/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkGpuDevice.h"
#include "effects/GrBicubicEffect.h"
#include "effects/GrDashingEffect.h"
#include "effects/GrTextureDomain.h"
#include "effects/GrSimpleTextureEffect.h"
#include "GrContext.h"
#include "GrBitmapTextContext.h"
#include "GrDistanceFieldTextContext.h"
#include "GrLayerCache.h"
#include "GrPictureUtils.h"
#include "GrStrokeInfo.h"
#include "GrTracing.h"
#include "SkGrTexturePixelRef.h"
#include "SkDeviceImageFilterProxy.h"
#include "SkDrawProcs.h"
#include "SkGlyphCache.h"
#include "SkImageFilter.h"
#include "SkMaskFilter.h"
#include "SkPathEffect.h"
#include "SkPicture.h"
#include "SkPicturePlayback.h"
#include "SkRRect.h"
#include "SkStroke.h"
#include "SkSurface.h"
#include "SkTLazy.h"
#include "SkUtils.h"
#include "SkVertState.h"
#include "SkErrorInternals.h"
#define CACHE_COMPATIBLE_DEVICE_TEXTURES 1
#if 0
extern bool (*gShouldDrawProc)();
#define CHECK_SHOULD_DRAW(draw, forceI) \
do { \
if (gShouldDrawProc && !gShouldDrawProc()) return; \
this->prepareDraw(draw, forceI); \
} while (0)
#else
#define CHECK_SHOULD_DRAW(draw, forceI) this->prepareDraw(draw, forceI)
#endif
// This constant represents the screen alignment criterion in texels for
// requiring texture domain clamping to prevent color bleeding when drawing
// a sub region of a larger source image.
#define COLOR_BLEED_TOLERANCE 0.001f
#define DO_DEFERRED_CLEAR() \
do { \
if (fNeedClear) { \
this->clear(SK_ColorTRANSPARENT); \
} \
} while (false) \
///////////////////////////////////////////////////////////////////////////////
#define CHECK_FOR_ANNOTATION(paint) \
do { if (paint.getAnnotation()) { return; } } while (0)
///////////////////////////////////////////////////////////////////////////////
class SkGpuDevice::SkAutoCachedTexture : public ::SkNoncopyable {
public:
SkAutoCachedTexture()
: fDevice(NULL)
, fTexture(NULL) {
}
SkAutoCachedTexture(SkGpuDevice* device,
const SkBitmap& bitmap,
const GrTextureParams* params,
GrTexture** texture)
: fDevice(NULL)
, fTexture(NULL) {
SkASSERT(NULL != texture);
*texture = this->set(device, bitmap, params);
}
~SkAutoCachedTexture() {
if (NULL != fTexture) {
GrUnlockAndUnrefCachedBitmapTexture(fTexture);
}
}
GrTexture* set(SkGpuDevice* device,
const SkBitmap& bitmap,
const GrTextureParams* params) {
if (NULL != fTexture) {
GrUnlockAndUnrefCachedBitmapTexture(fTexture);
fTexture = NULL;
}
fDevice = device;
GrTexture* result = (GrTexture*)bitmap.getTexture();
if (NULL == result) {
// Cannot return the native texture so look it up in our cache
fTexture = GrLockAndRefCachedBitmapTexture(device->context(), bitmap, params);
result = fTexture;
}
return result;
}
private:
SkGpuDevice* fDevice;
GrTexture* fTexture;
};
///////////////////////////////////////////////////////////////////////////////
struct GrSkDrawProcs : public SkDrawProcs {
public:
GrContext* fContext;
GrTextContext* fTextContext;
GrFontScaler* fFontScaler; // cached in the skia glyphcache
};
///////////////////////////////////////////////////////////////////////////////
/*
* GrRenderTarget does not know its opaqueness, only its config, so we have
* to make conservative guesses when we return an "equivalent" bitmap.
