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1 
2 /*
3  * Copyright 2012 Google Inc.
4  *
5  * Use of this source code is governed by a BSD-style license that can be
6  * found in the LICENSE file.
7  */
8 
9 #include "SkPictureStateTree.h"
10 #include "SkCanvas.h"
11 
SkPictureStateTree()12 SkPictureStateTree::SkPictureStateTree()
13     : fAlloc(2048)
14     , fLastRestoredNode(NULL)
15     , fStateStack(sizeof(Draw), 16) {
16     fRootMatrix.reset();
17     fRoot.fParent = NULL;
18     fRoot.fMatrix = &fRootMatrix;
19     fRoot.fFlags = Node::kSave_Flag;
20     fRoot.fOffset = 0;
21     fRoot.fLevel = 0;
22     fCurrentState.fNode = &fRoot;
23     fCurrentState.fMatrix = &fRootMatrix;
24     *static_cast<Draw*>(fStateStack.push_back()) = fCurrentState;
25 }
26 
~SkPictureStateTree()27 SkPictureStateTree::~SkPictureStateTree() {
28 }
29 
appendDraw(size_t offset)30 SkPictureStateTree::Draw* SkPictureStateTree::appendDraw(size_t offset) {
31     Draw* draw = static_cast<Draw*>(fAlloc.allocThrow(sizeof(Draw)));
32     *draw = fCurrentState;
33     draw->fOffset = SkToU32(offset);
34     return draw;
35 }
36 
appendSave()37 void SkPictureStateTree::appendSave() {
38     *static_cast<Draw*>(fStateStack.push_back()) = fCurrentState;
39     fCurrentState.fNode->fFlags |= Node::kSave_Flag;
40 }
41 
appendSaveLayer(size_t offset)42 void SkPictureStateTree::appendSaveLayer(size_t offset) {
43     *static_cast<Draw*>(fStateStack.push_back()) = fCurrentState;
44     this->appendNode(offset);
45     fCurrentState.fNode->fFlags |= Node::kSaveLayer_Flag;
46 }
47 
saveCollapsed()48 void SkPictureStateTree::saveCollapsed() {
49     SkASSERT(NULL != fLastRestoredNode);
50     SkASSERT(SkToBool(fLastRestoredNode->fFlags & \
51         (Node::kSaveLayer_Flag | Node::kSave_Flag)));
52     SkASSERT(fLastRestoredNode->fParent == fCurrentState.fNode);
53     // The structure of the tree is not modified here. We just turn off
54     // the save or saveLayer flag to prevent the iterator from making state
55     // changing calls on the playback canvas when traversing a save or
56     // saveLayerNode node.
57     fLastRestoredNode->fFlags = 0;
58 }
59 
appendRestore()60 void SkPictureStateTree::appendRestore() {
61     fLastRestoredNode = fCurrentState.fNode;
62     fCurrentState = *static_cast<Draw*>(fStateStack.back());
63     fStateStack.pop_back();
64 }
65 
appendTransform(const SkMatrix & trans)66 void SkPictureStateTree::appendTransform(const SkMatrix& trans) {
67     SkMatrix* m = static_cast<SkMatrix*>(fAlloc.allocThrow(sizeof(SkMatrix)));
68     *m = trans;
69     fCurrentState.fMatrix = m;
70 }
71 
appendClip(size_t offset)72 void SkPictureStateTree::appendClip(size_t offset) {
73     this->appendNode(offset);
74 }
75 
getIterator(const SkTDArray<void * > & draws,SkCanvas * canvas)76 SkPictureStateTree::Iterator SkPictureStateTree::getIterator(const SkTDArray<void*>& draws,
77                                                              SkCanvas* canvas) {
78     return Iterator(draws, canvas, &fRoot);
79 }
80 
appendNode(size_t offset)81 void SkPictureStateTree::appendNode(size_t offset) {
82     Node* n = static_cast<Node*>(fAlloc.allocThrow(sizeof(Node)));
83     n->fOffset = SkToU32(offset);
84     n->fFlags = 0;
85     n->fParent = fCurrentState.fNode;
86     n->fLevel = fCurrentState.fNode->fLevel + 1;
87     n->fMatrix = fCurrentState.fMatrix;
88     fCurrentState.fNode = n;
89 }
90 
Iterator(const SkTDArray<void * > & draws,SkCanvas * canvas,Node * root)91 SkPictureStateTree::Iterator::Iterator(const SkTDArray<void*>& draws, SkCanvas* canvas, Node* root)
92     : fDraws(&draws)
93     , fCanvas(canvas)
94     , fCurrentNode(root)
95     , fPlaybackMatrix(canvas->getTotalMatrix())
96     , fCurrentMatrix(NULL)
97     , fPlaybackIndex(0)
98     , fSave(false)
99     , fValid(true) {
100 }
101 
setCurrentMatrix(const SkMatrix * matrix)102 void SkPictureStateTree::Iterator::setCurrentMatrix(const SkMatrix* matrix) {
103     SkASSERT(NULL != matrix);
104 
105     if (matrix == fCurrentMatrix) {
106         return;
107     }
108 
109     // The matrix is in recording space, but we also inherit
110     // a playback matrix from out target canvas.
