| /* |
| * 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 "include/core/SkString.h" |
| #include "include/private/SkNx.h" |
| #include "src/core/SkArenaAlloc.h" |
| #include "src/core/SkAutoBlitterChoose.h" |
| #include "src/core/SkConvertPixels.h" |
| #include "src/core/SkCoreBlitters.h" |
| #include "src/core/SkDraw.h" |
| #include "src/core/SkMatrixProvider.h" |
| #include "src/core/SkRasterClip.h" |
| #include "src/core/SkRasterPipeline.h" |
| #include "src/core/SkScan.h" |
| #include "src/core/SkVM.h" |
| #include "src/core/SkVMBlitter.h" |
| #include "src/core/SkVertState.h" |
| #include "src/core/SkVerticesPriv.h" |
| #include "src/shaders/SkColorShader.h" |
| #include "src/shaders/SkComposeShader.h" |
| #include "src/shaders/SkShaderBase.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]); |
| } |
| |
| // Pass a by value, so we don't have to worry about aliasing with this |
| void setConcat(const Matrix43 a, const SkMatrix& b) { |
| SkASSERT(!b.hasPerspective()); |
| |
| 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 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, bool usePersp) : fIsOpaque(isOpaque), fUsePersp(usePersp) {} |
| |
| // This gets called for each triangle, without re-calling onAppendStages. |
| bool update(const SkMatrix& ctmInv, const SkPoint pts[], const SkPMColor4f colors[], |
| int index0, int index1, int index2); |
| |
| protected: |
| #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT |
| Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override { |
| return nullptr; |
| } |
| #endif |
| bool onAppendStages(const SkStageRec& rec) const override { |
| rec.fPipeline->append(SkRasterPipeline::seed_shader); |
| if (fUsePersp) { |
| rec.fPipeline->append(SkRasterPipeline::matrix_perspective, &fM33); |
| } |
| rec.fPipeline->append(SkRasterPipeline::matrix_4x3, &fM43); |
| return true; |
| } |
| |
| skvm::Color onProgram(skvm::Builder*, |
| skvm::Coord, skvm::Coord, skvm::Color, |
| const SkMatrixProvider&, const SkMatrix*, const SkColorInfo&, |
| skvm::Uniforms*, SkArenaAlloc*) const override; |
| |
| private: |
| bool isOpaque() const override { return fIsOpaque; } |
| // For serialization. This will never be called. |
| Factory getFactory() const override { return nullptr; } |
| const char* getTypeName() const override { return nullptr; } |
| |
| // If fUsePersp, we need both of these matrices, |
| // otherwise we can combine them, and only use fM43 |
| |
| Matrix43 fM43; |
| SkMatrix fM33; |
| const bool fIsOpaque; |
| const bool fUsePersp; // controls our stages, and what we do in update() |
| mutable skvm::Uniform fColorMatrix; |
| mutable skvm::Uniform fCoordMatrix; |
| |
| using INHERITED = SkShaderBase; |
| }; |
| |
| skvm::Color SkTriColorShader::onProgram(skvm::Builder* b, |
| skvm::Coord device, skvm::Coord local, skvm::Color, |
| const SkMatrixProvider& matrices, const SkMatrix* localM, |
| const SkColorInfo&, skvm::Uniforms* uniforms, |
| SkArenaAlloc* alloc) const { |
| |
| fColorMatrix = uniforms->pushPtr(&fM43); |
| |
| skvm::F32 x = local.x, |
| y = local.y; |
| |
| if (fUsePersp) { |
| fCoordMatrix = uniforms->pushPtr(&fM33); |
| auto dot = [&, x, y](int row) { |
| return b->mad(x, b->arrayF(fCoordMatrix, row), |
| b->mad(y, b->arrayF(fCoordMatrix, row + 3), |
