Have Renderer use combined path code - v2

Currently, the GPU code uses the unified code path
in painter to draw. Have the remote glyph cache use it too.

Moved a function out of the GPU flag.

Change-Id: I1d0bfc7edff0fd8731ea6cbf0b5b05aad537c3c6
Reviewed-on: https://skia-review.googlesource.com/157760
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Herb Derby <herb@google.com>
This commit is contained in:
Herb Derby 2018-09-27 13:31:00 -04:00 committed by Skia Commit-Bot
parent 41576877bd
commit d9e732185e
4 changed files with 130 additions and 129 deletions

View File

@ -248,6 +248,91 @@ void SkGlyphRunListPainter::drawUsingMasks(
}
}
// Getting glyphs to the screen in a fallback situation can be complex. Here is the set of
// transformations that have to happen. Normally, they would all be accommodated by the font
// scaler, but the atlas has an upper limit to the glyphs it can handle. So the GPU is used to
// make up the difference from the smaller atlas size to the larger size needed by the final
// transform. Here are the transformations that are applied.
//
// final transform = [view matrix] * [text scale] * [text size]
//
// There are three cases:
// * Go Fast - view matrix is scale and translate, and all the glyphs are small enough
// Just scale the positions, and have the glyph cache handle the view matrix transformation.
// The text scale is 1.
// * It's complicated - view matrix is not scale and translate, and the glyphs are small enough
// The glyph cache does not handle the view matrix, but stores the glyphs at the text size
// specified by the run paint. The GPU handles the rotation, etc. specified by the view matrix.
// The text scale is 1.
// * Too big - The glyphs are too big to fit in the atlas
// Reduce the text size so the glyphs will fit in the atlas, but don't apply any
// transformations from the view matrix. Calculate a text scale based on that reduction. This
// scale factor is used to increase the size of the destination rectangles. The destination
// rectangles are then scaled, rotated, etc. by the GPU using the view matrix.
void SkGlyphRunListPainter::processARGBFallback(
SkScalar maxGlyphDimension, const SkPaint& runPaint, SkPoint origin,
const SkMatrix& viewMatrix, SkScalar textScale, ARGBFallback argbFallback) {
SkASSERT(!fARGBGlyphsIDs.empty());
SkScalar maxScale = viewMatrix.getMaxScale();
// This is a conservative estimate of the longest dimension among all the glyph widths and
// heights.
SkScalar conservativeMaxGlyphDimension = maxGlyphDimension * textScale * maxScale;
// If the situation that the matrix is simple, and all the glyphs are small enough. Go fast!
bool useFastPath =
viewMatrix.isScaleTranslate() && conservativeMaxGlyphDimension <= maxGlyphDimension;
auto glyphIDs = SkSpan<const SkGlyphID>{fARGBGlyphsIDs};
// A scaled and translated transform is the common case, and is handled directly in fallback.
// Even if the transform is scale and translate, fallback must be careful to use glyphs that
// fit in the atlas. If a glyph will not fit in the atlas, then the general transform case is
// used to render the glyphs.
if (useFastPath) {
// Translate the positions to device space.
viewMatrix.mapPoints(fARGBPositions.data(), fARGBPositions.size());
for (SkPoint& point : fARGBPositions) {
point.fX = SkScalarFloorToScalar(point.fX);
point.fY = SkScalarFloorToScalar(point.fY);
}
auto positions = SkSpan<const SkPoint>{fARGBPositions};
argbFallback(runPaint, glyphIDs, positions, SK_Scalar1, viewMatrix, kTransformDone);
} else {
// If the matrix is complicated or if scaling is used to fit the glyphs in the cache,
// then this case is used.
// Subtract 2 to account for the bilerp pad around the glyph
SkScalar maxAtlasDimension = SkGlyphCacheCommon::kSkSideTooBigForAtlas - 2;
SkScalar runPaintTextSize = runPaint.getTextSize();
// Scale the text size down so the long side of all the glyphs will fit in the atlas.
SkScalar reducedTextSize =
(maxAtlasDimension / conservativeMaxGlyphDimension) * runPaintTextSize;
// If there's a glyph in the font that's particularly large, it's possible
// that fScaledFallbackTextSize may end up minimizing too much. We'd rather skip
// that glyph than make the others blurry, so we set a minimum size of half the
// maximum text size to avoid this case.
SkScalar fallbackTextSize =
SkScalarFloorToScalar(std::max(reducedTextSize, 0.5f * runPaintTextSize));
// Don't allow the text size to get too big. This will also improve glyph cache hit rate
// for larger text sizes.
fallbackTextSize = std::min(fallbackTextSize, 256.0f);
SkPaint fallbackPaint{runPaint};
fallbackPaint.setTextSize(fallbackTextSize);
SkScalar fallbackTextScale = runPaintTextSize / fallbackTextSize;
auto positions = SkSpan<const SkPoint>{fARGBPositions};
argbFallback(
fallbackPaint, glyphIDs, positions, fallbackTextScale, SkMatrix::I(), kDoTransform);
}
}
#if SK_SUPPORT_GPU
@ -413,92 +498,6 @@ void GrTextContext::AppendGlyph(GrTextBlob* blob, int runIndex,
