| /* | |
| * 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 "include/core/SkColorSpace.h" | |
| #include "include/core/SkString.h" | |
| #include "src/base/SkArenaAlloc.h" | |
| #include "src/base/SkVx.h" | |
| #include "src/core/SkAutoBlitterChoose.h" | |
| #include "src/core/SkBlenderBase.h" | |
| #include "src/core/SkConvertPixels.h" | |
| #include "src/core/SkCoreBlitters.h" | |
| #include "src/core/SkDraw.h" | |
| #include "src/core/SkMatrixProvider.h" | |
| #include "src/core/SkRasterClip.h" | |
| #include "src/core/SkRasterPipeline.h" | |
| #include "src/core/SkScan.h" | |
| #include "src/core/SkVM.h" | |
| #include "src/core/SkVMBlitter.h" | |
| #include "src/core/SkVertState.h" | |
| #include "src/core/SkVerticesPriv.h" | |
| #include "src/shaders/SkShaderBase.h" | |
| #include "src/shaders/SkTransformShader.h" | |
| struct Matrix43 { | |
| float fMat[12]; // column major | |
| skvx::float4 map(float x, float y) const { | |
| return skvx::float4::Load(&fMat[0]) * x + | |
| skvx::float4::Load(&fMat[4]) * y + | |
| skvx::float4::Load(&fMat[8]); | |
| } | |
| // Pass a by value, so we don't have to worry about aliasing with this | |
| void setConcat(const Matrix43 a, const SkMatrix& b) { | |
| SkASSERT(!b.hasPerspective()); | |
| 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 bool SK_WARN_UNUSED_RESULT | |
| 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 SkShaderBase { | |
| public: | |
| SkTriColorShader(bool isOpaque, bool usePersp) : fIsOpaque(isOpaque), fUsePersp(usePersp) {} | |
| // This gets called for each triangle, without re-calling appendStages. | |
| bool update(const SkMatrix& ctmInv, const SkPoint pts[], const SkPMColor4f colors[], | |
| int index0, int index1, int index2); | |
| protected: | |
| bool appendStages(const SkStageRec& rec, const MatrixRec&) const override { | |
| rec.fPipeline->append(SkRasterPipelineOp::seed_shader); | |
| if (fUsePersp) { | |
| rec.fPipeline->append(SkRasterPipelineOp::matrix_perspective, &fM33); | |
| } | |
| rec.fPipeline->append(SkRasterPipelineOp::matrix_4x3, &fM43); | |
| return true; | |
| } | |
| skvm::Color program(skvm::Builder*, | |
| skvm::Coord, | |
| skvm::Coord, | |
| skvm::Color, | |
| const MatrixRec&, | |
| const SkColorInfo&, | |
| skvm::Uniforms*, | |
| SkArenaAlloc*) const override; | |
| private: | |
| bool isOpaque() const override { return fIsOpaque; } | |
| // For serialization. This will never be called. | |
| Factory getFactory() const override { return nullptr; } | |
| const char* getTypeName() const override { return nullptr; } | |
| // If fUsePersp, we need both of these matrices, | |
| // otherwise we can combine them, and only use fM43 | |
| Matrix43 fM43; | |
| SkMatrix fM33; | |
| const bool fIsOpaque; | |
| const bool fUsePersp; // controls our stages, and what we do in update() | |
| mutable skvm::Uniform fColorMatrix; | |
| mutable skvm::Uniform fCoordMatrix; | |
| using INHERITED = SkShaderBase; | |
| }; | |
| skvm::Color SkTriColorShader::program(skvm::Builder* b, | |
| skvm::Coord device, | |
| skvm::Coord local, | |
| skvm::Color, | |
| const MatrixRec&, | |
| const SkColorInfo&, | |
| skvm::Uniforms* uniforms, | |
| SkArenaAlloc* alloc) const { | |
| fColorMatrix = uniforms->pushPtr(&fM43); | |
| skvm::F32 x = local.x, | |