| b->arrayF(fCoordMatrix, row + 6))); |
| }; |
| |
| x = dot(0); |
| y = dot(1); |
| x = x * (1.0f / dot(2)); |
| y = y * (1.0f / dot(2)); |
| } |
| |
| auto colorDot = [&, x, y](int row) { |
| return b->mad(x, b->arrayF(fColorMatrix, row), |
| b->mad(y, b->arrayF(fColorMatrix, row + 4), |
| b->arrayF(fColorMatrix, row + 8))); |
| }; |
| |
| skvm::Color color; |
| color.r = colorDot(0); |
| color.g = colorDot(1); |
| color.b = colorDot(2); |
| color.a = colorDot(3); |
| return color; |
| } |
| |
| bool SkTriColorShader::update(const SkMatrix& ctmInv, const SkPoint pts[], |
| const SkPMColor4f colors[], int index0, int index1, int index2) { |
| 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; |
| } |
| |
| fM33.setConcat(im, ctmInv); |
| |
| Sk4f c0 = Sk4f::Load(colors[index0].vec()), |
| c1 = Sk4f::Load(colors[index1].vec()), |
| c2 = Sk4f::Load(colors[index2].vec()); |
| |
| (c1 - c0).store(&fM43.fMat[0]); |
| (c2 - c0).store(&fM43.fMat[4]); |
| c0.store(&fM43.fMat[8]); |
| |
| if (!fUsePersp) { |
| fM43.setConcat(fM43, fM33); |
| } |
| 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 SkPMColor4f* convert_colors(const SkColor src[], int count, SkColorSpace* deviceCS, |
| SkArenaAlloc* alloc) { |
| SkPMColor4f* dst = alloc->makeArray<SkPMColor4f>(count); |
| SkImageInfo srcInfo = SkImageInfo::Make(count, 1, kBGRA_8888_SkColorType, |
| kUnpremul_SkAlphaType, SkColorSpace::MakeSRGB()); |
| SkImageInfo dstInfo = SkImageInfo::Make(count, 1, kRGBA_F32_SkColorType, |
| kPremul_SkAlphaType, sk_ref_sp(deviceCS)); |
| SkAssertResult(SkConvertPixels(dstInfo, dst, 0, srcInfo, src, 0)); |
| 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; |
| } |
| |
| static void fill_triangle_2(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc, |
| const SkPoint dev2[]) { |
| SkPoint tmp[] = { |
| dev2[state.f0], dev2[state.f1], dev2[state.f2] |
| }; |
| SkScan::FillTriangle(tmp, rc, blitter); |
| } |
| |
| static constexpr int kMaxClippedTrianglePointCount = 4; |
| static void fill_triangle_3(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc, |
| const SkPoint3 dev3[]) { |
| // Compute the crossing point (across zero) for the two values, expressed as a |
| // normalized 0...1 value. If curr is 0, returns 0. If next is 0, returns 1. |
| auto computeT = [](float curr, float next) { |
| // Check that 0 is between next and curr. |
| SkASSERT((next <= 0 && 0 < curr) || (curr <= 0 && 0 < next)); |
| float t = curr / (curr - next); |
| SkASSERT(0 <= t && t <= 1); |
| return t; |
| }; |
| |
| auto lerp = [](SkPoint3 curr, SkPoint3 next, float t) { |
| return curr + t * (next - curr); |
| }; |
| |
| constexpr float tol = 0.05f; |
| // tol is the nudge away from zero, to keep the numerics nice. |
| // Think of it as our near-clipping-plane (or w-plane). |
| auto clip = [&](SkPoint3 curr, SkPoint3 next) { |
| // Return the point between curr and next where the fZ value crosses tol. |
| // To be (really) perspective correct, we should be computing based on 1/Z, not Z. |
| // For now, this is close enough (and faster). |
| return lerp(curr, next, computeT(curr.fZ - tol, next.fZ - tol)); |
| }; |
| |
| // Clip a triangle (based on its homogeneous W values), and return the projected polygon. |
