| /* |
| * Copyright 2019 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "include/private/SkImageInfoPriv.h" |
| #include "include/private/SkMacros.h" |
| #include "src/core/SkArenaAlloc.h" |
| #include "src/core/SkBlendModePriv.h" |
| #include "src/core/SkBlenderBase.h" |
| #include "src/core/SkColorFilterBase.h" |
| #include "src/core/SkColorSpacePriv.h" |
| #include "src/core/SkColorSpaceXformSteps.h" |
| #include "src/core/SkCoreBlitters.h" |
| #include "src/core/SkLRUCache.h" |
| #include "src/core/SkMatrixProvider.h" |
| #include "src/core/SkOpts.h" |
| #include "src/core/SkPaintPriv.h" |
| #include "src/core/SkVM.h" |
| #include "src/core/SkVMBlitter.h" |
| #include "src/shaders/SkColorFilterShader.h" |
| #include "src/shaders/SkColorShader.h" |
| |
| #include <cinttypes> |
| |
| #define SK_BLITTER_TRACE_IS_SKVM |
| #include "src/utils/SkBlitterTrace.h" |
| |
| namespace { |
| |
| // Uniforms set by the Blitter itself, |
| // rather than by the Shader, which follow this struct in the skvm::Uniforms buffer. |
| struct BlitterUniforms { |
| int right; // First device x + blit run length n, used to get device x coordinate. |
| int y; // Device y coordinate. |
| }; |
| static_assert(SkIsAlign4(sizeof(BlitterUniforms)), ""); |
| inline static constexpr int kBlitterUniformsCount = sizeof(BlitterUniforms) / 4; |
| |
| static skvm::Coord device_coord(skvm::Builder* p, skvm::Uniforms* uniforms) { |
| skvm::I32 dx = p->uniform32(uniforms->base, offsetof(BlitterUniforms, right)) |
| - p->index(), |
| dy = p->uniform32(uniforms->base, offsetof(BlitterUniforms, y)); |
| return { |
| to_F32(dx) + 0.5f, |
| to_F32(dy) + 0.5f, |
| }; |
| } |
| |
| struct NoopColorFilter : public SkColorFilterBase { |
| skvm::Color onProgram(skvm::Builder*, skvm::Color c, |
| const SkColorInfo&, skvm::Uniforms*, SkArenaAlloc*) const override { |
| return c; |
| } |
| |
| bool onAppendStages(const SkStageRec&, bool) const override { return true; } |
| |
| // Only created here, should never be flattened / unflattened. |
| Factory getFactory() const override { return nullptr; } |
| const char* getTypeName() const override { return "NoopColorFilter"; } |
| }; |
| |
| struct SpriteShader : public SkShaderBase { |
| explicit SpriteShader(SkPixmap sprite) : fSprite(sprite) {} |
| |
| SkPixmap fSprite; |
| |
| // Only created here temporarily... never serialized. |
| Factory getFactory() const override { return nullptr; } |
| const char* getTypeName() const override { return "SpriteShader"; } |
| |
| bool isOpaque() const override { return fSprite.isOpaque(); } |
| |
| skvm::Color onProgram(skvm::Builder* p, |
| skvm::Coord /*device*/, skvm::Coord /*local*/, skvm::Color /*paint*/, |
| const SkMatrixProvider&, const SkMatrix* /*localM*/, |
| const SkColorInfo& dst, |
| skvm::Uniforms* uniforms, SkArenaAlloc*) const override { |
| const SkColorType ct = fSprite.colorType(); |
| |
| skvm::PixelFormat fmt = skvm::SkColorType_to_PixelFormat(ct); |
| |
| skvm::Color c = p->load(fmt, p->varying(SkColorTypeBytesPerPixel(ct))); |
| |
| return SkColorSpaceXformSteps{fSprite, dst}.program(p, uniforms, c); |
| } |
| }; |
| |
| struct DitherShader : public SkShaderBase { |
| explicit DitherShader(sk_sp<SkShader> shader) : fShader(std::move(shader)) {} |
| |
| sk_sp<SkShader> fShader; |
| |
