| /* |
| * 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/SkAlphaType.h" |
| #include "include/core/SkBlendMode.h" |
| #include "include/core/SkBlender.h" |
| #include "include/core/SkColor.h" |
| #include "include/core/SkColorSpace.h" |
| #include "include/core/SkColorType.h" |
| #include "include/core/SkImageInfo.h" |
| #include "include/core/SkMatrix.h" |
| #include "include/core/SkPaint.h" |
| #include "include/core/SkPixmap.h" |
| #include "include/core/SkPoint.h" |
| #include "include/core/SkPoint3.h" |
| #include "include/core/SkRect.h" |
| #include "include/core/SkRefCnt.h" |
| #include "include/core/SkScalar.h" |
| #include "include/core/SkShader.h" |
| #include "include/core/SkSurfaceProps.h" |
| #include "include/core/SkTypes.h" |
| #include "include/core/SkVertices.h" |
| #include "include/private/SkColorData.h" |
| #include "include/private/base/SkFloatingPoint.h" |
| #include "include/private/base/SkTo.h" |
| #include "src/base/SkArenaAlloc.h" |
| #include "src/core/SkBlenderBase.h" |
| #include "src/core/SkConvertPixels.h" |
| #include "src/core/SkCoreBlitters.h" |
| #include "src/core/SkDraw.h" |
| #include "src/core/SkRasterClip.h" |
| #include "src/core/SkScan.h" |
| #include "src/core/SkSurfacePriv.h" |
| #include "src/core/SkVertState.h" |
| #include "src/core/SkVerticesPriv.h" |
| #include "src/shaders/SkShaderBase.h" |
| #include "src/shaders/SkTransformShader.h" |
| #include "src/shaders/SkTriColorShader.h" |
| |
| #include <cstddef> |
| #include <cstdint> |
| #include <optional> |
| #include <utility> |
| |
| class SkBlitter; |
| |
| [[nodiscard]] static bool texture_to_matrix(const VertState& state, const SkPoint verts[], |
| const SkPoint texs[], SkMatrix* matrix) { |
| SkPoint src[3], dst[3]; |
| |
| src[0] = verts[state.f0]; |
| src[1] = verts[state.f1]; |
| src[2] = verts[state.f2]; |
| dst[0] = texs[state.f0]; |
| dst[1] = texs[state.f1]; |
| dst[2] = texs[state.f2]; |
| return matrix->setPolyToPoly(src, dst, 3); |
| } |
| |
| // 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, |
| bool skipColorXform) { |
| SkPMColor4f* dst = alloc->makeArray<SkPMColor4f>(count); |
| |
| // Passing `nullptr` for the destination CS effectively disables color conversion. |
| auto dstCS = skipColorXform ? nullptr : sk_ref_sp(deviceCS); |
| SkImageInfo srcInfo = SkImageInfo::Make( |
| count, 1, kBGRA_8888_SkColorType, kUnpremul_SkAlphaType, SkColorSpace::MakeSRGB()); |
| SkImageInfo dstInfo = |
| SkImageInfo::Make(count, 1, kRGBA_F32_SkColorType, kPremul_SkAlphaType, dstCS); |
| 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 = sk_ieee_float_divide(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); |
| } |
| } |
| |
| void SkDraw::drawFixedVertices(const SkVertices* vertices, |
| sk_sp<SkBlender> blender, |
| const SkPaint& paint, |
| const SkMatrix& ctmInverse, |
| const SkPoint* dev2, |
| const SkPoint3* dev3, |
| SkArenaAlloc* outerAlloc, |
| bool skipColorXform) 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* paintShader = paint.getShader(); |
| |
| if (paintShader) { |
| if (!texCoords) { |
| texCoords = positions; |
| } |
| } else { |
| texCoords = nullptr; |
| } |
| |
| bool blenderIsDst = false; |
| // We can simplify things for certain blend modes. This is for speed, and SkShader_Blend |
| // itself insists we don't pass kSrc or kDst to it. |
| if (std::optional<SkBlendMode> bm = as_BB(blender)->asBlendMode(); bm.has_value() && colors) { |
| switch (*bm) { |
| case SkBlendMode::kSrc: |
| colors = nullptr; |
| break; |
| case SkBlendMode::kDst: |
| blenderIsDst = true; |
| texCoords = nullptr; |
| paintShader = nullptr; |
| break; |
| default: break; |
| } |
| } |
| |
| // There is a paintShader iff there is texCoords. |
