blob: 71d0ebf29e0081ae7030aee9ea988ed1f5f65b4c [file] [log] [blame]
/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkGpuDevice.h"
#include "effects/GrBicubicEffect.h"
#include "effects/GrTextureDomain.h"
#include "effects/GrSimpleTextureEffect.h"
#include "GrContext.h"
#include "GrBitmapTextContext.h"
#if SK_DISTANCEFIELD_FONTS
#include "GrDistanceFieldTextContext.h"
#endif
#include "SkGrTexturePixelRef.h"
#include "SkColorFilter.h"
#include "SkDeviceImageFilterProxy.h"
#include "SkDrawProcs.h"
#include "SkGlyphCache.h"
#include "SkImageFilter.h"
#include "SkPathEffect.h"
#include "SkRRect.h"
#include "SkStroke.h"
#include "SkUtils.h"
#include "SkErrorInternals.h"
#define CACHE_COMPATIBLE_DEVICE_TEXTURES 1
#if 0
extern bool (*gShouldDrawProc)();
#define CHECK_SHOULD_DRAW(draw, forceI) \
do { \
if (gShouldDrawProc && !gShouldDrawProc()) return; \
this->prepareDraw(draw, forceI); \
} while (0)
#else
#define CHECK_SHOULD_DRAW(draw, forceI) this->prepareDraw(draw, forceI)
#endif
// This constant represents the screen alignment criterion in texels for
// requiring texture domain clamping to prevent color bleeding when drawing
// a sub region of a larger source image.
#define COLOR_BLEED_TOLERANCE 0.001f
#define DO_DEFERRED_CLEAR() \
do { \
if (fNeedClear) { \
this->clear(SK_ColorTRANSPARENT); \
} \
} while (false) \
///////////////////////////////////////////////////////////////////////////////
#define CHECK_FOR_ANNOTATION(paint) \
do { if (paint.getAnnotation()) { return; } } while (0)
///////////////////////////////////////////////////////////////////////////////
class SkGpuDevice::SkAutoCachedTexture : public ::SkNoncopyable {
public:
SkAutoCachedTexture()
: fDevice(NULL)
, fTexture(NULL) {
}
SkAutoCachedTexture(SkGpuDevice* device,
const SkBitmap& bitmap,
const GrTextureParams* params,
GrTexture** texture)
: fDevice(NULL)
, fTexture(NULL) {
SkASSERT(NULL != texture);
*texture = this->set(device, bitmap, params);
}
~SkAutoCachedTexture() {
if (NULL != fTexture) {
GrUnlockAndUnrefCachedBitmapTexture(fTexture);
}
}
GrTexture* set(SkGpuDevice* device,
const SkBitmap& bitmap,
const GrTextureParams* params) {
if (NULL != fTexture) {
GrUnlockAndUnrefCachedBitmapTexture(fTexture);
fTexture = NULL;
}
fDevice = device;
GrTexture* result = (GrTexture*)bitmap.getTexture();
if (NULL == result) {
// Cannot return the native texture so look it up in our cache
fTexture = GrLockAndRefCachedBitmapTexture(device->context(), bitmap, params);
result = fTexture;
}
return result;
}
private:
SkGpuDevice* fDevice;
GrTexture* fTexture;
};
///////////////////////////////////////////////////////////////////////////////
struct GrSkDrawProcs : public SkDrawProcs {
public:
GrContext* fContext;
GrTextContext* fTextContext;
GrFontScaler* fFontScaler; // cached in the skia glyphcache
};
///////////////////////////////////////////////////////////////////////////////
static SkBitmap::Config grConfig2skConfig(GrPixelConfig config, bool* isOpaque) {
switch (config) {
case kAlpha_8_GrPixelConfig:
*isOpaque = false;
return SkBitmap::kA8_Config;
case kRGB_565_GrPixelConfig:
*isOpaque = true;
return SkBitmap::kRGB_565_Config;
case kRGBA_4444_GrPixelConfig:
*isOpaque = false;
return SkBitmap::kARGB_4444_Config;
case kSkia8888_GrPixelConfig:
// we don't currently have a way of knowing whether
// a 8888 is opaque based on the config.
*isOpaque = false;
return SkBitmap::kARGB_8888_Config;
default:
*isOpaque = false;
return SkBitmap::kNo_Config;
}
}
/*
* GrRenderTarget does not know its opaqueness, only its config, so we have
* to make conservative guesses when we return an "equivalent" bitmap.
*/
static SkBitmap make_bitmap(GrContext* context, GrRenderTarget* renderTarget) {
bool isOpaque;
SkBitmap::Config config = grConfig2skConfig(renderTarget->config(), &isOpaque);
SkBitmap bitmap;
bitmap.setConfig(config, renderTarget->width(), renderTarget->height(), 0,
isOpaque ? kOpaque_SkAlphaType : kPremul_SkAlphaType);
return bitmap;
}
/*
* Calling SkBitmapDevice with individual params asks it to allocate pixel memory.
* We never want that, so we always need to call it with a bitmap argument
* (which says take my allocate (or lack thereof)).
*
* This is a REALLY good reason to finish the clean-up of SkBaseDevice, and have
* SkGpuDevice inherit from that instead of SkBitmapDevice.
*/
static SkBitmap make_bitmap(SkBitmap::Config config, int width, int height, bool isOpaque) {
SkBitmap bm;
bm.setConfig(config, width, height, isOpaque);
return bm;
}
SkGpuDevice* SkGpuDevice::Create(GrSurface* surface) {
SkASSERT(NULL != surface);
if (NULL == surface->asRenderTarget() || NULL == surface->getContext()) {
return NULL;
}
if (surface->asTexture()) {
return SkNEW_ARGS(SkGpuDevice, (surface->getContext(), surface->asTexture()));
} else {
return SkNEW_ARGS(SkGpuDevice, (surface->getContext(), surface->asRenderTarget()));
}
}
SkGpuDevice::SkGpuDevice(GrContext* context, GrTexture* texture)
: SkBitmapDevice(make_bitmap(context, texture->asRenderTarget())) {
this->initFromRenderTarget(context, texture->asRenderTarget(), false);
}
SkGpuDevice::SkGpuDevice(GrContext* context, GrRenderTarget* renderTarget)
: SkBitmapDevice(make_bitmap(context, renderTarget)) {
this->initFromRenderTarget(context, renderTarget, false);
}
void SkGpuDevice::initFromRenderTarget(GrContext* context,
GrRenderTarget* renderTarget,
bool cached) {
fDrawProcs = NULL;
fContext = context;
fContext->ref();
fRenderTarget = NULL;
fNeedClear = false;
SkASSERT(NULL != renderTarget);
fRenderTarget = renderTarget;
fRenderTarget->ref();
// Hold onto to the texture in the pixel ref (if there is one) because the texture holds a ref
// on the RT but not vice-versa.
// TODO: Remove this trickery once we figure out how to make SkGrPixelRef do this without
// busting chrome (for a currently unknown reason).
GrSurface* surface = fRenderTarget->asTexture();
if (NULL == surface) {
surface = fRenderTarget;
}
SkImageInfo info;
surface->asImageInfo(&info);
SkPixelRef* pr = SkNEW_ARGS(SkGrPixelRef, (info, surface, cached));
this->setPixelRef(pr, 0)->unref();
}
SkGpuDevice::SkGpuDevice(GrContext* context,
SkBitmap::Config config,
int width,
int height,
int sampleCount)
: SkBitmapDevice(make_bitmap(config, width, height, false /*isOpaque*/))
{
fDrawProcs = NULL;
fContext = context;
fContext->ref();
fRenderTarget = NULL;
fNeedClear = false;
if (config != SkBitmap::kRGB_565_Config) {
config = SkBitmap::kARGB_8888_Config;
}
GrTextureDesc desc;
desc.fFlags = kRenderTarget_GrTextureFlagBit;
desc.fWidth = width;
desc.fHeight = height;
desc.fConfig = SkBitmapConfig2GrPixelConfig(config);
desc.fSampleCnt = sampleCount;
SkImageInfo info;
if (!GrPixelConfig2ColorType(desc.fConfig, &info.fColorType)) {
sk_throw();
}
info.fWidth = width;
info.fHeight = height;
info.fAlphaType = kPremul_SkAlphaType;
SkAutoTUnref<GrTexture> texture(fContext->createUncachedTexture(desc, NULL, 0));
if (NULL != texture) {
fRenderTarget = texture->asRenderTarget();
fRenderTarget->ref();
SkASSERT(NULL != fRenderTarget);
// wrap the bitmap with a pixelref to expose our texture
SkGrPixelRef* pr = SkNEW_ARGS(SkGrPixelRef, (info, texture));
this->setPixelRef(pr, 0)->unref();
} else {
GrPrintf("--- failed to create gpu-offscreen [%d %d]\n",
width, height);
SkASSERT(false);
}
}
SkGpuDevice::~SkGpuDevice() {
if (fDrawProcs) {
delete fDrawProcs;
}
// The GrContext takes a ref on the target. We don't want to cause the render
// target to be unnecessarily kept alive.
