| /* |
| * Copyright 2017 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "SkArenaAlloc.h" |
| #include "SkAutoBlitterChoose.h" |
| #include "SkComposeShader.h" |
| #include "SkDraw.h" |
| #include "SkNx.h" |
| #include "SkPM4fPriv.h" |
| #include "SkRasterClip.h" |
| #include "SkScan.h" |
| #include "SkShaderBase.h" |
| #include "SkString.h" |
| #include "SkVertState.h" |
| |
| #include "SkArenaAlloc.h" |
| #include "SkCoreBlitters.h" |
| #include "SkColorSpaceXform.h" |
| |
| struct Matrix43 { |
| float fMat[12]; // column major |
| |
| Sk4f map(float x, float y) const { |
| return Sk4f::Load(&fMat[0]) * x + Sk4f::Load(&fMat[4]) * y + Sk4f::Load(&fMat[8]); |
| } |
| |
| void setConcat(const Matrix43& a, const SkMatrix& b) { |
| fMat[ 0] = a.dot(0, b.getScaleX(), b.getSkewY()); |
| fMat[ 1] = a.dot(1, b.getScaleX(), b.getSkewY()); |
| fMat[ 2] = a.dot(2, b.getScaleX(), b.getSkewY()); |
| fMat[ 3] = a.dot(3, b.getScaleX(), b.getSkewY()); |
| |
| fMat[ 4] = a.dot(0, b.getSkewX(), b.getScaleY()); |
| fMat[ 5] = a.dot(1, b.getSkewX(), b.getScaleY()); |
| fMat[ 6] = a.dot(2, b.getSkewX(), b.getScaleY()); |
| fMat[ 7] = a.dot(3, b.getSkewX(), b.getScaleY()); |
| |
| fMat[ 8] = a.dot(0, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 8]; |
| fMat[ 9] = a.dot(1, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 9]; |
| fMat[10] = a.dot(2, b.getTranslateX(), b.getTranslateY()) + a.fMat[10]; |
| fMat[11] = a.dot(3, b.getTranslateX(), b.getTranslateY()) + a.fMat[11]; |
| } |
| |
| private: |
| float dot(int index, float x, float y) const { |
| return fMat[index + 0] * x + fMat[index + 4] * y; |
| } |
| }; |
| |
| static SkScan::HairRCProc ChooseHairProc(bool doAntiAlias) { |
| return doAntiAlias ? SkScan::AntiHairLine : SkScan::HairLine; |
| } |
| |
| static bool SK_WARN_UNUSED_RESULT |
| texture_to_matrix(const VertState& state, const SkPoint verts[], const SkPoint texs[], |
| SkMatrix* matrix) { |
| SkPoint src[3], dst[3]; |
| |
| src[0] = texs[state.f0]; |
| src[1] = texs[state.f1]; |
| src[2] = texs[state.f2]; |
| dst[0] = verts[state.f0]; |
| dst[1] = verts[state.f1]; |
| dst[2] = verts[state.f2]; |
| return matrix->setPolyToPoly(src, dst, 3); |
| } |
| |
| class SkTriColorShader : public SkShaderBase { |
| public: |
| SkTriColorShader(bool isOpaque) : fIsOpaque(isOpaque) {} |
| |
| Matrix43* getMatrix43() { return &fM43; } |
| |
| bool isOpaque() const override { return fIsOpaque; } |
| |
| // For serialization. This will never be called. |
| Factory getFactory() const override { SK_ABORT("not reached"); return nullptr; } |
| |
| protected: |
| Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override { |
| return nullptr; |
| } |
| bool onAppendStages(const StageRec& rec) const override { |
| rec.fPipeline->append(SkRasterPipeline::seed_shader); |
| rec.fPipeline->append(SkRasterPipeline::matrix_4x3, &fM43); |
| return true; |
| } |
| |
| private: |
| Matrix43 fM43; |
| const bool fIsOpaque; |
| |
| typedef SkShaderBase INHERITED; |
| }; |
| |
| static bool SK_WARN_UNUSED_RESULT |
| update_tricolor_matrix(const SkMatrix& ctmInv, const SkPoint pts[], const SkPM4f colors[], |
| int index0, int index1, int index2, Matrix43* result) { |
| SkMatrix m, im; |
| m.reset(); |
| m.set(0, pts[index1].fX - pts[index0].fX); |
| m.set(1, pts[index2].fX - pts[index0].fX); |
| m.set(2, pts[index0].fX); |
| m.set(3, pts[index1].fY - pts[index0].fY); |
| m.set(4, pts[index2].fY - pts[index0].fY); |
| m.set(5, pts[index0].fY); |
| if (!m.invert(&im)) { |
| return false; |
| } |
| |
| SkMatrix dstToUnit; |
| dstToUnit.setConcat(im, ctmInv); |
| |
| Sk4f c0 = colors[index0].to4f(), |
| c1 = colors[index1].to4f(), |
| c2 = colors[index2].to4f(); |
| |
| Matrix43 colorm; |
| (c1 - c0).store(&colorm.fMat[0]); |
| (c2 - c0).store(&colorm.fMat[4]); |