}
}
// Getting glyphs to the screen in a fallback situation can be complex. Here is the set of
// transformations that have to happen. Normally, they would all be accommodated by the font
// scaler, but the atlas has an upper limit to the glyphs it can handle. So the GPU is used to
// make up the difference from the smaller atlas size to the larger size needed by the final
// transform. Here are the transformations that are applied.
//
// final transform = [view matrix] * [text scale] * [text size]
//
// There are three cases:
// * Go Fast - view matrix is scale and translate, and all the glyphs are small enough
// Just scale the positions, and have the glyph cache handle the view matrix transformation.
// The text scale is 1.
// * It's complicated - view matrix is not scale and translate, and the glyphs are small enough
// The glyph cache does not handle the view matrix, but stores the glyphs at the text size
// specified by the run paint. The GPU handles the rotation, etc. specified by the view matrix.
// The text scale is 1.
// * Too big - The glyphs are too big to fit in the atlas
// Reduce the text size so the glyphs will fit in the atlas, but don't apply any
// transformations from the view matrix. Calculate a text scale based on that reduction. This
// scale factor is used to increase the size of the destination rectangles. The destination
// rectangles are then scaled, rotated, etc. by the GPU using the view matrix.
void SkGlyphRunListPainter::processARGBFallback(
SkScalar maxGlyphDimension, const SkPaint& runPaint, SkPoint origin,
const SkMatrix& viewMatrix, SkScalar textScale, ARGBFallback argbFallback) {
SkASSERT(!fARGBGlyphsIDs.empty());
SkScalar maxScale = viewMatrix.getMaxScale();
// This is a conservative estimate of the longest dimension among all the glyph widths and
// heights.
SkScalar conservativeMaxGlyphDimension = maxGlyphDimension * textScale * maxScale;
// If the situation that the matrix is simple, and all the glyphs are small enough. Go fast!
bool useFastPath =
viewMatrix.isScaleTranslate() && conservativeMaxGlyphDimension <= maxGlyphDimension;
auto glyphIDs = SkSpan<const SkGlyphID>{fARGBGlyphsIDs};
// A scaled and translated transform is the common case, and is handled directly in fallback.
// Even if the transform is scale and translate, fallback must be careful to use glyphs that
// fit in the atlas. If a glyph will not fit in the atlas, then the general transform case is
// used to render the glyphs.
if (useFastPath) {
// Translate the positions to device space.
viewMatrix.mapPoints(fARGBPositions.data(), fARGBPositions.size());
for (SkPoint& point : fARGBPositions) {
point.fX = SkScalarFloorToScalar(point.fX);
point.fY = SkScalarFloorToScalar(point.fY);
}
auto positions = SkSpan<const SkPoint>{fARGBPositions};
argbFallback(runPaint, glyphIDs, positions, SK_Scalar1, viewMatrix, kTransformDone);
} else {
// If the matrix is complicated or if scaling is used to fit the glyphs in the cache,
// then this case is used.
// Subtract 2 to account for the bilerp pad around the glyph
SkScalar maxAtlasDimension = SkGlyphCacheCommon::kSkSideTooBigForAtlas - 2;
SkScalar runPaintTextSize = runPaint.getTextSize();
// Scale the text size down so the long side of all the glyphs will fit in the atlas.
SkScalar reducedTextSize =
(maxAtlasDimension / conservativeMaxGlyphDimension) * runPaintTextSize;
// If there's a glyph in the font that's particularly large, it's possible
// that fScaledFallbackTextSize may end up minimizing too much. We'd rather skip
// that glyph than make the others blurry, so we set a minimum size of half the
// maximum text size to avoid this case.
SkScalar fallbackTextSize =
SkScalarFloorToScalar(std::max(reducedTextSize, 0.5f * runPaintTextSize));
// Don't allow the text size to get too big. This will also improve glyph cache hit rate
// for larger text sizes.
fallbackTextSize = std::min(fallbackTextSize, 256.0f);
SkPaint fallbackPaint{runPaint};
fallbackPaint.setTextSize(fallbackTextSize);
SkScalar fallbackTextScale = runPaintTextSize / fallbackTextSize;
auto positions = SkSpan<const SkPoint>{fARGBPositions};
argbFallback(
fallbackPaint, glyphIDs, positions, fallbackTextScale, SkMatrix::I(), kDoTransform);
}
}
void GrTextContext::regenerateGlyphRunList(GrTextBlob* cacheBlob,
GrGlyphCache* glyphCache,
@ -595,10 +594,12 @@ void GrTextContext::regenerateGlyphRunList(GrTextBlob* cacheBlob,
// Given a glyph that is not ARGB, draw it.
auto perPath = [textScale, runIndex, cacheBlob, &pathCache]
(const SkGlyph& glyph, SkPoint position) {
const SkPath* path = pathCache->findPath(glyph);
if (path != nullptr) {
cacheBlob->appendPathGlyph(
runIndex, *path, position.fX, position.fY, textScale, false);
if (!glyph.isEmpty()) {
const SkPath* path = pathCache->findPath(glyph);
if (path != nullptr) {
cacheBlob->appendPathGlyph(
runIndex, *path, position.fX, position.fY, textScale, false);
}
}
};