if (fContext->getRenderTarget() == fRenderTarget) {
fContext->setRenderTarget(NULL);
}
if (fContext->getClip() == &fClipData) {
fContext->setClip(NULL);
}
SkSafeUnref(fRenderTarget);
fContext->unref();
}
///////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::makeRenderTargetCurrent() {
DO_DEFERRED_CLEAR();
fContext->setRenderTarget(fRenderTarget);
}
///////////////////////////////////////////////////////////////////////////////
namespace {
GrPixelConfig config8888_to_grconfig_and_flags(SkCanvas::Config8888 config8888, uint32_t* flags) {
switch (config8888) {
case SkCanvas::kNative_Premul_Config8888:
*flags = 0;
return kSkia8888_GrPixelConfig;
case SkCanvas::kNative_Unpremul_Config8888:
*flags = GrContext::kUnpremul_PixelOpsFlag;
return kSkia8888_GrPixelConfig;
case SkCanvas::kBGRA_Premul_Config8888:
*flags = 0;
return kBGRA_8888_GrPixelConfig;
case SkCanvas::kBGRA_Unpremul_Config8888:
*flags = GrContext::kUnpremul_PixelOpsFlag;
return kBGRA_8888_GrPixelConfig;
case SkCanvas::kRGBA_Premul_Config8888:
*flags = 0;
return kRGBA_8888_GrPixelConfig;
case SkCanvas::kRGBA_Unpremul_Config8888:
*flags = GrContext::kUnpremul_PixelOpsFlag;
return kRGBA_8888_GrPixelConfig;
default:
GrCrash("Unexpected Config8888.");
*flags = 0; // suppress warning
return kSkia8888_GrPixelConfig;
}
}
}
bool SkGpuDevice::onReadPixels(const SkBitmap& bitmap,
int x, int y,
SkCanvas::Config8888 config8888) {
DO_DEFERRED_CLEAR();
SkASSERT(SkBitmap::kARGB_8888_Config == bitmap.config());
SkASSERT(!bitmap.isNull());
SkASSERT(SkIRect::MakeWH(this->width(), this->height()).contains(SkIRect::MakeXYWH(x, y, bitmap.width(), bitmap.height())));
SkAutoLockPixels alp(bitmap);
GrPixelConfig config;
uint32_t flags;
config = config8888_to_grconfig_and_flags(config8888, &flags);
return fContext->readRenderTargetPixels(fRenderTarget,
x, y,
bitmap.width(),
bitmap.height(),
config,
bitmap.getPixels(),
bitmap.rowBytes(),
flags);
}
void SkGpuDevice::writePixels(const SkBitmap& bitmap, int x, int y,
SkCanvas::Config8888 config8888) {
SkAutoLockPixels alp(bitmap);
if (!bitmap.readyToDraw()) {
return;
}
GrPixelConfig config;
uint32_t flags;
if (SkBitmap::kARGB_8888_Config == bitmap.config()) {
config = config8888_to_grconfig_and_flags(config8888, &flags);
} else {
flags = 0;
config= SkBitmapConfig2GrPixelConfig(bitmap.config());
}
fRenderTarget->writePixels(x, y, bitmap.width(), bitmap.height(),
config, bitmap.getPixels(), bitmap.rowBytes(), flags);
}
void SkGpuDevice::onAttachToCanvas(SkCanvas* canvas) {
INHERITED::onAttachToCanvas(canvas);
// Canvas promises that this ptr is valid until onDetachFromCanvas is called
fClipData.fClipStack = canvas->getClipStack();
}
void SkGpuDevice::onDetachFromCanvas() {
INHERITED::onDetachFromCanvas();
fClipData.fClipStack = NULL;
}
// call this every draw call, to ensure that the context reflects our state,
// and not the state from some other canvas/device
void SkGpuDevice::prepareDraw(const SkDraw& draw, bool forceIdentity) {
SkASSERT(NULL != fClipData.fClipStack);
fContext->setRenderTarget(fRenderTarget);
SkASSERT(draw.fClipStack && draw.fClipStack == fClipData.fClipStack);
if (forceIdentity) {
fContext->setIdentityMatrix();
} else {
fContext->setMatrix(*draw.fMatrix);
}
fClipData.fOrigin = this->getOrigin();
fContext->setClip(&fClipData);
DO_DEFERRED_CLEAR();
}
GrRenderTarget* SkGpuDevice::accessRenderTarget() {
DO_DEFERRED_CLEAR();
return fRenderTarget;
}
///////////////////////////////////////////////////////////////////////////////
SK_COMPILE_ASSERT(SkShader::kNone_BitmapType == 0, shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kDefault_BitmapType == 1, shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kRadial_BitmapType == 2, shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kSweep_BitmapType == 3, shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kTwoPointRadial_BitmapType == 4,
shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kTwoPointConical_BitmapType == 5,
shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kLinear_BitmapType == 6, shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kLast_BitmapType == 6, shader_type_mismatch);
namespace {
// converts a SkPaint to a GrPaint, ignoring the skPaint's shader
// justAlpha indicates that skPaint's alpha should be used rather than the color
// Callers may subsequently modify the GrPaint. Setting constantColor indicates
// that the final paint will draw the same color at every pixel. This allows
// an optimization where the the color filter can be applied to the skPaint's
// color once while converting to GrPaint and then ignored.
inline bool skPaint2GrPaintNoShader(SkGpuDevice* dev,
const SkPaint& skPaint,
bool justAlpha,
bool constantColor,
GrPaint* grPaint) {
grPaint->setDither(skPaint.isDither());
grPaint->setAntiAlias(skPaint.isAntiAlias());
SkXfermode::Coeff sm;
SkXfermode::Coeff dm;
SkXfermode* mode = skPaint.getXfermode();
GrEffectRef* xferEffect = NULL;
if (SkXfermode::AsNewEffectOrCoeff(mode, &xferEffect, &sm, &dm)) {
if (NULL != xferEffect) {
grPaint->addColorEffect(xferEffect)->unref();
sm = SkXfermode::kOne_Coeff;
dm = SkXfermode::kZero_Coeff;
}
} else {
//SkDEBUGCODE(SkDebugf("Unsupported xfer mode.\n");)
#if 0
return false;
#else
// Fall back to src-over
sm = SkXfermode::kOne_Coeff;
dm = SkXfermode::kISA_Coeff;
#endif
}
grPaint->setBlendFunc(sk_blend_to_grblend(sm), sk_blend_to_grblend(dm));
if (justAlpha) {
uint8_t alpha = skPaint.getAlpha();
grPaint->setColor(GrColorPackRGBA(alpha, alpha, alpha, alpha));
// justAlpha is currently set to true only if there is a texture,
// so constantColor should not also be true.
SkASSERT(!constantColor);
} else {
grPaint->setColor(SkColor2GrColor(skPaint.getColor()));
}
SkColorFilter* colorFilter = skPaint.getColorFilter();
if (NULL != colorFilter) {
// if the source color is a constant then apply the filter here once rather than per pixel
// in a shader.
if (constantColor) {
SkColor filtered = colorFilter->filterColor(skPaint.getColor());
grPaint->setColor(SkColor2GrColor(filtered));
} else {
SkAutoTUnref<GrEffectRef> effect(colorFilter->asNewEffect(dev->context()));
if (NULL != effect.get()) {
grPaint->addColorEffect(effect);
}
}
}
return true;
}
// This function is similar to skPaint2GrPaintNoShader but also converts
// skPaint's shader to a GrTexture/GrEffectStage if possible. The texture to
// be used is set on grPaint and returned in param act. constantColor has the
// same meaning as in skPaint2GrPaintNoShader.
inline bool skPaint2GrPaintShader(SkGpuDevice* dev,
const SkPaint& skPaint,
bool constantColor,
GrPaint* grPaint) {
SkShader* shader = skPaint.getShader();
if (NULL == shader) {
return skPaint2GrPaintNoShader(dev, skPaint, false, constantColor, grPaint);
}
// SkShader::asNewEffect() may do offscreen rendering. Setup default drawing state
// Also require shader to set the render target .
