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- /*
- * 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/SkRasterClip.h"
- #include "src/core/SkRasterPipeline.h"
- #include "src/core/SkScan.h"
- #include "src/core/SkVertState.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]);
- }
- void setConcat(const Matrix43& a, const SkMatrix& b) {
- 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 SkScan::HairRCProc ChooseHairProc(bool doAntiAlias) {
- return doAntiAlias ? SkScan::AntiHairLine : SkScan::HairLine;
- }
- 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) : fIsOpaque(isOpaque) {}
- Matrix43* getMatrix43() { return &fM43; }
- bool isOpaque() const override { return fIsOpaque; }
- 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);
- rec.fPipeline->append(SkRasterPipeline::matrix_4x3, &fM43);
- return true;
- }
- private:
- // For serialization. This will never be called.
- Factory getFactory() const override { return nullptr; }
- const char* getTypeName() const override { return nullptr; }
- Matrix43 fM43;
- const bool fIsOpaque;
- typedef SkShaderBase INHERITED;
- };
- static bool SK_WARN_UNUSED_RESULT
- update_tricolor_matrix(const SkMatrix& ctmInv, const SkPoint pts[], const SkPMColor4f colors[],
- int index0, int index1, int index2, Matrix43* result) {
- 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;
- }
- SkMatrix dstToUnit;
- dstToUnit.setConcat(im, ctmInv);
- Sk4f c0 = Sk4f::Load(colors[index0].vec()),
- c1 = Sk4f::Load(colors[index1].vec()),
- c2 = Sk4f::Load(colors[index2].vec());
- Matrix43 colorm;
- (c1 - c0).store(&colorm.fMat[0]);
- (c2 - c0).store(&colorm.fMat[4]);
- c0.store(&colorm.fMat[8]);
- result->setConcat(colorm, dstToUnit);
- 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<SkPMColor4f>(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));
- 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;
- }
- void SkDraw::drawVertices(SkVertices::VertexMode vmode, int vertexCount,
- const SkPoint vertices[], const SkPoint textures[],
- const SkColor colors[], const SkVertices::BoneIndices boneIndices[],
- const SkVertices::BoneWeights boneWeights[], SkBlendMode bmode,
- const uint16_t indices[], int indexCount,
- const SkPaint& paint, const SkVertices::Bone bones[],
- int boneCount) const {
- SkASSERT(0 == vertexCount || vertices);
- // abort early if there is nothing to draw
- if (vertexCount < 3 || (indices && indexCount < 3) || fRC->isEmpty()) {
- return;
- }
- SkMatrix ctmInv;
- if (!fMatrix->invert(&ctmInv)) {
- return;
- }
- // make textures and shader mutually consistent
- SkShader* shader = paint.getShader();
- if (!(shader && textures)) {
- shader = nullptr;
- textures = nullptr;
- }
- // We can simplify things for certain blendmodes. This is for speed, and SkComposeShader
- // itself insists we don't pass kSrc or kDst to it.
