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 "SkArenaAlloc.h" 9 #include "SkAutoBlitterChoose.h" 10 #include "SkComposeShader.h" 11 #include "SkDraw.h" 12 #include "SkNx.h" 13 #include "SkPM4fPriv.h" 14 #include "SkRasterClip.h" 15 #include "SkScan.h" 16 #include "SkShaderBase.h" 17 #include "SkString.h" 18 #include "SkVertState.h" 19 20 #include "SkArenaAlloc.h" 21 #include "SkCoreBlitters.h" 22 #include "SkColorSpaceXform.h" 23 24 struct Matrix43 { 25 float fMat[12]; // column major 26 27 Sk4f map(float x, float y) const { 28 return Sk4f::Load(&fMat[0]) * x + Sk4f::Load(&fMat[4]) * y + Sk4f::Load(&fMat[8]); 29 } 30 31 void setConcat(const Matrix43& a, const SkMatrix& b) { 32 fMat[ 0] = a.dot(0, b.getScaleX(), b.getSkewY()); 33 fMat[ 1] = a.dot(1, b.getScaleX(), b.getSkewY()); 34 fMat[ 2] = a.dot(2, b.getScaleX(), b.getSkewY()); 35 fMat[ 3] = a.dot(3, b.getScaleX(), b.getSkewY()); 36 37 fMat[ 4] = a.dot(0, b.getSkewX(), b.getScaleY()); 38 fMat[ 5] = a.dot(1, b.getSkewX(), b.getScaleY()); 39 fMat[ 6] = a.dot(2, b.getSkewX(), b.getScaleY()); 40 fMat[ 7] = a.dot(3, b.getSkewX(), b.getScaleY()); 41 42 fMat[ 8] = a.dot(0, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 8]; 43 fMat[ 9] = a.dot(1, b.getTranslateX(), b.getTranslateY()) + a.fMat[ 9]; 44 fMat[10] = a.dot(2, b.getTranslateX(), b.getTranslateY()) + a.fMat[10]; 45 fMat[11] = a.dot(3, b.getTranslateX(), b.getTranslateY()) + a.fMat[11]; 46 } 47 48 private: 49 float dot(int index, float x, float y) const { 50 return fMat[index + 0] * x + fMat[index + 4] * y; 51 } 52 }; 53 54 static SkScan::HairRCProc ChooseHairProc(bool doAntiAlias) { 55 return doAntiAlias ? SkScan::AntiHairLine : SkScan::HairLine; 56 } 57 58 static bool SK_WARN_UNUSED_RESULT 59 texture_to_matrix(const VertState& state, const SkPoint verts[], const SkPoint texs[], 60 SkMatrix* matrix) { 61 SkPoint src[3], dst[3]; 62 63 src[0] = texs[state.f0]; 64 src[1] = texs[state.f1]; 65 src[2] = texs[state.f2]; 66 dst[0] = verts[state.f0]; 67 dst[1] = verts[state.f1]; 68 dst[2] = verts[state.f2]; 69 return matrix->setPolyToPoly(src, dst, 3); 70 } 71 72 class SkTriColorShader : public SkShaderBase { 73 public: 74 SkTriColorShader(bool isOpaque) : fIsOpaque(isOpaque) {} 75 76 Matrix43* getMatrix43() { return &fM43; } 77 78 bool isOpaque() const override { return fIsOpaque; } 79 80 SK_TO_STRING_OVERRIDE() 81 82 // For serialization. This will never be called. 83 Factory getFactory() const override { SK_ABORT("not reached"); return nullptr; } 84 85 protected: 86 Context* onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const override { 87 return nullptr; 88 } 89 bool onAppendStages(const StageRec& rec) const override { 90 rec.fPipeline->append_seed_shader(); 91 rec.fPipeline->append(SkRasterPipeline::matrix_4x3, &fM43); 92 return true; 93 } 94 95 private: 96 Matrix43 fM43; 97 const bool fIsOpaque; 98 99 typedef SkShaderBase INHERITED; 100 }; 101 102 #ifndef SK_IGNORE_TO_STRING 103 void SkTriColorShader::toString(SkString* str) const { 104 str->append("SkTriColorShader: ("); 105 106 this->INHERITED::toString(str); 107 108 str->append(")"); 109 } 110 #endif 111 112 static bool