111     SkMatrix m = *matrix;
112     m.postConcat(fPlaybackMatrix);
113     fCanvas->setMatrix(m);
114     fCurrentMatrix = matrix;
115 }
116 
finish()117 uint32_t SkPictureStateTree::Iterator::finish() {
118     if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) {
119         fCanvas->restore();
120     }
121 
122     for (fCurrentNode = fCurrentNode->fParent; fCurrentNode;
123             fCurrentNode = fCurrentNode->fParent) {
124         // Note: we call restore() twice when both flags are set.
125         if (fCurrentNode->fFlags & Node::kSave_Flag) {
126             fCanvas->restore();
127         }
128         if (fCurrentNode->fFlags & Node::kSaveLayer_Flag) {
129             fCanvas->restore();
130         }
131     }
132 
133     fCanvas->setMatrix(fPlaybackMatrix);
134     fCurrentMatrix = NULL;
135     return kDrawComplete;
136 }
137 
nextDraw()138 uint32_t SkPictureStateTree::Iterator::nextDraw() {
139     SkASSERT(this->isValid());
140     if (fPlaybackIndex >= fDraws->count()) {
141         return this->finish();
142     }
143 
144     Draw* draw = static_cast<Draw*>((*fDraws)[fPlaybackIndex]);
145     Node* targetNode = draw->fNode;
146 
147     if (fSave) {
148         fCanvas->save();
149         fSave = false;
150     }
151 
152     if (fCurrentNode != targetNode) {
153         // If we're not at the target and we don't have a list of nodes to get there, we need to
154         // figure out the path from our current node, to the target
155         if (fNodes.count() == 0) {
156             // Trace back up to a common ancestor, restoring to get our current state to match that
157             // of the ancestor, and saving a list of nodes whose state we need to apply to get to
158             // the target (we can restore up to the ancestor immediately, but we'll need to return
159             // an offset for each node on the way down to the target, to apply the desired clips and
160             // saveLayers, so it may take several draw() calls before the next draw actually occurs)
161             Node* tmp = fCurrentNode;
162             Node* ancestor = targetNode;
163             while (tmp != ancestor) {
164                 uint16_t currentLevel = tmp->fLevel;
165                 uint16_t targetLevel = ancestor->fLevel;
166                 if (currentLevel >= targetLevel) {
167                     if (tmp != fCurrentNode && tmp->fFlags & Node::kSave_Flag) {
168                         fCanvas->restore();
169                         // restore() may change the matrix, so we need to reapply.
170                         fCurrentMatrix = NULL;
171                     }
172                     if (tmp->fFlags & Node::kSaveLayer_Flag) {
173                         fCanvas->restore();
174                         // restore() may change the matrix, so we need to reapply.
175                         fCurrentMatrix = NULL;
176                     }
177                     tmp = tmp->fParent;
178                 }
179                 if (currentLevel <= targetLevel) {
180                     fNodes.push(ancestor);
181                     ancestor = ancestor->fParent;
182                 }
183             }
184 
185             if (ancestor->fFlags & Node::kSave_Flag) {
186                 if (fCurrentNode != ancestor) {
187                     fCanvas->restore();
188                     // restore() may change the matrix, so we need to reapply.
189                     fCurrentMatrix = NULL;
190                 }
191                 if (targetNode != ancestor) {
192                     fCanvas->save();
193                 }
194             }
195             fCurrentNode = ancestor;
196         }
197 
198         // If we're not at the target node yet, we'll need to return an offset to make the caller
199         // apply the next clip or saveLayer.
200         if (fCurrentNode != targetNode) {
201             uint32_t offset = fNodes.top()->fOffset;
202             fCurrentNode = fNodes.top();
203             fSave = fCurrentNode != targetNode && fCurrentNode->fFlags & Node::kSave_Flag;
204             fNodes.pop();
205             this->setCurrentMatrix(fCurrentNode->fMatrix);
206             return offset;
207         }
208     }
209 
210     // If we got this far, the clip/saveLayer state is all set, so we can proceed to set the matrix
211     // for the draw, and return its offset.
212     this->setCurrentMatrix(draw->fMatrix);
213 
214     ++fPlaybackIndex;
215     return draw->fOffset;
216 }
217