[ 5] = a.dot(1, b.getSkewX(), b.getScaleY());
|
||||
fMat[ 6] = a.dot(2, b.getSkewX(), b.getScaleY());
|
||||
fMat[ 7] = a.dot(3, b.getSkewX(), b.getScaleY());
|
||||
|
||||
fMat[ 8] = a.dot(0, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 8];
|
||||
fMat[ 9] = a.dot(1, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 9];
|
||||
fMat[10] = a.dot(2, b.getTranslateX(), b.getTranslateY()) + a.fMat[10];
|
||||
fMat[11] = a.dot(3, b.getTranslateX(), b.getTranslateY()) + a.fMat[11];
|
||||
}
|
||||
|
||||
private:
|
||||
float dot(int index, float x, float y) const {
|
||||
return fMat[index + 0] * x + fMat[index + 4] * y;
|
||||
}
|
||||
};
|
||||
|
||||
static SkScan::HairRCProc ChooseHairProc(bool doAntiAlias) {
|
||||
return doAntiAlias ? SkScan::AntiHairLine : SkScan::HairLine;
|
||||
}
|
||||
|
||||
static bool texture_to_matrix(const VertState& state, const SkPoint verts[],
|
||||
const SkPoint texs[], SkMatrix* matrix) {
|
||||
SkPoint src[3], dst[3];
|
||||
|
||||
src[0] = texs[state.f0];
|
||||
src[1] = texs[state.f1];
|
||||
src[2] = texs[state.f2];
|
||||
dst[0] = verts[state.f0];
|
||||
dst[1] = verts[state.f1];
|
||||
dst[2] = verts[state.f2];
|
||||
return matrix->setPolyToPoly(src, dst, 3);
|
||||
}
|
||||
|
||||
class SkTriColorShader : public SkShader {
|
||||
public:
|
||||
SkTriColorShader();
|
||||
|
||||
class TriColorShaderContext : public SkShader::Context {
|
||||
public:
|
||||
TriColorShaderContext(const SkTriColorShader& shader, const ContextRec&);
|
||||
~TriColorShaderContext() override;
|
||||
void shadeSpan(int x, int y, SkPMColor dstC[], int count) override;
|
||||
void shadeSpan4f(int x, int y, SkPM4f dstC[], int count) override;
|
||||
|
||||
private:
|
||||
bool setup(const SkPoint pts[], const SkColor colors[], int, int, int);
|
||||
|
||||
SkMatrix fDstToUnit;
|
||||
SkPMColor fColors[3];
|
||||
bool fSetup;
|
||||
|
||||
Matrix43 fM43;
|
||||
|
||||
typedef SkShader::Context INHERITED;
|
||||
};
|
||||
|
||||
struct TriColorShaderData {
|
||||
const SkPoint* pts;
|
||||
const SkColor* colors;
|
||||
const VertState *state;
|
||||
};
|
||||
|
||||
SK_TO_STRING_OVERRIDE()
|
||||
|
||||
// For serialization. This will never be called.
|
||||
Factory getFactory() const override { sk_throw(); return nullptr; }
|
||||
|
||||
// Supply setup data to context from drawing setup
|
||||
void bindSetupData(TriColorShaderData* setupData) { fSetupData = setupData; }
|
||||
|
||||
// Take the setup data from context when needed.
|
||||
TriColorShaderData* takeSetupData() {
|
||||
TriColorShaderData *data = fSetupData;
|
||||
fSetupData = NULL;
|
||||
return data;
|
||||
}
|
||||
|
||||
protected:
|
||||
Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override {
|
||||
return alloc->make<TriColorShaderContext>(*this, rec);
|
||||
}
|
||||
|
||||
private:
|
||||
TriColorShaderData *fSetupData;
|
||||
|
||||
typedef SkShader INHERITED;
|
||||
};
|
||||
|
||||
bool SkTriColorShader::TriColorShaderContext::setup(const SkPoint pts[], const SkColor colors[],
|
||||
int index0, int index1, int index2) {
|
||||
|
||||
fColors[0] = SkPreMultiplyColor(colors[index0]);
|
||||
fColors[1] = SkPreMultiplyColor(colors[index1]);
|
||||
fColors[2] = SkPreMultiplyColor(colors[index2]);
|
||||
|
||||
SkMatrix m, im;
|
||||
m.reset();
|
||||
m.set(0, pts[index1].fX - pts[index0].fX);
|
||||
m.set(1, pts[index2].fX - pts[index0].fX);
|
||||
m.set(2, pts[index0].fX);
|
||||
m.set(3, pts[index1].fY - pts[index0].fY);
|
||||
m.set(4, pts[index2].fY - pts[index0].fY);
|
||||
m.set(5, pts[index0].fY);
|
||||
if (!m.invert(&im)) {
|
||||
return false;
|
||||
}
|
||||
// We can't call getTotalInverse(), because we explicitly don't want to look at the localmatrix
|
||||
// as our interators are intrinsically tied to the vertices, and nothing else.