GrContext::AutoWideOpenIdentityDraw awo(dev->context(), NULL);
GrContext::AutoRenderTarget(dev->context(), NULL);
// setup the shader as the first color effect on the paint
SkAutoTUnref<GrEffectRef> effect(shader->asNewEffect(dev->context(), skPaint));
if (NULL != effect.get()) {
grPaint->addColorEffect(effect);
// Now setup the rest of the paint.
return skPaint2GrPaintNoShader(dev, skPaint, true, false, grPaint);
} else {
// We still don't have SkColorShader::asNewEffect() implemented.
SkShader::GradientInfo info;
SkColor color;
info.fColors = &color;
info.fColorOffsets = NULL;
info.fColorCount = 1;
if (SkShader::kColor_GradientType == shader->asAGradient(&info)) {
SkPaint copy(skPaint);
copy.setShader(NULL);
// modulate the paint alpha by the shader's solid color alpha
U8CPU newA = SkMulDiv255Round(SkColorGetA(color), copy.getAlpha());
copy.setColor(SkColorSetA(color, newA));
return skPaint2GrPaintNoShader(dev, copy, false, constantColor, grPaint);
} else {
return false;
}
}
}
}
///////////////////////////////////////////////////////////////////////////////
SkBitmap::Config SkGpuDevice::config() const {
if (NULL == fRenderTarget) {
return SkBitmap::kNo_Config;
}
bool isOpaque;
return grConfig2skConfig(fRenderTarget->config(), &isOpaque);
}
void SkGpuDevice::clear(SkColor color) {
SkIRect rect = SkIRect::MakeWH(this->width(), this->height());
fContext->clear(&rect, SkColor2GrColor(color), true, fRenderTarget);
fNeedClear = false;
}
void SkGpuDevice::drawPaint(const SkDraw& draw, const SkPaint& paint) {
CHECK_SHOULD_DRAW(draw, false);
GrPaint grPaint;
if (!skPaint2GrPaintShader(this, paint, true, &grPaint)) {
return;
}
fContext->drawPaint(grPaint);
}
// must be in SkCanvas::PointMode order
static const GrPrimitiveType gPointMode2PrimtiveType[] = {
kPoints_GrPrimitiveType,
kLines_GrPrimitiveType,
kLineStrip_GrPrimitiveType
};
void SkGpuDevice::drawPoints(const SkDraw& draw, SkCanvas::PointMode mode,
size_t count, const SkPoint pts[], const SkPaint& paint) {
CHECK_FOR_ANNOTATION(paint);
CHECK_SHOULD_DRAW(draw, false);
SkScalar width = paint.getStrokeWidth();
if (width < 0) {
return;
}
// we only handle hairlines and paints without path effects or mask filters,
// else we let the SkDraw call our drawPath()
if (width > 0 || paint.getPathEffect() || paint.getMaskFilter()) {
draw.drawPoints(mode, count, pts, paint, true);
return;
}
GrPaint grPaint;
if (!skPaint2GrPaintShader(this, paint, true, &grPaint)) {
return;
}
fContext->drawVertices(grPaint,
gPointMode2PrimtiveType[mode],
SkToS32(count),
(GrPoint*)pts,
NULL,
NULL,
NULL,
0);
}
///////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::drawRect(const SkDraw& draw, const SkRect& rect,
const SkPaint& paint) {
CHECK_FOR_ANNOTATION(paint);
CHECK_SHOULD_DRAW(draw, false);
bool doStroke = paint.getStyle() != SkPaint::kFill_Style;
SkScalar width = paint.getStrokeWidth();
/*
We have special code for hairline strokes, miter-strokes, bevel-stroke
and fills. Anything else we just call our path code.
*/
bool usePath = doStroke && width > 0 &&
(paint.getStrokeJoin() == SkPaint::kRound_Join ||
(paint.getStrokeJoin() == SkPaint::kBevel_Join && rect.isEmpty()));
// another two reasons we might need to call drawPath...
if (paint.getMaskFilter() || paint.getPathEffect()) {
usePath = true;
}
if (!usePath && paint.isAntiAlias() && !fContext->getMatrix().rectStaysRect()) {
#if defined(SHADER_AA_FILL_RECT) || !defined(IGNORE_ROT_AA_RECT_OPT)
if (doStroke) {
#endif
usePath = true;
#if defined(SHADER_AA_FILL_RECT) || !defined(IGNORE_ROT_AA_RECT_OPT)
} else {
usePath = !fContext->getMatrix().preservesRightAngles();
}
#endif
}
// until we can both stroke and fill rectangles
if (paint.getStyle() == SkPaint::kStrokeAndFill_Style) {
usePath = true;
}
if (usePath) {
SkPath path;
path.addRect(rect);
this->drawPath(draw, path, paint, NULL, true);
return;
}
GrPaint grPaint;
if (!skPaint2GrPaintShader(this, paint, true, &grPaint)) {
return;
}
if (!doStroke) {
fContext->drawRect(grPaint, rect);
} else {
SkStrokeRec stroke(paint);
fContext->drawRect(grPaint, rect, &stroke);
}
}
///////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::drawRRect(const SkDraw& draw, const SkRRect& rect,
const SkPaint& paint) {
CHECK_FOR_ANNOTATION(paint);
CHECK_SHOULD_DRAW(draw, false);
bool usePath = !rect.isSimple();
// another two reasons we might need to call drawPath...
if (paint.getMaskFilter() || paint.getPathEffect()) {
usePath = true;
}
// until we can rotate rrects...
if (!usePath && !fContext->getMatrix().rectStaysRect()) {
usePath = true;
}
if (usePath) {
SkPath path;
path.addRRect(rect);
this->drawPath(draw, path, paint, NULL, true);
return;
}
GrPaint grPaint;
if (!skPaint2GrPaintShader(this, paint, true, &grPaint)) {
return;
}
SkStrokeRec stroke(paint);
fContext->drawRRect(grPaint, rect, stroke);
}
///////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::drawOval(const SkDraw& draw, const SkRect& oval,
const SkPaint& paint) {
CHECK_FOR_ANNOTATION(paint);
CHECK_SHOULD_DRAW(draw, false);
bool usePath = false;
// some basic reasons we might need to call drawPath...
if (paint.getMaskFilter() || paint.getPathEffect()) {
usePath = true;
}
if (usePath) {
SkPath path;
path.addOval(oval);
this->drawPath(draw, path, paint, NULL, true);
return;
}
GrPaint grPaint;
if (!skPaint2GrPaintShader(this, paint, true, &grPaint)) {
return;
}
SkStrokeRec stroke(paint);
fContext->drawOval(grPaint, oval, stroke);
}
#include "SkMaskFilter.h"
#include "SkBounder.h"
///////////////////////////////////////////////////////////////////////////////
// helpers for applying mask filters
namespace {
// Draw a mask using the supplied paint. Since the coverage/geometry
// is already burnt into the mask this boils down to a rect draw.
// Return true if the mask was successfully drawn.
bool draw_mask(GrContext* context, const SkRect& maskRect,
GrPaint* grp, GrTexture* mask) {
GrContext::AutoMatrix am;
if (!am.setIdentity(context, grp)) {
return false;
}
SkMatrix matrix;
matrix.setTranslate(-maskRect.fLeft, -maskRect.fTop);
matrix.postIDiv(mask->width(), mask->height());
grp->addCoverageEffect(GrSimpleTextureEffect::Create(mask, matrix))->unref();
context->drawRect(*grp, maskRect);
return true;
}
bool draw_with_mask_filter(GrContext* context, const SkPath& devPath,
SkMaskFilter* filter, const SkRegion& clip, SkBounder* bounder,
GrPaint* grp, SkPaint::Style style) {
SkMask srcM, dstM;
if (!SkDraw::DrawToMask(devPath, &clip.getBounds(), filter, &context->getMatrix(), &srcM,
SkMask::kComputeBoundsAndRenderImage_CreateMode, style)) {
return false;
}
SkAutoMaskFreeImage autoSrc(srcM.fImage);
if (!filter->filterMask(&dstM, srcM, context->getMatrix(), NULL)) {
return false;
}
// this will free-up dstM when we're done (allocated in filterMask())
SkAutoMaskFreeImage autoDst(dstM.fImage);
if (clip.quickReject(dstM.fBounds)) {
return false;
}
if (bounder && !bounder->doIRect(dstM.fBounds)) {
return false;
}
// we now have a device-aligned 8bit mask in dstM, ready to be drawn using
// the current clip (and identity matrix) and GrPaint settings
GrTextureDesc desc;
desc.fWidth = dstM.fBounds.width();
desc.fHeight = dstM.fBounds.height();
desc.fConfig = kAlpha_8_GrPixelConfig;
GrAutoScratchTexture ast(context, desc);
GrTexture* texture = ast.texture();
if (NULL == texture) {
return false;
}
texture->writePixels(0, 0, desc.fWidth, desc.fHeight, desc.fConfig,
dstM.fImage, dstM.fRowBytes);
SkRect maskRect = SkRect::Make(dstM.fBounds);
return draw_mask(context, maskRect, grp, texture);
}
// Create a mask of 'devPath' and place the result in 'mask'. Return true on
// success; false otherwise.