| // Since we only clip against one "edge"/plane, the max number of points in the clipped |
| // polygon is 4. |
| auto clipTriangle = [&](SkPoint dst[], const int idx[3], const SkPoint3 pts[]) -> int { |
| SkPoint3 outPoints[kMaxClippedTrianglePointCount]; |
| SkPoint3* outP = outPoints; |
| |
| for (int i = 0; i < 3; ++i) { |
| int curr = idx[i]; |
| int next = idx[(i + 1) % 3]; |
| if (pts[curr].fZ > tol) { |
| *outP++ = pts[curr]; |
| if (pts[next].fZ <= tol) { // curr is IN, next is OUT |
| *outP++ = clip(pts[curr], pts[next]); |
| } |
| } else { |
| if (pts[next].fZ > tol) { // curr is OUT, next is IN |
| *outP++ = clip(pts[curr], pts[next]); |
| } |
| } |
| } |
| |
| const int count = SkTo<int>(outP - outPoints); |
| SkASSERT(count == 0 || count == 3 || count == 4); |
| for (int i = 0; i < count; ++i) { |
| float scale = 1.0f / outPoints[i].fZ; |
| dst[i].set(outPoints[i].fX * scale, outPoints[i].fY * scale); |
| } |
| return count; |
| }; |
| |
| SkPoint tmp[kMaxClippedTrianglePointCount]; |
| int idx[] = { state.f0, state.f1, state.f2 }; |
| if (int n = clipTriangle(tmp, idx, dev3)) { |
| // TODO: SkScan::FillConvexPoly(tmp, n, ...); |
| SkASSERT(n == 3 || n == 4); |
| SkScan::FillTriangle(tmp, rc, blitter); |
| if (n == 4) { |
| tmp[1] = tmp[2]; |
| tmp[2] = tmp[3]; |
| SkScan::FillTriangle(tmp, rc, blitter); |
| } |
| } |
| } |
| |
| static void fill_triangle(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc, |
| const SkPoint dev2[], const SkPoint3 dev3[]) { |
| if (dev3) { |
| fill_triangle_3(state, blitter, rc, dev3); |
| } else { |
| fill_triangle_2(state, blitter, rc, dev2); |
| } |
| } |
| |
| extern bool gUseSkVMBlitter; |
| |
| void SkDraw::drawFixedVertices(const SkVertices* vertices, |
| sk_sp<SkBlender> blender, |
| const SkPaint& paint, |
| const SkMatrix& ctmInverse, |
| const SkPoint* dev2, |
| const SkPoint3* dev3, |
| SkArenaAlloc* outerAlloc) const { |
| SkVerticesPriv info(vertices->priv()); |
| |
| const int vertexCount = info.vertexCount(); |
| const int indexCount = info.indexCount(); |
| const SkPoint* positions = info.positions(); |
| const SkPoint* texCoords = info.texCoords(); |
| const uint16_t* indices = info.indices(); |
| const SkColor* colors = info.colors(); |
| |
| SkShader* paintShader = paint.getShader(); |
| |
| if (paintShader) { |
| if (!texCoords) { |
| texCoords = positions; |
| } |
| } else { |
| texCoords = nullptr; |
| } |
| |
| bool blenderIsDst = false; |
| // We can simplify things for certain blend modes. This is for speed, and SkShader_Blend |
| // itself insists we don't pass kSrc or kDst to it. |
| if (std::optional<SkBlendMode> bm = as_BB(blender)->asBlendMode(); bm.has_value() && colors) { |
| switch (*bm) { |
| case SkBlendMode::kSrc: |
| colors = nullptr; |
| break; |
| case SkBlendMode::kDst: |
| blenderIsDst = true; |
| texCoords = nullptr; |
| paintShader = nullptr; |
| break; |
| default: break; |
| } |
| } |
| |
| // There is a paintShader iff there is texCoords. |
| SkASSERT((texCoords != nullptr) == (paintShader != nullptr)); |
| |
| SkMatrix ctm = fMatrixProvider->localToDevice(); |
| const bool usePerspective = ctm.hasPerspective(); |
| |
| SkTriColorShader* triColorShader = nullptr; |
| SkPMColor4f* dstColors = nullptr; |
| if (colors) { |
| dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc); |
