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1 /*
2  * Copyright 2017 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "include/core/SkString.h"
9 #include "include/private/SkNx.h"
10 #include "src/core/SkArenaAlloc.h"
11 #include "src/core/SkAutoBlitterChoose.h"
12 #include "src/core/SkConvertPixels.h"
13 #include "src/core/SkCoreBlitters.h"
14 #include "src/core/SkDraw.h"
15 #include "src/core/SkRasterClip.h"
16 #include "src/core/SkRasterPipeline.h"
17 #include "src/core/SkScan.h"
18 #include "src/core/SkVertState.h"
19 #include "src/shaders/SkComposeShader.h"
20 #include "src/shaders/SkShaderBase.h"
21 
22 struct Matrix43 {
23     float fMat[12];    // column major
24 
mapMatrix4325     Sk4f map(float x, float y) const {
26         return Sk4f::Load(&fMat[0]) * x + Sk4f::Load(&fMat[4]) * y + Sk4f::Load(&fMat[8]);
27     }
28 
setConcatMatrix4329     void setConcat(const Matrix43& a, const SkMatrix& b) {
30         fMat[ 0] = a.dot(0, b.getScaleX(), b.getSkewY());
31         fMat[ 1] = a.dot(1, b.getScaleX(), b.getSkewY());
32         fMat[ 2] = a.dot(2, b.getScaleX(), b.getSkewY());
33         fMat[ 3] = a.dot(3, b.getScaleX(), b.getSkewY());
34 
35         fMat[ 4] = a.dot(0, b.getSkewX(), b.getScaleY());
36         fMat[ 5] = a.dot(1, b.getSkewX(), b.getScaleY());
37         fMat[ 6] = a.dot(2, b.getSkewX(), b.getScaleY());
38         fMat[ 7] = a.dot(3, b.getSkewX(), b.getScaleY());
39 
40         fMat[ 8] = a.dot(0, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 8];
41         fMat[ 9] = a.dot(1, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 9];
42         fMat[10] = a.dot(2, b.getTranslateX(), b.getTranslateY()) + a.fMat[10];
43         fMat[11] = a.dot(3, b.getTranslateX(), b.getTranslateY()) + a.fMat[11];
44     }
45 
46 private:
dotMatrix4347     float dot(int index, float x, float y) const {
48         return fMat[index + 0] * x + fMat[index + 4] * y;
49     }
50 };
51 
ChooseHairProc(bool doAntiAlias)52 static SkScan::HairRCProc ChooseHairProc(bool doAntiAlias) {
53     return doAntiAlias ? SkScan::AntiHairLine : SkScan::HairLine;
54 }
55 
56 static bool SK_WARN_UNUSED_RESULT
texture_to_matrix(const VertState & state,const SkPoint verts[],const SkPoint texs[],SkMatrix * matrix)57 texture_to_matrix(const VertState& state, const SkPoint verts[], const SkPoint texs[],
58                   SkMatrix* matrix) {
59     SkPoint src[3], dst[3];
60 
61     src[0] = texs[state.f0];
62     src[1] = texs[state.f1];
63     src[2] = texs[state.f2];
64     dst[0] = verts[state.f0];
65     dst[1] = verts[state.f1];
66     dst[2] = verts[state.f2];
67     return matrix->setPolyToPoly(src, dst, 3);
68 }
69 
70 class SkTriColorShader : public SkShaderBase {
71 public:
SkTriColorShader(bool isOpaque)72     SkTriColorShader(bool isOpaque) : fIsOpaque(isOpaque) {}
73 
getMatrix43()74     Matrix43* getMatrix43() { return &fM43; }
75 
isOpaque() const76     bool isOpaque() const override { return fIsOpaque; }
77 
78 
79 protected:
80 #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
onMakeContext(const ContextRec & rec,SkArenaAlloc * alloc) const81     Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override {
82         return nullptr;
83     }
84 #endif
onAppendStages(const SkStageRec & rec) const85     bool onAppendStages(const SkStageRec& rec) const override {
86         rec.fPipeline->append(SkRasterPipeline::seed_shader);
87         rec.fPipeline->append(SkRasterPipeline::matrix_4x3, &fM43);
88         return true;
89     }
90 
91 private:
92     // For serialization.  This will never be called.