|
||||
SkMatrix ctmInv;
|
||||
if (!this->getCTM().invert(&ctmInv)) {
|
||||
return false;
|
||||
}
|
||||
// TODO replace INV(m) * INV(ctm) with INV(ctm * m)
|
||||
fDstToUnit.setConcat(im, ctmInv);
|
||||
|
||||
Sk4f alpha(this->getPaintAlpha() * (1.0f / 255)),
|
||||
c0 = SkPM4f::FromPMColor(fColors[0]).to4f() * alpha,
|
||||
c1 = SkPM4f::FromPMColor(fColors[1]).to4f() * alpha,
|
||||
c2 = SkPM4f::FromPMColor(fColors[2]).to4f() * alpha;
|
||||
|
||||
Matrix43 colorm;
|
||||
(c1 - c0).store(&colorm.fMat[0]);
|
||||
(c2 - c0).store(&colorm.fMat[4]);
|
||||
c0.store(&colorm.fMat[8]);
|
||||
fM43.setConcat(colorm, fDstToUnit);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#include "SkColorPriv.h"
|
||||
#include "SkComposeShader.h"
|
||||
|
||||
static int ScalarTo256(SkScalar v) {
|
||||
return static_cast<int>(SkScalarPin(v, 0, 1) * 256 + 0.5);
|
||||
}
|
||||
|
||||
SkTriColorShader::SkTriColorShader()
|
||||
: INHERITED(NULL)
|
||||
, fSetupData(NULL) {}
|
||||
|
||||
SkTriColorShader::TriColorShaderContext::TriColorShaderContext(const SkTriColorShader& shader,
|
||||
const ContextRec& rec)
|
||||
: INHERITED(shader, rec)
|
||||
, fSetup(false) {}
|
||||
|
||||
SkTriColorShader::TriColorShaderContext::~TriColorShaderContext() {}
|
||||
|
||||
void SkTriColorShader::TriColorShaderContext::shadeSpan(int x, int y, SkPMColor dstC[], int count) {
|
||||
SkTriColorShader* parent = static_cast<SkTriColorShader*>(const_cast<SkShader*>(&fShader));
|
||||
TriColorShaderData* set = parent->takeSetupData();
|
||||
if (set) {
|
||||
fSetup = setup(set->pts, set->colors, set->state->f0, set->state->f1, set->state->f2);
|
||||
}
|
||||
|
||||
if (!fSetup) {
|
||||
// Invalid matrices. Not checked before so no need to assert.
|
||||
return;
|
||||
}
|
||||
|
||||
const int alphaScale = Sk255To256(this->getPaintAlpha());
|
||||
|
||||
SkPoint src;
|
||||
|
||||
fDstToUnit.mapXY(SkIntToScalar(x) + 0.5, SkIntToScalar(y) + 0.5, &src);
|
||||
for (int i = 0; i < count; i++) {
|
||||
int scale1 = ScalarTo256(src.fX);
|
||||
int scale2 = ScalarTo256(src.fY);
|
||||
int scale0 = 256 - scale1 - scale2;
|
||||
if (scale0 < 0) {
|
||||
if (scale1 > scale2) {
|
||||
scale2 = 256 - scale1;
|
||||
} else {
|
||||
scale1 = 256 - scale2;
|
||||
}
|
||||
scale0 = 0;
|
||||
}
|
||||
|
||||
if (256 != alphaScale) {
|
||||
scale0 = SkAlphaMul(scale0, alphaScale);
|
||||
scale1 = SkAlphaMul(scale1, alphaScale);
|
||||
scale2 = SkAlphaMul(scale2, alphaScale);
|
||||
}
|
||||
|
||||
dstC[i] = SkAlphaMulQ(fColors[0], scale0) +
|
||||
SkAlphaMulQ(fColors[1], scale1) +
|
||||
SkAlphaMulQ(fColors[2], scale2);
|
||||
|
||||
src.fX += fDstToUnit.getScaleX();
|
||||
src.fY += fDstToUnit.getSkewY();
|
||||
}
|
||||
}
|
||||
|
||||
void SkTriColorShader::TriColorShaderContext::shadeSpan4f(int x, int y, SkPM4f dstC[], int count) {
|
||||
SkTriColorShader* parent = static_cast<SkTriColorShader*>(const_cast<SkShader*>(&fShader));
|
||||
TriColorShaderData* set = parent->takeSetupData();
|
||||
if (set) {
|
||||
fSetup = setup(set->pts, set->colors, set->state->f0, set->state->f1, set->state->f2);
|
||||
}
|
||||
|
||||
if (!fSetup) {
|
||||
// Invalid matrices. Not checked before so no need to assert.
