blob: dcf8d585eaf0db0335f13dd6baa53dfa4b087cb6 [file] [log] [blame]
Mike Reed787a16d2017-05-15 09:29:18 -04001/*
2 * Copyright 2017 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "SkArenaAlloc.h"
9#include "SkAutoBlitterChoose.h"
10#include "SkColorShader.h"
11#include "SkDraw.h"
12#include "SkNx.h"
13#include "SkPM4f.h"
14#include "SkRasterClip.h"
15#include "SkScan.h"
16#include "SkShader.h"
17#include "SkString.h"
18#include "SkVertState.h"
19
20struct Matrix43 {
21 float fMat[12]; // column major
22
23 Sk4f map(float x, float y) const {
24 return Sk4f::Load(&fMat[0]) * x + Sk4f::Load(&fMat[4]) * y + Sk4f::Load(&fMat[8]);
25 }
26
27 void setConcat(const Matrix43& a, const SkMatrix& b) {
28 fMat[ 0] = a.dot(0, b.getScaleX(), b.getSkewY());
29 fMat[ 1] = a.dot(1, b.getScaleX(), b.getSkewY());
30 fMat[ 2] = a.dot(2, b.getScaleX(), b.getSkewY());
31 fMat[ 3] = a.dot(3, b.getScaleX(), b.getSkewY());
32
33 fMat[ 4] = a.dot(0, b.getSkewX(), b.getScaleY());
34 fMat[ 5] = a.dot(1, b.getSkewX(), b.getScaleY());
35 fMat[ 6] = a.dot(2, b.getSkewX(), b.getScaleY());
36 fMat[ 7] = a.dot(3, b.getSkewX(), b.getScaleY());
37
38 fMat[ 8] = a.dot(0, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 8];
39 fMat[ 9] = a.dot(1, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 9];
40 fMat[10] = a.dot(2, b.getTranslateX(), b.getTranslateY()) + a.fMat[10];
41 fMat[11] = a.dot(3, b.getTranslateX(), b.getTranslateY()) + a.fMat[11];
42 }
43
44private:
45 float dot(int index, float x, float y) const {
46 return fMat[index + 0] * x + fMat[index + 4] * y;
47 }
48};
49
50static SkScan::HairRCProc ChooseHairProc(bool doAntiAlias) {
51 return doAntiAlias ? SkScan::AntiHairLine : SkScan::HairLine;
52}
53
54static bool texture_to_matrix(const VertState& state, const SkPoint verts[],
55 const SkPoint texs[], SkMatrix* matrix) {
56 SkPoint src[3], dst[3];
57
58 src[0] = texs[state.f0];
59 src[1] = texs[state.f1];
60 src[2] = texs[state.f2];
61 dst[0] = verts[state.f0];
62 dst[1] = verts[state.f1];
63 dst[2] = verts[state.f2];
64 return matrix->setPolyToPoly(src, dst, 3);
65}
66
67class SkTriColorShader : public SkShader {
68public:
69 SkTriColorShader();
70
71 class TriColorShaderContext : public SkShader::Context {
72 public:
73 TriColorShaderContext(const SkTriColorShader& shader, const ContextRec&);
74 ~TriColorShaderContext() override;
75 void shadeSpan(int x, int y, SkPMColor dstC[], int count) override;
76 void shadeSpan4f(int x, int y, SkPM4f dstC[], int count) override;
77
78 private:
79 bool setup(const SkPoint pts[], const SkColor colors[], int, int, int);
80
81 SkMatrix fDstToUnit;
82 SkPMColor fColors[3];
83 bool fSetup;
84
85 Matrix43 fM43;
86
87 typedef SkShader::Context INHERITED;
88 };
89
90 struct TriColorShaderData {
91 const SkPoint* pts;
92 const SkColor* colors;
93 const VertState *state;
94 };
95
96 SK_TO_STRING_OVERRIDE()
97
98 // For serialization. This will never be called.
99 Factory getFactory() const override { sk_throw(); return nullptr; }
100
101 // Supply setup data to context from drawing setup
102 void bindSetupData(TriColorShaderData* setupData) { fSetupData = setupData; }
103
104 // Take the setup data from context when needed.
