blob: 24e4a6a38f0cba00141141ac075159327350ef30 [file] [log] [blame]
/*
* Copyright 2018 The Android Open Source Project
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkGlyphRunPainter_DEFINED
#define SkGlyphRunPainter_DEFINED
#include "SkDistanceFieldGen.h"
#include "SkGlyphRun.h"
#include "SkScalerContext.h"
#include "SkSurfaceProps.h"
#include "SkTextBlobPriv.h"
#if SK_SUPPORT_GPU
class GrColorSpaceInfo;
class GrRenderTargetContext;
#endif
class SkStrikeInterface {
public:
virtual ~SkStrikeInterface() = default;
virtual SkVector rounding() const = 0;
virtual const SkGlyph& getGlyphMetrics(SkGlyphID glyphID, SkPoint position) = 0;
virtual bool hasImage(const SkGlyph& glyph) = 0;
virtual bool hasPath(const SkGlyph& glyph) = 0;
};
class SkStrikeCommon {
public:
static SkVector PixelRounding(bool isSubpixel, SkAxisAlignment axisAlignment);
// This assumes that position has the appropriate rounding term applied.
static SkIPoint SubpixelLookup(SkAxisAlignment axisAlignment, SkPoint position);
// An atlas consists of plots, and plots hold glyphs. The minimum a plot can be is 256x256.
// This means that the maximum size a glyph can be is 256x256.
static constexpr uint16_t kSkSideTooBigForAtlas = 256;
static bool GlyphTooBigForAtlas(const SkGlyph& glyph);
};
class SkGlyphRunListPainter {
public:
// Constructor for SkBitmpapDevice.
SkGlyphRunListPainter(
const SkSurfaceProps& props, SkColorType colorType, SkScalerContextFlags flags);
#if SK_SUPPORT_GPU
SkGlyphRunListPainter(const SkSurfaceProps&, const GrColorSpaceInfo&);
explicit SkGlyphRunListPainter(const GrRenderTargetContext& renderTargetContext);
#endif
struct PathAndPos {
const SkPath* path;
SkPoint position;
};
struct GlyphAndPos {
const SkGlyph* glyph;
SkPoint position;
};
class BitmapDevicePainter {
public:
virtual ~BitmapDevicePainter() = default;
virtual void paintPaths(SkSpan<const PathAndPos> pathsAndPositions,
SkScalar scale,
const SkPaint& paint) const = 0;
virtual void paintMasks(SkSpan<const SkMask> masks, const SkPaint& paint) const = 0;
};
void drawForBitmapDevice(
const SkGlyphRunList& glyphRunList, const SkMatrix& deviceMatrix,
const BitmapDevicePainter* bitmapDevice);
template <typename EmptiesT, typename MasksT, typename PathsT>
void drawGlyphRunAsBMPWithPathFallback(
SkStrikeInterface* cache, const SkGlyphRun& glyphRun,
SkPoint origin, const SkMatrix& deviceMatrix,
EmptiesT&& processEmpties, MasksT&& processMasks, PathsT&& processPaths);
enum NeedsTransform : bool { kTransformDone = false, kDoTransform = true };
using ARGBFallback =
std::function<void(const SkPaint& fallbackPaint, // The run paint maybe with a new text size
const SkFont& fallbackFont,
SkSpan<const SkGlyphID> fallbackGlyphIDs, // Colored glyphs
SkSpan<const SkPoint> fallbackPositions, // Positions of above glyphs
SkScalar fallbackTextScale, // Scale factor for glyph
const SkMatrix& glyphCacheMatrix, // Matrix of glyph cache
NeedsTransform handleTransformLater)>; // Positions / glyph transformed
// Draw glyphs as paths with fallback to scaled ARGB glyphs if color is needed.
// PerPath - perPath(const SkGlyph&, SkPoint position)
// FallbackARGB - fallbackARGB(SkSpan<const SkGlyphID>, SkSpan<const SkPoint>)
// For each glyph that is not ARGB call perPath. If the glyph is ARGB then store the glyphID
// and the position in fallback vectors. After all the glyphs are processed, pass the
// fallback glyphIDs and positions to fallbackARGB.
template <typename PerEmptyT, typename PerPath>
void drawGlyphRunAsPathWithARGBFallback(
SkStrikeInterface* cache, const SkGlyphRun& glyphRun,
SkPoint origin, const SkPaint& paint, const SkMatrix& viewMatrix, SkScalar textScale,
PerEmptyT&& perEmpty, PerPath&& perPath, ARGBFallback&& fallbackARGB);
template <typename PerEmptyT, typename PerSDFT, typename PerPathT>
void drawGlyphRunAsSDFWithARGBFallback(
SkStrikeInterface* cache, const SkGlyphRun& glyphRun,
SkPoint origin, const SkPaint& runPaint, const SkMatrix& viewMatrix, SkScalar textRatio,
PerEmptyT&& perEmpty, PerSDFT&& perSDF, PerPathT&& perPath, ARGBFallback&& perFallback);
// TODO: Make this the canonical check for Skia.
static bool ShouldDrawAsPath(const SkPaint& paint, const SkFont& font, const SkMatrix& matrix);
private:
struct ScopedBuffers {
ScopedBuffers(SkGlyphRunListPainter* painter, int size);
~ScopedBuffers();
SkGlyphRunListPainter* fPainter;
};
ScopedBuffers SK_WARN_UNUSED_RESULT ensureBuffers(const SkGlyphRunList& glyphRunList);
// TODO: Remove once I can hoist ensureBuffers above the list for loop in all cases.
ScopedBuffers SK_WARN_UNUSED_RESULT ensureBuffers(const SkGlyphRun& glyphRun);
void processARGBFallback(
SkScalar maxGlyphDimension, const SkPaint& fallbackPaint, const SkFont& fallbackFont,
const SkMatrix& viewMatrix, SkScalar textScale, ARGBFallback argbFallback);
// The props as on the actual device.
const SkSurfaceProps fDeviceProps;
// The props for when the bitmap device can't draw LCD text.
const SkSurfaceProps fBitmapFallbackProps;
const SkColorType fColorType;
const SkScalerContextFlags fScalerContextFlags;
int fMaxRunSize{0};
SkAutoTMalloc<SkPoint> fPositions;
SkAutoTMalloc<GlyphAndPos> fMasks;
std::vector<GlyphAndPos> fPaths;
// Vectors for tracking ARGB fallback information.
std::vector<SkGlyphID> fARGBGlyphsIDs;
std::vector<SkPoint> fARGBPositions;
};
#endif // SkGlyphRunPainter_DEFINED