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/*
* 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 "GrSWMaskHelper.h"
#include "GrDrawState.h"
#include "GrDrawTargetCaps.h"
#include "GrGpu.h"
#include "SkData.h"
#include "SkStrokeRec.h"
// TODO: try to remove this #include
#include "GrContext.h"
namespace {
/*
* Convert a boolean operation into a transfer mode code
*/
SkXfermode::Mode op_to_mode(SkRegion::Op op) {
static const SkXfermode::Mode modeMap[] = {
SkXfermode::kDstOut_Mode, // kDifference_Op
SkXfermode::kModulate_Mode, // kIntersect_Op
SkXfermode::kSrcOver_Mode, // kUnion_Op
SkXfermode::kXor_Mode, // kXOR_Op
SkXfermode::kClear_Mode, // kReverseDifference_Op
SkXfermode::kSrc_Mode, // kReplace_Op
};
return modeMap[op];
}
static inline GrPixelConfig fmt_to_config(SkTextureCompressor::Format fmt) {
GrPixelConfig config;
switch (fmt) {
case SkTextureCompressor::kLATC_Format:
config = kLATC_GrPixelConfig;
break;
case SkTextureCompressor::kR11_EAC_Format:
config = kR11_EAC_GrPixelConfig;
break;
case SkTextureCompressor::kASTC_12x12_Format:
config = kASTC_12x12_GrPixelConfig;
break;
case SkTextureCompressor::kETC1_Format:
config = kETC1_GrPixelConfig;
break;
default:
SkDEBUGFAIL("No GrPixelConfig for compression format!");
// Best guess
config = kAlpha_8_GrPixelConfig;
break;
}
return config;
}
static bool choose_compressed_fmt(const GrDrawTargetCaps* caps,
SkTextureCompressor::Format *fmt) {
if (NULL == fmt) {
return false;
}
// We can't use scratch textures without the ability to update
// compressed textures...
if (!(caps->compressedTexSubImageSupport())) {
return false;
}
// Figure out what our preferred texture type is. If ASTC is available, that always
// gives the biggest win. Otherwise, in terms of compression speed and accuracy,
// LATC has a slight edge over R11 EAC.
if (caps->isConfigTexturable(kASTC_12x12_GrPixelConfig)) {
*fmt = SkTextureCompressor::kASTC_12x12_Format;
return true;
} else if (caps->isConfigTexturable(kLATC_GrPixelConfig)) {
*fmt = SkTextureCompressor::kLATC_Format;
return true;
} else if (caps->isConfigTexturable(kR11_EAC_GrPixelConfig)) {
*fmt = SkTextureCompressor::kR11_EAC_Format;
return true;
}
return false;
}
}
/**
* Draw a single rect element of the clip stack into the accumulation bitmap
*/
void GrSWMaskHelper::draw(const SkRect& rect, SkRegion::Op op,
bool antiAlias, uint8_t alpha) {
SkPaint paint;
SkXfermode* mode = SkXfermode::Create(op_to_mode(op));
SkASSERT(kNone_CompressionMode == fCompressionMode);
paint.setXfermode(mode);
paint.setAntiAlias(antiAlias);
paint.setColor(SkColorSetARGB(alpha, alpha, alpha, alpha));
fDraw.drawRect(rect, paint);
SkSafeUnref(mode);
}
/**
* Draw a single path element of the clip stack into the accumulation bitmap
*/
void GrSWMaskHelper::draw(const SkPath& path, const SkStrokeRec& stroke, SkRegion::Op op,
bool antiAlias, uint8_t alpha) {
SkPaint paint;
if (stroke.isHairlineStyle()) {
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(SK_Scalar1);
} else {
if (stroke.isFillStyle()) {
paint.setStyle(SkPaint::kFill_Style);
} else {
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeJoin(stroke.getJoin());
paint.setStrokeCap(stroke.getCap());
paint.setStrokeWidth(stroke.getWidth());
}
}
paint.setAntiAlias(antiAlias);
SkTBlitterAllocator allocator;
SkBlitter* blitter = NULL;
if (kBlitter_CompressionMode == fCompressionMode) {
SkASSERT(NULL != fCompressedBuffer.get());
blitter = SkTextureCompressor::CreateBlitterForFormat(
fBM.width(), fBM.height(), fCompressedBuffer.get(), &allocator, fCompressedFormat);