| y = local.y; | |
| if (fUsePersp) { | |
| fCoordMatrix = uniforms->pushPtr(&fM33); | |
| auto dot = [&, x, y](int row) { | |
| return b->mad(x, b->arrayF(fCoordMatrix, row), | |
| b->mad(y, b->arrayF(fCoordMatrix, row + 3), | |
| b->arrayF(fCoordMatrix, row + 6))); | |
| }; | |
| x = dot(0); | |
| y = dot(1); | |
| x = x * (1.0f / dot(2)); | |
| y = y * (1.0f / dot(2)); | |
| } | |
| auto colorDot = [&, x, y](int row) { | |
| return b->mad(x, b->arrayF(fColorMatrix, row), | |
| b->mad(y, b->arrayF(fColorMatrix, row + 4), | |
| b->arrayF(fColorMatrix, row + 8))); | |
| }; | |
| skvm::Color color; | |
| color.r = colorDot(0); | |
| color.g = colorDot(1); | |
| color.b = colorDot(2); | |
| color.a = colorDot(3); | |
| return color; | |
| } | |
| bool SkTriColorShader::update(const SkMatrix& ctmInv, const SkPoint pts[], | |
| const SkPMColor4f colors[], int index0, int index1, int 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; | |
| } | |
| fM33.setConcat(im, ctmInv); | |
| auto c0 = skvx::float4::Load(colors[index0].vec()), | |
| c1 = skvx::float4::Load(colors[index1].vec()), | |
| c2 = skvx::float4::Load(colors[index2].vec()); | |
| (c1 - c0).store(&fM43.fMat[0]); | |
| (c2 - c0).store(&fM43.fMat[4]); | |
| c0.store(&fM43.fMat[8]); | |
| if (!fUsePersp) { | |
| fM43.setConcat(fM43, fM33); | |
| } | |
| return true; | |
| } | |
| // Convert the SkColors into float colors. The conversion depends on some conditions: | |
| // - If the pixmap has a dst colorspace, we have to be "color-correct". | |
| // Do we map into dst-colorspace before or after we interpolate? | |
| // - We have to decide when to apply per-color alpha (before or after we interpolate) | |
| // | |
| // For now, we will take a simple approach, but recognize this is just a start: | |
| // - convert colors into dst colorspace before interpolation (matches gradients) | |
| // - apply per-color alpha before interpolation (matches old version of vertices) | |
| // | |
| static SkPMColor4f* convert_colors(const SkColor src[], | |
| int count, | |
| SkColorSpace* deviceCS, | |
| SkArenaAlloc* alloc, | |
| bool skipColorXform) { | |
| SkPMColor4f* dst = alloc->makeArray<SkPMColor4f>(count); | |
| // Passing `nullptr` for the destination CS effectively disables color conversion. | |
| auto dstCS = skipColorXform ? nullptr : sk_ref_sp(deviceCS); | |
| SkImageInfo srcInfo = SkImageInfo::Make( | |
| count, 1, kBGRA_8888_SkColorType, kUnpremul_SkAlphaType, SkColorSpace::MakeSRGB()); | |
| SkImageInfo dstInfo = | |
| SkImageInfo::Make(count, 1, kRGBA_F32_SkColorType, kPremul_SkAlphaType, dstCS); | |
| SkAssertResult(SkConvertPixels(dstInfo, dst, 0, srcInfo, src, 0)); | |
| return dst; | |
| } | |
| static bool compute_is_opaque(const SkColor colors[], int count) { | |
| uint32_t c = ~0; | |
| for (int i = 0; i < count; ++i) { | |
| c &= colors[i]; | |
| } | |
| return SkColorGetA(c) == 0xFF; | |
| } | |
| static void fill_triangle_2(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc, | |
| const SkPoint dev2[]) { | |
| SkPoint tmp[] = { | |
| dev2[state.f0], dev2[state.f1], dev2[state.f2] | |
| }; | |
| SkScan::FillTriangle(tmp, rc, blitter); | |
| } | |
| static constexpr int kMaxClippedTrianglePointCount = 4; | |
| static void fill_triangle_3(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc, | |