| // Only created here temporarily... never serialized. |
| Factory getFactory() const override { return nullptr; } |
| const char* getTypeName() const override { return "DitherShader"; } |
| |
| bool isOpaque() const override { return fShader->isOpaque(); } |
| |
| skvm::Color onProgram(skvm::Builder* p, |
| skvm::Coord device, skvm::Coord local, skvm::Color paint, |
| const SkMatrixProvider& matrices, const SkMatrix* localM, |
| const SkColorInfo& dst, |
| skvm::Uniforms* uniforms, SkArenaAlloc* alloc) const override { |
| // Run our wrapped shader. |
| skvm::Color c = as_SB(fShader)->program(p, device,local, paint, |
| matrices,localM, dst, uniforms,alloc); |
| if (!c) { |
| return {}; |
| } |
| |
| float rate = 0.0f; |
| switch (dst.colorType()) { |
| case kARGB_4444_SkColorType: |
| rate = 1 / 15.0f; |
| break; |
| case kRGB_565_SkColorType: |
| rate = 1 / 63.0f; |
| break; |
| case kGray_8_SkColorType: |
| case kRGB_888x_SkColorType: |
| case kRGBA_8888_SkColorType: |
| case kBGRA_8888_SkColorType: |
| case kSRGBA_8888_SkColorType: |
| case kR8_unorm_SkColorType: |
| rate = 1 / 255.0f; |
| break; |
| case kRGB_101010x_SkColorType: |
| case kRGBA_1010102_SkColorType: |
| case kBGR_101010x_SkColorType: |
| case kBGRA_1010102_SkColorType: |
| rate = 1 / 1023.0f; |
| break; |
| |
| case kUnknown_SkColorType: |
| case kAlpha_8_SkColorType: |
| case kRGBA_F16_SkColorType: |
| case kRGBA_F16Norm_SkColorType: |
| case kRGBA_F32_SkColorType: |
| case kR8G8_unorm_SkColorType: |
| case kA16_float_SkColorType: |
| case kA16_unorm_SkColorType: |
| case kR16G16_float_SkColorType: |
| case kR16G16_unorm_SkColorType: |
| case kR16G16B16A16_unorm_SkColorType: |
| return c; |
| } |
| |
| // See SkRasterPipeline dither stage. |
| // This is 8x8 ordered dithering. From here we'll only need dx and dx^dy. |
| SkASSERT(local.x.id == device.x.id); |
| SkASSERT(local.y.id == device.y.id); |
| skvm::I32 X = trunc(device.x - 0.5f), |
| Y = X ^ trunc(device.y - 0.5f); |
| |
| // If X's low bits are abc and Y's def, M is fcebda, |
| // 6 bits producing all values [0,63] shuffled over an 8x8 grid. |
| skvm::I32 M = shl(Y & 1, 5) |
| | shl(X & 1, 4) |
| | shl(Y & 2, 2) |
| | shl(X & 2, 1) |
| | shr(Y & 4, 1) |
| | shr(X & 4, 2); |
| |
| // Scale to [0,1) by /64, then to (-0.5,0.5) using 63/128 (~0.492) as 0.5-ε, |
| // and finally scale all that by rate. We keep dither strength strictly |
| // within ±0.5 to not change exact values like 0 or 1. |
| |
| // rate could be a uniform, but since it's based on the destination SkColorType, |
| // we can bake it in without hurting the cache hit rate. |
| float scale = rate * ( 2/128.0f), |
| bias = rate * (-63/128.0f); |
| skvm::F32 dither = to_F32(M) * scale + bias; |
| c.r += dither; |
| c.g += dither; |
| c.b += dither; |
| |
| c.r = clamp(c.r, 0.0f, c.a); |
| c.g = clamp(c.g, 0.0f, c.a); |
| c.b = clamp(c.b, 0.0f, c.a); |
| return c; |
| } |
| }; |
| } // namespace |
| |
| bool SkVMBlitter::Key::operator==(const Key& that) const { |
| return this->shader == that.shader |
| && this->clip == that.clip |
| && this->blender == that.blender |
| && this->colorSpace == that.colorSpace |
| && this->colorType == that.colorType |
| && this->alphaType == that.alphaType |
| && this->coverage == that.coverage; |
| } |
| |