SK_WARN_UNUSED_RESULT 113 update_tricolor_matrix(const SkMatrix& ctmInv, const SkPoint pts[], const SkPM4f colors[], 114 int index0, int index1, int index2, Matrix43* result) { 115 SkMatrix m, im; 116 m.reset(); 117 m.set(0, pts[index1].fX - pts[index0].fX); 118 m.set(1, pts[index2].fX - pts[index0].fX); 119 m.set(2, pts[index0].fX); 120 m.set(3, pts[index1].fY - pts[index0].fY); 121 m.set(4, pts[index2].fY - pts[index0].fY); 122 m.set(5, pts[index0].fY); 123 if (!m.invert(&im)) { 124 return false; 125 } 126 127 SkMatrix dstToUnit; 128 dstToUnit.setConcat(im, ctmInv); 129 130 Sk4f c0 = colors[index0].to4f(), 131 c1 = colors[index1].to4f(), 132 c2 = colors[index2].to4f(); 133 134 Matrix43 colorm; 135 (c1 - c0).store(&colorm.fMat[0]); 136 (c2 - c0).store(&colorm.fMat[4]); 137 c0.store(&colorm.fMat[8]); 138 result->setConcat(colorm, dstToUnit); 139 return true; 140 } 141 142 // Convert the SkColors into float colors. The conversion depends on some conditions: 143 // - If the pixmap has a dst colorspace, we have to be "color-correct". 144 // Do we map into dst-colorspace before or after we interpolate? 145 // - We have to decide when to apply per-color alpha (before or after we interpolate) 146 // 147 // For now, we will take a simple approach, but recognize this is just a start: 148 // - convert colors into dst colorspace before interpolation (matches gradients) 149 // - apply per-color alpha before interpolation (matches old version of vertices) 150 // 151 static SkPM4f* convert_colors(const SkColor src[], int count, SkColorSpace* deviceCS, 152 SkArenaAlloc* alloc) { 153 SkPM4f* dst = alloc->makeArray<SkPM4f>(count); 154 if (!deviceCS) { 155 for (int i = 0; i < count; ++i) { 156 dst[i] = SkPM4f_from_SkColor(src[i], nullptr); 157 } 158 } else { 159 auto srcCS = SkColorSpace::MakeSRGB(); 160 auto dstCS = deviceCS->makeLinearGamma(); 161 SkColorSpaceXform::Apply(dstCS.get(), SkColorSpaceXform::kRGBA_F32_ColorFormat, dst, 162 srcCS.get(), SkColorSpaceXform::kBGRA_8888_ColorFormat, src, 163 count, SkColorSpaceXform::kPremul_AlphaOp); 164 } 165 return dst; 166 } 167 168 static bool compute_is_opaque(const SkColor colors[], int count) { 169 uint32_t c = ~0; 170 for (int i = 0; i < count; ++i) { 171 c &= colors[i]; 172 } 173 return SkColorGetA(c) == 0xFF; 174 } 175 176 void SkDraw::drawVertices(SkVertices::VertexMode vmode, int count, 177 const SkPoint vertices[], const SkPoint textures[], 178 const SkColor colors[], SkBlendMode bmode, 179 const uint16_t indices[], int indexCount, 180 const SkPaint& paint) const { 181 SkASSERT(0 == count || vertices); 182 183 // abort early if there is nothing to draw 184 if (count < 3 || (indices && indexCount < 3) || fRC->isEmpty()) { 185 return; 186 } 187 SkMatrix ctmInv; 188 if (!fMatrix->invert(&ctmInv)) { 189 return; 190 } 191 192 // make textures and shader mutually consistent 193 SkShader* shader = paint.getShader(); 194 if (!