| /* | |
| * Copyright 2012 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "SkTileGrid.h" | |
| SkTileGrid::SkTileGrid(int xTiles, int yTiles, const SkTileGridFactory::TileGridInfo& info) | |
| : fXTiles(xTiles) | |
| , fYTiles(yTiles) | |
| , fInvWidth( SkScalarInvert(info.fTileInterval.width())) | |
| , fInvHeight(SkScalarInvert(info.fTileInterval.height())) | |
| , fMarginWidth (info.fMargin.fWidth +1) // Margin is offset by 1 as a provision for AA and | |
| , fMarginHeight(info.fMargin.fHeight+1) // to cancel the outset applied by getClipDeviceBounds. | |
| , fOffset(SkPoint::Make(info.fOffset.fX, info.fOffset.fY)) | |
| , fGridBounds(SkRect::MakeWH(xTiles * info.fTileInterval.width(), | |
| yTiles * info.fTileInterval.height())) | |
| , fTiles(SkNEW_ARRAY(SkTDArray<unsigned>, xTiles * yTiles)) {} | |
| SkTileGrid::~SkTileGrid() { | |
| SkDELETE_ARRAY(fTiles); | |
| } | |
| void SkTileGrid::reserve(int opCount) { | |
| if (fXTiles * fYTiles == 0) { | |
| return; // A tileless tile grid is nonsensical, but happens in at least cc_unittests. | |
| } | |
| // If we assume every op we're about to try to insert() falls within our grid bounds, | |
| // then every op has to hit at least one tile. In fact, a quick scan over our small | |
| // SKP set shows that in the average SKP, each op hits two 256x256 tiles. | |
| // If we take those observations and further assume the ops are distributed evenly | |
| // across the picture, we get this guess for number of ops per tile: | |
| const int opsPerTileGuess = (2 * opCount) / (fXTiles * fYTiles); | |
| for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + (fXTiles * fYTiles); tile++) { | |
| tile->setReserve(opsPerTileGuess); | |
| } | |
| // In practice, this heuristic means we'll temporarily allocate about 30% more bytes | |
| // than if we made no setReserve() calls, but time spent in insert() drops by about 50%. | |
| } | |
| void SkTileGrid::shrinkToFit() { | |
| for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + (fXTiles * fYTiles); tile++) { | |
| tile->shrinkToFit(); | |
| } | |
| } | |
| // Adjustments to user-provided bounds common to both insert() and search(). | |
| // Call this after making insert- or search- specific adjustments. | |
| void SkTileGrid::commonAdjust(SkRect* rect) const { | |
| // Apply our offset. | |
| rect->offset(fOffset); | |
| // Scrunch the bounds in just a little to make the right and bottom edges | |
| // exclusive. We want bounds of exactly one tile to hit exactly one tile. | |
| rect->fRight -= SK_ScalarNearlyZero; | |
| rect->fBottom -= SK_ScalarNearlyZero; | |
| } | |
| // Convert user-space bounds to grid tiles they cover (LT and RB both inclusive). | |
| void SkTileGrid::userToGrid(const SkRect& user, SkIRect* grid) const { | |
| grid->fLeft = SkPin32(user.left() * fInvWidth , 0, fXTiles - 1); | |
| grid->fTop = SkPin32(user.top() * fInvHeight, 0, fYTiles - 1); | |
| grid->fRight = SkPin32(user.right() * fInvWidth , 0, fXTiles - 1); | |
| grid->fBottom = SkPin32(user.bottom() * fInvHeight, 0, fYTiles - 1); | |
| } | |
| void SkTileGrid::insert(SkAutoTMalloc<SkRect>* boundsArray, int N) { | |
| this->reserve(N); | |
| for (int i = 0; i < N; i++) { | |
| SkRect bounds = (*boundsArray)[i]; | |
| bounds.outset(fMarginWidth, fMarginHeight); | |
| this->commonAdjust(&bounds); | |
| // TODO(mtklein): can we assert this instead to save an intersection in Release mode, | |
| // or just allow out-of-bound insertions to insert anyway (clamped to nearest tile)? | |
| if (!SkRect::Intersects(bounds, fGridBounds)) { | |
| continue; | |
| } | |
| SkIRect grid; | |
| this->userToGrid(bounds, &grid); | |
| // This is just a loop over y then x. This compiles to a slightly faster and | |