| SkVMBlitter::Key SkVMBlitter::Key::withCoverage(Coverage c) const { |
| Key k = *this; |
| k.coverage = SkToU8(c); |
| return k; |
| } |
| |
| SkVMBlitter::Params SkVMBlitter::Params::withCoverage(Coverage c) const { |
| Params p = *this; |
| p.coverage = c; |
| return p; |
| } |
| |
| SkVMBlitter::Params SkVMBlitter::EffectiveParams(const SkPixmap& device, |
| const SkPixmap* sprite, |
| SkPaint paint, |
| const SkMatrixProvider& matrices, |
| sk_sp<SkShader> clip) { |
| // Sprites take priority over any shader. (There's rarely one set, and it's meaningless.) |
| if (sprite) { |
| paint.setShader(sk_make_sp<SpriteShader>(*sprite)); |
| } |
| |
| // Normal blitters will have already folded color filters into their shader, |
| // but we may still need to do that here for SpriteShaders. |
| if (paint.getColorFilter()) { |
| SkPaintPriv::RemoveColorFilter(&paint, device.colorSpace()); |
| } |
| SkASSERT(!paint.getColorFilter()); |
| |
| // If there's no explicit shader, SkColorShader is the shader, |
| // but if there is a shader, it's modulated by the paint alpha. |
| sk_sp<SkShader> shader = paint.refShader(); |
| if (!shader) { |
| shader = sk_make_sp<SkColor4Shader>(paint.getColor4f(), nullptr); |
| } else if (paint.getAlphaf() < 1.0f) { |
| shader = sk_make_sp<SkColorFilterShader>(std::move(shader), |
| paint.getAlphaf(), |
| sk_make_sp<NoopColorFilter>()); |
| } |
| |
| // Add dither to the end of the shader pipeline if requested and needed. |
| if (paint.isDither() && !as_SB(shader)->isConstant()) { |
| shader = sk_make_sp<DitherShader>(std::move(shader)); |
| } |
| |
| // Add the blender. |
| sk_sp<SkBlender> blender = paint.refBlender(); |
| if (!blender) { |
| blender = SkBlender::Mode(SkBlendMode::kSrcOver); |
| } |
| |
| // The most common blend mode is SrcOver, and it can be strength-reduced |
| // _greatly_ to Src mode when the shader is opaque. |
| // |
| // In general all the information we use to make decisions here need to |
| // be reflected in Params and Key to make program caching sound, and it |
| // might appear that shader->isOpaque() is a property of the shader's |
| // uniforms than its fundamental program structure and so unsafe to use. |
| // |
| // Opacity is such a powerful property that SkShaderBase::program() |
| // forces opacity for any shader subclass that claims isOpaque(), so |
| // the opaque bit is strongly guaranteed to be part of the program and |
| // not just a property of the uniforms. The shader program hash includes |
| // this information, making it safe to use anywhere in the blitter codegen. |
| if (as_BB(blender)->asBlendMode() == SkBlendMode::kSrcOver && shader->isOpaque()) { |
| blender = SkBlender::Mode(SkBlendMode::kSrc); |
| } |
| |
| SkColor4f paintColor = paint.getColor4f(); |
| SkColorSpaceXformSteps{sk_srgb_singleton(), kUnpremul_SkAlphaType, |
| device.colorSpace(), kUnpremul_SkAlphaType} |
| .apply(paintColor.vec()); |
| |
| return { |
| std::move(shader), |
| std::move(clip), |
| std::move(blender), |
| { device.colorType(), device.alphaType(), device.refColorSpace() }, |
| Coverage::Full, // Placeholder... withCoverage() will change as needed. |
| paintColor, |
| matrices, |
| }; |
| } |
| |
| skvm::Color SkVMBlitter::DstColor(skvm::Builder* p, const Params& params) { |
| skvm::PixelFormat dstFormat = skvm::SkColorType_to_PixelFormat(params.dst.colorType()); |
