| /* |
| * Copyright 2021 Google LLC. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef tessellate_PathXform_DEFINED |
| #define tessellate_PathXform_DEFINED |
| |
| #include "include/core/SkMatrix.h" |
| #include "src/gpu/BufferWriter.h" |
| #include "src/gpu/tessellate/Tessellation.h" |
| |
| namespace skgpu { |
| |
| // Applies an affine 2d transformation to points and path components. Converts path components to |
| // tessellation patches. Uses SIMD, but takes care to map points identically, regardless of which |
| // method is called. |
| // |
| // This class stores redundant data, so it is best used only as a stack-allocated object at the |
| // point of use. |
| class PathXform { |
| public: |
| PathXform() = default; |
| PathXform(const SkMatrix& m) { *this = m; } |
| |
| PathXform& operator=(const SkMatrix& m) { |
| SkASSERT(!m.hasPerspective()); |
| // Duplicate the matrix in float4.lo and float4.hi so we can map two points at once. |
| fScale = {m.getScaleX(), m.getScaleY(), m.getScaleX(), m.getScaleY()}; |
| fSkew = {m.getSkewX(), m.getSkewY(), m.getSkewX(), m.getSkewY()}; |
| fTrans = {m.getTranslateX(), m.getTranslateY(), m.getTranslateX(), m.getTranslateY()}; |
| return *this; |
| } |
| |
| SK_ALWAYS_INLINE float2 mapPoint(float2 p) const { |
| return fScale.lo * p + (fSkew.lo * skvx::shuffle<1,0>(p) + fTrans.lo); |
| } |
| |
| SK_ALWAYS_INLINE float4 map2Points(float4 p0p1) const { |
| return fScale * p0p1 + (fSkew * p0p1.yxwz() + fTrans); |
| } |
| |
| SK_ALWAYS_INLINE float2 map1Point(const SkPoint pt[1]) const { |
| return this->mapPoint(float2::Load(pt)); |
| } |
| |
| SK_ALWAYS_INLINE float4 map2Points(const SkPoint pts[2]) const { |
| return this->map2Points(float4::Load(pts)); |
| } |
| |
| SK_ALWAYS_INLINE SkPoint mapPoint(SkPoint p) const { |
| return skvx::bit_pun<SkPoint>(this->mapPoint(skvx::bit_pun<float2>(p))); |
| } |
| |
| SK_ALWAYS_INLINE float4 map2Points(SkPoint p0, SkPoint p1) const { |
| return this->map2Points(float4(skvx::bit_pun<float2>(p0), skvx::bit_pun<float2>(p1))); |
| } |
| |
| SK_ALWAYS_INLINE void map3Points(VertexWriter* writer, const SkPoint pts[3]) const { |
| *writer << this->map2Points(pts); |
| *writer << this->map1Point(pts + 2); |
| } |
| |
| SK_ALWAYS_INLINE void map4Points(VertexWriter* writer, const SkPoint pts[4]) const { |
| *writer << this->map2Points(pts); |
| *writer << this->map2Points(pts + 2); |
| } |
| |
| // Emits a degenerate, 4-point transformed cubic bezier equal to a line. |
| SK_ALWAYS_INLINE void mapLineToCubic(VertexWriter* writer, |
| SkPoint startPt, |
| SkPoint endPt) const { |
| float2 p0 = this->mapPoint(skvx::bit_pun<float2>(startPt)); |
| float2 p1 = this->mapPoint(skvx::bit_pun<float2>(endPt)); |
| float2 v = (p1 - p0) * (1/3.f); |
| *writer << p0 << (p0 + v) << (p1 - v) << p1; |
| } |
| |
| // Emits a degenerate, 4-point transformed bezier equal to a quadratic. |
| SK_ALWAYS_INLINE void mapQuadToCubic(VertexWriter* writer, const SkPoint pts[3]) const { |
| float2 p0 = this->mapPoint(skvx::bit_pun<float2>(pts[0])); |
| float2 p1 = this->mapPoint(skvx::bit_pun<float2>(pts[1])); |
| float2 p2 = this->mapPoint(skvx::bit_pun<float2>(pts[2])); |
| float2 c = p1 * (2/3.f); |
| *writer << p0 << (p0 * 1/3.f + c) << (p2 * 1/3.f + c) << p2; |
| } |
| |
| // Writes out the 3 conic points transformed, plus a 4th point with the conic weight in x and |
| // infinity in y. Infinite y flags the 4-point patch as a conic. |
| SK_ALWAYS_INLINE void mapConicToPatch(VertexWriter* writer, |
| const SkPoint pts[3], |
| float w) const { |
| this->map3Points(writer, pts); |
| *writer << w << VertexWriter::kIEEE_32_infinity; |
| } |
| |
| private: |
| float4 fScale; |
| float4 fSkew; |
| float4 fTrans; |
| }; |
| |
| } // namespace skgpu |
| |
| #endif // tessellate_PathXform_DEFINED |