/* * 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/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(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(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, SkBlendMode blendMode, 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; } // We can simplify things for certain blend modes. This is for speed, and SkComposeShader // itself insists we don't pass kSrc or kDst to it. if (colors && texCoords) { switch (blendMode) { case SkBlendMode::kSrc: colors = nullptr; break; case SkBlendMode::kDst: 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(); auto rpblit = [&]() { VertState state(vertexCount, indices, indexCount); VertState::Proc vertProc = state.chooseProc(info.mode()); SkShader* shader = paintShader; SkTriColorShader* triShader = nullptr; SkPMColor4f* dstColors = nullptr; if (colors) { dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc); triShader = outerAlloc->make(compute_is_opaque(colors, vertexCount), usePerspective); if (shader) { shader = outerAlloc->make( blendMode, sk_ref_sp(triShader), sk_ref_sp(shader)); } else { shader = triShader; } } 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 (triShader && !triShader->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 (triShader) { 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 (triShader && !triShader->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 (triShader && !triShader->update(ctmInverse, positions, dstColors, state.f0, state.f1, state.f2)) { continue; } SkSTArenaAlloc<2048> innerAlloc; const SkMatrixProvider* matrixProvider = fMatrixProvider; SkTLazy 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; } SkTriColorShader* colorShader = nullptr; SkPMColor4f* dstColors = nullptr; if (colors) { colorShader = outerAlloc->make(compute_is_opaque(colors, vertexCount), usePerspective); dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc); if (shader) { shader = outerAlloc->make( blendMode, sk_ref_sp(colorShader), sk_ref_sp(shader)); } else { shader = colorShader; } } 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 (colorShader && !colorShader->update(ctmInverse, positions, dstColors,state.f0, state.f1, state.f2)) { continue; } fill_triangle(state, blitter, *fRC, dev2, dev3); } } } void SkDraw::drawVertices(const SkVertices* vertices, SkBlendMode bmode, 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 outerAlloc; SkPoint* dev2 = nullptr; SkPoint3* dev3 = nullptr; if (ctm.hasPerspective()) { dev3 = outerAlloc.makeArray(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(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, bmode, paint, ctmInv, dev2, dev3, &outerAlloc); }