| skvm::Ptr dst_ptr = p->varying(SkColorTypeBytesPerPixel(params.dst.colorType())); |
| return p->load(dstFormat, dst_ptr); |
| } |
| |
| void SkVMBlitter::BuildProgram(skvm::Builder* p, const Params& params, |
| skvm::Uniforms* uniforms, SkArenaAlloc* alloc) { |
| // First two arguments are always uniforms and the destination buffer. |
| uniforms->base = p->uniform(); |
| skvm::Ptr dst_ptr = p->varying(SkColorTypeBytesPerPixel(params.dst.colorType())); |
| // A SpriteShader (in this file) may next use one argument as its varying source. |
| // Subsequent arguments depend on params.coverage: |
| // - Full: (no more arguments) |
| // - Mask3D: mul varying, add varying, 8-bit coverage varying |
| // - MaskA8: 8-bit coverage varying |
| // - MaskLCD16: 565 coverage varying |
| // - UniformF: float coverage uniform |
| |
| skvm::Coord device = device_coord(p, uniforms); |
| skvm::Color paint = p->uniformColor(params.paint, uniforms); |
| |
| // See note about arguments above: a SpriteShader will call p->arg() once during program(). |
| skvm::Color src = as_SB(params.shader)->program(p, device, /*local=*/device, paint, |
| params.matrices, /*localM=*/nullptr, |
| params.dst, uniforms, alloc); |
| SkASSERT(src); |
| if (params.coverage == Coverage::Mask3D) { |
| skvm::F32 M = from_unorm(8, p->load8(p->varying<uint8_t>())), |
| A = from_unorm(8, p->load8(p->varying<uint8_t>())); |
| |
| src.r = min(src.r * M + A, src.a); |
| src.g = min(src.g * M + A, src.a); |
| src.b = min(src.b * M + A, src.a); |
| } |
| |
| // GL clamps all its color channels to limits of the format just before the blend step (~here). |
| // TODO: Below, we also clamp after the blend step. If we can prove that none of the work here |
| // (especially blending, for built-in blend modes) will produce colors outside [0, 1] we may be |
| // able to skip the second clamp. For now, we clamp twice. |
| if (SkColorTypeIsNormalized(params.dst.colorType())) { |
| src = clamp01(src); |
| } |
| |
| // Load the destination color. |
| skvm::PixelFormat dstFormat = skvm::SkColorType_to_PixelFormat(params.dst.colorType()); |
| skvm::Color dst = p->load(dstFormat, dst_ptr); |
| if (params.dst.isOpaque()) { |
| // When a destination is known opaque, we may assume it both starts and stays fully |
| // opaque, ignoring any math that disagrees. This sometimes trims a little work. |
| dst.a = p->splat(1.0f); |
| } else if (params.dst.alphaType() == kUnpremul_SkAlphaType) { |
| // All our blending works in terms of premul. |
| dst = premul(dst); |
| } |
| |
| // Load coverage. |
| skvm::Color cov; |
| switch (params.coverage) { |
| case Coverage::Full: |
| cov.r = cov.g = cov.b = cov.a = p->splat(1.0f); |
| break; |
| |
| case Coverage::UniformF: |
| cov.r = cov.g = cov.b = cov.a = p->uniformF(p->uniform(), 0); |
| break; |
| |
| case Coverage::Mask3D: |
| case Coverage::MaskA8: |
| cov.r = cov.g = cov.b = cov.a = from_unorm(8, p->load8(p->varying<uint8_t>())); |
| break; |
| |
| case Coverage::MaskLCD16: { |
| skvm::PixelFormat fmt = skvm::SkColorType_to_PixelFormat(kRGB_565_SkColorType); |
| cov = p->load(fmt, p->varying<uint16_t>()); |
| cov.a = select(src.a < dst.a, min(cov.r, min(cov.g, cov.b)), |
| max(cov.r, max(cov.g, cov.b))); |
| } break; |
| |
| case Coverage::kCount: |