| SkASSERT((texCoords != nullptr) == (paintShader != nullptr)); |
| |
| // Explicit texture coords can't contain perspective - only the CTM can. |
| const bool usePerspective = fCTM->hasPerspective(); |
| |
| SkTriColorShader* triColorShader = nullptr; |
| SkPMColor4f* dstColors = nullptr; |
| if (colors) { |
| dstColors = |
| convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc, skipColorXform); |
| triColorShader = outerAlloc->make<SkTriColorShader>(compute_is_opaque(colors, vertexCount), |
| usePerspective); |
| } |
| |
| // Combines per-vertex colors with 'shader' using 'blender'. |
| auto applyShaderColorBlend = [&](SkShader* shader) -> sk_sp<SkShader> { |
| if (!colors) { |
| return sk_ref_sp(shader); |
| } |
| if (blenderIsDst) { |
| return sk_ref_sp(triColorShader); |
| } |
| sk_sp<SkShader> shaderWithWhichToBlend; |
| if (!shader) { |
| // When there is no shader then the blender applies to the vertex colors and opaque |
| // paint color. |
| shaderWithWhichToBlend = SkShaders::Color(paint.getColor4f().makeOpaque(), nullptr); |
| } else { |
| shaderWithWhichToBlend = sk_ref_sp(shader); |
| } |
| return SkShaders::Blend(blender, |
| sk_ref_sp(triColorShader), |
| std::move(shaderWithWhichToBlend)); |
| }; |
| |
| // If there are separate texture coords then we need to insert a transform shader to update |
| // a matrix derived from each triangle's coords. In that case we will fold the CTM into |
| // each update and use an identity matrix. |
| SkTransformShader* transformShader = nullptr; |
| const SkMatrix* ctm = fCTM; |
| if (texCoords && texCoords != positions) { |
| paintShader = transformShader = outerAlloc->make<SkTransformShader>(*as_SB(paintShader), |
| usePerspective); |
| ctm = &SkMatrix::I(); |
| } |
| sk_sp<SkShader> blenderShader = applyShaderColorBlend(paintShader); |
| |
| SkPaint finalPaint{paint}; |
| finalPaint.setShader(std::move(blenderShader)); |
| |
| VertState state(vertexCount, indices, indexCount); |
| VertState::Proc vertProc = state.chooseProc(info.mode()); |
| SkSurfaceProps props = SkSurfacePropsCopyOrDefault(fProps); |
| |
| auto blitter = SkCreateRasterPipelineBlitter(fDst, |
| finalPaint, |
| *ctm, |
| outerAlloc, |
| fRC->clipShader(), |
| props); |
| if (!blitter) { |
| return; |
| } |
| while (vertProc(&state)) { |
| if (triColorShader && !triColorShader->update(ctmInverse, positions, dstColors, |
| state.f0, state.f1, state.f2)) { |
| continue; |
| } |
| |
| SkMatrix localM; |
| if (!transformShader || (texture_to_matrix(state, positions, texCoords, &localM) && |
| transformShader->update(SkMatrix::Concat(localM, ctmInverse)))) { |
| fill_triangle(state, blitter, *fRC, dev2, dev3); |
| } |
| } |
| } |
| |
| void SkDraw::drawVertices(const SkVertices* vertices, |
| sk_sp<SkBlender> blender, |
| const SkPaint& paint, |
| bool skipColorXform) 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 ctmInv; |
| if (!fCTM->invert(&ctmInv)) { |
| return; |
| } |
| |
| constexpr size_t kDefVertexCount = 16; |
| constexpr size_t kOuterSize = sizeof(SkTriColorShader) + |
| (2 * sizeof(SkPoint) + sizeof(SkColor4f)) * kDefVertexCount; |
| SkSTArenaAlloc<kOuterSize> outerAlloc; |
| |
| SkPoint* dev2 = nullptr; |
| SkPoint3* dev3 = nullptr; |
| |
| if (fCTM->hasPerspective()) { |
| dev3 = outerAlloc.makeArray<SkPoint3>(vertexCount); |
| fCTM->mapHomogeneousPoints(dev3, info.positions(), vertexCount); |
| // similar to the bounds check for 2d points (below) |
| if (!SkIsFinite((const SkScalar*)dev3, vertexCount * 3)) { |
| return; |
| } |
| } else { |
| dev2 = outerAlloc.makeArray<SkPoint>(vertexCount); |
| fCTM->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, std::move(blender), paint, ctmInv, dev2, dev3, &outerAlloc, skipColorXform); |
| } |