getFactory() const93     Factory getFactory() const override { return nullptr; }
getTypeName() const94     const char* getTypeName() const override { return nullptr; }
95 
96     Matrix43 fM43;
97     const bool fIsOpaque;
98 
99     typedef SkShaderBase INHERITED;
100 };
101 
102 static bool SK_WARN_UNUSED_RESULT
update_tricolor_matrix(const SkMatrix & ctmInv,const SkPoint pts[],const SkPMColor4f colors[],int index0,int index1,int index2,Matrix43 * result)103 update_tricolor_matrix(const SkMatrix& ctmInv, const SkPoint pts[], const SkPMColor4f colors[],
104                        int index0, int index1, int index2, Matrix43* result) {
105     SkMatrix m, im;
106     m.reset();
107     m.set(0, pts[index1].fX - pts[index0].fX);
108     m.set(1, pts[index2].fX - pts[index0].fX);
109     m.set(2, pts[index0].fX);
110     m.set(3, pts[index1].fY - pts[index0].fY);
111     m.set(4, pts[index2].fY - pts[index0].fY);
112     m.set(5, pts[index0].fY);
113     if (!m.invert(&im)) {
114         return false;
115     }
116 
117     SkMatrix dstToUnit;
118     dstToUnit.setConcat(im, ctmInv);
119 
120     Sk4f c0 = Sk4f::Load(colors[index0].vec()),
121          c1 = Sk4f::Load(colors[index1].vec()),
122          c2 = Sk4f::Load(colors[index2].vec());
123 
124     Matrix43 colorm;
125     (c1 - c0).store(&colorm.fMat[0]);
126     (c2 - c0).store(&colorm.fMat[4]);
127     c0.store(&colorm.fMat[8]);
128     result->setConcat(colorm, dstToUnit);
129     return true;
130 }
131 
132 // Convert the SkColors into float colors. The conversion depends on some conditions:
133 // - If the pixmap has a dst colorspace, we have to be "color-correct".
134 //   Do we map into dst-colorspace before or after we interpolate?
135 // - We have to decide when to apply per-color alpha (before or after we interpolate)
136 //
137 // For now, we will take a simple approach, but recognize this is just a start:
138 // - convert colors into dst colorspace before interpolation (matches gradients)
139 // - apply per-color alpha before interpolation (matches old version of vertices)
140 //
convert_colors(const SkColor src[],int count,SkColorSpace * deviceCS,SkArenaAlloc * alloc)141 static SkPMColor4f* convert_colors(const SkColor src[], int count, SkColorSpace* deviceCS,
142                                    SkArenaAlloc* alloc) {
143     SkPMColor4f* dst = alloc->makeArray<SkPMColor4f>(count);
144     SkImageInfo srcInfo = SkImageInfo::Make(count, 1, kBGRA_8888_SkColorType,
145                                             kUnpremul_SkAlphaType, SkColorSpace::MakeSRGB());
146     SkImageInfo dstInfo = SkImageInfo::Make(count, 1, kRGBA_F32_SkColorType,
147                                             kPremul_SkAlphaType, sk_ref_sp(deviceCS));
148     SkConvertPixels(dstInfo, dst, 0, srcInfo, src, 0);
149     return dst;
150 }
151 
compute_is_opaque(const SkColor colors[],int count)152 static bool compute_is_opaque(const SkColor colors[], int count) {
153     uint32_t c = ~0;
154     for (int i = 0; i < count; ++i) {
155         c &= colors[i];
156     }
157     return SkColorGetA(c) == 0xFF;
158 }
159 
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 SkVertices::Bone bones[],int boneCount) const160 void SkDraw::drawVertices(SkVertices::VertexMode vmode, int vertexCount,
161                           const SkPoint vertices[], const SkPoint textures[],
162                           const SkColor colors[], const SkVertices::BoneIndices boneIndices[],
163                           const SkVertices::BoneWeights boneWeights[], SkBlendMode bmode,
164                           const uint16_t indices[], int indexCount,
165                           const SkPaint& paint, const SkVertices::Bone bones[],
166                           int boneCount) const {
167     SkASSERT(0 == vertexCount || vertices);
168 
169     // abort early if there is nothing to draw
170     if (vertexCount < 3 || (indices && indexCount < 3) || fRC->isEmpty()) {
171         return;
172     }
173     SkMatrix ctmInv;
174     if (!fMatrix->invert(&ctmInv)) {
175         return;
176     }
177 
178     // make textures and shader mutually consistent
179     SkShader* shader = paint.getShader();
180     if (!(shader && textures)) {
181         shader = nullptr;
182         textures = nullptr;
183     }
184 
185     // We can simplify things for certain blendmodes. This is for speed, and SkComposeShader
186     // itself insists we don't pass kSrc or kDst to it.