*/
static SkBitmap make_bitmap(GrContext* context, GrRenderTarget* renderTarget) {
SkBitmap bitmap;
bitmap.setInfo(renderTarget->info());
return bitmap;
}
SkGpuDevice* SkGpuDevice::Create(GrSurface* surface, unsigned flags) {
SkASSERT(NULL != surface);
if (NULL == surface->asRenderTarget() || NULL == surface->getContext()) {
return NULL;
}
if (surface->asTexture()) {
return SkNEW_ARGS(SkGpuDevice, (surface->getContext(), surface->asTexture(), flags));
} else {
return SkNEW_ARGS(SkGpuDevice, (surface->getContext(), surface->asRenderTarget(), flags));
}
}
SkGpuDevice::SkGpuDevice(GrContext* context, GrTexture* texture, unsigned flags)
: SkBitmapDevice(make_bitmap(context, texture->asRenderTarget())) {
this->initFromRenderTarget(context, texture->asRenderTarget(), flags);
}
SkGpuDevice::SkGpuDevice(GrContext* context, GrRenderTarget* renderTarget, unsigned flags)
: SkBitmapDevice(make_bitmap(context, renderTarget)) {
this->initFromRenderTarget(context, renderTarget, flags);
}
void SkGpuDevice::initFromRenderTarget(GrContext* context,
GrRenderTarget* renderTarget,
unsigned flags) {
fDrawProcs = NULL;
fContext = context;
fContext->ref();
bool useDFFonts = !!(flags & kDFFonts_Flag);
fMainTextContext = SkNEW_ARGS(GrDistanceFieldTextContext, (fContext, fLeakyProperties,
useDFFonts));
fFallbackTextContext = SkNEW_ARGS(GrBitmapTextContext, (fContext, fLeakyProperties));
fRenderTarget = NULL;
fNeedClear = flags & kNeedClear_Flag;
SkASSERT(NULL != renderTarget);
fRenderTarget = renderTarget;
fRenderTarget->ref();
// Hold onto to the texture in the pixel ref (if there is one) because the texture holds a ref
// on the RT but not vice-versa.
// TODO: Remove this trickery once we figure out how to make SkGrPixelRef do this without
// busting chrome (for a currently unknown reason).
GrSurface* surface = fRenderTarget->asTexture();
if (NULL == surface) {
surface = fRenderTarget;
}
SkPixelRef* pr = SkNEW_ARGS(SkGrPixelRef,
(surface->info(), surface, SkToBool(flags & kCached_Flag)));
this->setPixelRef(pr)->unref();
}
SkGpuDevice* SkGpuDevice::Create(GrContext* context, const SkImageInfo& origInfo,
int sampleCount) {
if (kUnknown_SkColorType == origInfo.colorType() ||
origInfo.width() < 0 || origInfo.height() < 0) {
return NULL;
}
SkImageInfo info = origInfo;
// TODO: perhas we can loosen this check now that colortype is more detailed
// e.g. can we support both RGBA and BGRA here?
if (kRGB_565_SkColorType == info.colorType()) {
info.fAlphaType = kOpaque_SkAlphaType; // force this setting
} else {
info.fColorType = kN32_SkColorType;
if (kOpaque_SkAlphaType != info.alphaType()) {
info.fAlphaType = kPremul_SkAlphaType; // force this setting
}
}
GrTextureDesc desc;
desc.fFlags = kRenderTarget_GrTextureFlagBit;
desc.fWidth = info.width();
desc.fHeight = info.height();
desc.fConfig = SkImageInfo2GrPixelConfig(info);
desc.fSampleCnt = sampleCount;
SkAutoTUnref<GrTexture> texture(context->createUncachedTexture(desc, NULL, 0));
if (!texture.get()) {
return NULL;
}
return SkNEW_ARGS(SkGpuDevice, (context, texture.get()));
}
SkGpuDevice::~SkGpuDevice() {
if (fDrawProcs) {
delete fDrawProcs;
}
delete fMainTextContext;
delete fFallbackTextContext;
// The GrContext takes a ref on the target. We don't want to cause the render
// target to be unnecessarily kept alive.