(shader && textures)) { 195 shader = nullptr; 196 textures = nullptr; 197 } 198 199 // We can simplify things for certain blendmodes. This is for speed, and SkComposeShader 200 // itself insists we don't pass kSrc or kDst to it. 201 // 202 if (colors && textures) { 203 switch (bmode) { 204 case SkBlendMode::kSrc: 205 colors = nullptr; 206 break; 207 case SkBlendMode::kDst: 208 textures = nullptr; 209 break; 210 default: break; 211 } 212 } 213 214 // we don't use the shader if there are no textures 215 if (!textures) { 216 shader = nullptr; 217 } 218 219 constexpr size_t defCount = 16; 220 constexpr size_t outerSize = sizeof(SkTriColorShader) + 221 sizeof(SkComposeShader) + 222 (sizeof(SkPoint) + sizeof(SkPM4f)) * defCount; 223 SkSTArenaAlloc<outerSize> outerAlloc; 224 225 SkPoint* devVerts = outerAlloc.makeArray<SkPoint>(count); 226 fMatrix->mapPoints(devVerts, vertices, count); 227 228 VertState state(count, indices, indexCount); 229 VertState::Proc vertProc = state.chooseProc(vmode); 230 231 if (colors || textures) { 232 SkPM4f* dstColors = nullptr; 233 Matrix43* matrix43 = nullptr; 234 235 if (colors) { 236 dstColors = convert_colors(colors, count, fDst.colorSpace(), &outerAlloc); 237 238 SkTriColorShader* triShader = outerAlloc.make<SkTriColorShader>( 239 compute_is_opaque(colors, count)); 240 matrix43 = triShader->getMatrix43(); 241 if (shader) { 242 shader = outerAlloc.make<SkComposeShader>(sk_ref_sp(triShader), sk_ref_sp(shader), 243 bmode, 1); 244 } else { 245 shader = triShader; 246 } 247 } 248 249 SkPaint p(paint); 250 p.setShader(sk_ref_sp(shader)); 251 252 if (!textures) { // only tricolor shader 253 SkASSERT(matrix43); 254 auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *fMatrix, &outerAlloc); 255 while (vertProc(&state)) { 256 if (!update_tricolor_matrix(ctmInv, vertices, dstColors, 257 state.f0, state.f1, state.f2, 258 matrix43)) { 259 continue; 260 } 261 262 SkPoint tmp[] = { 263 devVerts[state.f0], devVerts[state.f1], devVerts[state.f2] 264 }; 265 SkScan::FillTriangle(tmp, *fRC, blitter); 266 } 267 } else { 268 while (vertProc(&state)) { 269 SkSTArenaAlloc<2048> innerAlloc; 270 271 const SkMatrix* ctm = fMatrix; 272 SkMatrix tmpCtm; 273 if (textures) { 274 SkMatrix localM; 275 if (!texture_to_matrix(state, vertices, textures, &localM)) { 276 continue; 277 } 278 tmpCtm = SkMatrix::Concat(*fMatrix, localM); 279 ctm = &tmpCtm; 280 } 281 282 if (matrix43 && !update_tricolor_matrix(ctmInv, vertices, dstColors, 283 state.f0, state.f1, state.f2, 284 matrix43)) { 285 continue; 286 } 287 288 SkPoint tmp[] = { 289 devVerts[state.f0], devVerts[state.f1], devVerts[state.f2] 290 }; 291 auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *ctm, &innerAlloc); 292 SkScan::FillTriangle(tmp, *fRC, blitter); 293 } 294 } 295 } else { 296 // no colors[] and no texture, stroke hairlines with paint's color. 297 SkPaint p; 298 p.setStyle(SkPaint::kStroke_Style); 299 SkAutoBlitterChoose blitter(fDst, *fMatrix, p); 300 // Abort early if we failed to create a shader context. 301 if (blitter->isNullBlitter()) { 302 return; 303 } 304 SkScan::HairRCProc hairProc = ChooseHairProc(paint.isAntiAlias()); 305 const SkRasterClip& clip = *fRC; 306 while (vertProc(&state)) { 307 SkPoint array[] = { 308 devVerts[state.f0], devVerts[state.f1], devVerts[state.f2], devVerts[state.f0] 309 }; 310 hairProc(array, 4, clip, blitter.get()); 311 } 312 } 313 } 314