- //
- if (colors && textures) {
- switch (bmode) {
- case SkBlendMode::kSrc:
- colors = nullptr;
- break;
- case SkBlendMode::kDst:
- textures = nullptr;
- break;
- default: break;
- }
- }
- // we don't use the shader if there are no textures
- if (!textures) {
- shader = nullptr;
- }
- constexpr size_t kDefVertexCount = 16;
- constexpr size_t kOuterSize = sizeof(SkTriColorShader) +
- sizeof(SkShader_Blend) +
- (2 * sizeof(SkPoint) + sizeof(SkColor4f)) * kDefVertexCount;
- SkSTArenaAlloc<kOuterSize> outerAlloc;
- // deform vertices using the skeleton if it is passed in
- if (bones && boneCount) {
- // allocate space for the deformed vertices
- SkPoint* deformed = outerAlloc.makeArray<SkPoint>(vertexCount);
- // deform the vertices
- if (boneIndices && boneWeights) {
- for (int i = 0; i < vertexCount; i ++) {
- const SkVertices::BoneIndices& indices = boneIndices[i];
- const SkVertices::BoneWeights& weights = boneWeights[i];
- // apply the world transform
- SkPoint worldPoint = bones[0].mapPoint(vertices[i]);
- // apply bone deformations
- deformed[i] = SkPoint::Make(0.0f, 0.0f);
- for (uint32_t j = 0; j < 4; j ++) {
- // get the attachment data
- uint32_t index = indices[j];
- float weight = weights[j];
- // skip the bone if there is no weight
- if (weight == 0.0f) {
- continue;
- }
- SkASSERT(index != 0);
- // deformed += M * v * w
- deformed[i] += bones[index].mapPoint(worldPoint) * weight;
- }
- }
- } else {
- // no bones, so only apply world transform
- SkMatrix worldTransform = SkMatrix::I();
- worldTransform.setAffine(bones[0].values);
- worldTransform.mapPoints(deformed, vertices, vertexCount);
- }
- // change the vertices to point to deformed
- vertices = deformed;
- }
- SkPoint* devVerts = outerAlloc.makeArray<SkPoint>(vertexCount);
- fMatrix->mapPoints(devVerts, vertices, vertexCount);
- {
- SkRect bounds;
- // this also sets bounds to empty if we see a non-finite value
- bounds.set(devVerts, vertexCount);
- if (bounds.isEmpty()) {
- return;
- }
- }
- VertState state(vertexCount, indices, indexCount);
- VertState::Proc vertProc = state.chooseProc(vmode);
- if (colors || textures) {
- SkPMColor4f* dstColors = nullptr;
- Matrix43* matrix43 = nullptr;
- if (colors) {
- dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), &outerAlloc);
- SkTriColorShader* triShader = outerAlloc.make<SkTriColorShader>(
- compute_is_opaque(colors,
- vertexCount));
- matrix43 = triShader->getMatrix43();
- if (shader) {
- shader = outerAlloc.make<SkShader_Blend>(bmode,
- sk_ref_sp(triShader), sk_ref_sp(shader),
- nullptr);
- } else {
- shader = triShader;
- }
- }
- SkPaint p(paint);
- p.setShader(sk_ref_sp(shader));
- if (!textures) { // only tricolor shader
- SkASSERT(matrix43);
- auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *fMatrix, &outerAlloc);
- while (vertProc(&state)) {
- if (!update_tricolor_matrix(ctmInv, vertices, dstColors,
- state.f0, state.f1, state.f2,
- matrix43)) {
- continue;
- }
- SkPoint tmp[] = {
- devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
- };
- SkScan::FillTriangle(tmp, *fRC, blitter);
- }
- } else {
- while (vertProc(&state)) {
- SkSTArenaAlloc<2048> innerAlloc;
- const SkMatrix* ctm = fMatrix;
- SkMatrix tmpCtm;
- if (textures) {
- SkMatrix localM;
- if (!texture_to_matrix(state, vertices, textures, &localM)) {
- continue;
- }
- tmpCtm = SkMatrix::Concat(*fMatrix, localM);
- ctm = &tmpCtm;
- }
- if (matrix43 && !update_tricolor_matrix(ctmInv, vertices, dstColors,
- state.f0, state.f1, state.f2,
- matrix43)) {
- continue;
- }
- SkPoint tmp[] = {
- devVerts[state.f0], devVerts[state.f1], devVerts[state.f2]
- };
- auto blitter = SkCreateRasterPipelineBlitter(fDst, p, *ctm, &innerAlloc);
- SkScan::FillTriangle(tmp, *fRC, blitter);
- }
- }
- } else {
- // no colors[] and no texture, stroke hairlines with paint's color.
- SkPaint p;
- p.setStyle(SkPaint::kStroke_Style);
- SkAutoBlitterChoose blitter(*this, nullptr, p);
- // Abort early if we failed to create a shader context.
- if (blitter->isNullBlitter()) {
- return;
- }
- SkScan::HairRCProc hairProc = ChooseHairProc(paint.isAntiAlias());
- const SkRasterClip& clip = *fRC;
- while (vertProc(&state)) {
- SkPoint array[] = {
- devVerts[state.f0], devVerts[state.f1], devVerts[state.f2], devVerts[state.f0]
- };
- hairProc(array, 4, clip, blitter.get());
- }
- }
- }
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