187     //
188     if (colors && textures) {
189         switch (bmode) {
190             case SkBlendMode::kSrc:
191                 colors = nullptr;
192                 break;
193             case SkBlendMode::kDst:
194                 textures = nullptr;
195                 break;
196             default: break;
197         }
198     }
199 
200     // we don't use the shader if there are no textures
201     if (!textures) {
202         shader = nullptr;
203     }
204 
205     constexpr size_t kDefVertexCount = 16;
206     constexpr size_t kOuterSize = sizeof(SkTriColorShader) +
207                                  sizeof(SkShader_Blend) +
208                                  (2 * sizeof(SkPoint) + sizeof(SkColor4f)) * kDefVertexCount;
209     SkSTArenaAlloc<kOuterSize> outerAlloc;
210 
211     // deform vertices using the skeleton if it is passed in
212     if (bones && boneCount) {
213         // allocate space for the deformed vertices
214         SkPoint* deformed = outerAlloc.makeArray<SkPoint>(vertexCount);
215 
216         // deform the vertices
217         if (boneIndices && boneWeights) {
218             for (int i = 0; i < vertexCount; i ++) {
219                 const SkVertices::BoneIndices& indices = boneIndices[i];
220                 const SkVertices::BoneWeights& weights = boneWeights[i];
221 
222                 // apply the world transform
223                 SkPoint worldPoint = bones[0].mapPoint(vertices[i]);
224 
225                 // apply bone deformations
226                 deformed[i] = SkPoint::Make(0.0f, 0.0f);
227                 for (uint32_t j = 0; j < 4; j ++) {
228                     // get the attachment data
229                     uint32_t index = indices[j];
230                     float weight = weights[j];
231 
232                     // skip the bone if there is no weight
233                     if (weight == 0.0f) {
234                         continue;
235                     }
236                     SkASSERT(index != 0);
237 
238                     // deformed += M * v * w
239                     deformed[i] += bones[index].mapPoint(worldPoint) * weight;
240                 }
241             }
242         } else {
243             // no bones, so only apply world transform
244             SkMatrix worldTransform = SkMatrix::I();
245             worldTransform.setAffine(bones[0].values);
246             worldTransform.mapPoints(deformed, vertices, vertexCount);
247         }
248 
249         // change the vertices to point to deformed
250         vertices = deformed;
251     }
252 
253     SkPoint* devVerts = outerAlloc.makeArray<SkPoint>(vertexCount);
254     fMatrix->mapPoints(devVerts, vertices, vertexCount);
255 
256     {
257         SkRect bounds;
258         // this also sets bounds to empty if we see a non-finite value
259         bounds.set(devVerts, vertexCount);
260         if (bounds.isEmpty()) {
261             return;
262         }
263     }
264 
265     VertState       state(vertexCount, indices, indexCount);
266     VertState::Proc vertProc = state.chooseProc(vmode);
267 
268     if (colors || textures) {
269         SkPMColor4f*  dstColors = nullptr;
270         Matrix43*   matrix43 = nullptr;
271 
272         if (colors) {
273             dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), &outerAlloc);
274 
275             SkTriColorShader* triShader = outerAlloc.make<SkTriColorShader>(
276                                                                 compute_is_opaque(colors,
277                                                                                   vertexCount));
278             matrix43 = triShader->getMatrix43();
279             if (shader) {
280                 shader = outerAlloc.make<SkShader_Blend>(bmode,
281                                                          sk_ref_sp(triShader), sk_ref_sp(shader),
282                                                          nullptr);
283             } else {
284                 shader = triShader;
285             }
286         }
287 
288         SkPaint p(paint);
289         p.setShader(sk_ref_sp(shader));
290 
291         if (!textures) {    // only tricolor shader
292             SkASSERT(matrix43);
293             auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *fMatrix, &outerAlloc);
294             while (vertProc(&state)) {
295                 if (!update_tricolor_matrix(ctmInv, vertices, dstColors,
296                                             state.f0, state.f1, state.f2,
297                                             matrix43)) {
298                     continue;
299                 }
300 
301                 SkPoint tmp[] = {
302                     devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
303                 };
304                 SkScan::FillTriangle(tmp, *fRC, blitter);
305             }
306         } else {
307             while (vertProc(&state)) {
308                 SkSTArenaAlloc<2048> innerAlloc;
309 
310                 const SkMatrix* ctm = fMatrix;
311                 SkMatrix tmpCtm;
312                 if (textures) {
313                     SkMatrix localM;
314                     if (!texture_to_matrix(state, vertices, textures, &localM)) {
315                         continue;
316                     }
317                     tmpCtm = SkMatrix::Concat(*fMatrix, localM);
318                     ctm = &tmpCtm;
319                 }
320 
321                 if (matrix43 && !update_tricolor_matrix(ctmInv, vertices, dstColors,
322                                                         state.f0, state.f1, state.f2,
323                                                         matrix43)) {
324                     continue;
325                 }
326 
327                 SkPoint tmp[] = {
328                     devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
329                 };
330                 auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *ctm, &innerAlloc);
331                 SkScan::FillTriangle(tmp, *fRC, blitter);
332             }
333         }
334     } else {
335         // no colors[] and no texture, stroke hairlines with paint's color.
336         SkPaint p;
337         p.setStyle(SkPaint::kStroke_Style);
338         SkAutoBlitterChoose blitter(*this, nullptr, p);
339         // Abort early if we failed to create a shader context.
340         if (blitter->isNullBlitter()) {
341             return;
342         }
343         SkScan::HairRCProc hairProc = ChooseHairProc(paint.isAntiAlias());
344         const SkRasterClip& clip = *fRC;
345         while (vertProc(&state)) {
346             SkPoint array[] = {
347                 devVerts[state.f0], devVerts[state.f1], devVerts[state.f2], devVerts[state.f0]
348             };
349             hairProc(array, 4, clip, blitter.get());
350         }
351     }
352 }
353