| // more compact loop than if we just did fTiles[y * fXTiles + x].push(i). | |
| SkTDArray<unsigned>* row = &fTiles[grid.fTop * fXTiles + grid.fLeft]; | |
| for (int y = 0; y <= grid.fBottom - grid.fTop; y++) { | |
| SkTDArray<unsigned>* tile = row; | |
| for (int x = 0; x <= grid.fRight - grid.fLeft; x++) { | |
| (tile++)->push(i); | |
| } | |
| row += fXTiles; | |
| } | |
| } | |
| this->shrinkToFit(); | |
| } | |
| // Number of tiles for which data is allocated on the stack in | |
| // SkTileGrid::search. If malloc becomes a bottleneck, we may consider | |
| // increasing this number. Typical large web page, say 2k x 16k, would | |
| // require 512 tiles of size 256 x 256 pixels. | |
| static const int kStackAllocationTileCount = 1024; | |
| void SkTileGrid::search(const SkRect& originalQuery, SkTDArray<unsigned>* results) const { | |
| // The inset counteracts the outset that applied in 'insert', which optimizes | |
| // for lookups of size 'tileInterval + 2 * margin' (aligned with the tile grid). | |
| SkRect query = originalQuery; | |
| query.inset(fMarginWidth, fMarginHeight); | |
| this->commonAdjust(&query); | |
| // The inset may have inverted the rectangle, so sort(). | |
| // TODO(mtklein): It looks like we only end up with inverted bounds in unit tests | |
| // that make explicitly inverted queries, not from insetting. If we can drop support for | |
| // unsorted bounds (i.e. we don't see them outside unit tests), I think we can drop this. | |
| query.sort(); | |
| // No intersection check. We optimize for queries that are in bounds. | |
| // We're safe anyway: userToGrid() will clamp out-of-bounds queries to nearest tile. | |
| SkIRect grid; | |
| this->userToGrid(query, &grid); | |
| const int tilesHit = (grid.fRight - grid.fLeft + 1) * (grid.fBottom - grid.fTop + 1); | |
| SkASSERT(tilesHit > 0); | |
| if (tilesHit == 1) { | |
| // A performance shortcut. The merging code below would work fine here too. | |
| *results = fTiles[grid.fTop * fXTiles + grid.fLeft]; | |
| return; | |
| } | |
| // We've got to merge the data in many tiles into a single sorted and deduplicated stream. | |
| // We do a simple k-way merge based on the value of opIndex. | |
| // Gather pointers to the starts and ends of the tiles to merge. | |
| SkAutoSTArray<kStackAllocationTileCount, const unsigned*> starts(tilesHit), ends(tilesHit); | |
| int i = 0; | |
| for (int y = grid.fTop; y <= grid.fBottom; y++) { | |
| for (int x = grid.fLeft; x <= grid.fRight; x++) { | |
| starts[i] = fTiles[y * fXTiles + x].begin(); | |
| ends[i] = fTiles[y * fXTiles + x].end(); | |
| i++; | |
| } | |
| } | |
| // Merge tiles into results until they're fully consumed. | |
| results->reset(); | |
| while (true) { | |
| // The tiles themselves are already ordered, so the earliest op is at the front of some | |
| // tile. It may be at the front of several, even all, tiles. | |
| unsigned earliest = SK_MaxU32; | |
| for (int i = 0; i < starts.count(); i++) { | |
| if (starts[i] < ends[i]) { | |
| earliest = SkTMin(earliest, *starts[i]); | |
| } | |
| } | |
| // If we didn't find an earliest op, there isn't anything left to merge. | |
| if (SK_MaxU32 == earliest) { | |
| return; | |
| } | |
| // We did find an earliest op. Output it, and step forward every tile that contains it. | |
| results->push(earliest); | |
| for (int i = 0; i < starts.count(); i++) { | |
| if (starts[i] < ends[i] && *starts[i] == earliest) { | |
| starts[i]++; | |
| } | |
| } | |
| } | |
| } | |
| size_t SkTileGrid::bytesUsed() const { | |
| size_t byteCount = sizeof(SkTileGrid); | |
| size_t opCount = 0; | |
| for (int i = 0; i < fXTiles * fYTiles; i++) { | |
| opCount += fTiles[i].reserved(); | |
| } | |
| byteCount += opCount * sizeof(unsigned); | |
| return byteCount; | |
| } |