if (fContext->getRenderTarget() == fRenderTarget) {
fContext->setRenderTarget(NULL);
}
if (fContext->getClip() == &fClipData) {
fContext->setClip(NULL);
}
SkSafeUnref(fRenderTarget);
fContext->unref();
}
///////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::makeRenderTargetCurrent() {
DO_DEFERRED_CLEAR();
fContext->setRenderTarget(fRenderTarget);
}
///////////////////////////////////////////////////////////////////////////////
bool SkGpuDevice::onReadPixels(const SkImageInfo& dstInfo, void* dstPixels, size_t dstRowBytes,
int x, int y) {
DO_DEFERRED_CLEAR();
// TODO: teach fRenderTarget to take ImageInfo directly to specify the src pixels
GrPixelConfig config = SkImageInfo2GrPixelConfig(dstInfo);
if (kUnknown_GrPixelConfig == config) {
return false;
}
uint32_t flags = 0;
if (kUnpremul_SkAlphaType == dstInfo.alphaType()) {
flags = GrContext::kUnpremul_PixelOpsFlag;
}
return fContext->readRenderTargetPixels(fRenderTarget, x, y, dstInfo.width(), dstInfo.height(),
config, dstPixels, dstRowBytes, flags);
}
bool SkGpuDevice::onWritePixels(const SkImageInfo& info, const void* pixels, size_t rowBytes,
int x, int y) {
// TODO: teach fRenderTarget to take ImageInfo directly to specify the src pixels
GrPixelConfig config = SkImageInfo2GrPixelConfig(info);
if (kUnknown_GrPixelConfig == config) {
return false;
}
uint32_t flags = 0;
if (kUnpremul_SkAlphaType == info.alphaType()) {
flags = GrContext::kUnpremul_PixelOpsFlag;
}
fRenderTarget->writePixels(x, y, info.width(), info.height(), config, pixels, rowBytes, flags);
// need to bump our genID for compatibility with clients that "know" we have a bitmap
this->onAccessBitmap().notifyPixelsChanged();
return true;
}
const SkBitmap& SkGpuDevice::onAccessBitmap() {
DO_DEFERRED_CLEAR();
return INHERITED::onAccessBitmap();
}
void SkGpuDevice::onAttachToCanvas(SkCanvas* canvas) {
INHERITED::onAttachToCanvas(canvas);
// Canvas promises that this ptr is valid until onDetachFromCanvas is called
fClipData.fClipStack = canvas->getClipStack();
}
void SkGpuDevice::onDetachFromCanvas() {
INHERITED::onDetachFromCanvas();
fClipData.fClipStack = NULL;
}
// call this every draw call, to ensure that the context reflects our state,
// and not the state from some other canvas/device
void SkGpuDevice::prepareDraw(const SkDraw& draw, bool forceIdentity) {
SkASSERT(NULL != fClipData.fClipStack);
fContext->setRenderTarget(fRenderTarget);
SkASSERT(draw.fClipStack && draw.fClipStack == fClipData.fClipStack);
if (forceIdentity) {
fContext->setIdentityMatrix();
} else {
fContext->setMatrix(*draw.fMatrix);
}
fClipData.fOrigin = this->getOrigin();
fContext->setClip(&fClipData);
DO_DEFERRED_CLEAR();
}
GrRenderTarget* SkGpuDevice::accessRenderTarget() {
DO_DEFERRED_CLEAR();
return fRenderTarget;
}
///////////////////////////////////////////////////////////////////////////////
SK_COMPILE_ASSERT(SkShader::kNone_BitmapType == 0, shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kDefault_BitmapType == 1, shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kRadial_BitmapType == 2, shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kSweep_BitmapType == 3, shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kTwoPointRadial_BitmapType == 4,
shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kTwoPointConical_BitmapType == 5,
shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kLinear_BitmapType == 6, shader_type_mismatch);
SK_COMPILE_ASSERT(SkShader::kLast_BitmapType == 6, shader_type_mismatch);
///////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::clear(SkColor color) {
SkIRect rect = SkIRect::MakeWH(this->width(), this->height());
fContext->clear(&rect, SkColor2GrColor(color), true, fRenderTarget);
fNeedClear = false;
}
void SkGpuDevice::drawPaint(const SkDraw& draw, const SkPaint& paint) {
CHECK_SHOULD_DRAW(draw, false);
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
fContext->drawPaint(grPaint);
}
// must be in SkCanvas::PointMode order
static const GrPrimitiveType gPointMode2PrimtiveType[] = {
kPoints_GrPrimitiveType,
kLines_GrPrimitiveType,
kLineStrip_GrPrimitiveType
};
void SkGpuDevice::drawPoints(const SkDraw& draw, SkCanvas::PointMode mode,
size_t count, const SkPoint pts[], const SkPaint& paint) {
CHECK_FOR_ANNOTATION(paint);
CHECK_SHOULD_DRAW(draw, false);
SkScalar width = paint.getStrokeWidth();
if (width < 0) {
return;
}
if (paint.getPathEffect() && 2 == count && SkCanvas::kLines_PointMode == mode) {
GrStrokeInfo strokeInfo(paint, SkPaint::kStroke_Style);
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
SkPath path;
path.moveTo(pts[0]);
path.lineTo(pts[1]);
fContext->drawPath(grPaint, path, strokeInfo);
return;
}
// we only handle hairlines and paints without path effects or mask filters,
// else we let the SkDraw call our drawPath()
if (width > 0 || paint.getPathEffect() || paint.getMaskFilter()) {
draw.drawPoints(mode, count, pts, paint, true);
return;
}
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
fContext->drawVertices(grPaint,
gPointMode2PrimtiveType[mode],
SkToS32(count),
(SkPoint*)pts,
NULL,
NULL,
NULL,
0);
}
///////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::drawRect(const SkDraw& draw, const SkRect& rect,
const SkPaint& paint) {
GR_CREATE_TRACE_MARKER_CONTEXT("SkGpuDevice::drawRect", fContext);
CHECK_FOR_ANNOTATION(paint);
CHECK_SHOULD_DRAW(draw, false);
bool doStroke = paint.getStyle() != SkPaint::kFill_Style;
SkScalar width = paint.getStrokeWidth();
/*
We have special code for hairline strokes, miter-strokes, bevel-stroke
and fills. Anything else we just call our path code.
*/
bool usePath = doStroke && width > 0 &&
(paint.getStrokeJoin() == SkPaint::kRound_Join ||
(paint.getStrokeJoin() == SkPaint::kBevel_Join && rect.isEmpty()));
// another two reasons we might need to call drawPath...
if (paint.getMaskFilter()) {
usePath = true;
}
if (!usePath && paint.isAntiAlias() && !fContext->getMatrix().rectStaysRect()) {
#if defined(SHADER_AA_FILL_RECT) || !defined(IGNORE_ROT_AA_RECT_OPT)
if (doStroke) {
#endif
usePath = true;
#if defined(SHADER_AA_FILL_RECT) || !defined(IGNORE_ROT_AA_RECT_OPT)
} else {
usePath = !fContext->getMatrix().preservesRightAngles();
}
#endif
}
// until we can both stroke and fill rectangles
if (paint.getStyle() == SkPaint::kStrokeAndFill_Style) {
usePath = true;
}
