| /* |
| * Copyright 2021 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef tessellate_Tessellation_DEFINED |
| #define tessellate_Tessellation_DEFINED |
| |
| #include "include/core/SkTypes.h" |
| #include "include/private/SkVx.h" |
| |
| class SkMatrix; |
| class SkPath; |
| struct SkRect; |
| |
| namespace skgpu { |
| |
| struct VertexWriter; |
| |
| // Don't allow linearized segments to be off by more than 1/4th of a pixel from the true curve. |
| SK_MAYBE_UNUSED constexpr static float kTessellationPrecision = 4; |
| |
| // Use familiar type names from SkSL. |
| template<int N> using vec = skvx::Vec<N, float>; |
| using float2 = vec<2>; |
| using float4 = vec<4>; |
| |
| template<int N> using ivec = skvx::Vec<N, int32_t>; |
| using int2 = ivec<2>; |
| using int4 = ivec<4>; |
| |
| template<int N> using uvec = skvx::Vec<N, uint32_t>; |
| using uint2 = uvec<2>; |
| using uint4 = uvec<4>; |
| |
| #define AI SK_MAYBE_UNUSED SK_ALWAYS_INLINE |
| |
| AI float dot(float2 a, float2 b) { |
| float2 ab = a*b; |
| return ab.x() + ab.y(); |
| } |
| |
| AI float cross(float2 a, float2 b) { |
| float2 x = a * b.yx(); |
| return x[0] - x[1]; |
| } |
| |
| // This does not return b when t==1, but it otherwise seems to get better precision than |
| // "a*(1 - t) + b*t" for things like chopping cubics on exact cusp points. |
| // The responsibility falls on the caller to check that t != 1 before calling. |
| template<int N> |
| AI vec<N> mix(vec<N> a, vec<N> b, vec<N> T) { |
| SkASSERT(all((0 <= T) & (T < 1))); |
| return (b - a)*T + a; |
| } |
| |
| template<int N> |
| AI vec<N> mix(vec<N> a, vec<N> b, float T) { |
| return mix(a, b, vec<N>(T)); |
| } |
| |
| AI constexpr float pow2(float x) { return x*x; } |
| AI constexpr float pow4(float x) { return pow2(x*x); } |
| |
| #undef AI |
| |
| // Don't tessellate paths that might have an individual curve that requires more than 1024 segments. |
| // (See wangs_formula::worst_case_cubic). If this is the case, call "PreChopPathCurves" first. |
| constexpr static float kMaxTessellationSegmentsPerCurve SK_MAYBE_UNUSED = 1024; |
| |
| // Returns a new path, equivalent to 'path' within the given viewport, whose verbs can all be drawn |
| // with 'maxSegments' tessellation segments or fewer. Curves and chops that fall completely outside |
| // the viewport are flattened into lines. |
| SkPath PreChopPathCurves(const SkPath&, const SkMatrix&, const SkRect& viewport); |
| |
| } // namespace skgpu |
| |
| #endif // tessellate_Tessellation_DEFINED |