| SkUNREACHABLE; |
| } |
| if (params.clip) { |
| skvm::Color clip = as_SB(params.clip)->program(p, device, /*local=*/device, paint, |
| params.matrices, /*localM=*/nullptr, |
| params.dst, uniforms, alloc); |
| SkAssertResult(clip); |
| cov.r *= clip.a; // We use the alpha channel of clip for all four. |
| cov.g *= clip.a; |
| cov.b *= clip.a; |
| cov.a *= clip.a; |
| } |
| |
| const SkBlenderBase* blender = as_BB(params.blender); |
| const auto as_blendmode = blender->asBlendMode(); |
| |
| // The math for some blend modes lets us fold coverage into src before the blend, which is |
| // simpler than the canonical post-blend lerp(). |
| bool applyPostBlendCoverage = true; |
| if (as_blendmode && |
| SkBlendMode_ShouldPreScaleCoverage(as_blendmode.value(), |
| params.coverage == Coverage::MaskLCD16)) { |
| applyPostBlendCoverage = false; |
| src.r *= cov.r; |
| src.g *= cov.g; |
| src.b *= cov.b; |
| src.a *= cov.a; |
| } |
| |
| // Apply our blend function to the computed color. |
| src = blender->program(p, src, dst, params.dst, uniforms, alloc); |
| |
| if (applyPostBlendCoverage) { |
| src.r = lerp(dst.r, src.r, cov.r); |
| src.g = lerp(dst.g, src.g, cov.g); |
| src.b = lerp(dst.b, src.b, cov.b); |
| src.a = lerp(dst.a, src.a, cov.a); |
| } |
| |
| if (params.dst.isOpaque()) { |
| // (See the note above when loading the destination color.) |
| src.a = p->splat(1.0f); |
| } else if (params.dst.alphaType() == kUnpremul_SkAlphaType) { |
| src = unpremul(src); |
| } |
| |
| // Clamp to fit destination color format if needed. |
| if (SkColorTypeIsNormalized(params.dst.colorType())) { |
| src = clamp01(src); |
| } |
| |
| // Write it out! |
| store(dstFormat, dst_ptr, src); |
| } |
| |
| // If BuildProgram() can't build this program, CacheKey() sets *ok to false. |
| SkVMBlitter::Key SkVMBlitter::CacheKey( |
| const Params& params, skvm::Uniforms* uniforms, SkArenaAlloc* alloc, bool* ok) { |
| // Take care to match buildProgram()'s reuse of the paint color uniforms. |
| skvm::Uniform r = uniforms->pushF(params.paint.fR), |
| g = uniforms->pushF(params.paint.fG), |
| b = uniforms->pushF(params.paint.fB), |
| a = uniforms->pushF(params.paint.fA); |
| |
| auto hash_shader = [&](skvm::Builder& p, const sk_sp<SkShader>& shader, |
| skvm::Color* outColor) { |
| const SkShaderBase* sb = as_SB(shader); |
| |
| skvm::Coord device = device_coord(&p, uniforms); |
| skvm::Color paint = { |
| p.uniformF(r), |
| p.uniformF(g), |
| p.uniformF(b), |
| p.uniformF(a), |
| }; |
| |
| uint64_t hash = 0; |
| *outColor = sb->program(&p, device, /*local=*/device, paint, params.matrices, |
| /*localM=*/nullptr, params.dst, uniforms, alloc); |
| if (*outColor) { |
| hash = p.hash(); |
| // p.hash() folds in all instructions to produce r,g,b,a but does not know |
| // precisely which value we'll treat as which channel. Imagine the shader |
| // called std::swap(*r,*b)... it draws differently, but p.hash() is unchanged. |
| // We'll fold the hash of their IDs in order to disambiguate. |
| const skvm::Val outputs[] = { |
| outColor->r.id, |
| outColor->g.id, |
| outColor->b.id, |
| outColor->a.id |
| }; |
| hash ^= SkOpts::hash(outputs, sizeof(outputs)); |
| } else { |
| *ok = false; |
| } |
| return hash; |
| }; |
| |
| // Use this builder for shader, clip and blender, so that color objects that pass |