}
if (SkRegion::kReplace_Op == op && 0xFF == alpha) {
SkASSERT(0xFF == paint.getAlpha());
fDraw.drawPathCoverage(path, paint, blitter);
} else {
paint.setXfermodeMode(op_to_mode(op));
paint.setColor(SkColorSetARGB(alpha, alpha, alpha, alpha));
fDraw.drawPath(path, paint, blitter);
}
}
bool GrSWMaskHelper::init(const SkIRect& resultBounds,
const SkMatrix* matrix,
bool allowCompression) {
if (NULL != matrix) {
fMatrix = *matrix;
} else {
fMatrix.setIdentity();
}
// Now translate so the bound's UL corner is at the origin
fMatrix.postTranslate(-resultBounds.fLeft * SK_Scalar1,
-resultBounds.fTop * SK_Scalar1);
SkIRect bounds = SkIRect::MakeWH(resultBounds.width(),
resultBounds.height());
if (allowCompression &&
fContext->getOptions().fDrawPathToCompressedTexture &&
choose_compressed_fmt(fContext->getGpu()->caps(), &fCompressedFormat)) {
fCompressionMode = kCompress_CompressionMode;
}
// Make sure that the width is a multiple of the desired block dimensions
// to allow for specialized SIMD instructions that compress multiple blocks at a time.
int cmpWidth = bounds.fRight;
int cmpHeight = bounds.fBottom;
if (kCompress_CompressionMode == fCompressionMode) {
int dimX, dimY;
SkTextureCompressor::GetBlockDimensions(fCompressedFormat, &dimX, &dimY);
cmpWidth = dimX * ((cmpWidth + (dimX - 1)) / dimX);
cmpHeight = dimY * ((cmpHeight + (dimY - 1)) / dimY);
// Can we create a blitter?
if (SkTextureCompressor::ExistsBlitterForFormat(fCompressedFormat)) {
int cmpSz = SkTextureCompressor::GetCompressedDataSize(
fCompressedFormat, cmpWidth, cmpHeight);
SkASSERT(cmpSz > 0);
SkASSERT(NULL == fCompressedBuffer.get());
fCompressedBuffer.reset(cmpSz);
fCompressionMode = kBlitter_CompressionMode;
}
}
// If we don't have a custom blitter, then we either need a bitmap to compress
// from or a bitmap that we're going to use as a texture. In any case, we should
// allocate the pixels for a bitmap
const SkImageInfo bmImageInfo = SkImageInfo::MakeA8(cmpWidth, cmpHeight);
if (kBlitter_CompressionMode != fCompressionMode) {
if (!fBM.allocPixels(bmImageInfo)) {
return false;
}
sk_bzero(fBM.getPixels(), fBM.getSafeSize());
} else {
// Otherwise, we just need to remember how big the buffer is...
fBM.setInfo(bmImageInfo);
}
sk_bzero(&fDraw, sizeof(fDraw));
fRasterClip.setRect(bounds);
fDraw.fRC = &fRasterClip;
fDraw.fClip = &fRasterClip.bwRgn();
fDraw.fMatrix = &fMatrix;
fDraw.fBitmap = &fBM;
return true;
}
/**
* Get a texture (from the texture cache) of the correct size & format.
* Return true on success; false on failure.
*/
bool GrSWMaskHelper::getTexture(GrAutoScratchTexture* texture) {
GrTextureDesc desc;
desc.fWidth = fBM.width();
desc.fHeight = fBM.height();
desc.fConfig = kAlpha_8_GrPixelConfig;
if (kNone_CompressionMode != fCompressionMode) {
#ifdef SK_DEBUG
int dimX, dimY;
SkTextureCompressor::GetBlockDimensions(fCompressedFormat, &dimX, &dimY);
SkASSERT((desc.fWidth % dimX) == 0);
SkASSERT((desc.fHeight % dimY) == 0);
#endif
desc.fConfig = fmt_to_config(fCompressedFormat);
SkASSERT(fContext->getGpu()->caps()->isConfigTexturable(desc.fConfig));
}
texture->set(fContext, desc);
return NULL != texture->texture();
}
void GrSWMaskHelper::sendTextureData(GrTexture *texture, const GrTextureDesc& desc,
const void *data, int rowbytes) {
// If we aren't reusing scratch textures we don't need to flush before
// writing since no one else will be using 'texture'
bool reuseScratch = fContext->getGpu()->caps()->reuseScratchTextures();
// Since we're uploading to it, and it's compressed, 'texture' shouldn't
// have a render target.