105 TriColorShaderData* takeSetupData() {
106 TriColorShaderData *data = fSetupData;
107 fSetupData = NULL;
108 return data;
109 }
110
111protected:
112 Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override {
113 return alloc->make<TriColorShaderContext>(*this, rec);
114 }
115
116private:
117 TriColorShaderData *fSetupData;
118
119 typedef SkShader INHERITED;
120};
121
122bool SkTriColorShader::TriColorShaderContext::setup(const SkPoint pts[], const SkColor colors[],
123 int index0, int index1, int index2) {
124
125 fColors[0] = SkPreMultiplyColor(colors[index0]);
126 fColors[1] = SkPreMultiplyColor(colors[index1]);
127 fColors[2] = SkPreMultiplyColor(colors[index2]);
128
129 SkMatrix m, im;
130 m.reset();
131 m.set(0, pts[index1].fX - pts[index0].fX);
132 m.set(1, pts[index2].fX - pts[index0].fX);
133 m.set(2, pts[index0].fX);
134 m.set(3, pts[index1].fY - pts[index0].fY);
135 m.set(4, pts[index2].fY - pts[index0].fY);
136 m.set(5, pts[index0].fY);
137 if (!m.invert(&im)) {
138 return false;
139 }
140 // We can't call getTotalInverse(), because we explicitly don't want to look at the localmatrix
141 // as our interators are intrinsically tied to the vertices, and nothing else.
142 SkMatrix ctmInv;
143 if (!this->getCTM().invert(&ctmInv)) {
144 return false;
145 }
146 // TODO replace INV(m) * INV(ctm) with INV(ctm * m)
147 fDstToUnit.setConcat(im, ctmInv);
148
149 Sk4f alpha(this->getPaintAlpha() * (1.0f / 255)),
150 c0 = SkPM4f::FromPMColor(fColors[0]).to4f() * alpha,
151 c1 = SkPM4f::FromPMColor(fColors[1]).to4f() * alpha,
152 c2 = SkPM4f::FromPMColor(fColors[2]).to4f() * alpha;
153
154 Matrix43 colorm;
155 (c1 - c0).store(&colorm.fMat[0]);
156 (c2 - c0).store(&colorm.fMat[4]);
157 c0.store(&colorm.fMat[8]);
158 fM43.setConcat(colorm, fDstToUnit);
159
160 return true;
161}
162
163#include "SkColorPriv.h"
164#include "SkComposeShader.h"
165
166static int ScalarTo256(SkScalar v) {
167 return static_cast<int>(SkScalarPin(v, 0, 1) * 256 + 0.5);
168}
169
170SkTriColorShader::SkTriColorShader()
171: INHERITED(NULL)
172, fSetupData(NULL) {}
173
174SkTriColorShader::TriColorShaderContext::TriColorShaderContext(const SkTriColorShader& shader,
175 const ContextRec& rec)
176: INHERITED(shader, rec)
177, fSetup(false) {}
178
179SkTriColorShader::TriColorShaderContext::~TriColorShaderContext() {}
180
181void SkTriColorShader::TriColorShaderContext::shadeSpan(int x, int y, SkPMColor dstC[], int count) {
182 SkTriColorShader* parent = static_cast<SkTriColorShader*>(const_cast<SkShader*>(&fShader));
183 TriColorShaderData* set = parent->takeSetupData();
184 if (set) {
185 fSetup = setup(set->pts, set->colors, set->state->f0, set->state->f1, set->state->f2);
186 }
187
188 if (!fSetup) {
189 // Invalid matrices. Not checked before so no need to assert.
190 return;
191 }
192
193 const int alphaScale = Sk255To256(this->getPaintAlpha());
194
195 SkPoint src;
196
197 fDstToUnit.mapXY(SkIntToScalar(x) + 0.5, SkIntToScalar(y) + 0.5, &src);
198 for (int i = 0; i < count; i++) {
199 int scale1 = ScalarTo256(src.fX);
200 int scale2 = ScalarTo256(src.fY);
201 int scale0 = 256 - scale1 - scale2;
202 if (scale0 < 0) {
203 if (scale1 > scale2) {
204 scale2 = 256 - scale1;
205 } else {
206 scale1 = 256 - scale2;
207 }
208 scale0 = 0;
209 }
210
211 if (256 != alphaScale) {
212 scale0 = SkAlphaMul(scale0, alphaScale);
213 scale1 = SkAlphaMul(scale1, alphaScale);
214 scale2 = SkAlphaMul(scale2, alphaScale);
215 }
216
217 dstC[i] = SkAlphaMulQ(fColors[0], scale0) +
218 SkAlphaMulQ(fColors[1], scale1) +
219 SkAlphaMulQ(fColors[2], scale2);
220
221 src.fX += fDstToUnit.getScaleX();
222 src.fY += fDstToUnit.getSkewY();
223 }
224}
225
226void SkTriColorShader::TriColorShaderContext::shadeSpan4f(int x, int y, SkPM4f dstC[], int count) {
227 SkTriColorShader* parent = static_cast<SkTriColorShader*>(const_cast<SkShader*>(&fShader));
228 TriColorShaderData* set = parent->takeSetupData();
229 if (set) {
230 fSetup = setup(set->pts, set->colors, set->state->f0, set->state->f1, set->state->f2);
231 }
232
233 if (!fSetup) {
234 // Invalid matrices. Not checked before so no need to assert.
