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:
Mike Reed 2017-05-15 09:29:18 -04:00 committed by Skia Commit-Bot
parent dedac85b4f
commit 787a16dd9e
4 changed files with 532 additions and 507 deletions

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@ -121,6 +121,7 @@ skia_core_sources = [
"$_src/core/SkDither.h",
"$_src/core/SkDocument.cpp",
"$_src/core/SkDraw.cpp",
"$_src/core/SkDraw_vertices.cpp",
"$_src/core/SkDraw.h",
"$_src/core/SkDrawable.cpp",
"$_src/core/SkDrawLooper.cpp",

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@ -0,0 +1,46 @@
/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkAutoBlitterChoose_DEFINED
#define SkAutoBlitterChoose_DEFINED
#include "SkArenaAlloc.h"
#include "SkBlitter.h"
class SkMatrix;
class SkPaint;
class SkPixmap;
class SkAutoBlitterChoose : SkNoncopyable {
public:
SkAutoBlitterChoose() {
fBlitter = nullptr;
}
SkAutoBlitterChoose(const SkPixmap& dst, const SkMatrix& matrix,
const SkPaint& paint, bool drawCoverage = false) {
fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
}
SkBlitter* operator->() { return fBlitter; }
SkBlitter* get() const { return fBlitter; }
void choose(const SkPixmap& dst, const SkMatrix& matrix,
const SkPaint& paint, bool drawCoverage = false) {
SkASSERT(!fBlitter);
fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
}
private:
// Owned by fAlloc, which will handle the delete.
SkBlitter* fBlitter;
char fStorage[kSkBlitterContextSize];
SkArenaAlloc fAlloc{fStorage};
};
#define SkAutoBlitterChoose(...) SK_REQUIRE_LOCAL_VAR(SkAutoBlitterChoose)
#endif

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@ -4,23 +4,23 @@
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#define __STDC_LIMIT_MACROS
#include "SkDraw.h"
#include "SkArenaAlloc.h"
#include "SkAutoBlitterChoose.h"
#include "SkBlendModePriv.h"
#include "SkBlitter.h"
#include "SkCanvas.h"
#include "SkColorPriv.h"
#include "SkColorShader.h"
#include "SkDevice.h"
#include "SkDeviceLooper.h"
#include "SkDraw.h"
#include "SkDrawProcs.h"
#include "SkFindAndPlaceGlyph.h"
#include "SkFixed.h"
#include "SkLocalMatrixShader.h"
#include "SkMaskFilter.h"
#include "SkMatrix.h"
#include "SkMatrixUtils.h"
#include "SkPaint.h"
#include "SkPathEffect.h"
#include "SkRasterClip.h"
@ -34,50 +34,12 @@
#include "SkTemplates.h"
#include "SkTextMapStateProc.h"
#include "SkTLazy.h"
#include "SkUnPreMultiply.h"
#include "SkUtils.h"
#include "SkVertState.h"
#include "SkBitmapProcShader.h"
#include "SkDrawProcs.h"
#include "SkMatrixUtils.h"
//#define TRACE_BITMAP_DRAWS
// Helper function to fix code gen bug on ARM64.
// See SkFindAndPlaceGlyph.h for more details.
void FixGCC49Arm64Bug(int v) { }
/** Helper for allocating small blitters on the stack.
*/
class SkAutoBlitterChoose : SkNoncopyable {
public:
SkAutoBlitterChoose() {
fBlitter = nullptr;
}
SkAutoBlitterChoose(const SkPixmap& dst, const SkMatrix& matrix,
const SkPaint& paint, bool drawCoverage = false) {
fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
}
SkBlitter* operator->() { return fBlitter; }
SkBlitter* get() const { return fBlitter; }
void choose(const SkPixmap& dst, const SkMatrix& matrix,
const SkPaint& paint, bool drawCoverage = false) {
SkASSERT(!fBlitter);
fBlitter = SkBlitter::Choose(dst, matrix, paint, &fAlloc, drawCoverage);
}
private:
// Owned by fAlloc, which will handle the delete.
SkBlitter* fBlitter;
char fStorage[kSkBlitterContextSize];
SkArenaAlloc fAlloc{fStorage};
};
#define SkAutoBlitterChoose(...) SK_REQUIRE_LOCAL_VAR(SkAutoBlitterChoose)
static SkPaint make_paint_with_image(
const SkPaint& origPaint, const SkBitmap& bitmap, SkMatrix* matrix = nullptr) {
SkPaint paint(origPaint);
@ -1670,470 +1632,7 @@ void SkDraw::drawPosText(const char text[], size_t byteLength, const SkScalar po
#pragma warning ( pop )
#endif
///////////////////////////////////////////////////////////////////////////////
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());
}
}
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////
#ifdef SK_DEBUG

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@ -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());
}
}
}