use colorfilter instead of imagefilter when possible

big speed win w/ nanobench --match colorfilter_

BUG=skia:
TBR=

Will require rebaselining, so landing temporarily to trigger layouttests.

Review URL: https://codereview.chromium.org/966233002
This commit is contained in:
reed 2015-03-08 18:34:37 -07:00 committed by Commit bot
parent cedc36f18b
commit f641bd076d

View File

@ -8,6 +8,7 @@
#include "SkCanvas.h"
#include "SkCanvasPriv.h"
#include "SkBitmapDevice.h"
#include "SkColorFilter.h"
#include "SkDeviceImageFilterProxy.h"
#include "SkDraw.h"
#include "SkDrawable.h"
@ -283,6 +284,36 @@ private:
/////////////////////////////////////////////////////////////////////////////
static SkPaint* set_if_needed(SkLazyPaint* lazy, const SkPaint& orig) {
return lazy->isValid() ? lazy->get() : lazy->set(orig);
}
/**
* If the paint has an imagefilter, but it can be simplified to just a colorfilter, return that
* colorfilter, else return NULL.
*/
static SkColorFilter* image_to_color_filter(const SkPaint& paint) {
SkImageFilter* imgf = paint.getImageFilter();
if (!imgf) {
return NULL;
}
SkColorFilter* imgCF;
if (!imgf->asAColorFilter(&imgCF)) {
return NULL;
}
SkColorFilter* paintCF = paint.getColorFilter();
if (NULL == paintCF) {
// there is no existing paint colorfilter, so we can just return the imagefilter's
return imgCF;
}
// The paint has both a colorfilter and an imagefilter.
SkAutoTUnref<SkColorFilter> autoImgCF(imgCF);
return SkColorFilter::CreateComposeFilter(imgCF, paintCF);
}
class AutoDrawLooper {
public:
AutoDrawLooper(SkCanvas* canvas, const SkSurfaceProps& props, const SkPaint& paint,
@ -295,9 +326,17 @@ public:
fDoClearImageFilter = false;
fDone = false;
if (!skipLayerForImageFilter && fOrigPaint.getImageFilter()) {
SkColorFilter* simplifiedCF = image_to_color_filter(fOrigPaint);
if (simplifiedCF) {
SkPaint* paint = set_if_needed(&fLazyPaintInit, fOrigPaint);
paint->setColorFilter(simplifiedCF)->unref();
paint->setImageFilter(NULL);
fPaint = paint;
}
if (!skipLayerForImageFilter && fPaint->getImageFilter()) {
SkPaint tmp;
tmp.setImageFilter(fOrigPaint.getImageFilter());
tmp.setImageFilter(fPaint->getImageFilter());
(void)canvas->internalSaveLayer(bounds, &tmp, SkCanvas::kARGB_ClipLayer_SaveFlag,
true, SkCanvas::kFullLayer_SaveLayerStrategy);
// we'll clear the imageFilter for the actual draws in next(), so
@ -319,7 +358,7 @@ public:
uint32_t oldFlags = paint.getFlags();
fNewPaintFlags = filter_paint_flags(props, oldFlags);
if (fIsSimple && (fNewPaintFlags != oldFlags)) {
SkPaint* paint = fLazyPaint.set(fOrigPaint);
SkPaint* paint = set_if_needed(&fLazyPaintInit, fOrigPaint);
paint->setFlags(fNewPaintFlags);
fPaint = paint;
// if we're not simple, doNext() will take care of calling setFlags()
@ -350,7 +389,7 @@ public:
}
private:
SkLazyPaint fLazyPaint;
SkLazyPaint fLazyPaintInit, fLazyPaintPerNext;
SkCanvas* fCanvas;
const SkPaint& fOrigPaint;
SkDrawFilter* fFilter;
@ -371,7 +410,8 @@ bool AutoDrawLooper::doNext(SkDrawFilter::Type drawType) {
SkASSERT(!fIsSimple);
SkASSERT(fLooperContext || fFilter || fDoClearImageFilter);
SkPaint* paint = fLazyPaint.set(fOrigPaint);
SkPaint* paint = fLazyPaintPerNext.set(fLazyPaintInit.isValid() ?
*fLazyPaintInit.get() : fOrigPaint);
paint->setFlags(fNewPaintFlags);
if (fDoClearImageFilter) {