235 return;
236 }
237
238 Sk4f c = fM43.map(SkIntToScalar(x) + 0.5, SkIntToScalar(y) + 0.5),
239 dc = Sk4f::Load(&fM43.fMat[0]),
240 zero(0.0f),
241 one(1.0f);
242
243 for (int i = 0; i < count; i++) {
244 // We don't expect to be wildly out of 0...1, but we pin just because of minor
245 // numerical imprecision.
246 Sk4f::Min(Sk4f::Max(c, zero), Sk4f::Min(c[3], one)).store(dstC + i);
247 c += dc;
248 }
249}
250
251#ifndef SK_IGNORE_TO_STRING
252void SkTriColorShader::toString(SkString* str) const {
253 str->append("SkTriColorShader: (");
254
255 this->INHERITED::toString(str);
256
257 str->append(")");
258}
259#endif
260
261
262namespace {
263
264 // Similar to SkLocalMatrixShader, but composes the local matrix with the CTM (instead
265 // of composing with the inherited local matrix):
266 //
267 // rec' = {rec.ctm x localMatrix, rec.localMatrix}
268 //
269 // (as opposed to rec' = {rec.ctm, rec.localMatrix x localMatrix})
270 //
271 class SkLocalInnerMatrixShader final : public SkShader {
272 public:
273 SkLocalInnerMatrixShader(sk_sp<SkShader> proxy, const SkMatrix& localMatrix)
274 : INHERITED(&localMatrix)
275 , fProxyShader(std::move(proxy)) {}
276
277 Factory getFactory() const override {
278 SkASSERT(false);
279 return nullptr;
280 }
281
282 protected:
283 void flatten(SkWriteBuffer&) const override {
284 SkASSERT(false);
285 }
286
287 Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override {
288 SkMatrix adjustedCTM = SkMatrix::Concat(*rec.fMatrix, this->getLocalMatrix());
289 ContextRec newRec(rec);
290 newRec.fMatrix = &adjustedCTM;
291 return fProxyShader->makeContext(newRec, alloc);
292 }
293
294 bool onAppendStages(SkRasterPipeline* p, SkColorSpace* cs, SkArenaAlloc* alloc,
295 const SkMatrix& ctm, const SkPaint& paint,
296 const SkMatrix* localM) const override {
297 // We control the shader graph ancestors, so we know there's no local matrix being
298 // injected before this.
299 SkASSERT(!localM);
300
301 SkMatrix adjustedCTM = SkMatrix::Concat(ctm, this->getLocalMatrix());
302 return fProxyShader->appendStages(p, cs, alloc, adjustedCTM, paint);
303 }
304
305 private:
306 sk_sp<SkShader> fProxyShader;
307
308 typedef SkShader INHERITED;
309 };
310
311 sk_sp<SkShader> MakeTextureShader(const VertState& state, const SkPoint verts[],
312 const SkPoint texs[], const SkPaint& paint,
313 SkColorSpace* dstColorSpace,
314 SkArenaAlloc* alloc) {
315 SkASSERT(paint.getShader());
316
317 const auto& p0 = texs[state.f0],
318 p1 = texs[state.f1],
319 p2 = texs[state.f2];
320
321 if (p0 != p1 || p0 != p2) {
322 // Common case (non-collapsed texture coordinates).
323 // Map the texture to vertices using a local transform.
324
325 // We cannot use a plain SkLocalMatrix shader, because we need the texture matrix
326 // to compose next to the CTM.
327 SkMatrix localMatrix;
328 return texture_to_matrix(state, verts, texs, &localMatrix)
329 ? alloc->makeSkSp<SkLocalInnerMatrixShader>(paint.refShader(), localMatrix)
330 : nullptr;
331 }
332
333 // Collapsed texture coordinates special case.
334 // The texture is a solid color, sampled at the given point.
335 SkMatrix shaderInvLocalMatrix;
336 SkAssertResult(paint.getShader()->getLocalMatrix().invert(&shaderInvLocalMatrix));
337
338 const auto sample = SkPoint::Make(0.5f, 0.5f);
339 const auto mappedSample = shaderInvLocalMatrix.mapXY(sample.x(), sample.y()),
340 mappedPoint = shaderInvLocalMatrix.mapXY(p0.x(), p0.y());
341 const auto localMatrix = SkMatrix::MakeTrans(mappedSample.x() - mappedPoint.x(),
342 mappedSample.y() - mappedPoint.y());
343
344 SkShader::ContextRec rec(paint, SkMatrix::I(), &localMatrix,
345 SkShader::ContextRec::kPMColor_DstType, dstColorSpace);
346 auto* ctx = paint.getShader()->makeContext(rec, alloc);
347 if (!ctx) {
348 return nullptr;
349 }
350
351 SkPMColor pmColor;
352 ctx->shadeSpan(SkScalarFloorToInt(sample.x()), SkScalarFloorToInt(sample.y()), &pmColor, 1);
353
354 // no need to keep this temp context around.
