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/SkColorSpace.h"
9 #include "include/core/SkString.h"
10 #include "src/base/SkArenaAlloc.h"
11 #include "src/base/SkVx.h"
12 #include "src/core/SkAutoBlitterChoose.h"
13 #include "src/core/SkBlenderBase.h"
14 #include "src/core/SkConvertPixels.h"
15 #include "src/core/SkCoreBlitters.h"
16 #include "src/core/SkDraw.h"
17 #include "src/core/SkMatrixProvider.h"
18 #include "src/core/SkRasterClip.h"
19 #include "src/core/SkRasterPipeline.h"
20 #include "src/core/SkScan.h"
21 #include "src/core/SkVM.h"
22 #include "src/core/SkVMBlitter.h"
23 #include "src/core/SkVertState.h"
24 #include "src/core/SkVerticesPriv.h"
25 #include "src/shaders/SkShaderBase.h"
26 #include "src/shaders/SkTransformShader.h"
27
28 struct Matrix43 {
29 float fMat[12]; // column major
30
mapMatrix4331 skvx::float4 map(float x, float y) const {
32 return skvx::float4::Load(&fMat[0]) * x +
33 skvx::float4::Load(&fMat[4]) * y +
34 skvx::float4::Load(&fMat[8]);
35 }
36
37 // Pass a by value, so we don't have to worry about aliasing with this
setConcatMatrix4338 void setConcat(const Matrix43 a, const SkMatrix& b) {
39 SkASSERT(!b.hasPerspective());
40
41 fMat[ 0] = a.dot(0, b.getScaleX(), b.getSkewY());
42 fMat[ 1] = a.dot(1, b.getScaleX(), b.getSkewY());
43 fMat[ 2] = a.dot(2, b.getScaleX(), b.getSkewY());
44 fMat[ 3] = a.dot(3, b.getScaleX(), b.getSkewY());
45
46 fMat[ 4] = a.dot(0, b.getSkewX(), b.getScaleY());
47 fMat[ 5] = a.dot(1, b.getSkewX(), b.getScaleY());
48 fMat[ 6] = a.dot(2, b.getSkewX(), b.getScaleY());
49 fMat[ 7] = a.dot(3, b.getSkewX(), b.getScaleY());
50
51 fMat[ 8] = a.dot(0, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 8];
52 fMat[ 9] = a.dot(1, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 9];
53 fMat[10] = a.dot(2, b.getTranslateX(), b.getTranslateY()) + a.fMat[10];
54 fMat[11] = a.dot(3, b.getTranslateX(), b.getTranslateY()) + a.fMat[11];
55 }
56
57 private:
dotMatrix4358 float dot(int index, float x, float y) const {
59 return fMat[index + 0] * x + fMat[index + 4] * y;
60 }
61 };
62
63 static bool SK_WARN_UNUSED_RESULT
texture_to_matrix(const VertState & state,const SkPoint verts[],const SkPoint texs[],SkMatrix * matrix)64 texture_to_matrix(const VertState& state, const SkPoint verts[], const SkPoint texs[],
65 SkMatrix* matrix) {
66 SkPoint src[3], dst[3];
67
68 src[0] = texs[state.f0];
69 src[1] = texs[state.f1];
70 src[2] = texs[state.f2];
71 dst[0] = verts[state.f0];
72 dst[1] = verts[state.f1];
73 dst[2] = verts[state.f2];
74 return matrix->setPolyToPoly(src, dst, 3);
75 }
76
77 class SkTriColorShader : public SkShaderBase {
78 public:
SkTriColorShader(bool isOpaque,bool usePersp)79 SkTriColorShader(bool isOpaque, bool usePersp) : fIsOpaque(isOpaque), fUsePersp(usePersp) {}
80
81 // This gets called for each triangle, without re-calling appendStages.