bool create_mask_GPU(GrContext* context,
const SkRect& maskRect,
const SkPath& devPath,
const SkStrokeRec& stroke,
bool doAA,
GrAutoScratchTexture* mask) {
GrTextureDesc desc;
desc.fFlags = kRenderTarget_GrTextureFlagBit;
desc.fWidth = SkScalarCeilToInt(maskRect.width());
desc.fHeight = SkScalarCeilToInt(maskRect.height());
// We actually only need A8, but it often isn't supported as a
// render target so default to RGBA_8888
desc.fConfig = kRGBA_8888_GrPixelConfig;
if (context->isConfigRenderable(kAlpha_8_GrPixelConfig, false)) {
desc.fConfig = kAlpha_8_GrPixelConfig;
}
mask->set(context, desc);
if (NULL == mask->texture()) {
return false;
}
GrTexture* maskTexture = mask->texture();
SkRect clipRect = SkRect::MakeWH(maskRect.width(), maskRect.height());
GrContext::AutoRenderTarget art(context, maskTexture->asRenderTarget());
GrContext::AutoClip ac(context, clipRect);
context->clear(NULL, 0x0, true);
GrPaint tempPaint;
if (doAA) {
tempPaint.setAntiAlias(true);
// AA uses the "coverage" stages on GrDrawTarget. Coverage with a dst
// blend coeff of zero requires dual source blending support in order
// to properly blend partially covered pixels. This means the AA
// code path may not be taken. So we use a dst blend coeff of ISA. We
// could special case AA draws to a dst surface with known alpha=0 to
// use a zero dst coeff when dual source blending isn't available.
tempPaint.setBlendFunc(kOne_GrBlendCoeff, kISC_GrBlendCoeff);
}
GrContext::AutoMatrix am;
// Draw the mask into maskTexture with the path's top-left at the origin using tempPaint.
SkMatrix translate;
translate.setTranslate(-maskRect.fLeft, -maskRect.fTop);
am.set(context, translate);
context->drawPath(tempPaint, devPath, stroke);
return true;
}
SkBitmap wrap_texture(GrTexture* texture) {
SkImageInfo info;
texture->asImageInfo(&info);
SkBitmap result;
result.setConfig(info);
result.setPixelRef(SkNEW_ARGS(SkGrPixelRef, (info, texture)))->unref();
return result;
}
};
void SkGpuDevice::drawPath(const SkDraw& draw, const SkPath& origSrcPath,
const SkPaint& paint, const SkMatrix* prePathMatrix,
bool pathIsMutable) {
CHECK_FOR_ANNOTATION(paint);
CHECK_SHOULD_DRAW(draw, false);
GrPaint grPaint;
if (!skPaint2GrPaintShader(this, paint, true, &grPaint)) {
return;
}
// If we have a prematrix, apply it to the path, optimizing for the case
// where the original path can in fact be modified in place (even though
// its parameter type is const).
SkPath* pathPtr = const_cast<SkPath*>(&origSrcPath);
SkPath tmpPath, effectPath;
if (prePathMatrix) {
SkPath* result = pathPtr;
if (!pathIsMutable) {
result = &tmpPath;
pathIsMutable = true;
}
// should I push prePathMatrix on our MV stack temporarily, instead
// of applying it here? See SkDraw.cpp
pathPtr->transform(*prePathMatrix, result);
pathPtr = result;
}
// at this point we're done with prePathMatrix
SkDEBUGCODE(prePathMatrix = (const SkMatrix*)0x50FF8001;)
SkStrokeRec stroke(paint);
SkPathEffect* pathEffect = paint.getPathEffect();
const SkRect* cullRect = NULL; // TODO: what is our bounds?
if (pathEffect && pathEffect->filterPath(&effectPath, *pathPtr, &stroke,
cullRect)) {
pathPtr = &effectPath;
}
if (paint.getMaskFilter()) {
if (!stroke.isHairlineStyle()) {
if (stroke.applyToPath(&tmpPath, *pathPtr)) {
pathPtr = &tmpPath;
pathIsMutable = true;
stroke.setFillStyle();
}
}
// avoid possibly allocating a new path in transform if we can
SkPath* devPathPtr = pathIsMutable ? pathPtr : &tmpPath;
// transform the path into device space
pathPtr->transform(fContext->getMatrix(), devPathPtr);
SkRect maskRect;
if (paint.getMaskFilter()->canFilterMaskGPU(devPathPtr->getBounds(),
draw.fClip->getBounds(),
fContext->getMatrix(),
&maskRect)) {
SkIRect finalIRect;
maskRect.roundOut(&finalIRect);
if (draw.fClip->quickReject(finalIRect)) {
// clipped out
return;
}
if (NULL != draw.fBounder && !draw.fBounder->doIRect(finalIRect)) {
// nothing to draw
return;
}
GrAutoScratchTexture mask;
if (create_mask_GPU(fContext, maskRect, *devPathPtr, stroke,
grPaint.isAntiAlias(), &mask)) {
GrTexture* filtered;
if (paint.getMaskFilter()->filterMaskGPU(mask.texture(), maskRect, &filtered, true)) {
// filterMaskGPU gives us ownership of a ref to the result
SkAutoTUnref<GrTexture> atu(filtered);
// If the scratch texture that we used as the filter src also holds the filter
// result then we must detach so that this texture isn't recycled for a later
// draw.
if (filtered == mask.texture()) {
mask.detach();
filtered->unref(); // detach transfers GrAutoScratchTexture's ref to us.
}
if (draw_mask(fContext, maskRect, &grPaint, filtered)) {
// This path is completely drawn
return;
}
}
}
}
// draw the mask on the CPU - this is a fallthrough path in case the
// GPU path fails
SkPaint::Style style = stroke.isHairlineStyle() ? SkPaint::kStroke_Style :
SkPaint::kFill_Style;
draw_with_mask_filter(fContext, *devPathPtr, paint.getMaskFilter(),
*draw.fClip, draw.fBounder, &grPaint, style);
return;
}
fContext->drawPath(grPaint, *pathPtr, stroke);
}
static const int kBmpSmallTileSize = 1 << 10;
static inline int get_tile_count(const SkIRect& srcRect, int tileSize) {
int tilesX = (srcRect.fRight / tileSize) - (srcRect.fLeft / tileSize) + 1;
int tilesY = (srcRect.fBottom / tileSize) - (srcRect.fTop / tileSize) + 1;
return tilesX * tilesY;
}
static int determine_tile_size(const SkBitmap& bitmap, const SkIRect& src, int maxTileSize) {
if (maxTileSize <= kBmpSmallTileSize) {
return maxTileSize;
}
size_t maxTileTotalTileSize = get_tile_count(src, maxTileSize);
size_t smallTotalTileSize = get_tile_count(src, kBmpSmallTileSize);
maxTileTotalTileSize *= maxTileSize * maxTileSize;
smallTotalTileSize *= kBmpSmallTileSize * kBmpSmallTileSize;
if (maxTileTotalTileSize > 2 * smallTotalTileSize) {
return kBmpSmallTileSize;
} else {
return maxTileSize;
}
}
// Given a bitmap, an optional src rect, and a context with a clip and matrix determine what
// pixels from the bitmap are necessary.