| const SkPoint3 dev3[]) { | |
| // Compute the crossing point (across zero) for the two values, expressed as a | |
| // normalized 0...1 value. If curr is 0, returns 0. If next is 0, returns 1. | |
| auto computeT = [](float curr, float next) { | |
| // Check that 0 is between next and curr. | |
| SkASSERT((next <= 0 && 0 < curr) || (curr <= 0 && 0 < next)); | |
| float t = curr / (curr - next); | |
| SkASSERT(0 <= t && t <= 1); | |
| return t; | |
| }; | |
| auto lerp = [](SkPoint3 curr, SkPoint3 next, float t) { | |
| return curr + t * (next - curr); | |
| }; | |
| constexpr float tol = 0.05f; | |
| // tol is the nudge away from zero, to keep the numerics nice. | |
| // Think of it as our near-clipping-plane (or w-plane). | |
| auto clip = [&](SkPoint3 curr, SkPoint3 next) { | |
| // Return the point between curr and next where the fZ value crosses tol. | |
| // To be (really) perspective correct, we should be computing based on 1/Z, not Z. | |
| // For now, this is close enough (and faster). | |
| return lerp(curr, next, computeT(curr.fZ - tol, next.fZ - tol)); | |
| }; | |
| // Clip a triangle (based on its homogeneous W values), and return the projected polygon. | |
| // Since we only clip against one "edge"/plane, the max number of points in the clipped | |
| // polygon is 4. | |
| auto clipTriangle = [&](SkPoint dst[], const int idx[3], const SkPoint3 pts[]) -> int { | |
| SkPoint3 outPoints[kMaxClippedTrianglePointCount]; | |
| SkPoint3* outP = outPoints; | |
| for (int i = 0; i < 3; ++i) { | |
| int curr = idx[i]; | |
| int next = idx[(i + 1) % 3]; | |
| if (pts[curr].fZ > tol) { | |
| *outP++ = pts[curr]; | |
| if (pts[next].fZ <= tol) { // curr is IN, next is OUT | |
| *outP++ = clip(pts[curr], pts[next]); | |
| } | |
| } else { | |
| if (pts[next].fZ > tol) { // curr is OUT, next is IN | |
| *outP++ = clip(pts[curr], pts[next]); | |
| } | |
| } | |
| } | |
| const int count = SkTo<int>(outP - outPoints); | |
| SkASSERT(count == 0 || count == 3 || count == 4); | |
| for (int i = 0; i < count; ++i) { | |
| float scale = sk_ieee_float_divide(1.0f, outPoints[i].fZ); | |
| dst[i].set(outPoints[i].fX * scale, outPoints[i].fY * scale); | |
| } | |
| return count; | |
| }; | |
| SkPoint tmp[kMaxClippedTrianglePointCount]; | |
| int idx[] = { state.f0, state.f1, state.f2 }; | |
| if (int n = clipTriangle(tmp, idx, dev3)) { | |
| // TODO: SkScan::FillConvexPoly(tmp, n, ...); | |
| SkASSERT(n == 3 || n == 4); | |
| SkScan::FillTriangle(tmp, rc, blitter); | |
| if (n == 4) { | |
| tmp[1] = tmp[2]; | |
| tmp[2] = tmp[3]; | |
| SkScan::FillTriangle(tmp, rc, blitter); | |
| } | |
| } | |
| } | |
| static void fill_triangle(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc, | |
| const SkPoint dev2[], const SkPoint3 dev3[]) { | |
| if (dev3) { | |
| fill_triangle_3(state, blitter, rc, dev3); | |
| } else { | |
| fill_triangle_2(state, blitter, rc, dev2); | |
| } | |
| } | |
| extern bool gUseSkVMBlitter; | |
| void SkDraw::drawFixedVertices(const SkVertices* vertices, | |
| sk_sp<SkBlender> blender, | |
| const SkPaint& paint, | |
| const SkMatrix& ctmInverse, | |
| const SkPoint* dev2, | |
| const SkPoint3* dev3, | |
| SkArenaAlloc* outerAlloc, | |
| bool skipColorXform) const { | |
| SkVerticesPriv info(vertices->priv()); | |