82 bool update(const SkMatrix& ctmInv, const SkPoint pts[], const SkPMColor4f colors[],
83 int index0, int index1, int index2);
84
85 protected:
appendStages(const SkStageRec & rec,const MatrixRec &) const86 bool appendStages(const SkStageRec& rec, const MatrixRec&) const override {
87 rec.fPipeline->append(SkRasterPipelineOp::seed_shader);
88 if (fUsePersp) {
89 rec.fPipeline->append(SkRasterPipelineOp::matrix_perspective, &fM33);
90 }
91 rec.fPipeline->append(SkRasterPipelineOp::matrix_4x3, &fM43);
92 return true;
93 }
94
95 skvm::Color program(skvm::Builder*,
96 skvm::Coord,
97 skvm::Coord,
98 skvm::Color,
99 const MatrixRec&,
100 const SkColorInfo&,
101 skvm::Uniforms*,
102 SkArenaAlloc*) const override;
103
104 private:
isOpaque() const105 bool isOpaque() const override { return fIsOpaque; }
106 // For serialization. This will never be called.
getFactory() const107 Factory getFactory() const override { return nullptr; }
getTypeName() const108 const char* getTypeName() const override { return nullptr; }
109
110 // If fUsePersp, we need both of these matrices,
111 // otherwise we can combine them, and only use fM43
112
113 Matrix43 fM43;
114 SkMatrix fM33;
115 const bool fIsOpaque;
116 const bool fUsePersp; // controls our stages, and what we do in update()
117 mutable skvm::Uniform fColorMatrix;
118 mutable skvm::Uniform fCoordMatrix;
119
120 using INHERITED = SkShaderBase;
121 };
122
program(skvm::Builder * b,skvm::Coord device,skvm::Coord local,skvm::Color,const MatrixRec &,const SkColorInfo &,skvm::Uniforms * uniforms,SkArenaAlloc * alloc) const123 skvm::Color SkTriColorShader::program(skvm::Builder* b,
124 skvm::Coord device,
125 skvm::Coord local,
126 skvm::Color,
127 const MatrixRec&,
128 const SkColorInfo&,
129 skvm::Uniforms* uniforms,
130 SkArenaAlloc* alloc) const {
131 fColorMatrix = uniforms->pushPtr(&fM43);
132
133 skvm::F32 x = local.x,
134 y = local.y;
135
136 if (fUsePersp) {
137 fCoordMatrix = uniforms->pushPtr(&fM33);
138 auto dot = [&, x, y](int row) {
139 return b->mad(x, b->arrayF(fCoordMatrix, row),
140 b->mad(y, b->arrayF(fCoordMatrix, row + 3),
141 b->arrayF(fCoordMatrix, row + 6)));
142 };
143
144 x = dot(0);
145 y = dot(1);
146 x = x * (1.0f / dot(2));
147 y = y * (1.0f / dot(2));
148 }
149
150 auto colorDot = [&, x, y](int row) {
151 return b->mad(x, b->arrayF(fColorMatrix, row),
152 b->mad(y, b->arrayF(fColorMatrix, row + 4),
153 b->arrayF(fColorMatrix, row + 8)));
154 };
155
156 skvm::Color color;
157 color.r = colorDot(0);
158 color.g = colorDot(1);
159 color.b = colorDot(2);
160 color.a = colorDot(3);
161 return color;
162 }
163
update(const SkMatrix & ctmInv,const SkPoint pts[],const SkPMColor4f colors[],int index0,int index1,int index2)164 bool SkTriColorShader::update(const SkMatrix& ctmInv, const SkPoint pts[],
165 const SkPMColor4f colors[], int index0, int index1, int index2) {
166 SkMatrix m, im;
167 m.reset();
168 m.set(0, pts[index1].fX - pts[index0].fX);
169 m.set(1, pts[index2].fX - pts[index0].fX);
170 m.set(2, pts[index0].fX);
171 m.set(3, pts[index1].fY - pts[index0].fY);
172 m.set(4, pts[index2].fY - pts[index0].fY);
173 m.set(5, pts[index0].fY);
174 if (!m.invert(&im)) {
175 return false;
176 }
177
178 fM33.setConcat(im, ctmInv);
179
180 auto c0 = skvx::float4::Load(colors[index0].vec()),
181 c1 = skvx::float4::Load(colors[index1].vec()),
182 c2 = skvx::float4::Load(colors[index2].vec());
183
184 (c1 - c0).store(&fM43.fMat[0]);
185 (c2 - c0).store(&fM43.fMat[4]);
186 c0.store(&fM43.fMat[8]);
187
188 if (!fUsePersp) {
189 fM43.setConcat(fM43, fM33);
190 }
191 return true;
192 }
193
194 // Convert the SkColors into float colors. The conversion depends on some conditions:
195 // - If the pixmap has a dst colorspace, we have to be "color-correct".