GrStrokeInfo strokeInfo(paint);
const SkPathEffect* pe = paint.getPathEffect();
if (!usePath && NULL != pe && !strokeInfo.isDashed()) {
usePath = true;
}
if (usePath) {
SkPath path;
path.addRect(rect);
this->drawPath(draw, path, paint, NULL, true);
return;
}
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
fContext->drawRect(grPaint, rect, &strokeInfo);
}
///////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::drawRRect(const SkDraw& draw, const SkRRect& rect,
const SkPaint& paint) {
CHECK_FOR_ANNOTATION(paint);
CHECK_SHOULD_DRAW(draw, false);
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
GrStrokeInfo strokeInfo(paint);
if (paint.getMaskFilter()) {
// try to hit the fast path for drawing filtered round rects
SkRRect devRRect;
if (rect.transform(fContext->getMatrix(), &devRRect)) {
if (devRRect.allCornersCircular()) {
SkRect maskRect;
if (paint.getMaskFilter()->canFilterMaskGPU(devRRect.rect(),
draw.fClip->getBounds(),
fContext->getMatrix(),
&maskRect)) {
SkIRect finalIRect;
maskRect.roundOut(&finalIRect);
if (draw.fClip->quickReject(finalIRect)) {
// clipped out
return;
}
if (paint.getMaskFilter()->directFilterRRectMaskGPU(fContext, &grPaint,
strokeInfo.getStrokeRec(),
devRRect)) {
return;
}
}
}
}
}
bool usePath = false;
if (paint.getMaskFilter()) {
usePath = true;
} else {
const SkPathEffect* pe = paint.getPathEffect();
if (NULL != pe && !strokeInfo.isDashed()) {
usePath = true;
}
}
if (usePath) {
SkPath path;
path.addRRect(rect);
this->drawPath(draw, path, paint, NULL, true);
return;
}
fContext->drawRRect(grPaint, rect, strokeInfo);
}
void SkGpuDevice::drawDRRect(const SkDraw& draw, const SkRRect& outer,
const SkRRect& inner, const SkPaint& paint) {
SkStrokeRec stroke(paint);
if (stroke.isFillStyle()) {
CHECK_FOR_ANNOTATION(paint);
CHECK_SHOULD_DRAW(draw, false);
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
if (NULL == paint.getMaskFilter() && NULL == paint.getPathEffect()) {
fContext->drawDRRect(grPaint, outer, inner);
return;
}
}
SkPath path;
path.addRRect(outer);
path.addRRect(inner);
path.setFillType(SkPath::kEvenOdd_FillType);
this->drawPath(draw, path, paint, NULL, true);
}
/////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::drawOval(const SkDraw& draw, const SkRect& oval,
const SkPaint& paint) {
CHECK_FOR_ANNOTATION(paint);
CHECK_SHOULD_DRAW(draw, false);
GrStrokeInfo strokeInfo(paint);
bool usePath = false;
// some basic reasons we might need to call drawPath...
if (paint.getMaskFilter()) {
usePath = true;
} else {
const SkPathEffect* pe = paint.getPathEffect();
if (NULL != pe && !strokeInfo.isDashed()) {
usePath = true;
}
}
if (usePath) {
SkPath path;
path.addOval(oval);
this->drawPath(draw, path, paint, NULL, true);
return;
}
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
fContext->drawOval(grPaint, oval, strokeInfo);
}
#include "SkMaskFilter.h"
///////////////////////////////////////////////////////////////////////////////
// helpers for applying mask filters
namespace {
// Draw a mask using the supplied paint. Since the coverage/geometry
// is already burnt into the mask this boils down to a rect draw.
// Return true if the mask was successfully drawn.