| // from one to the other all 'make sense' -- i.e. have the same builder and/or have |
| // meaningful values for the hash. |
| // |
| // Question: better if we just pass in mock uniform colors, so we don't need to |
| // explicitly use the output color from one stage as input to another? |
| // |
| skvm::Builder p; |
| |
| // Calculate a hash for the color shader. |
| SkASSERT(params.shader); |
| skvm::Color src; |
| uint64_t shaderHash = hash_shader(p, params.shader, &src); |
| |
| // Calculate a hash for the clip shader, if one exists. |
| uint64_t clipHash = 0; |
| if (params.clip) { |
| skvm::Color cov; |
| clipHash = hash_shader(p, params.clip, &cov); |
| if (clipHash == 0) { |
| clipHash = 1; |
| } |
| } |
| |
| // Calculate a hash for the blender. |
| uint64_t blendHash = 0; |
| if (auto bm = as_BB(params.blender)->asBlendMode()) { |
| blendHash = static_cast<uint8_t>(bm.value()); |
| } else if (*ok) { |
| const SkBlenderBase* blender = as_BB(params.blender); |
| |
| skvm::Color dst = DstColor(&p, params); |
| skvm::Color outColor = blender->program(&p, src, dst, params.dst, uniforms, alloc); |
| if (outColor) { |
| blendHash = p.hash(); |
| // Like in `hash_shader` above, we must fold the color component IDs into our hash. |
| const skvm::Val outputs[] = { |
| outColor.r.id, |
| outColor.g.id, |
| outColor.b.id, |
| outColor.a.id |
| }; |
| blendHash ^= SkOpts::hash(outputs, sizeof(outputs)); |
| } else { |
| *ok = false; |
| } |
| if (blendHash == 0) { |
| blendHash = 1; |
| } |
| } |
| |
| return { |
| shaderHash, |
| clipHash, |
| blendHash, |
| params.dst.colorSpace() ? params.dst.colorSpace()->hash() : 0, |
| SkToU8(params.dst.colorType()), |
| SkToU8(params.dst.alphaType()), |
| SkToU8(params.coverage), |
| }; |
| } |
| |
| SkVMBlitter::SkVMBlitter(const SkPixmap& device, |
| const SkPaint& paint, |
| const SkPixmap* sprite, |
| SkIPoint spriteOffset, |
| const SkMatrixProvider& matrices, |
| sk_sp<SkShader> clip, |
| bool* ok) |
| : fDevice(device) |
| , fSprite(sprite ? *sprite : SkPixmap{}) |
| , fSpriteOffset(spriteOffset) |
| , fUniforms(skvm::UPtr{{0}}, kBlitterUniformsCount) |
| , fParams(EffectiveParams(device, sprite, paint, matrices, std::move(clip))) |
| , fKey(CacheKey(fParams, &fUniforms, &fAlloc, ok)) {} |
| |
| SkVMBlitter::~SkVMBlitter() { |
| if (fStoreToCache) { |
| if (SkLRUCache<Key, skvm::Program>* cache = TryAcquireProgramCache()) { |
| auto cache_program = [&](SkTLazy<skvm::Program>& program, Coverage coverage) { |
| if (program.isValid() && !program->hasTraceHooks()) { |
| cache->insert_or_update(fKey.withCoverage(coverage), std::move(*program)); |
| } |
| }; |
| for (int c = 0; c < Coverage::kCount; c++) { |
| cache_program(fPrograms[c], static_cast<Coverage>(c)); |
| } |
| |
| ReleaseProgramCache(); |
| } |
| } |
| } |
| |
| SkLRUCache<SkVMBlitter::Key, skvm::Program>* SkVMBlitter::TryAcquireProgramCache() { |
| #if defined(SKVM_JIT) |
| thread_local static SkLRUCache<Key, skvm::Program> cache{64}; |
| return &cache; |
| #else |
| // iOS now supports thread_local since iOS 9. |
| // On the other hand, we'll never be able to JIT there anyway. |
| // It's probably fine to not cache any interpreted programs, anywhere. |
| return nullptr; |
| #endif |
| } |
| |
| SkString SkVMBlitter::DebugName(const Key& key) { |