196 // Do we map into dst-colorspace before or after we interpolate?
197 // - We have to decide when to apply per-color alpha (before or after we interpolate)
198 //
199 // For now, we will take a simple approach, but recognize this is just a start:
200 // - convert colors into dst colorspace before interpolation (matches gradients)
201 // - apply per-color alpha before interpolation (matches old version of vertices)
202 //
convert_colors(const SkColor src[],int count,SkColorSpace * deviceCS,SkArenaAlloc * alloc,bool skipColorXform)203 static SkPMColor4f* convert_colors(const SkColor src[],
204 int count,
205 SkColorSpace* deviceCS,
206 SkArenaAlloc* alloc,
207 bool skipColorXform) {
208 SkPMColor4f* dst = alloc->makeArray<SkPMColor4f>(count);
209
210 // Passing `nullptr` for the destination CS effectively disables color conversion.
211 auto dstCS = skipColorXform ? nullptr : sk_ref_sp(deviceCS);
212 SkImageInfo srcInfo = SkImageInfo::Make(
213 count, 1, kBGRA_8888_SkColorType, kUnpremul_SkAlphaType, SkColorSpace::MakeSRGB());
214 SkImageInfo dstInfo =
215 SkImageInfo::Make(count, 1, kRGBA_F32_SkColorType, kPremul_SkAlphaType, dstCS);
216 SkAssertResult(SkConvertPixels(dstInfo, dst, 0, srcInfo, src, 0));
217 return dst;
218 }
219
compute_is_opaque(const SkColor colors[],int count)220 static bool compute_is_opaque(const SkColor colors[], int count) {
221 uint32_t c = ~0;
222 for (int i = 0; i < count; ++i) {
223 c &= colors[i];
224 }
225 return SkColorGetA(c) == 0xFF;
226 }
227
fill_triangle_2(const VertState & state,SkBlitter * blitter,const SkRasterClip & rc,const SkPoint dev2[])228 static void fill_triangle_2(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc,
229 const SkPoint dev2[]) {
230 SkPoint tmp[] = {
231 dev2[state.f0], dev2[state.f1], dev2[state.f2]
232 };
233 SkScan::FillTriangle(tmp, rc, blitter);
234 }
235
236 static constexpr int kMaxClippedTrianglePointCount = 4;
fill_triangle_3(const VertState & state,SkBlitter * blitter,const SkRasterClip & rc,const SkPoint3 dev3[])237 static void fill_triangle_3(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc,
238 const SkPoint3 dev3[]) {
239 // Compute the crossing point (across zero) for the two values, expressed as a
240 // normalized 0...1 value. If curr is 0, returns 0. If next is 0, returns 1.
241 auto computeT = [](float curr, float next) {
242 // Check that 0 is between next and curr.
