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/*
* Copyright 2020 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef skgpu_tessellate_MiddleOutPolygonTriangulator_DEFINED
#define skgpu_tessellate_MiddleOutPolygonTriangulator_DEFINED
#include "include/core/SkPath.h"
#include "include/core/SkPoint.h"
#include "include/private/SkTemplates.h"
#include "src/core/SkMathPriv.h"
#include "src/core/SkPathPriv.h"
#include <tuple>
namespace skgpu::tess {
// This class generates a middle-out triangulation of a polygon. Conceptually, middle-out emits one
// large triangle with vertices on both endpoints and a middle point, then recurses on both sides of
// the new triangle. i.e.:
//
// void emit_middle_out_triangulation(int startIdx, int endIdx) {
// if (startIdx + 1 == endIdx) {
// return;
// }
// int middleIdx = startIdx + SkNextPow2(endIdx - startIdx) / 2;
//
// // Recurse on the left half.
// emit_middle_out_triangulation(startIdx, middleIdx);
//
// // Emit a large triangle with vertices on both endpoints and a middle point.
// emit_triangle(vertices[startIdx], vertices[middleIdx], vertices[endIdx - 1]);
//
// // Recurse on the right half.
// emit_middle_out_triangulation(middleIdx, endIdx);
// }
//
// Middle-out produces drastically less work for the rasterizer as compared a linear triangle strip
// or fan.
//
// This class is designed to not know or store all the vertices in the polygon at once. The caller
// pushes each vertex in linear order (perhaps while parsing a path), then rather than relying on
// recursion, we manipulate an O(log N) stack to determine the correct middle-out triangulation.
class MiddleOutPolygonTriangulator {
private:
// Internal representation of how we store vertices on our stack.
struct StackVertex {
SkPoint fPoint;
// How many polygon vertices away is this vertex from the previous vertex on the stack?
// i.e., the ith stack element's vertex index in the original polygon is:
//
// fVertexStack[i].fVertexIdxDelta + fVertexStack[i - 1].fVertexIdxDelta + ... +
// fVertexStack[1].fVertexIdxDelta.
//
// NOTE: fVertexStack[0].fVertexIdxDelta always == 0.
int fVertexIdxDelta;
};
public:
// RAII. This class is designed to first allow the caller to iterate the triangles that will be
// popped off our stack, and then (during the destructor) it actually pops the finished vertices
// and pushes a new one. Example usage:
//
// for (auto [p0, p1, p2] : middleOut.pushVertex(pt)) {
// vertexWriter << p0 << p1 << p2;
// }
//
// The above code iterates over the triangles being popped, and then once iteration is finished,
// the PoppedTriangleStack is destroyed, triggering the pending stack update.
class PoppedTriangleStack {
public:
PoppedTriangleStack(MiddleOutPolygonTriangulator* middleOut,
SkPoint lastPoint,
StackVertex* end,
StackVertex* newTopVertex,
StackVertex newTopValue)
: fMiddleOut(middleOut)
, fLastPoint(lastPoint)
, fEnd(end)
, fNewTopVertex(newTopVertex)
, fNewTopValue(newTopValue) {
}
PoppedTriangleStack(PoppedTriangleStack&& that) {
memcpy(this, &that, sizeof(*this));
that.fMiddleOut = nullptr; // Don't do a stack update during our destructor.
}
~PoppedTriangleStack() {
if (fMiddleOut) {
fMiddleOut->fTop = fNewTopVertex;
*fNewTopVertex = fNewTopValue;
}
}
struct Iter {
bool operator!=(const Iter& iter) { return fVertex != iter.fVertex; }
void operator++() { --fVertex; }
std::tuple<SkPoint, SkPoint, SkPoint> operator*() {
return {fVertex[-1].fPoint, fVertex[0].fPoint, fLastPoint};
}
StackVertex* fVertex;
SkPoint fLastPoint;
};
Iter begin() const { return {fMiddleOut ? fMiddleOut->fTop : fEnd, fLastPoint}; }
Iter end() const { return {fEnd, fLastPoint}; }
private:
MiddleOutPolygonTriangulator* fMiddleOut;
SkPoint fLastPoint;
StackVertex* fEnd;
StackVertex* fNewTopVertex;
StackVertex fNewTopValue;
};
// maxPushVertexCalls is an upper bound on the number of times the caller will call
// pushVertex(). The caller must not call it more times than this. (Beware of int overflow.)
