blob: d1615a3445f6348fef5e3cf7cdd3d3a916fa8aa0 [file] [log] [blame]
/*
* Copyright 2010 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkRasterClip.h"
SkRasterClip::SkRasterClip() {
fIsBW = true;
fIsEmpty = true;
fIsRect = false;
SkDEBUGCODE(this->validate();)
}
SkRasterClip::SkRasterClip(const SkRasterClip& src) {
AUTO_RASTERCLIP_VALIDATE(src);
fIsBW = src.fIsBW;
if (fIsBW) {
fBW = src.fBW;
} else {
fAA = src.fAA;
}
fIsEmpty = src.isEmpty();
fIsRect = src.isRect();
SkDEBUGCODE(this->validate();)
}
SkRasterClip::SkRasterClip(const SkIRect& bounds) : fBW(bounds) {
fIsBW = true;
fIsEmpty = this->computeIsEmpty(); // bounds might be empty, so compute
fIsRect = !fIsEmpty;
SkDEBUGCODE(this->validate();)
}
SkRasterClip::~SkRasterClip() {
SkDEBUGCODE(this->validate();)
}
bool SkRasterClip::isComplex() const {
return fIsBW ? fBW.isComplex() : !fAA.isEmpty();
}
const SkIRect& SkRasterClip::getBounds() const {
return fIsBW ? fBW.getBounds() : fAA.getBounds();
}
bool SkRasterClip::setEmpty() {
AUTO_RASTERCLIP_VALIDATE(*this);
fIsBW = true;
fBW.setEmpty();
fAA.setEmpty();
fIsEmpty = true;
fIsRect = false;
return false;
}
bool SkRasterClip::setRect(const SkIRect& rect) {
AUTO_RASTERCLIP_VALIDATE(*this);
fIsBW = true;
fAA.setEmpty();
fIsRect = fBW.setRect(rect);
fIsEmpty = !fIsRect;
return fIsRect;
}
bool SkRasterClip::setPath(const SkPath& path, const SkRegion& clip, bool doAA) {
AUTO_RASTERCLIP_VALIDATE(*this);
if (this->isBW() && !doAA) {
(void)fBW.setPath(path, clip);
} else {
// TODO: since we are going to over-write fAA completely (aren't we?)
// we should just clear our BW data (if any) and set fIsAA=true
if (this->isBW()) {
this->convertToAA();
}
(void)fAA.setPath(path, &clip, doAA);
}
return this->updateCacheAndReturnNonEmpty();
}
bool SkRasterClip::setPath(const SkPath& path, const SkIRect& clip, bool doAA) {
SkRegion tmp;
tmp.setRect(clip);
return this->setPath(path, tmp, doAA);
}
bool SkRasterClip::op(const SkIRect& rect, SkRegion::Op op) {
AUTO_RASTERCLIP_VALIDATE(*this);
fIsBW ? fBW.op(rect, op) : fAA.op(rect, op);
return this->updateCacheAndReturnNonEmpty();
}
bool SkRasterClip::op(const SkRegion& rgn, SkRegion::Op op) {
AUTO_RASTERCLIP_VALIDATE(*this);
if (fIsBW) {
(void)fBW.op(rgn, op);
} else {
SkAAClip tmp;
tmp.setRegion(rgn);
(void)fAA.op(tmp, op);
}
return this->updateCacheAndReturnNonEmpty();
}
bool SkRasterClip::op(const SkRasterClip& clip, SkRegion::Op op) {
AUTO_RASTERCLIP_VALIDATE(*this);
clip.validate();
if (this->isBW() && clip.isBW()) {
(void)fBW.op(clip.fBW, op);
} else {
SkAAClip tmp;
const SkAAClip* other;
if (this->isBW()) {
this->convertToAA();
}
if (clip.isBW()) {
tmp.setRegion(clip.bwRgn());
other = &tmp;
} else {
other = &clip.aaRgn();
}
(void)fAA.op(*other, op);
}
return this->updateCacheAndReturnNonEmpty();
}
/**
* Our antialiasing currently has a granularity of 1/4 of a pixel along each
* axis. Thus we can treat an axis coordinate as an integer if it differs
* from its nearest int by < half of that value (1.8 in this case).