| triColorShader = outerAlloc->make<SkTriColorShader>(compute_is_opaque(colors, vertexCount), |
| usePerspective); |
| } |
| |
| // Combines per-vertex colors with 'shader' using 'blender'. |
| auto applyShaderColorBlend = [&](SkShader* shader) -> SkShader* { |
| if (!colors) { |
| return shader; |
| } |
| if (blenderIsDst) { |
| return triColorShader; |
| } |
| if (!shader) { |
| // When there is no shader then the blender applies to the vertex colors and opaque |
| // paint color. |
| shader = outerAlloc->make<SkColor4Shader>(paint.getColor4f().makeOpaque(), nullptr); |
| } |
| return outerAlloc->make<SkShader_Blend>( |
| blender, sk_ref_sp(triColorShader), sk_ref_sp(shader)); |
| }; |
| |
| auto rpblit = [&]() { |
| VertState state(vertexCount, indices, indexCount); |
| VertState::Proc vertProc = state.chooseProc(info.mode()); |
| SkShader* shader = applyShaderColorBlend(paintShader); |
| |
| SkPaint shaderPaint(paint); |
| shaderPaint.setShader(sk_ref_sp(shader)); |
| |
| if (!texCoords) { // only tricolor shader |
| auto blitter = SkCreateRasterPipelineBlitter( |
| fDst, shaderPaint, *fMatrixProvider, outerAlloc, this->fRC->clipShader()); |
| if (!blitter) { |
| return false; |
| } |
| while (vertProc(&state)) { |
| if (triColorShader && !triColorShader->update(ctmInverse, positions, dstColors, |
| state.f0, state.f1, state.f2)) { |
| continue; |
| } |
| fill_triangle(state, blitter, *fRC, dev2, dev3); |
| } |
| return true; |
| } |
| |
| SkRasterPipeline pipeline(outerAlloc); |
| SkStageRec rec = {&pipeline, |
| outerAlloc, |
| fDst.colorType(), |
| fDst.colorSpace(), |
| shaderPaint, |
| nullptr, |
| *fMatrixProvider}; |
| if (auto updater = as_SB(shader)->appendUpdatableStages(rec)) { |
| bool isOpaque = shader->isOpaque(); |
| if (triColorShader) { |
| isOpaque = false; // unless we want to walk all the colors, and see if they are |
| // all opaque (and the blend mode will keep them that way |
| } |
| |
| // Positions as texCoords? The local matrix is always identity, so update once |
| if (texCoords == positions) { |
| if (!updater->update(ctm)) { |
| return true; |
| } |
| } |
| |
| auto blitter = SkCreateRasterPipelineBlitter( |
| fDst, shaderPaint, pipeline, isOpaque, outerAlloc, fRC->clipShader()); |
| if (!blitter) { |
| return false; |
| } |
| while (vertProc(&state)) { |
| if (triColorShader && !triColorShader->update(ctmInverse, positions, dstColors, |
| state.f0, state.f1, state.f2)) { |
| continue; |
| } |
| |
| SkMatrix localM; |
| if ((texCoords == positions) || |
| (texture_to_matrix(state, positions, texCoords, &localM) && |
| updater->update(SkMatrix::Concat(ctm, localM)))) { |
| fill_triangle(state, blitter, *fRC, dev2, dev3); |
| } |
| } |
| } else { |
| // must rebuild pipeline for each triangle, to pass in the computed ctm |
| while (vertProc(&state)) { |
| if (triColorShader && !triColorShader->update(ctmInverse, positions, dstColors, |
| state.f0, state.f1, state.f2)) { |
| continue; |
| } |
| |
| SkSTArenaAlloc<2048> innerAlloc; |
| |
| const SkMatrixProvider* matrixProvider = fMatrixProvider; |
| SkTLazy<SkPreConcatMatrixProvider> preConcatMatrixProvider; |
| if (texCoords && (texCoords != positions)) { |
| SkMatrix localM; |
| if (!texture_to_matrix(state, positions, texCoords, &localM)) { |