MiddleOutPolygonTriangulator(int maxPushVertexCalls, SkPoint startPoint = {0,0}) {
SkASSERT(maxPushVertexCalls >= 0);
// Determine the deepest our stack can ever go.
int maxStackDepth = SkNextLog2(maxPushVertexCalls) + 1;
if (maxStackDepth > kStackPreallocCount) {
fVertexStack.reset(maxStackDepth);
}
SkDEBUGCODE(fStackAllocCount = maxStackDepth;)
// The stack will always contain a starting point. This is an implicit moveTo(0, 0)
// initially, but will be overridden if moveTo() gets called before adding geometry.
fVertexStack[0] = {startPoint, 0};
fTop = fVertexStack;
}
// Returns an RAII object that first allows the caller to iterate the triangles we will pop,
// pops those triangles, and finally pushes 'pt' onto the vertex stack.
SK_WARN_UNUSED_RESULT PoppedTriangleStack pushVertex(SkPoint pt) {
// Our topology wants triangles that have the same vertexIdxDelta on both sides:
// e.g., a run of 9 points should be triangulated as:
//
// [0, 1, 2], [2, 3, 4], [4, 5, 6], [6, 7, 8] // vertexIdxDelta == 1
// [0, 2, 4], [4, 6, 8] // vertexIdxDelta == 2
// [0, 4, 8] // vertexIdxDelta == 4
//
// Find as many new triangles as we can pop off the stack that have equal-delta sides. (This
// is a stack-based implementation of the recursive example method from the class comment.)
StackVertex* endVertex = fTop;
int vertexIdxDelta = 1;
while (endVertex->fVertexIdxDelta == vertexIdxDelta) {
--endVertex;
vertexIdxDelta *= 2;
}
// Once the above triangles are popped, push 'pt' to the top of the stack.
StackVertex* newTopVertex = endVertex + 1;
StackVertex newTopValue = {pt, vertexIdxDelta};
SkASSERT(newTopVertex < fVertexStack + fStackAllocCount); // Is fStackAllocCount enough?
return PoppedTriangleStack(this, pt, endVertex, newTopVertex, newTopValue);
}
// Returns an RAII object that first allows the caller to iterate the remaining triangles, then
// resets the vertex stack with newStartPoint.
SK_WARN_UNUSED_RESULT PoppedTriangleStack closeAndMove(SkPoint newStartPoint) {
// Add an implicit line back to the starting point.
SkPoint startPt = fVertexStack[0].fPoint;
// Triangulate the rest of the polygon. Since we simply have to finish now, we can't be
// picky anymore about getting a pure middle-out topology.
StackVertex* endVertex = std::min(fTop, fVertexStack + 1);
// Once every remaining triangle is popped, reset the vertex stack with newStartPoint.
StackVertex* newTopVertex = fVertexStack;
StackVertex newTopValue = {newStartPoint, 0};
return PoppedTriangleStack(this, startPt, endVertex, newTopVertex, newTopValue);
}
// Returns an RAII object that first allows the caller to iterate the remaining triangles, then
// resets the vertex stack with the same starting point as it had before.
SK_WARN_UNUSED_RESULT PoppedTriangleStack close() {
return this->closeAndMove(fVertexStack[0].fPoint);
}
private:
constexpr static int kStackPreallocCount = 32;
SkAutoSTMalloc<kStackPreallocCount, StackVertex> fVertexStack;
SkDEBUGCODE(int fStackAllocCount;)
StackVertex* fTop;
};
// This is a helper class that transforms and pushes a path's inner fan vertices onto a
// MiddleOutPolygonTriangulator. Example usage:
//
// for (PathMiddleOutFanIter it(pathMatrix, path); !it.done();) {
// for (auto [p0, p1, p2] : it.nextStack()) {
// vertexWriter << p0 << p1 << p2;
// }
// }
//
class PathMiddleOutFanIter {
public:
PathMiddleOutFanIter(const SkPath& path) : fMiddleOut(path.countVerbs()) {
SkPathPriv::Iterate it(path);
fPathIter = it.begin();
fPathEnd = it.end();
}
bool done() const { return fDone; }
MiddleOutPolygonTriangulator::PoppedTriangleStack nextStack() {
SkASSERT(!fDone);
if (fPathIter == fPathEnd) {
fDone = true;
return fMiddleOut.close();
}
switch (auto [verb, pts, w] = *fPathIter++; verb) {
SkPoint pt;
case SkPathVerb::kMove:
return fMiddleOut.closeAndMove(pts[0]);
case SkPathVerb::kLine:
case SkPathVerb::kQuad:
case SkPathVerb::kConic:
case SkPathVerb::kCubic:
pt = pts[SkPathPriv::PtsInIter((unsigned)verb) - 1];
return fMiddleOut.pushVertex(pt);
case SkPathVerb::kClose:
return fMiddleOut.close();
}
SkUNREACHABLE;
}
private:
MiddleOutPolygonTriangulator fMiddleOut;
SkPathPriv::RangeIter fPathIter;
SkPathPriv::RangeIter fPathEnd;
bool fDone = false;
};
} // namespace skgpu::tess
#endif // skgpu_tessellate_MiddleOutPolygonTriangulator_DEFINED