| const int vertexCount = info.vertexCount(); | |
| const int indexCount = info.indexCount(); | |
| const SkPoint* positions = info.positions(); | |
| const SkPoint* texCoords = info.texCoords(); | |
| const uint16_t* indices = info.indices(); | |
| const SkColor* colors = info.colors(); | |
| SkShader* paintShader = paint.getShader(); | |
| if (paintShader) { | |
| if (!texCoords) { | |
| texCoords = positions; | |
| } | |
| } else { | |
| texCoords = nullptr; | |
| } | |
| bool blenderIsDst = false; | |
| // We can simplify things for certain blend modes. This is for speed, and SkShader_Blend | |
| // itself insists we don't pass kSrc or kDst to it. | |
| if (std::optional<SkBlendMode> bm = as_BB(blender)->asBlendMode(); bm.has_value() && colors) { | |
| switch (*bm) { | |
| case SkBlendMode::kSrc: | |
| colors = nullptr; | |
| break; | |
| case SkBlendMode::kDst: | |
| blenderIsDst = true; | |
| texCoords = nullptr; | |
| paintShader = nullptr; | |
| break; | |
| default: break; | |
| } | |
| } | |
| // There is a paintShader iff there is texCoords. | |
| SkASSERT((texCoords != nullptr) == (paintShader != nullptr)); | |
| SkMatrix ctm = fMatrixProvider->localToDevice(); | |
| // Explicit texture coords can't contain perspective - only the CTM can. | |
| const bool usePerspective = ctm.hasPerspective(); | |
| SkTriColorShader* triColorShader = nullptr; | |
| SkPMColor4f* dstColors = nullptr; | |
| if (colors) { | |
| dstColors = | |
| convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc, skipColorXform); | |
| triColorShader = outerAlloc->make<SkTriColorShader>(compute_is_opaque(colors, vertexCount), | |
| usePerspective); | |
| } | |
| // Combines per-vertex colors with 'shader' using 'blender'. | |
| auto applyShaderColorBlend = [&](SkShader* shader) -> sk_sp<SkShader> { | |
| if (!colors) { | |
| return sk_ref_sp(shader); | |
| } | |
| if (blenderIsDst) { | |
| return sk_ref_sp(triColorShader); | |
| } | |
| sk_sp<SkShader> shaderWithWhichToBlend; | |
| if (!shader) { | |
| // When there is no shader then the blender applies to the vertex colors and opaque | |
| // paint color. | |
| shaderWithWhichToBlend = SkShaders::Color(paint.getColor4f().makeOpaque(), nullptr); | |
| } else { | |
| shaderWithWhichToBlend = sk_ref_sp(shader); | |
| } | |
| return SkShaders::Blend(blender, | |
| sk_ref_sp(triColorShader), | |
| std::move(shaderWithWhichToBlend)); | |
| }; | |
| // If there are separate texture coords then we need to insert a transform shader to update | |
| // a matrix derived from each triangle's coords. In that case we will fold the CTM into | |
| // each update and use an identity matrix provider. | |
| SkTransformShader* transformShader = nullptr; | |
| const SkMatrixProvider* matrixProvider = fMatrixProvider; | |
| SkTLazy<SkMatrixProvider> identityProvider; | |
| if (texCoords && texCoords != positions) { | |
| paintShader = transformShader = outerAlloc->make<SkTransformShader>(*as_SB(paintShader), | |
| usePerspective); | |
| matrixProvider = identityProvider.init(SkMatrix::I()); | |
| } | |
| sk_sp<SkShader> blenderShader = applyShaderColorBlend(paintShader); | |
| SkPaint finalPaint{paint}; | |
| finalPaint.setShader(std::move(blenderShader)); | |
| auto rpblit = [&]() { | |