*/
static bool nearly_integral(SkScalar x) {
static const SkScalar domain = SK_Scalar1 / 4;
static const SkScalar halfDomain = domain / 2;
x += halfDomain;
return x - SkScalarFloorToScalar(x) < domain;
}
bool SkRasterClip::op(const SkRect& r, SkRegion::Op op, bool doAA) {
AUTO_RASTERCLIP_VALIDATE(*this);
if (fIsBW && doAA) {
// check that the rect really needs aa, or is it close enought to
// integer boundaries that we can just treat it as a BW rect?
if (nearly_integral(r.fLeft) && nearly_integral(r.fTop) &&
nearly_integral(r.fRight) && nearly_integral(r.fBottom)) {
doAA = false;
}
}
if (fIsBW && !doAA) {
SkIRect ir;
r.round(&ir);
(void)fBW.op(ir, op);
} else {
if (fIsBW) {
this->convertToAA();
}
(void)fAA.op(r, op, doAA);
}
return this->updateCacheAndReturnNonEmpty();
}
void SkRasterClip::translate(int dx, int dy, SkRasterClip* dst) const {
if (NULL == dst) {
return;
}
AUTO_RASTERCLIP_VALIDATE(*this);
if (this->isEmpty()) {
dst->setEmpty();
return;
}
if (0 == (dx | dy)) {
*dst = *this;
return;
}
dst->fIsBW = fIsBW;
if (fIsBW) {
fBW.translate(dx, dy, &dst->fBW);
dst->fAA.setEmpty();
} else {
fAA.translate(dx, dy, &dst->fAA);
dst->fBW.setEmpty();
}
dst->updateCacheAndReturnNonEmpty();
}
bool SkRasterClip::quickContains(const SkIRect& ir) const {
return fIsBW ? fBW.quickContains(ir) : fAA.quickContains(ir);
}
///////////////////////////////////////////////////////////////////////////////
const SkRegion& SkRasterClip::forceGetBW() {
AUTO_RASTERCLIP_VALIDATE(*this);
if (!fIsBW) {
fBW.setRect(fAA.getBounds());
}
return fBW;
}
void SkRasterClip::convertToAA() {
AUTO_RASTERCLIP_VALIDATE(*this);
SkASSERT(fIsBW);
fAA.setRegion(fBW);
fIsBW = false;
// since we are being explicitly asked to convert-to-aa, we pass false so we don't "optimize"
// ourselves back to BW.
(void)this->updateCacheAndReturnNonEmpty(false);
}
#ifdef SK_DEBUG
void SkRasterClip::validate() const {
// can't ever assert that fBW is empty, since we may have called forceGetBW
if (fIsBW) {
SkASSERT(fAA.isEmpty());
}
fBW.validate();
fAA.validate();
SkASSERT(this->computeIsEmpty() == fIsEmpty);
SkASSERT(this->computeIsRect() == fIsRect);
}
#endif
///////////////////////////////////////////////////////////////////////////////
SkAAClipBlitterWrapper::SkAAClipBlitterWrapper() {
SkDEBUGCODE(fClipRgn = NULL;)
SkDEBUGCODE(fBlitter = NULL;)
}
SkAAClipBlitterWrapper::SkAAClipBlitterWrapper(const SkRasterClip& clip,
SkBlitter* blitter) {
this->init(clip, blitter);
}
SkAAClipBlitterWrapper::SkAAClipBlitterWrapper(const SkAAClip* aaclip,
SkBlitter* blitter) {
SkASSERT(blitter);
SkASSERT(aaclip);
fBWRgn.setRect(aaclip->getBounds());
fAABlitter.init(blitter, aaclip);
// now our return values
fClipRgn = &fBWRgn;
fBlitter = &fAABlitter;
}
void SkAAClipBlitterWrapper::init(const SkRasterClip& clip, SkBlitter* blitter) {
SkASSERT(blitter);
if (clip.isBW()) {
fClipRgn = &clip.bwRgn();
fBlitter = blitter;
} else {
const SkAAClip& aaclip = clip.aaRgn();
fBWRgn.setRect(aaclip.getBounds());
fAABlitter.init(blitter, &aaclip);
// now our return values
fClipRgn = &fBWRgn;
fBlitter = &fAABlitter;
}
}