243 SkASSERT((next <= 0 && 0 < curr) || (curr <= 0 && 0 < next));
244 float t = curr / (curr - next);
245 SkASSERT(0 <= t && t <= 1);
246 return t;
247 };
248
249 auto lerp = [](SkPoint3 curr, SkPoint3 next, float t) {
250 return curr + t * (next - curr);
251 };
252
253 constexpr float tol = 0.05f;
254 // tol is the nudge away from zero, to keep the numerics nice.
255 // Think of it as our near-clipping-plane (or w-plane).
256 auto clip = [&](SkPoint3 curr, SkPoint3 next) {
257 // Return the point between curr and next where the fZ value crosses tol.
258 // To be (really) perspective correct, we should be computing based on 1/Z, not Z.
259 // For now, this is close enough (and faster).
260 return lerp(curr, next, computeT(curr.fZ - tol, next.fZ - tol));
261 };
262
263 // Clip a triangle (based on its homogeneous W values), and return the projected polygon.
264 // Since we only clip against one "edge"/plane, the max number of points in the clipped
265 // polygon is 4.
266 auto clipTriangle = [&](SkPoint dst[], const int idx[3], const SkPoint3 pts[]) -> int {
267 SkPoint3 outPoints[kMaxClippedTrianglePointCount];
268 SkPoint3* outP = outPoints;
269
270 for (int i = 0; i < 3; ++i) {
271 int curr = idx[i];
272 int next = idx[(i + 1) % 3];
273 if (pts[curr].fZ > tol) {
274 *outP++ = pts[curr];
275 if (pts[next].fZ <= tol) { // curr is IN, next is OUT
276 *outP++ = clip(pts[curr], pts[next]);
277 }
278 } else {
279 if (pts[next].fZ > tol) { // curr is OUT, next is IN
280 *outP++ = clip(pts[curr], pts[next]);
281 }
282 }
283 }
284
285 const int count = SkTo<int>(outP - outPoints);
286 SkASSERT(count == 0 || count == 3 || count == 4);
287 for (int i = 0; i < count; ++i) {
288 float scale = sk_ieee_float_divide(1.0f, outPoints[i].fZ);
289 dst[i].set(outPoints[i].fX * scale, outPoints[i].fY * scale);
290 }
291 return count;
292 };
293
294 SkPoint tmp[kMaxClippedTrianglePointCount];
295 int idx[] = { state.f0, state.f1, state.f2 };
296 if (int n = clipTriangle(tmp, idx, dev3)) {
297 // TODO: SkScan::FillConvexPoly(tmp, n, ...);
298 SkASSERT(n == 3 || n == 4);
299 SkScan::FillTriangle(tmp, rc, blitter);
300 if (n == 4) {
301 tmp[1] = tmp[2];
302 tmp[2] = tmp[3];
303 SkScan::FillTriangle(tmp, rc, blitter);
304 }
305 }
306 }
307
fill_triangle(const VertState & state,SkBlitter * blitter,const SkRasterClip & rc,const SkPoint dev2[],const SkPoint3 dev3[])308 static void fill_triangle(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc,
309 const SkPoint dev2[], const SkPoint3 dev3[]) {
310 if (dev3) {
311 fill_triangle_3(state, blitter, rc, dev3);
312 } else {
313 fill_triangle_2(state, blitter, rc, dev2);
314 }
315 }
316
317 extern bool gUseSkVMBlitter;
318
drawFixedVertices(const SkVertices * vertices,sk_sp<SkBlender> blender,const SkPaint & paint,const SkMatrix & ctmInverse,const SkPoint * dev2,const SkPoint3 * dev3,SkArenaAlloc * outerAlloc,bool skipColorXform) const319 void SkDraw::drawFixedVertices(const SkVertices* vertices,
320 sk_sp<SkBlender> blender,
321 const SkPaint& paint,
322 const SkMatrix& ctmInverse,
323 const SkPoint* dev2,
324 const SkPoint3* dev3,
325 SkArenaAlloc* outerAlloc,
326 bool skipColorXform) const {
327 SkVerticesPriv info(vertices->priv());
328
329 const int vertexCount = info.vertexCount();
330 const int indexCount = info.indexCount();
331 const SkPoint* positions = info.positions();
332 const SkPoint* texCoords = info.texCoords();
333 const uint16_t* indices = info.indices();
334 const SkColor* colors = info.colors();
335
336 SkShader* paintShader = paint.getShader();
337
338 if (paintShader) {
339 if (!texCoords) {
340 texCoords = positions;
341 }
342 } else {
343 texCoords = nullptr;
344 }
345
346 bool blenderIsDst = false;
347 // We can simplify things for certain blend modes. This is for speed, and SkShader_Blend
348 // itself insists we don't pass kSrc or kDst to it.