View File

@ -175,15 +175,13 @@ void SkGlyphRunListPainter::drawGlyphRunAsPathWithARGBFallback(
(SkGlyphID glyphID, SkPoint position) {
if (SkScalarsAreFinite(position.x(), position.y())) {
const SkGlyph& glyph = pathCache->getGlyphMetrics(glyphID, {0, 0});
if (!glyph.isEmpty()) {
if (glyph.fMaskFormat != SkMask::kARGB32_Format) {
perPath(glyph, origin + position);
} else {
SkScalar largestDimension = std::max(glyph.fWidth, glyph.fHeight);
maxFallbackDimension = std::max(maxFallbackDimension, largestDimension);
fARGBGlyphsIDs.push_back(glyphID);
fARGBPositions.push_back(position);
}
if (glyph.fMaskFormat != SkMask::kARGB32_Format) {
perPath(glyph, origin + position);
} else {
SkScalar largestDimension = std::max(glyph.fWidth, glyph.fHeight);
maxFallbackDimension = std::max(maxFallbackDimension, largestDimension);
fARGBGlyphsIDs.push_back(glyphID);
fARGBPositions.push_back(position);
}
}
};

View File

@ -182,7 +182,6 @@ bool read_path(Deserializer* deserializer, SkGlyph* glyph, SkGlyphCache* cache)
return cache->initializePath(glyph, path, pathSize);
}
#if SK_SUPPORT_GPU
void add_glyph_to_cache(SkStrikeServer::SkGlyphCacheState* cache, SkTypeface* tf,
const SkScalerContextEffects& effects, SkGlyphID glyphID) {
SkASSERT(cache != nullptr);
@ -190,6 +189,7 @@ void add_glyph_to_cache(SkStrikeServer::SkGlyphCacheState* cache, SkTypeface* tf
cache->addGlyph(SkPackedGlyphID(glyphID, 0, 0), false);
}
#if SK_SUPPORT_GPU
void add_fallback_text_to_cache(const GrTextContext::FallbackGlyphRunHelper& helper,
const SkSurfaceProps& props,
const SkMatrix& matrix,
@ -272,7 +272,7 @@ void SkTextBlobCacheDiffCanvas::TrackLayerDevice::processGlyphRun(
} else
#endif
if (SkDraw::ShouldDrawTextAsPaths(runPaint, runMatrix)) {
this->processGlyphRunForPaths(glyphRun, runMatrix);
this->processGlyphRunForPaths(glyphRun, runMatrix, origin);
} else {
this->processGlyphRunForMask(glyphRun, runMatrix, origin);
}
@ -306,43 +306,44 @@ void SkTextBlobCacheDiffCanvas::TrackLayerDevice::processGlyphRunForMask(
}
void SkTextBlobCacheDiffCanvas::TrackLayerDevice::processGlyphRunForPaths(
const SkGlyphRun& glyphRun, const SkMatrix& runMatrix) {
const SkGlyphRun& glyphRun, const SkMatrix& runMatrix, SkPoint origin) {
TRACE_EVENT0("skia", "SkTextBlobCacheDiffCanvas::processGlyphRunForPaths");
const SkPaint& runPaint = glyphRun.paint();
SkPaint pathPaint{runPaint};
// The code below borrowed from GrTextContext::DrawBmpPosTextAsPaths.
SkPaint pathPaint(runPaint);
#if SK_SUPPORT_GPU