| VertState state(vertexCount, indices, indexCount); | |
| VertState::Proc vertProc = state.chooseProc(info.mode()); | |
| SkSurfaceProps props = SkSurfacePropsCopyOrDefault(fProps); | |
| auto blitter = SkCreateRasterPipelineBlitter(fDst, | |
| finalPaint, | |
| matrixProvider->localToDevice(), | |
| outerAlloc, | |
| fRC->clipShader(), | |
| props); | |
| if (!blitter) { | |
| return false; | |
| } | |
| while (vertProc(&state)) { | |
| if (triColorShader && !triColorShader->update(ctmInverse, positions, dstColors, | |
| state.f0, state.f1, state.f2)) { | |
| continue; | |
| } | |
| SkMatrix localM; | |
| if (!transformShader || (texture_to_matrix(state, positions, texCoords, &localM) && | |
| transformShader->update(SkMatrix::Concat(ctm, localM)))) { | |
| fill_triangle(state, blitter, *fRC, dev2, dev3); | |
| } | |
| } | |
| return true; | |
| }; | |
| if (gUseSkVMBlitter || !rpblit()) { | |
| VertState state(vertexCount, indices, indexCount); | |
| VertState::Proc vertProc = state.chooseProc(info.mode()); | |
| auto blitter = SkVMBlitter::Make(fDst, | |
| finalPaint, | |
| matrixProvider->localToDevice(), | |
| outerAlloc, | |
| this->fRC->clipShader()); | |
| if (!blitter) { | |
| return; | |
| } | |
| while (vertProc(&state)) { | |
| SkMatrix localM; | |
| if (transformShader && !(texture_to_matrix(state, positions, texCoords, &localM) && | |
| transformShader->update(SkMatrix::Concat(ctm, localM)))) { | |
| continue; | |
| } | |
| if (triColorShader && !triColorShader->update(ctmInverse, positions, dstColors,state.f0, | |
| state.f1, state.f2)) { | |
| continue; | |
| } | |
| fill_triangle(state, blitter, *fRC, dev2, dev3); | |
| } | |
| } | |
| } | |
| void SkDraw::drawVertices(const SkVertices* vertices, | |
| sk_sp<SkBlender> blender, | |
| const SkPaint& paint, | |
| bool skipColorXform) const { | |
| SkVerticesPriv info(vertices->priv()); | |
| const int vertexCount = info.vertexCount(); | |
| const int indexCount = info.indexCount(); | |
| // abort early if there is nothing to draw | |
| if (vertexCount < 3 || (indexCount > 0 && indexCount < 3) || fRC->isEmpty()) { | |
| return; | |
| } | |
| SkMatrix ctm = fMatrixProvider->localToDevice(); | |
| SkMatrix ctmInv; | |
| if (!ctm.invert(&ctmInv)) { | |
| return; | |
| } | |
| constexpr size_t kDefVertexCount = 16; | |
| constexpr size_t kOuterSize = sizeof(SkTriColorShader) + | |
| (2 * sizeof(SkPoint) + sizeof(SkColor4f)) * kDefVertexCount; | |
| SkSTArenaAlloc<kOuterSize> outerAlloc; | |
| SkPoint* dev2 = nullptr; | |
| SkPoint3* dev3 = nullptr; | |
| if (ctm.hasPerspective()) { | |
| dev3 = outerAlloc.makeArray<SkPoint3>(vertexCount); | |
| ctm.mapHomogeneousPoints(dev3, info.positions(), vertexCount); | |
| // similar to the bounds check for 2d points (below) | |
| if (!SkScalarsAreFinite((const SkScalar*)dev3, vertexCount * 3)) { | |
| return; | |
| } | |
| } else { | |
| dev2 = outerAlloc.makeArray<SkPoint>(vertexCount); | |
| ctm.mapPoints(dev2, info.positions(), vertexCount); | |
| SkRect bounds; | |
| // this also sets bounds to empty if we see a non-finite value | |
| bounds.setBounds(dev2, vertexCount); | |
| if (bounds.isEmpty()) { | |
| return; | |
| } | |
| } | |
| this->drawFixedVertices( | |
| vertices, std::move(blender), paint, ctmInv, dev2, dev3, &outerAlloc, skipColorXform); | |
| } |