1 /*
2 * Copyright 2016 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 "Sk4fGradientBase.h"
9
10 namespace {
11
12 const float kInv255Float = 1.0f / 255;
13
pack_color(SkColor c,bool premul)14 SkPMColor pack_color(SkColor c, bool premul) {
15 return premul
16 ? SkPreMultiplyColor(c)
17 : SkPackARGB32NoCheck(SkColorGetA(c), SkColorGetR(c), SkColorGetG(c), SkColorGetB(c));
18 }
19
20 // true when x is in [k1,k2)
in_range(SkScalar x,SkScalar k1,SkScalar k2)21 bool in_range(SkScalar x, SkScalar k1, SkScalar k2) {
22 SkASSERT(k1 != k2);
23 return (k1 < k2)
24 ? (x >= k1 && x < k2)
25 : (x >= k2 && x < k1);
26 }
27
28 } // anonymous namespace
29
30 SkGradientShaderBase::GradientShaderBase4fContext::
Interval(SkPMColor c0,SkScalar p0,SkPMColor c1,SkScalar p1,const Sk4f & componentScale)31 Interval::Interval(SkPMColor c0, SkScalar p0,
32 SkPMColor c1, SkScalar p1,
33 const Sk4f& componentScale)
34 : fP0(p0)
35 , fP1(p1)
36 , fZeroRamp(c0 == c1) {
37 SkASSERT(p0 != p1);
38
39 const Sk4f c4f0 = SkNx_cast<float>(Sk4b::Load(&c0)) * componentScale;
40 const Sk4f c4f1 = SkNx_cast<float>(Sk4b::Load(&c1)) * componentScale;
41 const Sk4f dc4f = (c4f1 - c4f0) / (p1 - p0);
42
43 c4f0.store(&fC0.fVec);
44 dc4f.store(&fDc.fVec);
45 }
46
47 SkGradientShaderBase::GradientShaderBase4fContext::
Interval(const Sk4f & c0,const Sk4f & dc,SkScalar p0,SkScalar p1)48 Interval::Interval(const Sk4f& c0, const Sk4f& dc,
49 SkScalar p0, SkScalar p1)
50 : fP0(p0)
51 , fP1(p1)
52 , fZeroRamp((dc == 0).allTrue()) {
53 c0.store(fC0.fVec);
54 dc.store(fDc.fVec);
55 }
56
57 bool SkGradientShaderBase::GradientShaderBase4fContext::
contains(SkScalar fx) const58 Interval::contains(SkScalar fx) const {
59 return in_range(fx, fP0, fP1);
60 }
61
62 SkGradientShaderBase::
GradientShaderBase4fContext(const SkGradientShaderBase & shader,const ContextRec & rec)63 GradientShaderBase4fContext::GradientShaderBase4fContext(const SkGradientShaderBase& shader,
64 const ContextRec& rec)
65 : INHERITED(shader, rec)
66 , fFlags(this->INHERITED::getFlags())
67 #ifdef SK_SUPPORT_LEGACY_GRADIENT_DITHERING
68 , fDither(true)
69 #else
70 , fDither(rec.fPaint->isDither())
71 #endif
72 {
73 // The main job here is to build an interval list. Intervals are a different
74 // representation of the color stops data, optimized for efficient scan line
75 // access during shading.
76 //
77 // [{P0,C0} , {P1,C1}) [{P1,C2} , {P2,c3}) ... [{Pn,C2n} , {Pn+1,C2n+1})
78 //
79 // The list is sorted in increasing dst order, i.e. X(Pk) < X(Pk+1). This
80 // allows us to always traverse left->right when iterating over a scan line.
81 // It also means that the interval order matches the color stops when dx >= 0,
82 // and is the inverse (pos, colors, order are flipped) when dx < 0.
83 //
84 // Note: the current representation duplicates pos data; we could refactor to
85 // avoid this if interval storage size becomes a concern.
86 //
87 // Aside from reordering, we also perform two more pre-processing steps at
88 // this stage:
89 //
90 // 1) scale the color components depending on paint alpha and the requested
91 // interpolation space (note: the interval color storage is SkPM4f, but
92 // that doesn't necessarily mean the colors are premultiplied; that
93 // property is tracked in fColorsArePremul)
94 //
95 // 2) inject synthetic intervals to support tiling.