SkASSERT(NULL == texture->asRenderTarget());
texture->writePixels(0, 0, desc.fWidth, desc.fHeight,
desc.fConfig, data, rowbytes,
reuseScratch ? 0 : GrContext::kDontFlush_PixelOpsFlag);
}
void GrSWMaskHelper::compressTextureData(GrTexture *texture, const GrTextureDesc& desc) {
SkASSERT(GrPixelConfigIsCompressed(desc.fConfig));
SkASSERT(fmt_to_config(fCompressedFormat) == desc.fConfig);
SkAutoDataUnref cmpData(SkTextureCompressor::CompressBitmapToFormat(fBM, fCompressedFormat));
SkASSERT(NULL != cmpData);
this->sendTextureData(texture, desc, cmpData->data(), 0);
}
/**
* Move the result of the software mask generation back to the gpu
*/
void GrSWMaskHelper::toTexture(GrTexture *texture) {
SkAutoLockPixels alp(fBM);
GrTextureDesc desc;
desc.fWidth = fBM.width();
desc.fHeight = fBM.height();
desc.fConfig = texture->config();
// First see if we should compress this texture before uploading.
switch (fCompressionMode) {
case kNone_CompressionMode:
this->sendTextureData(texture, desc, fBM.getPixels(), fBM.rowBytes());
break;
case kCompress_CompressionMode:
this->compressTextureData(texture, desc);
break;
case kBlitter_CompressionMode:
SkASSERT(NULL != fCompressedBuffer.get());
this->sendTextureData(texture, desc, fCompressedBuffer.get(), 0);
break;
}
}
////////////////////////////////////////////////////////////////////////////////
/**
* Software rasterizes path to A8 mask (possibly using the context's matrix)
* and uploads the result to a scratch texture. Returns the resulting
* texture on success; NULL on failure.
*/
GrTexture* GrSWMaskHelper::DrawPathMaskToTexture(GrContext* context,
const SkPath& path,
const SkStrokeRec& stroke,
const SkIRect& resultBounds,
bool antiAlias,
SkMatrix* matrix) {
GrSWMaskHelper helper(context);
if (!helper.init(resultBounds, matrix)) {
return NULL;
}
helper.draw(path, stroke, SkRegion::kReplace_Op, antiAlias, 0xFF);
GrAutoScratchTexture ast;
if (!helper.getTexture(&ast)) {
return NULL;
}
helper.toTexture(ast.texture());
return ast.detach();
}
void GrSWMaskHelper::DrawToTargetWithPathMask(GrTexture* texture,
GrDrawTarget* target,
const SkIRect& rect) {
GrDrawState* drawState = target->drawState();
GrDrawState::AutoViewMatrixRestore avmr;
if (!avmr.setIdentity(drawState)) {
return;
}
GrDrawState::AutoRestoreEffects are(drawState);
SkRect dstRect = SkRect::MakeLTRB(SK_Scalar1 * rect.fLeft,
SK_Scalar1 * rect.fTop,
SK_Scalar1 * rect.fRight,
SK_Scalar1 * rect.fBottom);
// We want to use device coords to compute the texture coordinates. We set our matrix to be
// equal to the view matrix followed by a translation so that the top-left of the device bounds
// maps to 0,0, and then a scaling matrix to normalized coords. We apply this matrix to the
// vertex positions rather than local coords.
SkMatrix maskMatrix;
maskMatrix.setIDiv(texture->width(), texture->height());
maskMatrix.preTranslate(SkIntToScalar(-rect.fLeft), SkIntToScalar(-rect.fTop));
maskMatrix.preConcat(drawState->getViewMatrix());
drawState->addCoverageEffect(
GrSimpleTextureEffect::Create(texture,
maskMatrix,
GrTextureParams::kNone_FilterMode,
kPosition_GrCoordSet))->unref();
target->drawSimpleRect(dstRect);
}