SkScalar matrixScale = pathPaint.setupForAsPaths();
GrTextContext::FallbackGlyphRunHelper fallbackTextHelper(runMatrix, runPaint, matrixScale);
#else
pathPaint.setupForAsPaths();
#endif
SkScalar textScale = pathPaint.setupForAsPaths();
SkScalerContextEffects effects;
auto* glyphCacheState = fStrikeServer->getOrCreateCache(
pathPaint, this->surfaceProps(), SkMatrix::I(),
SkScalerContextFlags::kFakeGammaAndBoostContrast, &effects);
const bool asPath = true;
auto glyphs = glyphRun.shuntGlyphsIDs();
for (uint32_t index = 0; index < glyphRun.runSize(); index++) {
auto glyphID = glyphs[index];
#if SK_SUPPORT_GPU
const auto& glyph = glyphCacheState->findGlyph(glyphID);
if (SkMask::kARGB32_Format == glyph.fMaskFormat) {
// Note that we send data for the original glyph even in the case of fallback
// since its glyph metrics will still be used on the client.
fallbackTextHelper.appendGlyph(glyph, glyphID, {0, 0});
}
#endif
glyphCacheState->addGlyph(glyphID, asPath);
}
auto perPath = [glyphCacheState](const SkGlyph& glyph, SkPoint position) {
const bool asPath = true;
glyphCacheState->addGlyph(glyph.getGlyphID(), asPath);
};
#if SK_SUPPORT_GPU
add_fallback_text_to_cache(fallbackTextHelper, this->surfaceProps(), runMatrix, runPaint,
fStrikeServer);
#endif
auto argbFallback = [this, &runMatrix]
(const SkPaint& fallbackPaint, SkSpan<const SkGlyphID> glyphIDs,
SkSpan<const SkPoint> positions, SkScalar textScale,
const SkMatrix& glyphCacheMatrix,
SkGlyphRunListPainter::NeedsTransform needsTransform) {
TRACE_EVENT0("skia", "argbFallback_path");
SkMatrix fallbackMatrix = runMatrix;
SkScalerContextEffects effects;
auto* glyphCacheState =
fStrikeServer->getOrCreateCache(
fallbackPaint, surfaceProps(), fallbackMatrix,
SkScalerContextFlags::kFakeGammaAndBoostContrast, &effects);
for (auto glyphID : glyphIDs) {
add_glyph_to_cache(glyphCacheState, fallbackPaint.getTypeface(), effects, glyphID);
}
};
fPainter.drawGlyphRunAsPathWithARGBFallback(
glyphCacheState, glyphRun, origin, runMatrix, textScale, perPath, argbFallback);
}
#if SK_SUPPORT_GPU

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@ -100,7 +100,8 @@ private:
void processGlyphRunForMask(
const SkGlyphRun& glyphRun, const SkMatrix& runMatrix, SkPoint origin);
void processGlyphRunForPaths(const SkGlyphRun& glyphRun, const SkMatrix& runMatrix);
void processGlyphRunForPaths(
const SkGlyphRun& glyphRun, const SkMatrix& runMatrix, SkPoint origin);
#if SK_SUPPORT_GPU
bool maybeProcessGlyphRunForDFT(const SkGlyphRun& glyphRun, const SkMatrix& runMatrix);