355 alloc->reset();
356
357 return alloc->makeSkSp<SkColorShader>(SkUnPreMultiply::PMColorToColor(pmColor));
358 }
359
360} // anonymous ns
361
362void SkDraw::drawVertices(SkVertices::VertexMode vmode, int count,
363 const SkPoint vertices[], const SkPoint textures[],
364 const SkColor colors[], SkBlendMode bmode,
365 const uint16_t indices[], int indexCount,
366 const SkPaint& paint) const {
367 SkASSERT(0 == count || vertices);
368
369 // abort early if there is nothing to draw
370 if (count < 3 || (indices && indexCount < 3) || fRC->isEmpty()) {
371 return;
372 }
373
374 // transform out vertices into device coordinates
375 SkAutoSTMalloc<16, SkPoint> storage(count);
376 SkPoint* devVerts = storage.get();
377 fMatrix->mapPoints(devVerts, vertices, count);
378
379 /*
380 We can draw the vertices in 1 of 4 ways:
381
382 - solid color (no shader/texture[], no colors[])
383 - just colors (no shader/texture[], has colors[])
384 - just texture (has shader/texture[], no colors[])
385 - colors * texture (has shader/texture[], has colors[])
386
387 Thus for texture drawing, we need both texture[] and a shader.
388 */
389
390 auto triShader = sk_make_sp<SkTriColorShader>();
391 SkPaint p(paint);
392
393 SkShader* shader = p.getShader();
394 if (nullptr == shader) {
395 // if we have no shader, we ignore the texture coordinates
396 textures = nullptr;
397 } else if (nullptr == textures) {
398 // if we don't have texture coordinates, ignore the shader
399 p.setShader(nullptr);
400 shader = nullptr;
401 }
402
403 // setup the custom shader (if needed)
404 if (colors) {
405 if (nullptr == textures) {
406 // just colors (no texture)
407 p.setShader(triShader);
408 } else {
409 // colors * texture
410 SkASSERT(shader);
411 p.setShader(SkShader::MakeComposeShader(triShader, sk_ref_sp(shader), bmode));
412 }
413 }
414
415 SkAutoBlitterChoose blitter(fDst, *fMatrix, p);
416 // Abort early if we failed to create a shader context.
417 if (blitter->isNullBlitter()) {
418 return;
419 }
420
421 // setup our state and function pointer for iterating triangles
422 VertState state(count, indices, indexCount);
423 VertState::Proc vertProc = state.chooseProc(vmode);
424
425 if (textures || colors) {
426 SkTriColorShader::TriColorShaderData verticesSetup = { vertices, colors, &state };
427
428 while (vertProc(&state)) {
429 auto* blitterPtr = blitter.get();
430
431 // We're going to allocate at most
432 //
433 // * one SkLocalMatrixShader OR one SkColorShader
434 // * one SkComposeShader
435 // * one SkAutoBlitterChoose
436 //
437 static constexpr size_t kAllocSize =
438 sizeof(SkAutoBlitterChoose) + sizeof(SkComposeShader) +
439 SkTMax(sizeof(SkLocalInnerMatrixShader), sizeof(SkColorShader));
440 char allocBuffer[kAllocSize];
441 SkArenaAlloc alloc(allocBuffer);
442
443 if (textures) {
444 sk_sp<SkShader> texShader = MakeTextureShader(state, vertices, textures, paint,
445 fDst.colorSpace(), &alloc);
446 if (texShader) {
447 SkPaint localPaint(p);
448 localPaint.setShader(colors
449 ? alloc.makeSkSp<SkComposeShader>(triShader, std::move(texShader), bmode)
450 : std::move(texShader));
451
452 blitterPtr = alloc.make<SkAutoBlitterChoose>(fDst, *fMatrix, localPaint)->get();
453 if (blitterPtr->isNullBlitter()) {
454 continue;
455 }
456 }
457 }
458 if (colors) {
459 triShader->bindSetupData(&verticesSetup);
460 }
461
462 SkPoint tmp[] = {
463 devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
464 };
465 SkScan::FillTriangle(tmp, *fRC, blitterPtr);
466 triShader->bindSetupData(nullptr);
467 }
468 } else {
469 // no colors[] and no texture, stroke hairlines with paint's color.
470 SkScan::HairRCProc hairProc = ChooseHairProc(paint.isAntiAlias());
471 const SkRasterClip& clip = *fRC;
472 while (vertProc(&state)) {
473 SkPoint array[] = {
474 devVerts[state.f0], devVerts[state.f1], devVerts[state.f2], devVerts[state.f0]
475 };
476 hairProc(array, 4, clip, blitter.get());
477 }
478 }
479}