bool draw_mask(GrContext* context, const SkRect& maskRect,
GrPaint* grp, GrTexture* mask) {
GrContext::AutoMatrix am;
if (!am.setIdentity(context, grp)) {
return false;
}
SkMatrix matrix;
matrix.setTranslate(-maskRect.fLeft, -maskRect.fTop);
matrix.postIDiv(mask->width(), mask->height());
grp->addCoverageEffect(GrSimpleTextureEffect::Create(mask, matrix))->unref();
context->drawRect(*grp, maskRect);
return true;
}
bool draw_with_mask_filter(GrContext* context, const SkPath& devPath,
SkMaskFilter* filter, const SkRegion& clip,
GrPaint* grp, SkPaint::Style style) {
SkMask srcM, dstM;
if (!SkDraw::DrawToMask(devPath, &clip.getBounds(), filter, &context->getMatrix(), &srcM,
SkMask::kComputeBoundsAndRenderImage_CreateMode, style)) {
return false;
}
SkAutoMaskFreeImage autoSrc(srcM.fImage);
if (!filter->filterMask(&dstM, srcM, context->getMatrix(), NULL)) {
return false;
}
// this will free-up dstM when we're done (allocated in filterMask())
SkAutoMaskFreeImage autoDst(dstM.fImage);
if (clip.quickReject(dstM.fBounds)) {
return false;
}
// we now have a device-aligned 8bit mask in dstM, ready to be drawn using
// the current clip (and identity matrix) and GrPaint settings
GrTextureDesc desc;
desc.fWidth = dstM.fBounds.width();
desc.fHeight = dstM.fBounds.height();
desc.fConfig = kAlpha_8_GrPixelConfig;
GrAutoScratchTexture ast(context, desc);
GrTexture* texture = ast.texture();
if (NULL == texture) {
return false;
}
texture->writePixels(0, 0, desc.fWidth, desc.fHeight, desc.fConfig,
dstM.fImage, dstM.fRowBytes);
SkRect maskRect = SkRect::Make(dstM.fBounds);
return draw_mask(context, maskRect, grp, texture);
}
// Create a mask of 'devPath' and place the result in 'mask'. Return true on
// success; false otherwise.
bool create_mask_GPU(GrContext* context,
const SkRect& maskRect,
const SkPath& devPath,
const GrStrokeInfo& strokeInfo,
bool doAA,
GrAutoScratchTexture* mask) {
GrTextureDesc desc;
desc.fFlags = kRenderTarget_GrTextureFlagBit;
desc.fWidth = SkScalarCeilToInt(maskRect.width());
desc.fHeight = SkScalarCeilToInt(maskRect.height());
// We actually only need A8, but it often isn't supported as a
// render target so default to RGBA_8888
desc.fConfig = kRGBA_8888_GrPixelConfig;
if (context->isConfigRenderable(kAlpha_8_GrPixelConfig, false)) {
desc.fConfig = kAlpha_8_GrPixelConfig;
}
mask->set(context, desc);
if (NULL == mask->texture()) {
return false;
}
GrTexture* maskTexture = mask->texture();
SkRect clipRect = SkRect::MakeWH(maskRect.width(), maskRect.height());
GrContext::AutoRenderTarget art(context, maskTexture->asRenderTarget());
GrContext::AutoClip ac(context, clipRect);
context->clear(NULL, 0x0, true);
GrPaint tempPaint;
if (doAA) {
tempPaint.setAntiAlias(true);
// AA uses the "coverage" stages on GrDrawTarget. Coverage with a dst
// blend coeff of zero requires dual source blending support in order
// to properly blend partially covered pixels. This means the AA
// code path may not be taken. So we use a dst blend coeff of ISA. We
// could special case AA draws to a dst surface with known alpha=0 to
// use a zero dst coeff when dual source blending isn't available.
tempPaint.setBlendFunc(kOne_GrBlendCoeff, kISC_GrBlendCoeff);
}
GrContext::AutoMatrix am;
// Draw the mask into maskTexture with the path's top-left at the origin using tempPaint.
SkMatrix translate;
translate.setTranslate(-maskRect.fLeft, -maskRect.fTop);
am.set(context, translate);
context->drawPath(tempPaint, devPath, strokeInfo);
return true;
}
SkBitmap wrap_texture(GrTexture* texture) {
SkBitmap result;
result.setInfo(texture->info());
result.setPixelRef(SkNEW_ARGS(SkGrPixelRef, (result.info(), texture)))->unref();
return result;
}
};
void SkGpuDevice::drawPath(const SkDraw& draw, const SkPath& origSrcPath,
const SkPaint& paint, const SkMatrix* prePathMatrix,
bool pathIsMutable) {
CHECK_FOR_ANNOTATION(paint);
CHECK_SHOULD_DRAW(draw, false);
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
// If we have a prematrix, apply it to the path, optimizing for the case
// where the original path can in fact be modified in place (even though
// its parameter type is const).
