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/*
* Copyright 2015 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 "GrBlurUtils.h"
#include "GrCaps.h"
#include "GrDrawContext.h"
#include "GrStrokeInfo.h"
#include "GrTextureParamsAdjuster.h"
#include "SkDraw.h"
#include "SkGrPriv.h"
#include "SkMaskFilter.h"
#include "effects/GrBicubicEffect.h"
#include "effects/GrSimpleTextureEffect.h"
#include "effects/GrTextureDomain.h"
static inline bool use_shader(bool textureIsAlphaOnly, const SkPaint& paint) {
return textureIsAlphaOnly && paint.getShader();
}
//////////////////////////////////////////////////////////////////////////////
// Helper functions for dropping src rect constraint in bilerp mode.
static const SkScalar kColorBleedTolerance = 0.001f;
static bool has_aligned_samples(const SkRect& srcRect, const SkRect& transformedRect) {
// detect pixel disalignment
if (SkScalarAbs(SkScalarRoundToScalar(transformedRect.left()) - transformedRect.left()) < kColorBleedTolerance &&
SkScalarAbs(SkScalarRoundToScalar(transformedRect.top()) - transformedRect.top()) < kColorBleedTolerance &&
SkScalarAbs(transformedRect.width() - srcRect.width()) < kColorBleedTolerance &&
SkScalarAbs(transformedRect.height() - srcRect.height()) < kColorBleedTolerance) {
return true;
}
return false;
}
static bool may_color_bleed(const SkRect& srcRect,
const SkRect& transformedRect,
const SkMatrix& m,
bool isMSAA) {
// 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);
if (isMSAA) {
innerSrcRect.inset(SK_Scalar1, SK_Scalar1);
} else {
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(kColorBleedTolerance, kColorBleedTolerance);
innerTransformedRect.outset(kColorBleedTolerance, kColorBleedTolerance);
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;
}
static bool can_ignore_bilerp_constraint(const GrTextureProducer& producer,
const SkRect& srcRect,
const SkMatrix& srcRectToDeviceSpace,
bool isMSAA) {
if (srcRectToDeviceSpace.rectStaysRect()) {
// sampling is axis-aligned
SkRect transformedRect;
srcRectToDeviceSpace.mapRect(&transformedRect, srcRect);
if (has_aligned_samples(srcRect, transformedRect) ||
!may_color_bleed(srcRect, transformedRect, srcRectToDeviceSpace, isMSAA)) {
return true;
}
}
return false;
}
//////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::drawTextureProducer(GrTextureProducer* producer,
const SkRect* srcRect,
const SkRect* dstRect,
SkCanvas::SrcRectConstraint constraint,
const SkMatrix& viewMatrix,
const GrClip& clip,
const SkPaint& paint) {
// Figure out the actual dst and src rect by clipping the src rect to the bounds of the
// adjuster. If the src rect is clipped then the dst rect must be recomputed. Also determine
// the matrix that maps the src rect to the dst rect.
SkRect clippedSrcRect;
SkRect clippedDstRect;
const SkRect srcBounds = SkRect::MakeIWH(producer->width(), producer->height());
SkMatrix srcToDstMatrix;
if (srcRect) {
if (!dstRect) {
dstRect = &srcBounds;
}
if (!srcBounds.contains(*srcRect)) {
clippedSrcRect = *srcRect;
if (!clippedSrcRect.intersect(srcBounds)) {
return;
}
if (!srcToDstMatrix.setRectToRect(*srcRect, *dstRect, SkMatrix::kFill_ScaleToFit)) {
return;
}
srcToDstMatrix.mapRect(&clippedDstRect, clippedSrcRect);
} else {
clippedSrcRect = *srcRect;
clippedDstRect = *dstRect;
if (!srcToDstMatrix.setRectToRect(*srcRect, *dstRect, SkMatrix::kFill_ScaleToFit)) {
return;
}
}
} else {
clippedSrcRect = srcBounds;
if (dstRect) {
clippedDstRect = *dstRect;
if (!srcToDstMatrix.setRectToRect(srcBounds, *dstRect, SkMatrix::kFill_ScaleToFit)) {
return;
}
} else {
clippedDstRect = srcBounds;
srcToDstMatrix.reset();
}
}
this->drawTextureProducerImpl(producer, clippedSrcRect, clippedDstRect, constraint, viewMatrix,
srcToDstMatrix, clip, paint);
}
void SkGpuDevice::drawTextureProducerImpl(GrTextureProducer* producer,
const SkRect& clippedSrcRect,
const SkRect& clippedDstRect,
SkCanvas::SrcRectConstraint constraint,
const SkMatrix& viewMatrix,
const SkMatrix& srcToDstMatrix,
const GrClip& clip,
const SkPaint& paint) {
// Specifying the texture coords as local coordinates is an attempt to enable more batching
// by not baking anything about the srcRect, dstRect, or viewMatrix, into the texture FP. In
// the future this should be an opaque optimization enabled by the combination of batch/GP and
// FP.