static void determine_clipped_src_rect(const GrContext* context,
const SkBitmap& bitmap,
const SkRect* srcRectPtr,
SkIRect* clippedSrcIRect) {
const GrClipData* clip = context->getClip();
clip->getConservativeBounds(context->getRenderTarget(), clippedSrcIRect, NULL);
SkMatrix inv;
if (!context->getMatrix().invert(&inv)) {
clippedSrcIRect->setEmpty();
return;
}
SkRect clippedSrcRect = SkRect::Make(*clippedSrcIRect);
inv.mapRect(&clippedSrcRect);
if (NULL != srcRectPtr) {
if (!clippedSrcRect.intersect(*srcRectPtr)) {
clippedSrcIRect->setEmpty();
return;
}
}
clippedSrcRect.roundOut(clippedSrcIRect);
SkIRect bmpBounds = SkIRect::MakeWH(bitmap.width(), bitmap.height());
if (!clippedSrcIRect->intersect(bmpBounds)) {
clippedSrcIRect->setEmpty();
}
}
bool SkGpuDevice::shouldTileBitmap(const SkBitmap& bitmap,
const GrTextureParams& params,
const SkRect* srcRectPtr,
int maxTileSize,
int* tileSize,
SkIRect* clippedSrcRect) const {
// if bitmap is explictly texture backed then just use the texture
if (NULL != bitmap.getTexture()) {
return false;
}
// if it's larger than the max tile size, then we have no choice but tiling.
if (bitmap.width() > maxTileSize || bitmap.height() > maxTileSize) {
determine_clipped_src_rect(fContext, bitmap, srcRectPtr, clippedSrcRect);
*tileSize = determine_tile_size(bitmap, *clippedSrcRect, maxTileSize);
return true;
}
if (bitmap.width() * bitmap.height() < 4 * kBmpSmallTileSize * kBmpSmallTileSize) {
return false;
}
// if the entire texture is already in our cache then no reason to tile it
if (GrIsBitmapInCache(fContext, bitmap, &params)) {
return false;
}
// At this point we know we could do the draw by uploading the entire bitmap
// as a texture. However, if the texture would be large compared to the
// cache size and we don't require most of it for this draw then tile to
// reduce the amount of upload and cache spill.
// assumption here is that sw bitmap size is a good proxy for its size as
// a texture
size_t bmpSize = bitmap.getSize();
size_t cacheSize;
fContext->getTextureCacheLimits(NULL, &cacheSize);
if (bmpSize < cacheSize / 2) {
return false;
}
// Figure out how much of the src we will need based on the src rect and clipping.
determine_clipped_src_rect(fContext, bitmap, srcRectPtr, clippedSrcRect);
*tileSize = kBmpSmallTileSize; // already know whole bitmap fits in one max sized tile.
size_t usedTileBytes = get_tile_count(*clippedSrcRect, kBmpSmallTileSize) *
kBmpSmallTileSize * kBmpSmallTileSize;
return usedTileBytes < 2 * bmpSize;
}
void SkGpuDevice::drawBitmap(const SkDraw& draw,
const SkBitmap& bitmap,
const SkMatrix& m,
const SkPaint& paint) {
// We cannot call drawBitmapRect here since 'm' could be anything
this->drawBitmapCommon(draw, bitmap, NULL, m, paint,
SkCanvas::kNone_DrawBitmapRectFlag);
}
// This method outsets 'iRect' by 'outset' all around and then clamps its extents to
// 'clamp'. 'offset' is adjusted to remain positioned over the top-left corner
// of 'iRect' for all possible outsets/clamps.
static inline void clamped_outset_with_offset(SkIRect* iRect,
int outset,
SkPoint* offset,
const SkIRect& clamp) {
iRect->outset(outset, outset);
int leftClampDelta = clamp.fLeft - iRect->fLeft;
if (leftClampDelta > 0) {
offset->fX -= outset - leftClampDelta;
iRect->fLeft = clamp.fLeft;
} else {
offset->fX -= outset;
}
int topClampDelta = clamp.fTop - iRect->fTop;
if (topClampDelta > 0) {
offset->fY -= outset - topClampDelta;
iRect->fTop = clamp.fTop;
} else {
offset->fY -= outset;
}
if (iRect->fRight > clamp.fRight) {
iRect->fRight = clamp.fRight;
}
if (iRect->fBottom > clamp.fBottom) {
iRect->fBottom = clamp.fBottom;
}
}
void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
const SkBitmap& bitmap,
const SkRect* srcRectPtr,
const SkMatrix& m,
const SkPaint& paint,
SkCanvas::DrawBitmapRectFlags flags) {
CHECK_SHOULD_DRAW(draw, false);
SkRect srcRect;
// If there is no src rect, or the src rect contains the entire bitmap then we're effectively
// in the (easier) bleed case, so update flags.
if (NULL == srcRectPtr) {
srcRect.set(0, 0, SkIntToScalar(bitmap.width()), SkIntToScalar(bitmap.height()));
flags = (SkCanvas::DrawBitmapRectFlags) (flags | SkCanvas::kBleed_DrawBitmapRectFlag);
} else {
srcRect = *srcRectPtr;
if (srcRect.fLeft <= 0 && srcRect.fTop <= 0 &&
srcRect.fRight >= bitmap.width() && srcRect.fBottom >= bitmap.height()) {
flags = (SkCanvas::DrawBitmapRectFlags) (flags | SkCanvas::kBleed_DrawBitmapRectFlag);
}
}
if (paint.getMaskFilter()){
// Convert the bitmap to a shader so that the rect can be drawn
// through drawRect, which supports mask filters.
SkMatrix newM(m);
SkBitmap tmp; // subset of bitmap, if necessary
const SkBitmap* bitmapPtr = &bitmap;
if (NULL != srcRectPtr) {
// In bleed mode we position and trim the bitmap based on the src rect which is
// already accounted for in 'm' and 'srcRect'. In clamp mode we need to chop out
// the desired portion of the bitmap and then update 'm' and 'srcRect' to
// compensate.
if (!(SkCanvas::kBleed_DrawBitmapRectFlag & flags)) {
SkIRect iSrc;
srcRect.roundOut(&iSrc);
SkPoint offset = SkPoint::Make(SkIntToScalar(iSrc.fLeft),
SkIntToScalar(iSrc.fTop));
if (!bitmap.extractSubset(&tmp, iSrc)) {
return; // extraction failed
}
bitmapPtr = &tmp;
srcRect.offset(-offset.fX, -offset.fY);
// The source rect has changed so update the matrix
newM.preTranslate(offset.fX, offset.fY);
}
}
SkPaint paintWithTexture(paint);
paintWithTexture.setShader(SkShader::CreateBitmapShader(*bitmapPtr,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode))->unref();
// Transform 'newM' needs to be concatenated to the current matrix,
// rather than transforming the primitive directly, so that 'newM' will
// also affect the behavior of the mask filter.
SkMatrix drawMatrix;
drawMatrix.setConcat(fContext->getMatrix(), newM);
SkDraw transformedDraw(draw);
transformedDraw.fMatrix = &drawMatrix;
this->drawRect(transformedDraw, srcRect, paintWithTexture);
return;
}
fContext->concatMatrix(m);
GrTextureParams params;
SkPaint::FilterLevel paintFilterLevel = paint.getFilterLevel();
GrTextureParams::FilterMode textureFilterMode;
int tileFilterPad;
bool doBicubic = false;
switch(paintFilterLevel) {
case SkPaint::kNone_FilterLevel:
tileFilterPad = 0;
textureFilterMode = GrTextureParams::kNone_FilterMode;
break;
case SkPaint::kLow_FilterLevel:
tileFilterPad = 1;
textureFilterMode = GrTextureParams::kBilerp_FilterMode;
break;
case SkPaint::kMedium_FilterLevel:
tileFilterPad = 1;
if (fContext->getMatrix().getMinStretch() < SK_Scalar1) {
textureFilterMode = GrTextureParams::kMipMap_FilterMode;
} else {
// Don't trigger MIP level generation unnecessarily.
textureFilterMode = GrTextureParams::kBilerp_FilterMode;
}
break;
case SkPaint::kHigh_FilterLevel:
// Minification can look bad with the bicubic effect.
if (fContext->getMatrix().getMinStretch() >= SK_Scalar1) {
// We will install an effect that does the filtering in the shader.