96 //
97 // * for kRepeat, no extra intervals are needed - the iterator just
98 // wraps around at the end:
99 //
100 // ->[P0,P1)->..[Pn-1,Pn)->
101 //
102 // * for kClamp, we add two "infinite" intervals before/after:
103 //
104 // [-/+inf , P0)->[P0 , P1)->..[Pn-1 , Pn)->[Pn , +/-inf)
105 //
106 // (the iterator should never run off the end in this mode)
107 //
108 // * for kMirror, we extend the range to [0..2] and add a flipped
109 // interval series - then the iterator operates just as in the
110 // kRepeat case:
111 //
112 // ->[P0,P1)->..[Pn-1,Pn)->[2 - Pn,2 - Pn-1)->..[2 - P1,2 - P0)->
113 //
114 // TODO: investigate collapsing intervals << 1px.
115
116 const SkMatrix& inverse = this->getTotalInverse();
117 fDstToPos.setConcat(shader.fPtsToUnit, inverse);
118 fDstToPosProc = fDstToPos.getMapXYProc();
119 fDstToPosClass = static_cast<uint8_t>(INHERITED::ComputeMatrixClass(fDstToPos));
120
121 if (shader.fColorsAreOpaque && this->getPaintAlpha() == SK_AlphaOPAQUE) {
122 fFlags |= kOpaqueAlpha_Flag;
123 }
124
125 fColorsArePremul =
126 (shader.fGradFlags & SkGradientShader::kInterpolateColorsInPremul_Flag)
127 || shader.fColorsAreOpaque;
128
129 const float paintAlpha = rec.fPaint->getAlpha() * kInv255Float;
130 const Sk4f componentScale = fColorsArePremul
131 ? Sk4f(paintAlpha * kInv255Float)
132 : Sk4f(kInv255Float, kInv255Float, kInv255Float, paintAlpha * kInv255Float);
133
134 SkASSERT(shader.fColorCount > 1);
135 SkASSERT(shader.fOrigColors);
136
137 int direction = 1;
138 int first_index = 0;
139 int last_index = shader.fColorCount - 1;
140 SkScalar first_pos = 0;
141 SkScalar last_pos = 1;
142 const bool dx_is_pos = fDstToPos.getScaleX() >= 0;
143 if (!dx_is_pos) {
144 direction = -direction;
145 SkTSwap(first_index, last_index);
146 SkTSwap(first_pos, last_pos);
147 }
148
149 if (shader.fTileMode == SkShader::kClamp_TileMode) {
150 // synthetic edge interval: -/+inf .. P0)
151 const SkPMColor clamp_color = pack_color(shader.fOrigColors[first_index],
152 fColorsArePremul);
153 const SkScalar clamp_pos = dx_is_pos ? SK_ScalarMin : SK_ScalarMax;
154 fIntervals.emplace_back(clamp_color, clamp_pos,
155 clamp_color, first_pos,
156 componentScale);
157 }
158
159 int prev = first_index;
160 int curr = prev + direction;
161 SkScalar prev_pos = first_pos;
162 if (shader.fOrigPos) {
163 // explicit positions
164 do {
165 // TODO: this sanitization should be done in SkGradientShaderBase
166 const SkScalar curr_pos = (dx_is_pos)
167 ? SkTPin(shader.fOrigPos[curr], prev_pos, last_pos)
168 : SkTPin(shader.fOrigPos[curr], last_pos, prev_pos);
169 if (curr_pos != prev_pos) {
170 fIntervals.emplace_back(
171 pack_color(shader.fOrigColors[prev], fColorsArePremul),
172 prev_pos,
173 pack_color(shader.fOrigColors[curr], fColorsArePremul),
174 curr_pos,
175 componentScale);
176 }
177 prev = curr;
178 prev_pos = curr_pos;
179 curr += direction;
180 } while (prev != last_index);
181 } else {
182 // implicit positions
183 const SkScalar dt = direction * SK_Scalar1 / (shader.fColorCount - 1);
184 do {
185 const SkScalar curr_pos = prev_pos + dt;
186 fIntervals.emplace_back(
187 pack_color(shader.fOrigColors[prev], fColorsArePremul),
188 prev_pos,
189 pack_color(shader.fOrigColors[curr], fColorsArePremul),
190 curr_pos,
191 componentScale);
192
193 prev = curr;
194 prev_pos = curr_pos;
195 curr += direction;
196 } while (prev != last_index);
197 // pin the last pos to maintain accurate [0,1] pos coverage.