|
||||
return;
|
||||
}
|
||||
|
||||
Sk4f c = fM43.map(SkIntToScalar(x) + 0.5, SkIntToScalar(y) + 0.5),
|
||||
dc = Sk4f::Load(&fM43.fMat[0]),
|
||||
zero(0.0f),
|
||||
one(1.0f);
|
||||
|
||||
for (int i = 0; i < count; i++) {
|
||||
// We don't expect to be wildly out of 0...1, but we pin just because of minor
|
||||
// numerical imprecision.
|
||||
Sk4f::Min(Sk4f::Max(c, zero), Sk4f::Min(c[3], one)).store(dstC + i);
|
||||
c += dc;
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef SK_IGNORE_TO_STRING
|
||||
void SkTriColorShader::toString(SkString* str) const {
|
||||
str->append("SkTriColorShader: (");
|
||||
|
||||
this->INHERITED::toString(str);
|
||||
|
||||
str->append(")");
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
namespace {
|
||||
|
||||
// Similar to SkLocalMatrixShader, but composes the local matrix with the CTM (instead
|
||||
// of composing with the inherited local matrix):
|
||||
//
|
||||
// rec' = {rec.ctm x localMatrix, rec.localMatrix}
|
||||
//
|
||||
// (as opposed to rec' = {rec.ctm, rec.localMatrix x localMatrix})
|
||||
//
|
||||
class SkLocalInnerMatrixShader final : public SkShader {
|
||||
public:
|
||||
SkLocalInnerMatrixShader(sk_sp<SkShader> proxy, const SkMatrix& localMatrix)
|
||||
: INHERITED(&localMatrix)
|
||||
, fProxyShader(std::move(proxy)) {}
|
||||
|
||||
Factory getFactory() const override {
|
||||
SkASSERT(false);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
protected:
|
||||
void flatten(SkWriteBuffer&) const override {
|
||||
SkASSERT(false);
|
||||
}
|
||||
|
||||
Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override {
|
||||
SkMatrix adjustedCTM = SkMatrix::Concat(*rec.fMatrix, this->getLocalMatrix());
|
||||
ContextRec newRec(rec);
|
||||
newRec.fMatrix = &adjustedCTM;
|
||||
return fProxyShader->makeContext(newRec, alloc);
|
||||
}
|
||||
|
||||
bool onAppendStages(SkRasterPipeline* p, SkColorSpace* cs, SkArenaAlloc* alloc,
|
||||
const SkMatrix& ctm, const SkPaint& paint,
|
||||
const SkMatrix* localM) const override {
|
||||
// We control the shader graph ancestors, so we know there's no local matrix being
|
||||
// injected before this.
|
||||
SkASSERT(!localM);
|
||||
|
||||
SkMatrix adjustedCTM = SkMatrix::Concat(ctm, this->getLocalMatrix());
|
||||
return fProxyShader->appendStages(p, cs, alloc, adjustedCTM, paint);
|
||||
}
|
||||
|
||||
private:
|
||||
sk_sp<SkShader> fProxyShader;
|
||||
|
||||
typedef SkShader INHERITED;
|
||||
};
|
||||
|
||||
sk_sp<SkShader> MakeTextureShader(const VertState& state, const SkPoint verts[],
|
||||
const SkPoint texs[], const SkPaint& paint,
|
||||
SkColorSpace* dstColorSpace,
|
||||
SkArenaAlloc* alloc) {
|
||||
SkASSERT(paint.getShader());
|
||||
|
||||
const auto& p0 = texs[state.f0],
|
||||
p1 = texs[state.f1],
|
||||
p2 = texs[state.f2];
|
||||
|
||||
if (p0 != p1 || p0 != p2) {
|
||||
// Common case (non-collapsed texture coordinates).