textureFilterMode = GrTextureParams::kNone_FilterMode;
tileFilterPad = GrBicubicEffect::kFilterTexelPad;
doBicubic = true;
} else {
textureFilterMode = GrTextureParams::kMipMap_FilterMode;
tileFilterPad = 1;
}
break;
default:
SkErrorInternals::SetError( kInvalidPaint_SkError,
"Sorry, I don't understand the filtering "
"mode you asked for. Falling back to "
"MIPMaps.");
tileFilterPad = 1;
textureFilterMode = GrTextureParams::kMipMap_FilterMode;
break;
}
params.setFilterMode(textureFilterMode);
int maxTileSize = fContext->getMaxTextureSize() - 2 * tileFilterPad;
int tileSize;
SkIRect clippedSrcRect;
if (this->shouldTileBitmap(bitmap, params, srcRectPtr, maxTileSize, &tileSize,
&clippedSrcRect)) {
this->drawTiledBitmap(bitmap, srcRect, clippedSrcRect, params, paint, flags, tileSize,
doBicubic);
} else {
// take the simple case
this->internalDrawBitmap(bitmap, srcRect, params, paint, flags, doBicubic);
}
}
// Break 'bitmap' into several tiles to draw it since it has already
// been determined to be too large to fit in VRAM
void SkGpuDevice::drawTiledBitmap(const SkBitmap& bitmap,
const SkRect& srcRect,
const SkIRect& clippedSrcIRect,
const GrTextureParams& params,
const SkPaint& paint,
SkCanvas::DrawBitmapRectFlags flags,
int tileSize,
bool bicubic) {
SkRect clippedSrcRect = SkRect::Make(clippedSrcIRect);
int nx = bitmap.width() / tileSize;
int ny = bitmap.height() / tileSize;
for (int x = 0; x <= nx; x++) {
for (int y = 0; y <= ny; y++) {
SkRect tileR;
tileR.set(SkIntToScalar(x * tileSize),
SkIntToScalar(y * tileSize),
SkIntToScalar((x + 1) * tileSize),
SkIntToScalar((y + 1) * tileSize));
if (!SkRect::Intersects(tileR, clippedSrcRect)) {
continue;
}
if (!tileR.intersect(srcRect)) {
continue;
}
SkBitmap tmpB;
SkIRect iTileR;
tileR.roundOut(&iTileR);
SkPoint offset = SkPoint::Make(SkIntToScalar(iTileR.fLeft),
SkIntToScalar(iTileR.fTop));
if (SkPaint::kNone_FilterLevel != paint.getFilterLevel() || bicubic) {
SkIRect iClampRect;
if (SkCanvas::kBleed_DrawBitmapRectFlag & flags) {
// In bleed mode we want to always expand the tile on all edges
// but stay within the bitmap bounds
iClampRect = SkIRect::MakeWH(bitmap.width(), bitmap.height());
} else {
// In texture-domain/clamp mode we only want to expand the
// tile on edges interior to "srcRect" (i.e., we want to
// not bleed across the original clamped edges)
srcRect.roundOut(&iClampRect);
}
int outset = bicubic ? GrBicubicEffect::kFilterTexelPad : 1;
clamped_outset_with_offset(&iTileR, outset, &offset, iClampRect);
}
if (bitmap.extractSubset(&tmpB, iTileR)) {
// now offset it to make it "local" to our tmp bitmap
tileR.offset(-offset.fX, -offset.fY);
SkMatrix tmpM;
tmpM.setTranslate(offset.fX, offset.fY);
GrContext::AutoMatrix am;
am.setPreConcat(fContext, tmpM);
this->internalDrawBitmap(tmpB, tileR, params, paint, flags, bicubic);
}
}
}
}
static bool has_aligned_samples(const SkRect& srcRect,
const SkRect& transformedRect) {
// detect pixel disalignment
if (SkScalarAbs(SkScalarRoundToScalar(transformedRect.left()) -
transformedRect.left()) < COLOR_BLEED_TOLERANCE &&
SkScalarAbs(SkScalarRoundToScalar(transformedRect.top()) -
transformedRect.top()) < COLOR_BLEED_TOLERANCE &&
SkScalarAbs(transformedRect.width() - srcRect.width()) <
COLOR_BLEED_TOLERANCE &&
SkScalarAbs(transformedRect.height() - srcRect.height()) <
COLOR_BLEED_TOLERANCE) {
return true;
}
return false;
}
static bool may_color_bleed(const SkRect& srcRect,
const SkRect& transformedRect,
const SkMatrix& m) {
// Only gets called if has_aligned_samples returned false.
// So we can assume that sampling is axis aligned but not texel aligned.
SkASSERT(!has_aligned_samples(srcRect, transformedRect));
SkRect innerSrcRect(srcRect), innerTransformedRect,
outerTransformedRect(transformedRect);
innerSrcRect.inset(SK_ScalarHalf, SK_ScalarHalf);
m.mapRect(&innerTransformedRect, innerSrcRect);
// The gap between outerTransformedRect and innerTransformedRect
// represents the projection of the source border area, which is
// problematic for color bleeding. We must check whether any
// destination pixels sample the border area.
outerTransformedRect.inset(COLOR_BLEED_TOLERANCE, COLOR_BLEED_TOLERANCE);
innerTransformedRect.outset(COLOR_BLEED_TOLERANCE, COLOR_BLEED_TOLERANCE);
SkIRect outer, inner;
outerTransformedRect.round(&outer);
innerTransformedRect.round(&inner);
// If the inner and outer rects round to the same result, it means the
// border does not overlap any pixel centers. Yay!
return inner != outer;
}
/*
* This is called by drawBitmap(), which has to handle images that may be too
* large to be represented by a single texture.
*
* internalDrawBitmap assumes that the specified bitmap will fit in a texture
* and that non-texture portion of the GrPaint has already been setup.
*/
void SkGpuDevice::internalDrawBitmap(const SkBitmap& bitmap,
const SkRect& srcRect,
const GrTextureParams& params,
const SkPaint& paint,
SkCanvas::DrawBitmapRectFlags flags,
bool bicubic) {
SkASSERT(bitmap.width() <= fContext->getMaxTextureSize() &&
bitmap.height() <= fContext->getMaxTextureSize());
GrTexture* texture;
SkAutoCachedTexture act(this, bitmap, &params, &texture);
if (NULL == texture) {
return;
}
SkRect dstRect(srcRect);
SkRect paintRect;
SkScalar wInv = SkScalarInvert(SkIntToScalar(texture->width()));
SkScalar hInv = SkScalarInvert(SkIntToScalar(texture->height()));
paintRect.setLTRB(SkScalarMul(srcRect.fLeft, wInv),
SkScalarMul(srcRect.fTop, hInv),
SkScalarMul(srcRect.fRight, wInv),
SkScalarMul(srcRect.fBottom, hInv));
bool needsTextureDomain = false;
if (!(flags & SkCanvas::kBleed_DrawBitmapRectFlag) &&
(bicubic || params.filterMode() != GrTextureParams::kNone_FilterMode)) {
// Need texture domain if drawing a sub rect
needsTextureDomain = srcRect.width() < bitmap.width() ||
srcRect.height() < bitmap.height();
if (!bicubic && needsTextureDomain && fContext->getMatrix().rectStaysRect()) {
const SkMatrix& matrix = fContext->getMatrix();
// sampling is axis-aligned
SkRect transformedRect;
matrix.mapRect(&transformedRect, srcRect);
if (has_aligned_samples(srcRect, transformedRect)) {
// We could also turn off filtering here (but we already did a cache lookup with
// params).
needsTextureDomain = false;
} else {
needsTextureDomain = may_color_bleed(srcRect, transformedRect, matrix);
}
}
}
SkRect textureDomain = SkRect::MakeEmpty();
SkAutoTUnref<GrEffectRef> effect;
if (needsTextureDomain) {
// Use a constrained texture domain to avoid color bleeding
SkScalar left, top, right, bottom;
if (srcRect.width() > SK_Scalar1) {
SkScalar border = SK_ScalarHalf / texture->width();
left = paintRect.left() + border;
right = paintRect.right() - border;
} else {
left = right = SkScalarHalf(paintRect.left() + paintRect.right());
}
if (srcRect.height() > SK_Scalar1) {
SkScalar border = SK_ScalarHalf / texture->height();
top = paintRect.top() + border;
bottom = paintRect.bottom() - border;
} else {
top = bottom = SkScalarHalf(paintRect.top() + paintRect.bottom());
}
textureDomain.setLTRB(left, top, right, bottom);
if (bicubic) {
effect.reset(GrBicubicEffect::Create(texture, SkMatrix::I(), textureDomain));
} else {
effect.reset(GrTextureDomainEffect::Create(texture,
SkMatrix::I(),
textureDomain,
GrTextureDomain::kClamp_Mode,
params.filterMode()));
}
} else if (bicubic) {
SkASSERT(GrTextureParams::kNone_FilterMode == params.filterMode());
SkShader::TileMode tileModes[2] = { params.getTileModeX(), params.getTileModeY() };
effect.reset(GrBicubicEffect::Create(texture, SkMatrix::I(), tileModes));
} else {
effect.reset(GrSimpleTextureEffect::Create(texture, SkMatrix::I(), params));
}
// Construct a GrPaint by setting the bitmap texture as the first effect and then configuring
// the rest from the SkPaint.
