blob: e285cccd0bff506a67614b4a3305a4fe1ffb1170 [file] [log] [blame]
/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkTileGrid.h"
SkTileGrid::SkTileGrid(int xTiles, int yTiles, const SkTileGridFactory::TileGridInfo& info)
: fXTiles(xTiles)
, fYTiles(yTiles)
, fInvWidth( SkScalarInvert(info.fTileInterval.width()))
, fInvHeight(SkScalarInvert(info.fTileInterval.height()))
, fMarginWidth (info.fMargin.fWidth +1) // Margin is offset by 1 as a provision for AA and
, fMarginHeight(info.fMargin.fHeight+1) // to cancel the outset applied by getClipDeviceBounds.
, fOffset(SkPoint::Make(info.fOffset.fX, info.fOffset.fY))
, fGridBounds(SkRect::MakeWH(xTiles * info.fTileInterval.width(),
yTiles * info.fTileInterval.height()))
, fTiles(SkNEW_ARRAY(SkTDArray<unsigned>, xTiles * yTiles)) {}
SkTileGrid::~SkTileGrid() {
SkDELETE_ARRAY(fTiles);
}
void SkTileGrid::reserve(int opCount) {
if (fXTiles * fYTiles == 0) {
return; // A tileless tile grid is nonsensical, but happens in at least cc_unittests.
}
// If we assume every op we're about to try to insert() falls within our grid bounds,
// then every op has to hit at least one tile. In fact, a quick scan over our small
// SKP set shows that in the average SKP, each op hits two 256x256 tiles.
// If we take those observations and further assume the ops are distributed evenly
// across the picture, we get this guess for number of ops per tile:
const int opsPerTileGuess = (2 * opCount) / (fXTiles * fYTiles);
for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + (fXTiles * fYTiles); tile++) {
tile->setReserve(opsPerTileGuess);
}
// In practice, this heuristic means we'll temporarily allocate about 30% more bytes
// than if we made no setReserve() calls, but time spent in insert() drops by about 50%.
}
void SkTileGrid::shrinkToFit() {
for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + (fXTiles * fYTiles); tile++) {
tile->shrinkToFit();
}
}
// Adjustments to user-provided bounds common to both insert() and search().
// Call this after making insert- or search- specific adjustments.
void SkTileGrid::commonAdjust(SkRect* rect) const {
// Apply our offset.
rect->offset(fOffset);
// Scrunch the bounds in just a little to make the right and bottom edges
// exclusive. We want bounds of exactly one tile to hit exactly one tile.
rect->fRight -= SK_ScalarNearlyZero;
rect->fBottom -= SK_ScalarNearlyZero;
}
// Convert user-space bounds to grid tiles they cover (LT and RB both inclusive).
void SkTileGrid::userToGrid(const SkRect& user, SkIRect* grid) const {
grid->fLeft = SkPin32(user.left() * fInvWidth , 0, fXTiles - 1);
grid->fTop = SkPin32(user.top() * fInvHeight, 0, fYTiles - 1);
grid->fRight = SkPin32(user.right() * fInvWidth , 0, fXTiles - 1);
grid->fBottom = SkPin32(user.bottom() * fInvHeight, 0, fYTiles - 1);
}
void SkTileGrid::insert(SkAutoTMalloc<SkRect>* boundsArray, int N) {
this->reserve(N);
for (int i = 0; i < N; i++) {
SkRect bounds = (*boundsArray)[i];
bounds.outset(fMarginWidth, fMarginHeight);
this->commonAdjust(&bounds);
// TODO(mtklein): can we assert this instead to save an intersection in Release mode,
// or just allow out-of-bound insertions to insert anyway (clamped to nearest tile)?
if (!SkRect::Intersects(bounds, fGridBounds)) {
continue;
}
SkIRect grid;
this->userToGrid(bounds, &grid);
// This is just a loop over y then x. This compiles to a slightly faster and
// more compact loop than if we just did fTiles[y * fXTiles + x].push(i).
SkTDArray<unsigned>* row = &fTiles[grid.fTop * fXTiles + grid.fLeft];
for (int y = 0; y <= grid.fBottom - grid.fTop; y++) {
SkTDArray<unsigned>* tile = row;
for (int x = 0; x <= grid.fRight - grid.fLeft; x++) {
(tile++)->push(i);
}
row += fXTiles;
}
}
this->shrinkToFit();
}
// Number of tiles for which data is allocated on the stack in
// SkTileGrid::search. If malloc becomes a bottleneck, we may consider
// increasing this number. Typical large web page, say 2k x 16k, would
// require 512 tiles of size 256 x 256 pixels.
static const int kStackAllocationTileCount = 1024;
void SkTileGrid::search(const SkRect& originalQuery, SkTDArray<unsigned>* results) const {
// The inset counteracts the outset that applied in 'insert', which optimizes
// for lookups of size 'tileInterval + 2 * margin' (aligned with the tile grid).
SkRect query = originalQuery;
query.inset(fMarginWidth, fMarginHeight);
this->commonAdjust(&query);
// The inset may have inverted the rectangle, so sort().
// TODO(mtklein): It looks like we only end up with inverted bounds in unit tests
// that make explicitly inverted queries, not from insetting. If we can drop support for
// unsorted bounds (i.e. we don't see them outside unit tests), I think we can drop this.
query.sort();
// No intersection check. We optimize for queries that are in bounds.
// We're safe anyway: userToGrid() will clamp out-of-bounds queries to nearest tile.
SkIRect grid;
this->userToGrid(query, &grid);
const int tilesHit = (grid.fRight - grid.fLeft + 1) * (grid.fBottom - grid.fTop + 1);
SkASSERT(tilesHit > 0);
if (tilesHit == 1) {
// A performance shortcut. The merging code below would work fine here too.
*results = fTiles[grid.fTop * fXTiles + grid.fLeft];
return;
}
// We've got to merge the data in many tiles into a single sorted and deduplicated stream.
// We do a simple k-way merge based on the value of opIndex.
// Gather pointers to the starts and ends of the tiles to merge.
SkAutoSTArray<kStackAllocationTileCount, const unsigned*> starts(tilesHit), ends(tilesHit);
int i = 0;
for (int y = grid.fTop; y <= grid.fBottom; y++) {
for (int x = grid.fLeft; x <= grid.fRight; x++) {
starts[i] = fTiles[y * fXTiles + x].begin();
ends[i] = fTiles[y * fXTiles + x].end();
i++;
}
}
// Merge tiles into results until they're fully consumed.
results->reset();
while (true) {
// The tiles themselves are already ordered, so the earliest op is at the front of some
// tile. It may be at the front of several, even all, tiles.
unsigned earliest = SK_MaxU32;
for (int i = 0; i < starts.count(); i++) {
if (starts[i] < ends[i]) {
earliest = SkTMin(earliest, *starts[i]);
}
}
// If we didn't find an earliest op, there isn't anything left to merge.
if (SK_MaxU32 == earliest) {
return;
}
// We did find an earliest op. Output it, and step forward every tile that contains it.
results->push(earliest);
for (int i = 0; i < starts.count(); i++) {
if (starts[i] < ends[i] && *starts[i] == earliest) {
starts[i]++;
}
}
}
}