| c0.store(&colorm.fMat[8]); |
| result->setConcat(colorm, dstToUnit); |
| return true; |
| } |
| |
| // Convert the SkColors into float colors. The conversion depends on some conditions: |
| // - If the pixmap has a dst colorspace, we have to be "color-correct". |
| // Do we map into dst-colorspace before or after we interpolate? |
| // - We have to decide when to apply per-color alpha (before or after we interpolate) |
| // |
| // For now, we will take a simple approach, but recognize this is just a start: |
| // - convert colors into dst colorspace before interpolation (matches gradients) |
| // - apply per-color alpha before interpolation (matches old version of vertices) |
| // |
| static SkPM4f* convert_colors(const SkColor src[], int count, SkColorSpace* deviceCS, |
| SkArenaAlloc* alloc) { |
| SkPM4f* dst = alloc->makeArray<SkPM4f>(count); |
| if (!deviceCS) { |
| for (int i = 0; i < count; ++i) { |
| dst[i] = SkColor4f::FromColor(src[i]).premul(); |
| } |
| } else { |
| auto srcCS = SkColorSpace::MakeSRGB(); |
| SkColorSpaceXform::Apply(deviceCS , SkColorSpaceXform::kRGBA_F32_ColorFormat, dst, |
| srcCS.get(), SkColorSpaceXform::kBGRA_8888_ColorFormat, src, |
| count, SkColorSpaceXform::kPremul_AlphaOp); |
| } |
| return dst; |
| } |
| |
| static bool compute_is_opaque(const SkColor colors[], int count) { |
| uint32_t c = ~0; |
| for (int i = 0; i < count; ++i) { |
| c &= colors[i]; |
| } |
| return SkColorGetA(c) == 0xFF; |
| } |
| |
| void SkDraw::drawVertices(SkVertices::VertexMode vmode, int vertexCount, |
| const SkPoint vertices[], const SkPoint textures[], |
| const SkColor colors[], const SkVertices::BoneIndices boneIndices[], |
| const SkVertices::BoneWeights boneWeights[], SkBlendMode bmode, |
| const uint16_t indices[], int indexCount, |
| const SkPaint& paint, const SkMatrix* bones, int boneCount) const { |
| SkASSERT(0 == vertexCount || vertices); |
| |
| // abort early if there is nothing to draw |
| if (vertexCount < 3 || (indices && indexCount < 3) || fRC->isEmpty()) { |
| return; |
| } |
| SkMatrix ctmInv; |
| if (!fMatrix->invert(&ctmInv)) { |
| return; |
| } |
| |
| // make textures and shader mutually consistent |
| SkShader* shader = paint.getShader(); |
| if (!(shader && textures)) { |
| shader = nullptr; |
| textures = nullptr; |
| } |
| |
| // We can simplify things for certain blendmodes. This is for speed, and SkComposeShader |
| // itself insists we don't pass kSrc or kDst to it. |
| // |
| if (colors && textures) { |
| switch (bmode) { |
| case SkBlendMode::kSrc: |
| colors = nullptr; |
| break; |
| case SkBlendMode::kDst: |
| textures = nullptr; |
| break; |
| default: break; |
| } |
| } |
| |
| // we don't use the shader if there are no textures |
| if (!textures) { |
| shader = nullptr; |
| } |
| |
| constexpr size_t kDefVertexCount = 16; |
| constexpr size_t kDefBoneCount = 8; |
| constexpr size_t kOuterSize = sizeof(SkTriColorShader) + |
| sizeof(SkComposeShader) + |
| (2 * sizeof(SkPoint) + sizeof(SkPM4f)) * kDefVertexCount + |
| sizeof(SkMatrix) * kDefBoneCount; |
| SkSTArenaAlloc<kOuterSize> outerAlloc; |
| |
| // deform vertices using the skeleton if it is passed in |
| if (bones && boneCount) { |
| // allocate space for the deformed vertices |
| SkPoint* deformed = outerAlloc.makeArray<SkPoint>(vertexCount); |
| |
| // get the bone matrices |
| SkMatrix* transformedBones = outerAlloc.makeArray<SkMatrix>(boneCount); |
| |
| // transform the bone matrices by the world transform |
| transformedBones[0] = bones[0]; |
| for (int i = 1; i < boneCount; i ++) { |
| transformedBones[i] = SkMatrix::Concat(bones[i], bones[0]); |
| } |
| |
| // deform the vertices |
| if (boneIndices && boneWeights) { |
| for (int i = 0; i < vertexCount; i ++) { |
| const SkVertices::BoneIndices& indices = boneIndices[i]; |