GrPaint grPaint;
grPaint.addColorEffect(effect);
bool alphaOnly = !(SkBitmap::kA8_Config == bitmap.config());
if (!skPaint2GrPaintNoShader(this, paint, alphaOnly, false, &grPaint)) {
return;
}
fContext->drawRectToRect(grPaint, dstRect, paintRect, NULL);
}
static bool filter_texture(SkBaseDevice* device, GrContext* context,
GrTexture* texture, SkImageFilter* filter,
int w, int h, const SkMatrix& ctm, SkBitmap* result,
SkIPoint* offset) {
SkASSERT(filter);
SkDeviceImageFilterProxy proxy(device);
if (filter->canFilterImageGPU()) {
// Save the render target and set it to NULL, so we don't accidentally draw to it in the
// filter. Also set the clip wide open and the matrix to identity.
GrContext::AutoWideOpenIdentityDraw awo(context, NULL);
return filter->filterImageGPU(&proxy, wrap_texture(texture), ctm, result, offset);
} else {
return false;
}
}
void SkGpuDevice::drawSprite(const SkDraw& draw, const SkBitmap& bitmap,
int left, int top, const SkPaint& paint) {
// drawSprite is defined to be in device coords.
CHECK_SHOULD_DRAW(draw, true);
SkAutoLockPixels alp(bitmap, !bitmap.getTexture());
if (!bitmap.getTexture() && !bitmap.readyToDraw()) {
return;
}
int w = bitmap.width();
int h = bitmap.height();
GrTexture* texture;
// draw sprite uses the default texture params
SkAutoCachedTexture act(this, bitmap, NULL, &texture);
SkImageFilter* filter = paint.getImageFilter();
SkIPoint offset = SkIPoint::Make(left, top);
// This bitmap will own the filtered result as a texture.
SkBitmap filteredBitmap;
if (NULL != filter) {
SkMatrix matrix(*draw.fMatrix);
matrix.postTranslate(SkIntToScalar(-left), SkIntToScalar(-top));
if (filter_texture(this, fContext, texture, filter, w, h, matrix, &filteredBitmap,
&offset)) {
texture = (GrTexture*) filteredBitmap.getTexture();
w = filteredBitmap.width();
h = filteredBitmap.height();
} else {
return;
}
}
GrPaint grPaint;
grPaint.addColorTextureEffect(texture, SkMatrix::I());
if(!skPaint2GrPaintNoShader(this, paint, true, false, &grPaint)) {
return;
}
fContext->drawRectToRect(grPaint,
SkRect::MakeXYWH(SkIntToScalar(offset.fX),
SkIntToScalar(offset.fY),
SkIntToScalar(w),
SkIntToScalar(h)),
SkRect::MakeXYWH(0,
0,
SK_Scalar1 * w / texture->width(),
SK_Scalar1 * h / texture->height()));
}
void SkGpuDevice::drawBitmapRect(const SkDraw& draw, const SkBitmap& bitmap,
const SkRect* src, const SkRect& dst,
const SkPaint& paint,
SkCanvas::DrawBitmapRectFlags flags) {
SkMatrix matrix;
SkRect bitmapBounds, tmpSrc;
bitmapBounds.set(0, 0,
SkIntToScalar(bitmap.width()),
SkIntToScalar(bitmap.height()));
// Compute matrix from the two rectangles
if (NULL != src) {
tmpSrc = *src;
} else {
tmpSrc = bitmapBounds;
}
matrix.setRectToRect(tmpSrc, dst, SkMatrix::kFill_ScaleToFit);
// clip the tmpSrc to the bounds of the bitmap. No check needed if src==null.
if (NULL != src) {
if (!bitmapBounds.contains(tmpSrc)) {
if (!tmpSrc.intersect(bitmapBounds)) {
return; // nothing to draw
}
}
}
this->drawBitmapCommon(draw, bitmap, &tmpSrc, matrix, paint, flags);
}
void SkGpuDevice::drawDevice(const SkDraw& draw, SkBaseDevice* device,
int x, int y, const SkPaint& paint) {
// clear of the source device must occur before CHECK_SHOULD_DRAW
SkGpuDevice* dev = static_cast<SkGpuDevice*>(device);
if (dev->fNeedClear) {
// TODO: could check here whether we really need to draw at all
dev->clear(0x0);
}
// drawDevice is defined to be in device coords.
CHECK_SHOULD_DRAW(draw, true);
GrRenderTarget* devRT = dev->accessRenderTarget();
GrTexture* devTex;
if (NULL == (devTex = devRT->asTexture())) {
return;
}
const SkBitmap& bm = dev->accessBitmap(false);
int w = bm.width();
int h = bm.height();
SkImageFilter* filter = paint.getImageFilter();
// This bitmap will own the filtered result as a texture.
SkBitmap filteredBitmap;
if (NULL != filter) {
SkIPoint offset = SkIPoint::Make(0, 0);
SkMatrix matrix(*draw.fMatrix);
matrix.postTranslate(SkIntToScalar(-x), SkIntToScalar(-y));
if (filter_texture(this, fContext, devTex, filter, w, h, matrix, &filteredBitmap,
&offset)) {
devTex = filteredBitmap.getTexture();
w = filteredBitmap.width();
h = filteredBitmap.height();
x += offset.fX;
y += offset.fY;
} else {
return;
}
}
GrPaint grPaint;
grPaint.addColorTextureEffect(devTex, SkMatrix::I());
if (!skPaint2GrPaintNoShader(this, paint, true, false, &grPaint)) {
return;
}
SkRect dstRect = SkRect::MakeXYWH(SkIntToScalar(x),
SkIntToScalar(y),
SkIntToScalar(w),
SkIntToScalar(h));
// The device being drawn may not fill up its texture (e.g. saveLayer uses approximate
// scratch texture).
SkRect srcRect = SkRect::MakeWH(SK_Scalar1 * w / devTex->width(),
SK_Scalar1 * h / devTex->height());
fContext->drawRectToRect(grPaint, dstRect, srcRect);
}
bool SkGpuDevice::canHandleImageFilter(SkImageFilter* filter) {
return filter->canFilterImageGPU();
}
bool SkGpuDevice::filterImage(SkImageFilter* filter, const SkBitmap& src,
const SkMatrix& ctm,
SkBitmap* result, SkIPoint* offset) {
// want explicitly our impl, so guard against a subclass of us overriding it
if (!this->SkGpuDevice::canHandleImageFilter(filter)) {
return false;
}
SkAutoLockPixels alp(src, !src.getTexture());
if (!src.getTexture() && !src.readyToDraw()) {
return false;
}
GrTexture* texture;
// We assume here that the filter will not attempt to tile the src. Otherwise, this cache lookup
// must be pushed upstack.
SkAutoCachedTexture act(this, src, NULL, &texture);
return filter_texture(this, fContext, texture, filter, src.width(), src.height(), ctm, result,
offset);
}
///////////////////////////////////////////////////////////////////////////////
// must be in SkCanvas::VertexMode order
static const GrPrimitiveType gVertexMode2PrimitiveType[] = {
kTriangles_GrPrimitiveType,
kTriangleStrip_GrPrimitiveType,
kTriangleFan_GrPrimitiveType,
};
void SkGpuDevice::drawVertices(const SkDraw& draw, SkCanvas::VertexMode vmode,
int vertexCount, const SkPoint vertices[],
const SkPoint texs[], const SkColor colors[],
SkXfermode* xmode,
const uint16_t indices[], int indexCount,
const SkPaint& paint) {
CHECK_SHOULD_DRAW(draw, false);
GrPaint grPaint;
// we ignore the shader if texs is null.