const SkMaskFilter* mf = paint.getMaskFilter();
// The shader expects proper local coords, so we can't replace local coords with texture coords
// if the shader will be used. If we have a mask filter we will change the underlying geometry
// that is rendered.
bool canUseTextureCoordsAsLocalCoords = !use_shader(producer->isAlphaOnly(), paint) && !mf;
bool doBicubic;
GrTextureParams::FilterMode fm =
GrSkFilterQualityToGrFilterMode(paint.getFilterQuality(), viewMatrix, srcToDstMatrix,
&doBicubic);
const GrTextureParams::FilterMode* filterMode = doBicubic ? nullptr : &fm;
GrTextureAdjuster::FilterConstraint constraintMode;
if (SkCanvas::kFast_SrcRectConstraint == constraint) {
constraintMode = GrTextureAdjuster::kNo_FilterConstraint;
} else {
constraintMode = GrTextureAdjuster::kYes_FilterConstraint;
}
// If we have to outset for AA then we will generate texture coords outside the src rect. The
// same happens for any mask filter that extends the bounds rendered in the dst.
// This is conservative as a mask filter does not have to expand the bounds rendered.
bool coordsAllInsideSrcRect = !paint.isAntiAlias() && !mf;
// Check for optimization to drop the src rect constraint when on bilerp.
if (filterMode && GrTextureParams::kBilerp_FilterMode == *filterMode &&
GrTextureAdjuster::kYes_FilterConstraint == constraintMode && coordsAllInsideSrcRect) {
SkMatrix combinedMatrix;
combinedMatrix.setConcat(viewMatrix, srcToDstMatrix);
if (can_ignore_bilerp_constraint(*producer, clippedSrcRect, combinedMatrix,
fRenderTarget->isUnifiedMultisampled())) {
constraintMode = GrTextureAdjuster::kNo_FilterConstraint;
}
}
const SkMatrix* textureMatrix;
SkMatrix tempMatrix;
if (canUseTextureCoordsAsLocalCoords) {
textureMatrix = &SkMatrix::I();
} else {
if (!srcToDstMatrix.invert(&tempMatrix)) {
return;
}
textureMatrix = &tempMatrix;
}
SkAutoTUnref<const GrFragmentProcessor> fp(producer->createFragmentProcessor(
*textureMatrix, clippedSrcRect, constraintMode, coordsAllInsideSrcRect, filterMode));
if (!fp) {
return;
}
GrPaint grPaint;
if (!SkPaintToGrPaintWithTexture(fContext, paint, viewMatrix, fp, producer->isAlphaOnly(),
&grPaint)) {
return;
}
if (canUseTextureCoordsAsLocalCoords) {
fDrawContext->fillRectToRect(clip, grPaint, viewMatrix, clippedDstRect, clippedSrcRect);
return;
}
if (!mf) {
fDrawContext->drawRect(clip, grPaint, viewMatrix, clippedDstRect);
return;
}
// First see if we can do the draw + mask filter direct to the dst.
SkStrokeRec rec(SkStrokeRec::kFill_InitStyle);
SkRRect rrect;
rrect.setRect(clippedDstRect);
if (mf->directFilterRRectMaskGPU(fContext->textureProvider(),
fDrawContext,
&grPaint,
clip,
viewMatrix,
rec,
rrect)) {
return;
}
SkPath rectPath;
rectPath.addRect(clippedDstRect);
rectPath.setIsVolatile(true);
GrBlurUtils::drawPathWithMaskFilter(this->context(), fDrawContext, fClip,
rectPath, &grPaint, viewMatrix, mf, paint.getPathEffect(),
GrStrokeInfo::FillInfo(), true);
}