349 if (std::optional<SkBlendMode> bm = as_BB(blender)->asBlendMode(); bm.has_value() && colors) {
350 switch (*bm) {
351 case SkBlendMode::kSrc:
352 colors = nullptr;
353 break;
354 case SkBlendMode::kDst:
355 blenderIsDst = true;
356 texCoords = nullptr;
357 paintShader = nullptr;
358 break;
359 default: break;
360 }
361 }
362
363 // There is a paintShader iff there is texCoords.
364 SkASSERT((texCoords != nullptr) == (paintShader != nullptr));
365
366 SkMatrix ctm = fMatrixProvider->localToDevice();
367 // Explicit texture coords can't contain perspective - only the CTM can.
368 const bool usePerspective = ctm.hasPerspective();
369
370 SkTriColorShader* triColorShader = nullptr;
371 SkPMColor4f* dstColors = nullptr;
372 if (colors) {
373 dstColors =
374 convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc, skipColorXform);
375 triColorShader = outerAlloc->make<SkTriColorShader>(compute_is_opaque(colors, vertexCount),
376 usePerspective);
377 }
378
379 // Combines per-vertex colors with 'shader' using 'blender'.
380 auto applyShaderColorBlend = [&](SkShader* shader) -> sk_sp<SkShader> {
381 if (!colors) {
382 return sk_ref_sp(shader);
383 }
384 if (blenderIsDst) {
385 return sk_ref_sp(triColorShader);
386 }
387 sk_sp<SkShader> shaderWithWhichToBlend;
388 if (!shader) {
389 // When there is no shader then the blender applies to the vertex colors and opaque
390 // paint color.
391 shaderWithWhichToBlend = SkShaders::Color(paint.getColor4f().makeOpaque(), nullptr);
392 } else {
393 shaderWithWhichToBlend = sk_ref_sp(shader);
394 }
395 return SkShaders::Blend(blender,
396 sk_ref_sp(triColorShader),
397 std::move(shaderWithWhichToBlend));
398 };
399
400 // If there are separate texture coords then we need to insert a transform shader to update
401 // a matrix derived from each triangle's coords. In that case we will fold the CTM into
402 // each update and use an identity matrix provider.