if (NULL == texs) {
if (!skPaint2GrPaintNoShader(this, paint, false, NULL == colors, &grPaint)) {
return;
}
} else {
if (!skPaint2GrPaintShader(this, paint, NULL == colors, &grPaint)) {
return;
}
}
if (NULL != xmode && NULL != texs && NULL != colors) {
if (!SkXfermode::IsMode(xmode, SkXfermode::kModulate_Mode)) {
SkDebugf("Unsupported vertex-color/texture xfer mode.\n");
#if 0
return
#endif
}
}
SkAutoSTMalloc<128, GrColor> convertedColors(0);
if (NULL != colors) {
// need to convert byte order and from non-PM to PM
convertedColors.reset(vertexCount);
for (int i = 0; i < vertexCount; ++i) {
convertedColors[i] = SkColor2GrColor(colors[i]);
}
colors = convertedColors.get();
}
fContext->drawVertices(grPaint,
gVertexMode2PrimitiveType[vmode],
vertexCount,
(GrPoint*) vertices,
(GrPoint*) texs,
colors,
indices,
indexCount);
}
///////////////////////////////////////////////////////////////////////////////
static void GlyphCacheAuxProc(void* data) {
GrFontScaler* scaler = (GrFontScaler*)data;
SkSafeUnref(scaler);
}
static GrFontScaler* get_gr_font_scaler(SkGlyphCache* cache) {
void* auxData;
GrFontScaler* scaler = NULL;
if (cache->getAuxProcData(GlyphCacheAuxProc, &auxData)) {
scaler = (GrFontScaler*)auxData;
}
if (NULL == scaler) {
scaler = SkNEW_ARGS(SkGrFontScaler, (cache));
cache->setAuxProc(GlyphCacheAuxProc, scaler);
}
return scaler;
}
static void SkGPU_Draw1Glyph(const SkDraw1Glyph& state,
SkFixed fx, SkFixed fy,
const SkGlyph& glyph) {
SkASSERT(glyph.fWidth > 0 && glyph.fHeight > 0);
GrSkDrawProcs* procs = static_cast<GrSkDrawProcs*>(state.fDraw->fProcs);
if (NULL == procs->fFontScaler) {
procs->fFontScaler = get_gr_font_scaler(state.fCache);
}
procs->fTextContext->drawPackedGlyph(GrGlyph::Pack(glyph.getGlyphID(),
glyph.getSubXFixed(),
glyph.getSubYFixed()),
SkFixedFloorToFixed(fx),
SkFixedFloorToFixed(fy),
procs->fFontScaler);
}
SkDrawProcs* SkGpuDevice::initDrawForText(GrTextContext* context) {
// deferred allocation
if (NULL == fDrawProcs) {
fDrawProcs = SkNEW(GrSkDrawProcs);
fDrawProcs->fD1GProc = SkGPU_Draw1Glyph;
fDrawProcs->fContext = fContext;
#if SK_DISTANCEFIELD_FONTS
fDrawProcs->fFlags = 0;
#endif
}
// init our (and GL's) state
fDrawProcs->fTextContext = context;
fDrawProcs->fFontScaler = NULL;
return fDrawProcs;
}
void SkGpuDevice::drawText(const SkDraw& draw, const void* text,
size_t byteLength, SkScalar x, SkScalar y,
const SkPaint& paint) {
CHECK_SHOULD_DRAW(draw, false);
if (fContext->getMatrix().hasPerspective()) {
// this guy will just call our drawPath()
draw.drawText((const char*)text, byteLength, x, y, paint);
} else {
SkDraw myDraw(draw);
GrPaint grPaint;
if (!skPaint2GrPaintShader(this, paint, true, &grPaint)) {
return;
}
#if SK_DISTANCEFIELD_FONTS
if (paint.getRasterizer()) {
#endif
GrBitmapTextContext context(fContext, grPaint, paint.getColor());
myDraw.fProcs = this->initDrawForText(&context);
this->INHERITED::drawText(myDraw, text, byteLength, x, y, paint);
#if SK_DISTANCEFIELD_FONTS
} else {
GrDistanceFieldTextContext context(fContext, grPaint, paint.getColor(),
paint.getTextSize()/SkDrawProcs::kBaseDFFontSize);
myDraw.fProcs = this->initDrawForText(&context);
fDrawProcs->fFlags |= SkDrawProcs::kSkipBakedGlyphTransform_Flag;
fDrawProcs->fFlags |= SkDrawProcs::kUseScaledGlyphs_Flag;
this->INHERITED::drawText(myDraw, text, byteLength, x, y, paint);
fDrawProcs->fFlags = 0;
}
#endif
}
}
void SkGpuDevice::drawPosText(const SkDraw& draw, const void* text,
size_t byteLength, const SkScalar pos[],
SkScalar constY, int scalarsPerPos,
const SkPaint& paint) {
CHECK_SHOULD_DRAW(draw, false);
if (fContext->getMatrix().hasPerspective()) {
// this guy will just call our drawPath()
draw.drawPosText((const char*)text, byteLength, pos, constY,
scalarsPerPos, paint);
} else {
SkDraw myDraw(draw);
GrPaint grPaint;
if (!skPaint2GrPaintShader(this, paint, true, &grPaint)) {
return;
}
#if SK_DISTANCEFIELD_FONTS
if (paint.getRasterizer()) {
#endif
GrBitmapTextContext context(fContext, grPaint, paint.getColor());
myDraw.fProcs = this->initDrawForText(&context);
this->INHERITED::drawPosText(myDraw, text, byteLength, pos, constY,
scalarsPerPos, paint);
#if SK_DISTANCEFIELD_FONTS
} else {
GrDistanceFieldTextContext context(fContext, grPaint, paint.getColor(),
paint.getTextSize()/SkDrawProcs::kBaseDFFontSize);
myDraw.fProcs = this->initDrawForText(&context);
fDrawProcs->fFlags |= SkDrawProcs::kSkipBakedGlyphTransform_Flag;
fDrawProcs->fFlags |= SkDrawProcs::kUseScaledGlyphs_Flag;
this->INHERITED::drawPosText(myDraw, text, byteLength, pos, constY,
scalarsPerPos, paint);
fDrawProcs->fFlags = 0;
}
#endif
}
}
void SkGpuDevice::drawTextOnPath(const SkDraw& draw, const void* text,
size_t len, const SkPath& path,
const SkMatrix* m, const SkPaint& paint) {
CHECK_SHOULD_DRAW(draw, false);
SkASSERT(draw.fDevice == this);
draw.drawTextOnPath((const char*)text, len, path, m, paint);
}
///////////////////////////////////////////////////////////////////////////////
bool SkGpuDevice::filterTextFlags(const SkPaint& paint, TextFlags* flags) {
if (!paint.isLCDRenderText()) {
// we're cool with the paint as is
return false;
}
if (paint.getShader() ||
paint.getXfermode() || // unless its srcover
paint.getMaskFilter() ||
paint.getRasterizer() ||
paint.getColorFilter() ||
paint.getPathEffect() ||
paint.isFakeBoldText() ||
paint.getStyle() != SkPaint::kFill_Style) {
// turn off lcd
flags->fFlags = paint.getFlags() & ~SkPaint::kLCDRenderText_Flag;
flags->fHinting = paint.getHinting();
return true;
}
// we're cool with the paint as is
return false;
}
void SkGpuDevice::flush() {
DO_DEFERRED_CLEAR();
fContext->resolveRenderTarget(fRenderTarget);
}
///////////////////////////////////////////////////////////////////////////////
SkBaseDevice* SkGpuDevice::onCreateCompatibleDevice(SkBitmap::Config config,
int width, int height,
bool isOpaque,
Usage usage) {
GrTextureDesc desc;
desc.fConfig = fRenderTarget->config();
desc.fFlags = kRenderTarget_GrTextureFlagBit;
desc.fWidth = width;
desc.fHeight = height;
desc.fSampleCnt = fRenderTarget->numSamples();
SkAutoTUnref<GrTexture> texture;
// Skia's convention is to only clear a device if it is non-opaque.
bool needClear = !isOpaque;
#if CACHE_COMPATIBLE_DEVICE_TEXTURES
// layers are never draw in repeat modes, so we can request an approx
// match and ignore any padding.
const GrContext::ScratchTexMatch match = (kSaveLayer_Usage == usage) ?
GrContext::kApprox_ScratchTexMatch :
GrContext::kExact_ScratchTexMatch;
texture.reset(fContext->lockAndRefScratchTexture(desc, match));
#else
texture.reset(fContext->createUncachedTexture(desc, NULL, 0));
#endif
if (NULL != texture.get()) {
return SkNEW_ARGS(SkGpuDevice,(fContext, texture, needClear));
} else {
GrPrintf("---- failed to create compatible device texture [%d %d]\n", width, height);
return NULL;
}
}
SkGpuDevice::SkGpuDevice(GrContext* context,
GrTexture* texture,
bool needClear)
: SkBitmapDevice(make_bitmap(context, texture->asRenderTarget())) {
SkASSERT(texture && texture->asRenderTarget());
// This constructor is called from onCreateCompatibleDevice. It has locked the RT in the texture
// cache. We pass true for the third argument so that it will get unlocked.
this->initFromRenderTarget(context, texture->asRenderTarget(), true);
fNeedClear = needClear;
}