blob: d53ad09f999f90a28b56a57112bc9ba7cdeae761 [file] [log] [blame]
/*
* 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/SkString.h"
#include "include/private/SkNx.h"
#include "src/core/SkArenaAlloc.h"
#include "src/core/SkAutoBlitterChoose.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/SkComposeShader.h"
#include "src/shaders/SkShaderBase.h"
struct Matrix43 {
float fMat[12]; // column major
Sk4f map(float x, float y) const {
return Sk4f::Load(&fMat[0]) * x + Sk4f::Load(&fMat[4]) * y + Sk4f::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 onAppendStages.
bool update(const SkMatrix& ctmInv, const SkPoint pts[], const SkPMColor4f colors[],
int index0, int index1, int index2);
protected:
#ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override {
return nullptr;
}
#endif
bool onAppendStages(const SkStageRec& rec) const override {
rec.fPipeline->append(SkRasterPipeline::seed_shader);
if (fUsePersp) {
rec.fPipeline->append(SkRasterPipeline::matrix_perspective, &fM33);
}
rec.fPipeline->append(SkRasterPipeline::matrix_4x3, &fM43);
return true;
}
skvm::Color onProgram(skvm::Builder*,
skvm::Coord, skvm::Coord, skvm::Color,
const SkMatrixProvider&, const SkMatrix*, 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::onProgram(skvm::Builder* b,
skvm::Coord device, skvm::Coord local, skvm::Color,
const SkMatrixProvider& matrices, const SkMatrix* localM,
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);
Sk4f c0 = Sk4f::Load(colors[index0].vec()),
c1 = Sk4f::Load(colors[index1].vec()),
c2 = Sk4f::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) {
SkPMColor4f* dst = alloc->makeArray<SkPMColor4f>(count);
SkImageInfo srcInfo = SkImageInfo::Make(count, 1, kBGRA_8888_SkColorType,
kUnpremul_SkAlphaType, SkColorSpace::MakeSRGB());
SkImageInfo dstInfo = SkImageInfo::Make(count, 1, kRGBA_F32_SkColorType,
kPremul_SkAlphaType, sk_ref_sp(deviceCS));
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 = 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, SkBlendMode blendMode,
const SkPaint& paint, const SkMatrix& ctmInverse,
const SkPoint* dev2, const SkPoint3* dev3,
SkArenaAlloc* outerAlloc) 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* shader = paint.getShader();
if (shader) {
if (!texCoords) {
texCoords = positions;
}
} else {
texCoords = nullptr;
}
// We can simplify things for certain blend modes. This is for speed, and SkComposeShader
// itself insists we don't pass kSrc or kDst to it.
if (colors && texCoords) {
switch (blendMode) {
case SkBlendMode::kSrc:
colors = nullptr;
break;
case SkBlendMode::kDst:
texCoords = nullptr;
shader = nullptr;
break;
default: break;
}
}
// There is a paintShader iff there is texCoords.
SkASSERT((texCoords != nullptr) == (shader != nullptr));
VertState state(vertexCount, indices, indexCount);
VertState::Proc vertProc = state.chooseProc(info.mode());
SkMatrix ctm = fMatrixProvider->localToDevice();
const bool usePerspective = ctm.hasPerspective();
// No colors are changing and no texture coordinates are changing, so no updates between
// triangles are needed. Use SkVM to blit the triangles.