|
||||
// Map the texture to vertices using a local transform.
|
||||
|
||||
// We cannot use a plain SkLocalMatrix shader, because we need the texture matrix
|
||||
// to compose next to the CTM.
|
||||
SkMatrix localMatrix;
|
||||
return texture_to_matrix(state, verts, texs, &localMatrix)
|
||||
? alloc->makeSkSp<SkLocalInnerMatrixShader>(paint.refShader(), localMatrix)
|
||||
: nullptr;
|
||||
}
|
||||
|
||||
// Collapsed texture coordinates special case.
|
||||
// The texture is a solid color, sampled at the given point.
|
||||
SkMatrix shaderInvLocalMatrix;
|
||||
SkAssertResult(paint.getShader()->getLocalMatrix().invert(&shaderInvLocalMatrix));
|
||||
|
||||
const auto sample = SkPoint::Make(0.5f, 0.5f);
|
||||
const auto mappedSample = shaderInvLocalMatrix.mapXY(sample.x(), sample.y()),
|
||||
mappedPoint = shaderInvLocalMatrix.mapXY(p0.x(), p0.y());
|
||||
const auto localMatrix = SkMatrix::MakeTrans(mappedSample.x() - mappedPoint.x(),
|
||||
mappedSample.y() - mappedPoint.y());
|
||||
|
||||
SkShader::ContextRec rec(paint, SkMatrix::I(), &localMatrix,
|
||||
SkShader::ContextRec::kPMColor_DstType, dstColorSpace);
|
||||
auto* ctx = paint.getShader()->makeContext(rec, alloc);
|
||||
if (!ctx) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
SkPMColor pmColor;
|
||||
ctx->shadeSpan(SkScalarFloorToInt(sample.x()), SkScalarFloorToInt(sample.y()), &pmColor, 1);
|
||||
|
||||
// no need to keep this temp context around.
|
||||
alloc->reset();
|
||||
|
||||
return alloc->makeSkSp<SkColorShader>(SkUnPreMultiply::PMColorToColor(pmColor));
|
||||
}
|
||||
|
||||
} // anonymous ns
|
||||
|
||||
void SkDraw::drawVertices(SkVertices::VertexMode vmode, int count,
|
||||
const SkPoint vertices[], const SkPoint textures[],
|
||||
const SkColor colors[], SkBlendMode bmode,
|
||||
const uint16_t indices[], int indexCount,
|
||||
const SkPaint& paint) const {
|
||||
SkASSERT(0 == count || vertices);
|
||||
|
||||
// abort early if there is nothing to draw
|
||||
if (count < 3 || (indices && indexCount < 3) || fRC->isEmpty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// transform out vertices into device coordinates
|
||||
SkAutoSTMalloc<16, SkPoint> storage(count);
|
||||
SkPoint* devVerts = storage.get();
|
||||
fMatrix->mapPoints(devVerts, vertices, count);
|
||||
|
||||
/*
|
||||
We can draw the vertices in 1 of 4 ways:
|
||||
|
||||
- solid color (no shader/texture[], no colors[])
|
||||
- just colors (no shader/texture[], has colors[])
|
||||
- just texture (has shader/texture[], no colors[])
|
||||
- colors * texture (has shader/texture[], has colors[])
|
||||
|
||||
Thus for texture drawing, we need both texture[] and a shader.
|
||||
*/
|
||||
|
||||
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 };
|
||||
|
||||
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);
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (colors) {
|
||||
triShader->bindSetupData(&verticesSetup);
|
||||
}
|
||||
|
||||
SkPoint tmp[] = {
|
||||
devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
|
||||
};
|
||||
SkScan::FillTriangle(tmp, *fRC, blitterPtr);
|
||||
triShader->bindSetupData(nullptr);
|
||||
}
|
||||
} else {
|
||||
// no colors[] and no texture, stroke hairlines with paint's color.
|
||||
SkScan::HairRCProc hairProc = ChooseHairProc(paint.isAntiAlias());
|
||||
const SkRasterClip& clip = *fRC;
|
||||
while (vertProc(&state)) {
|
||||
SkPoint array[] = {
|
||||
devVerts[state.f0], devVerts[state.f1], devVerts[state.f2], devVerts[state.f0]
|
||||
};
|
||||
hairProc(array, 4, clip, blitter.get());
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user