403 SkTransformShader* transformShader = nullptr;
404 const SkMatrixProvider* matrixProvider = fMatrixProvider;
405 SkTLazy<SkMatrixProvider> identityProvider;
406 if (texCoords && texCoords != positions) {
407 paintShader = transformShader = outerAlloc->make<SkTransformShader>(*as_SB(paintShader),
408 usePerspective);
409 matrixProvider = identityProvider.init(SkMatrix::I());
410 }
411 sk_sp<SkShader> blenderShader = applyShaderColorBlend(paintShader);
412
413 SkPaint finalPaint{paint};
414 finalPaint.setShader(std::move(blenderShader));
415
416 auto rpblit = [&]() {
417 VertState state(vertexCount, indices, indexCount);
418 VertState::Proc vertProc = state.chooseProc(info.mode());
419 SkSurfaceProps props = SkSurfacePropsCopyOrDefault(fProps);
420
421 auto blitter = SkCreateRasterPipelineBlitter(fDst,
422 finalPaint,
423 matrixProvider->localToDevice(),
424 outerAlloc,
425 fRC->clipShader(),
426 props);
427 if (!blitter) {
428 return false;
429 }
430 while (vertProc(&state)) {
431 if (triColorShader && !triColorShader->update(ctmInverse, positions, dstColors,
432 state.f0, state.f1, state.f2)) {
433 continue;
434 }
435
436 SkMatrix localM;
437 if (!transformShader || (texture_to_matrix(state, positions, texCoords, &localM) &&
438 transformShader->update(SkMatrix::Concat(ctm, localM)))) {
439 fill_triangle(state, blitter, *fRC, dev2, dev3);
440 }
441 }
442 return true;
443 };
444
445 if (gUseSkVMBlitter || !rpblit()) {
446 VertState state(vertexCount, indices, indexCount);
447 VertState::Proc vertProc = state.chooseProc(info.mode());
448
449 auto blitter = SkVMBlitter::Make(fDst,
450 finalPaint,
451 matrixProvider->localToDevice(),
452 outerAlloc,
453 this->fRC->clipShader());
454 if (!blitter) {
455 return;
456 }
457 while (vertProc(&state)) {
458 SkMatrix localM;
459 if (transformShader && !(texture_to_matrix(state, positions, texCoords, &localM) &&
460 transformShader->update(SkMatrix::Concat(ctm, localM)))) {
461 continue;
462 }
463
464 if (triColorShader && !triColorShader->update(ctmInverse, positions, dstColors,state.f0,
465 state.f1, state.f2)) {
466 continue;
467 }
468
469 fill_triangle(state, blitter, *fRC, dev2, dev3);
470 }
471 }
472 }
473
drawVertices(const SkVertices * vertices,sk_sp<SkBlender> blender,const SkPaint & paint,bool skipColorXform) const474 void SkDraw::drawVertices(const SkVertices* vertices,
475 sk_sp<SkBlender> blender,
476 const SkPaint& paint,
477 bool skipColorXform) const {
478 SkVerticesPriv info(vertices->priv());
479 const int vertexCount = info.vertexCount();
480 const int indexCount = info.indexCount();
481
482 // abort early if there is nothing to draw
483 if (vertexCount < 3 || (indexCount > 0 && indexCount < 3) || fRC->isEmpty()) {
484 return;
485 }
486 SkMatrix ctm = fMatrixProvider->localToDevice();
487 SkMatrix ctmInv;
488 if (!ctm.invert(&ctmInv)) {
489 return;
490 }
491
492 constexpr size_t kDefVertexCount = 16;
493 constexpr size_t kOuterSize = sizeof(SkTriColorShader) +
494 (2 * sizeof(SkPoint) + sizeof(SkColor4f)) * kDefVertexCount;
495 SkSTArenaAlloc<kOuterSize> outerAlloc;
496
497 SkPoint* dev2 = nullptr;
498 SkPoint3* dev3 = nullptr;
499
500 if (ctm.hasPerspective()) {
501 dev3 = outerAlloc.makeArray<SkPoint3>(vertexCount);
502 ctm.mapHomogeneousPoints(dev3, info.positions(), vertexCount);
503 // similar to the bounds check for 2d points (below)
504 if (!SkScalarsAreFinite((const SkScalar*)dev3, vertexCount * 3)) {
505 return;
506 }
507 } else {
508 dev2 = outerAlloc.makeArray<SkPoint>(vertexCount);
509 ctm.mapPoints(dev2, info.positions(), vertexCount);
510
511 SkRect bounds;
512 // this also sets bounds to empty if we see a non-finite value
513 bounds.setBounds(dev2, vertexCount);
514 if (bounds.isEmpty()) {
515 return;
516 }
517 }
518
519 this->drawFixedVertices(
520 vertices, std::move(blender), paint, ctmInv, dev2, dev3, &outerAlloc, skipColorXform);
521 }
522