| return SkStringPrintf("Shader-%" PRIx64 "_Clip-%" PRIx64 "_Blender-%" PRIx64 |
| "_CS-%" PRIx64 "_CT-%d_AT-%d_Cov-%d", |
| key.shader, |
| key.clip, |
| key.blender, |
| key.colorSpace, |
| key.colorType, |
| key.alphaType, |
| key.coverage); |
| } |
| |
| void SkVMBlitter::ReleaseProgramCache() {} |
| |
| skvm::Program* SkVMBlitter::buildProgram(Coverage coverage) { |
| // eg, blitter re-use... |
| if (fProgramPtrs[coverage]) { |
| return fProgramPtrs[coverage]; |
| } |
| |
| // Next, cache lookup... |
| Key key = fKey.withCoverage(coverage); |
| { |
| skvm::Program* p = nullptr; |
| if (SkLRUCache<Key, skvm::Program>* cache = TryAcquireProgramCache()) { |
| p = cache->find(key); |
| ReleaseProgramCache(); |
| } |
| if (p) { |
| SkASSERT(!p->empty()); |
| fProgramPtrs[coverage] = p; |
| return p; |
| } |
| } |
| |
| // Okay, let's build it... |
| fStoreToCache = true; |
| |
| // We don't really _need_ to rebuild fUniforms here. |
| // It's just more natural to have effects unconditionally emit them, |
| // and more natural to rebuild fUniforms than to emit them into a temporary buffer. |
| // fUniforms should reuse the exact same memory, so this is very cheap. |
| SkDEBUGCODE(size_t prev = fUniforms.buf.size();) |
| fUniforms.buf.resize(kBlitterUniformsCount); |
| skvm::Builder builder; |
| BuildProgram(&builder, fParams.withCoverage(coverage), &fUniforms, &fAlloc); |
| SkASSERTF(fUniforms.buf.size() == prev, |
| "%zu, prev was %zu", fUniforms.buf.size(), prev); |
| |
| skvm::Program program = builder.done(DebugName(key).c_str()); |
| if ((false)) { |
| static std::atomic<int> missed{0}, |
| total{0}; |
| if (!program.hasJIT()) { |
| SkDebugf("\ncouldn't JIT %s\n", DebugName(key).c_str()); |
| builder.dump(); |
| program.dump(); |
| |
| missed++; |
| } |
| if (0 == total++) { |
| atexit([]{ SkDebugf("SkVMBlitter compiled %d programs, %d without JIT.\n", |
| total.load(), missed.load()); }); |
| } |
| } |
| fProgramPtrs[coverage] = fPrograms[coverage].set(std::move(program)); |
| return fProgramPtrs[coverage]; |
| } |
| |
| void SkVMBlitter::updateUniforms(int right, int y) { |
| BlitterUniforms uniforms{right, y}; |
| memcpy(fUniforms.buf.data(), &uniforms, sizeof(BlitterUniforms)); |
| } |
| |
| const void* SkVMBlitter::isSprite(int x, int y) const { |
| if (fSprite.colorType() != kUnknown_SkColorType) { |
| return fSprite.addr(x - fSpriteOffset.x(), |
| y - fSpriteOffset.y()); |
| } |
| return nullptr; |
| } |
| |
| void SkVMBlitter::blitH(int x, int y, int w) { |
| skvm::Program* blit_h = this->buildProgram(Coverage::Full); |
| this->updateUniforms(x+w, y); |
| if (const void* sprite = this->isSprite(x,y)) { |
| SK_BLITTER_TRACE_STEP(blitH1, true, /*scanlines=*/1, /*pixels=*/w); |
| blit_h->eval(w, fUniforms.buf.data(), fDevice.addr(x,y), sprite); |
| } else { |
| SK_BLITTER_TRACE_STEP(blitH2, true, /*scanlines=*/1, /*pixels=*/w); |
| blit_h->eval(w, fUniforms.buf.data(), fDevice.addr(x,y)); |
| } |
| } |
| |
| void SkVMBlitter::blitAntiH(int x, int y, const SkAlpha cov[], const int16_t runs[]) { |
| skvm::Program* blit_anti_h = this->buildProgram(Coverage::UniformF); |
| skvm::Program* blit_h = this->buildProgram(Coverage::Full); |
| |
| SK_BLITTER_TRACE_STEP(blitAntiH, true, /*scanlines=*/1ul, /*pixels=*/0ul); |