| continue; |
| } |
| matrixProvider = preConcatMatrixProvider.init(*matrixProvider, localM); |
| } |
| |
| // It'd be nice if we could detect this will fail earlier. |
| auto blitter = SkCreateRasterPipelineBlitter( |
| fDst, shaderPaint, *matrixProvider, &innerAlloc, this->fRC->clipShader()); |
| if (!blitter) { |
| return false; |
| } |
| fill_triangle(state, blitter, *fRC, dev2, dev3); |
| } |
| } |
| return true; |
| }; |
| |
| if (gUseSkVMBlitter || !rpblit()) { |
| VertState state(vertexCount, indices, indexCount); |
| VertState::Proc vertProc = state.chooseProc(info.mode()); |
| |
| // No colors are changing and no texture coordinates are changing, so no updates between |
| // triangles are needed. Use SkVM to blit the triangles. |
| SkShader* shader = paintShader; |
| SkUpdatableShader* texCoordShader = nullptr; |
| if (texCoords && texCoords != positions) { |
| texCoordShader = as_SB(shader)->updatableShader(outerAlloc); |
| shader = texCoordShader; |
| } |
| shader = applyShaderColorBlend(shader); |
| |
| SkPaint shaderPaint{paint}; |
| shaderPaint.setShader(sk_ref_sp(shader)); |
| auto blitter = SkVMBlitter::Make( |
| fDst, shaderPaint, *fMatrixProvider, outerAlloc, this->fRC->clipShader()); |
| if (!blitter) { |
| return; |
| } |
| while (vertProc(&state)) { |
| SkMatrix localM; |
| if (texCoordShader && !(texture_to_matrix(state, positions, texCoords, &localM) && |
| texCoordShader->update(SkMatrix::Concat(ctm, localM)))) { |
| continue; |
| } |
| |
| if (triColorShader && !triColorShader->update(ctmInverse, positions, dstColors,state.f0, |
| state.f1, state.f2)) { |
| continue; |
| } |
| |
| fill_triangle(state, blitter, *fRC, dev2, dev3); |
| } |
| } |
| } |
| |
| void SkDraw::drawVertices(const SkVertices* vertices, |
| sk_sp<SkBlender> blender, |
| const SkPaint& paint) const { |
| SkVerticesPriv info(vertices->priv()); |
| const int vertexCount = info.vertexCount(); |
| const int indexCount = info.indexCount(); |
| |
| // abort early if there is nothing to draw |
| if (vertexCount < 3 || (indexCount > 0 && indexCount < 3) || fRC->isEmpty()) { |
| return; |
| } |
| SkMatrix ctm = fMatrixProvider->localToDevice(); |
| SkMatrix ctmInv; |
| if (!ctm.invert(&ctmInv)) { |
| return; |
| } |
| |
| constexpr size_t kDefVertexCount = 16; |
| constexpr size_t kOuterSize = sizeof(SkTriColorShader) + |
| sizeof(SkShader_Blend) + |
| (2 * sizeof(SkPoint) + sizeof(SkColor4f)) * kDefVertexCount; |
| SkSTArenaAlloc<kOuterSize> outerAlloc; |
| |
| SkPoint* dev2 = nullptr; |
| SkPoint3* dev3 = nullptr; |
| |
| if (ctm.hasPerspective()) { |
| dev3 = outerAlloc.makeArray<SkPoint3>(vertexCount); |
| ctm.mapHomogeneousPoints(dev3, info.positions(), vertexCount); |
| // similar to the bounds check for 2d points (below) |
| if (!SkScalarsAreFinite((const SkScalar*)dev3, vertexCount * 3)) { |
| return; |
| } |
| } else { |
| dev2 = outerAlloc.makeArray<SkPoint>(vertexCount); |
| ctm.mapPoints(dev2, info.positions(), vertexCount); |
| |
| SkRect bounds; |
| // this also sets bounds to empty if we see a non-finite value |
| bounds.setBounds(dev2, vertexCount); |
| if (bounds.isEmpty()) { |
| return; |
| } |
| } |
| |
| this->drawFixedVertices(vertices, std::move(blender), paint, ctmInv, dev2, dev3, &outerAlloc); |
| } |