198 fIntervals.back().fP1 = last_pos;
199 }
200
201 if (shader.fTileMode == SkShader::kClamp_TileMode) {
202 // synthetic edge interval: Pn .. +/-inf
203 const SkPMColor clamp_color =
204 pack_color(shader.fOrigColors[last_index], fColorsArePremul);
205 const SkScalar clamp_pos = dx_is_pos ? SK_ScalarMax : SK_ScalarMin;
206 fIntervals.emplace_back(clamp_color, last_pos,
207 clamp_color, clamp_pos,
208 componentScale);
209 } else if (shader.fTileMode == SkShader::kMirror_TileMode) {
210 const int count = fIntervals.count();
211 // synthetic flipped intervals in [1 .. 2)
212 for (int i = count - 1; i >= 0; --i) {
213 const Interval& interval = fIntervals[i];
214 const SkScalar p0 = interval.fP0;
215 const SkScalar p1 = interval.fP1;
216 Sk4f dc = Sk4f::Load(interval.fDc.fVec);
217 Sk4f c = Sk4f::Load(interval.fC0.fVec) + dc * Sk4f(p1 - p0);
218 fIntervals.emplace_back(c, dc * Sk4f(-1), 2 - p1, 2 - p0);
219 }
220
221 if (!dx_is_pos) {
222 // When dx is negative, our initial invervals are in (1..0] order.
223 // The loop above appends their flipped counterparts, pivoted in 2: (1..0](2..1]
224 // To achieve the expected monotonic interval order, we need to
225 // swap the two halves: (2..1](1..0]
226 // TODO: we can probably avoid this late swap with some additional logic during
227 // the initial interval buildup.
228 SkASSERT(fIntervals.count() == count * 2)
229 for (int i = 0; i < count; ++i) {
230 SkTSwap(fIntervals[i], fIntervals[count + i]);
231 }
232 }
233 }
234
235 SkASSERT(fIntervals.count() > 0);
236 fCachedInterval = fIntervals.begin();
237 }
238
239 const SkGradientShaderBase::GradientShaderBase4fContext::Interval*
240 SkGradientShaderBase::
findInterval(SkScalar fx) const241 GradientShaderBase4fContext::findInterval(SkScalar fx) const {
242 SkASSERT(in_range(fx, fIntervals.front().fP0, fIntervals.back().fP1));
243
244 if (1) {
245 // Linear search, using the last scanline interval as a starting point.
246 SkASSERT(fCachedInterval >= fIntervals.begin());
247 SkASSERT(fCachedInterval < fIntervals.end());
248 const int search_dir = fDstToPos.getScaleX() >= 0 ? 1 : -1;
249 while (!in_range(fx, fCachedInterval->fP0, fCachedInterval->fP1)) {
250 fCachedInterval += search_dir;
251 if (fCachedInterval >= fIntervals.end()) {
252 fCachedInterval = fIntervals.begin();
253 } else if (fCachedInterval < fIntervals.begin()) {
254 fCachedInterval = fIntervals.end() - 1;
255 }
256 }
257 return fCachedInterval;
258 } else {
259 // Binary search. Seems less effective than linear + caching.
260 const Interval* i0 = fIntervals.begin();
261 const Interval* i1 = fIntervals.end() - 1;
262
263 while (i0 != i1) {
264 SkASSERT(i0 < i1);
265 SkASSERT(in_range(fx, i0->fP0, i1->fP1));
266
267 const Interval* i = i0 + ((i1 - i0) >> 1);
268
269 if (in_range(fx, i0->fP0, i->fP1)) {
270 i1 = i;
271 } else {
272 SkASSERT(in_range(fx, i->fP1, i1->fP1));
273 i0 = i + 1;
274 }
275 }
276
277 SkASSERT(in_range(fx, i0->fP0, i0->fP1));
278 return i0;
279 }
280 }
281