| for (int16_t run = *runs; run > 0; run = *runs) { |
| SK_BLITTER_TRACE_STEP_ACCUMULATE(blitAntiH, /*pixels=*/run); |
| const SkAlpha coverage = *cov; |
| if (coverage != 0x00) { |
| this->updateUniforms(x+run, y); |
| const void* sprite = this->isSprite(x,y); |
| if (coverage == 0xFF) { |
| if (sprite) { |
| blit_h->eval(run, fUniforms.buf.data(), fDevice.addr(x,y), sprite); |
| } else { |
| blit_h->eval(run, fUniforms.buf.data(), fDevice.addr(x,y)); |
| } |
| } else { |
| const float covF = *cov * (1/255.0f); |
| if (sprite) { |
| blit_anti_h->eval(run, fUniforms.buf.data(), fDevice.addr(x,y), sprite, &covF); |
| } else { |
| blit_anti_h->eval(run, fUniforms.buf.data(), fDevice.addr(x,y), &covF); |
| } |
| } |
| } |
| x += run; |
| runs += run; |
| cov += run; |
| } |
| } |
| |
| void SkVMBlitter::blitMask(const SkMask& mask, const SkIRect& clip) { |
| if (mask.fFormat == SkMask::kBW_Format) { |
| return SkBlitter::blitMask(mask, clip); |
| } |
| |
| const skvm::Program* program = nullptr; |
| switch (mask.fFormat) { |
| default: SkUNREACHABLE; // ARGB and SDF masks shouldn't make it here. |
| |
| case SkMask::k3D_Format: |
| program = this->buildProgram(Coverage::Mask3D); |
| break; |
| |
| case SkMask::kA8_Format: |
| program = this->buildProgram(Coverage::MaskA8); |
| break; |
| |
| case SkMask::kLCD16_Format: |
| program = this->buildProgram(Coverage::MaskLCD16); |
| break; |
| } |
| |
| SkASSERT(program); |
| if (program) { |
| SK_BLITTER_TRACE_STEP(blitMask, |
| true, |
| /*scanlines=*/clip.height(), |
| /*pixels=*/clip.width() * clip.height()); |
| |
| for (int y = clip.top(); y < clip.bottom(); y++) { |
| int x = clip.left(), |
| w = clip.width(); |
| void* dptr = fDevice.writable_addr(x,y); |
| auto mptr = (const uint8_t*)mask.getAddr(x,y); |
| this->updateUniforms(x+w,y); |
| |
| if (mask.fFormat == SkMask::k3D_Format) { |
| size_t plane = mask.computeImageSize(); |
| if (const void* sprite = this->isSprite(x,y)) { |
| program->eval(w, fUniforms.buf.data(), dptr, sprite, mptr + 1*plane |
| , mptr + 2*plane |
| , mptr + 0*plane); |
| } else { |
| program->eval(w, fUniforms.buf.data(), dptr, mptr + 1*plane |
| , mptr + 2*plane |
| , mptr + 0*plane); |
| } |
| } else { |
| if (const void* sprite = this->isSprite(x,y)) { |
| program->eval(w, fUniforms.buf.data(), dptr, sprite, mptr); |
| } else { |
| program->eval(w, fUniforms.buf.data(), dptr, mptr); |
| } |
| } |
| } |
| } |
| } |
| |
| SkVMBlitter* SkVMBlitter::Make(const SkPixmap& device, |
| const SkPaint& paint, |
| const SkMatrixProvider& matrices, |
| SkArenaAlloc* alloc, |
| sk_sp<SkShader> clip) { |
| bool ok = true; |
| SkVMBlitter* blitter = alloc->make<SkVMBlitter>( |
| device, paint, /*sprite=*/nullptr, SkIPoint{0,0}, matrices, std::move(clip), &ok); |
| return ok ? blitter : nullptr; |
| } |
| |
| SkVMBlitter* SkVMBlitter::Make(const SkPixmap& device, |
| const SkPaint& paint, |
| const SkPixmap& sprite, |
| int left, int top, |
| SkArenaAlloc* alloc, |
| sk_sp<SkShader> clip) { |
| if (paint.getMaskFilter()) { |
| // TODO: SkVM support for mask filters? definitely possible! |
| return nullptr; |
| } |
| bool ok = true; |
| auto blitter = alloc->make<SkVMBlitter>( |
| device, paint, &sprite, SkIPoint{left,top}, |
| SkMatrixProvider{SkMatrix{}}, std::move(clip), &ok); |
| return ok ? blitter : nullptr; |
| } |