| const SkVertices::BoneWeights& weights = boneWeights[i]; |
| |
| // apply bone deformations |
| SkPoint result = SkPoint::Make(0.0f, 0.0f); |
| SkPoint transformed; |
| for (uint32_t j = 0; j < 4; j ++) { |
| // get the attachment data |
| uint32_t index = indices.indices[j]; |
| float weight = weights.weights[j]; |
| |
| // skip the bone if there is no weight |
| if (weight == 0.0f) { |
| continue; |
| } |
| SkASSERT(index != 0); |
| |
| // transformed = M * v |
| transformedBones[index].mapPoints(&transformed, &vertices[i], 1); |
| |
| // result += transformed * w |
| result += transformed * weight; |
| } |
| |
| // set the deformed point |
| deformed[i] = result; |
| } |
| } else { |
| // no bones, so only apply world transform |
| const SkMatrix& worldTransform = bones[0]; |
| worldTransform.mapPoints(deformed, vertices, vertexCount); |
| } |
| |
| // change the vertices to point to deformed |
| vertices = deformed; |
| } |
| |
| SkPoint* devVerts = outerAlloc.makeArray<SkPoint>(vertexCount); |
| fMatrix->mapPoints(devVerts, vertices, vertexCount); |
| |
| { |
| SkRect bounds; |
| // this also sets bounds to empty if we see a non-finite value |
| bounds.set(devVerts, vertexCount); |
| if (bounds.isEmpty()) { |
| return; |
| } |
| } |
| |
| VertState state(vertexCount, indices, indexCount); |
| VertState::Proc vertProc = state.chooseProc(vmode); |
| |
| if (colors || textures) { |
| SkPM4f* dstColors = nullptr; |
| Matrix43* matrix43 = nullptr; |
| |
| if (colors) { |
| dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), &outerAlloc); |
| |
| SkTriColorShader* triShader = outerAlloc.make<SkTriColorShader>( |
| compute_is_opaque(colors, |
| vertexCount)); |
| matrix43 = triShader->getMatrix43(); |
| if (shader) { |
| shader = outerAlloc.make<SkComposeShader>(sk_ref_sp(triShader), sk_ref_sp(shader), |
| bmode, 1); |
| } else { |
| shader = triShader; |
| } |
| } |
| |
| SkPaint p(paint); |
| p.setShader(sk_ref_sp(shader)); |
| |
| if (!textures) { // only tricolor shader |
| SkASSERT(matrix43); |
| auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *fMatrix, &outerAlloc); |
| while (vertProc(&state)) { |
| if (!update_tricolor_matrix(ctmInv, vertices, dstColors, |
| state.f0, state.f1, state.f2, |
| matrix43)) { |
| continue; |
| } |
| |
| SkPoint tmp[] = { |
| devVerts[state.f0], devVerts[state.f1], devVerts[state.f2] |
| }; |
| SkScan::FillTriangle(tmp, *fRC, blitter); |
| } |
| } else { |
| while (vertProc(&state)) { |
| SkSTArenaAlloc<2048> innerAlloc; |
| |
| const SkMatrix* ctm = fMatrix; |
| SkMatrix tmpCtm; |
| if (textures) { |
| SkMatrix localM; |
| if (!texture_to_matrix(state, vertices, textures, &localM)) { |
| continue; |
| } |
| tmpCtm = SkMatrix::Concat(*fMatrix, localM); |
| ctm = &tmpCtm; |
| } |
| |
| if (matrix43 && !update_tricolor_matrix(ctmInv, vertices, dstColors, |
| state.f0, state.f1, state.f2, |
| matrix43)) { |
| continue; |
| } |
| |
| SkPoint tmp[] = { |
| devVerts[state.f0], devVerts[state.f1], devVerts[state.f2] |
| }; |
| auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *ctm, &innerAlloc); |
| SkScan::FillTriangle(tmp, *fRC, blitter); |
| } |
| } |
| } else { |
| // no colors[] and no texture, stroke hairlines with paint's color. |
| SkPaint p; |
| p.setStyle(SkPaint::kStroke_Style); |
| SkAutoBlitterChoose blitter(*this, nullptr, p); |
| // Abort early if we failed to create a shader context. |
| if (blitter->isNullBlitter()) { |
| return; |
| } |
| SkScan::HairRCProc hairProc = ChooseHairProc(paint.isAntiAlias()); |
| const SkRasterClip& clip = *fRC; |
| while (vertProc(&state)) { |
| SkPoint array[] = { |
| devVerts[state.f0], devVerts[state.f1], devVerts[state.f2], devVerts[state.f0] |
| }; |
| hairProc(array, 4, clip, blitter.get()); |
| } |
| } |
| } |