if (gUseSkVMBlitter) {
SkUpdatableShader* texCoordShader = nullptr;
if (texCoords && texCoords != positions) {
texCoordShader = as_SB(shader)->updatableShader(outerAlloc);
shader = texCoordShader;
}
SkTriColorShader* colorShader = nullptr;
SkPMColor4f* dstColors = nullptr;
if (colors) {
colorShader = outerAlloc->make<SkTriColorShader>(
compute_is_opaque(colors, vertexCount), usePerspective);
dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc);
if (shader) {
shader = outerAlloc->make<SkShader_Blend>(
blendMode, sk_ref_sp(colorShader), sk_ref_sp(shader));
} else {
shader = colorShader;
}
}
SkPaint shaderPaint{paint};
shaderPaint.setShader(sk_ref_sp(shader));
if (auto blitter = SkVMBlitter::Make(
fDst, shaderPaint, *fMatrixProvider, outerAlloc, this->fRC->clipShader())) {
while (vertProc(&state)) {
SkMatrix localM;
if (texCoordShader && !(texture_to_matrix(state, positions, texCoords, &localM)
&& texCoordShader->update(SkMatrix::Concat(ctm, localM)))) {
continue;
}
if (colorShader && !colorShader->update(ctmInverse, positions, dstColors,state.f0,
state.f1, state.f2)) {
continue;
}
fill_triangle(state, blitter, *fRC, dev2, dev3);
}
return;
}
}
SkTriColorShader* triShader = nullptr;
SkPMColor4f* dstColors = nullptr;
if (colors) {
dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc);
triShader = outerAlloc->make<SkTriColorShader>(compute_is_opaque(colors, vertexCount),
usePerspective);
if (shader) {
shader = outerAlloc->make<SkShader_Blend>(blendMode,
sk_ref_sp(triShader), sk_ref_sp(shader));
} else {
shader = triShader;
}
}
SkPaint shaderPaint(paint);
shaderPaint.setShader(sk_ref_sp(shader));
if (!texCoords) { // only tricolor shader
if (auto blitter = SkCreateRasterPipelineBlitter(
fDst, shaderPaint, *fMatrixProvider, outerAlloc, this->fRC->clipShader())) {
while (vertProc(&state)) {
if (triShader &&
!triShader->update(ctmInverse, positions, dstColors,
state.f0, state.f1, state.f2)) {
continue;
}
fill_triangle(state, blitter, *fRC, dev2, dev3);
}
}
return;
}
SkRasterPipeline pipeline(outerAlloc);
SkStageRec rec = {
&pipeline,
outerAlloc,
fDst.colorType(),
fDst.colorSpace(),
shaderPaint,
nullptr,
*fMatrixProvider
};
if (auto updater = as_SB(shader)->appendUpdatableStages(rec)) {
bool isOpaque = shader->isOpaque();
if (triShader) {
isOpaque = false; // unless we want to walk all the colors, and see if they are
// all opaque (and the blend mode will keep them that way
}
// Positions as texCoords? The local matrix is always identity, so update once
if (texCoords == positions) {
if (!updater->update(ctm)) {
return;
}
}
if (auto blitter = SkCreateRasterPipelineBlitter(
fDst, shaderPaint, pipeline, isOpaque, outerAlloc, fRC->clipShader())) {
while (vertProc(&state)) {
if (triShader && !triShader->update(ctmInverse, positions, dstColors,
state.f0, state.f1, state.f2)) {
continue;
}
SkMatrix localM;
if ((texCoords == positions) ||
(texture_to_matrix(state, positions, texCoords, &localM) &&
updater->update(SkMatrix::Concat(ctm, localM)))) {
fill_triangle(state, blitter, *fRC, dev2, dev3);
}
}
}
} else {
// must rebuild pipeline for each triangle, to pass in the computed ctm
while (vertProc(&state)) {
if (triShader && !triShader->update(ctmInverse, positions, dstColors,
state.f0, state.f1, state.f2)) {
continue;
}
SkSTArenaAlloc<2048> innerAlloc;
const SkMatrixProvider* matrixProvider = fMatrixProvider;
SkTLazy<SkPreConcatMatrixProvider> preConcatMatrixProvider;
if (texCoords && (texCoords != positions)) {
SkMatrix localM;
if (!texture_to_matrix(state, positions, texCoords, &localM)) {
continue;
}
matrixProvider = preConcatMatrixProvider.init(*matrixProvider, localM);
}
if (auto blitter = SkCreateRasterPipelineBlitter(
fDst, shaderPaint, *matrixProvider, &innerAlloc, this->fRC->clipShader())) {
fill_triangle(state, blitter, *fRC, dev2, dev3);
}
}
}
}
void SkDraw::drawVertices(const SkVertices* vertices, SkBlendMode bmode,
const SkPaint& paint) 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) +
sizeof(SkShader_Blend) +
(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, bmode, paint, ctmInv, dev2, dev3, &outerAlloc);
}