SkPath* pathPtr = const_cast<SkPath*>(&origSrcPath);
SkTLazy<SkPath> tmpPath;
SkTLazy<SkPath> effectPath;
if (prePathMatrix) {
SkPath* result = pathPtr;
if (!pathIsMutable) {
result = tmpPath.init();
pathIsMutable = true;
}
// should I push prePathMatrix on our MV stack temporarily, instead
// of applying it here? See SkDraw.cpp
pathPtr->transform(*prePathMatrix, result);
pathPtr = result;
}
// at this point we're done with prePathMatrix
SkDEBUGCODE(prePathMatrix = (const SkMatrix*)0x50FF8001;)
GrStrokeInfo strokeInfo(paint);
SkPathEffect* pathEffect = paint.getPathEffect();
const SkRect* cullRect = NULL; // TODO: what is our bounds?
SkStrokeRec* strokePtr = strokeInfo.getStrokeRecPtr();
if (pathEffect && pathEffect->filterPath(effectPath.init(), *pathPtr, strokePtr,
cullRect)) {
pathPtr = effectPath.get();
pathIsMutable = true;
strokeInfo.removeDash();
}
const SkStrokeRec& stroke = strokeInfo.getStrokeRec();
if (paint.getMaskFilter()) {
if (!stroke.isHairlineStyle()) {
SkPath* strokedPath = pathIsMutable ? pathPtr : tmpPath.init();
if (stroke.applyToPath(strokedPath, *pathPtr)) {
pathPtr = strokedPath;
pathIsMutable = true;
strokeInfo.setFillStyle();
}
}
// avoid possibly allocating a new path in transform if we can
SkPath* devPathPtr = pathIsMutable ? pathPtr : tmpPath.init();
// transform the path into device space
pathPtr->transform(fContext->getMatrix(), devPathPtr);
SkRect maskRect;
if (paint.getMaskFilter()->canFilterMaskGPU(devPathPtr->getBounds(),
draw.fClip->getBounds(),
fContext->getMatrix(),
&maskRect)) {
// The context's matrix may change while creating the mask, so save the CTM here to
// pass to filterMaskGPU.
const SkMatrix ctm = fContext->getMatrix();
SkIRect finalIRect;
maskRect.roundOut(&finalIRect);
if (draw.fClip->quickReject(finalIRect)) {
// clipped out
return;
}
if (paint.getMaskFilter()->directFilterMaskGPU(fContext, &grPaint,
stroke, *devPathPtr)) {
// the mask filter was able to draw itself directly, so there's nothing
// left to do.
return;
}
GrAutoScratchTexture mask;
if (create_mask_GPU(fContext, maskRect, *devPathPtr, strokeInfo,
grPaint.isAntiAlias(), &mask)) {
GrTexture* filtered;
if (paint.getMaskFilter()->filterMaskGPU(mask.texture(),
ctm, maskRect, &filtered, true)) {
// filterMaskGPU gives us ownership of a ref to the result
SkAutoTUnref<GrTexture> atu(filtered);
// If the scratch texture that we used as the filter src also holds the filter
// result then we must detach so that this texture isn't recycled for a later
// draw.
if (filtered == mask.texture()) {
mask.detach();
filtered->unref(); // detach transfers GrAutoScratchTexture's ref to us.
}
if (draw_mask(fContext, maskRect, &grPaint, filtered)) {
// This path is completely drawn
return;
}
}
}
}
// draw the mask on the CPU - this is a fallthrough path in case the
// GPU path fails
SkPaint::Style style = stroke.isHairlineStyle() ? SkPaint::kStroke_Style :
SkPaint::kFill_Style;
draw_with_mask_filter(fContext, *devPathPtr, paint.getMaskFilter(),
*draw.fClip, &grPaint, style);
return;
}
fContext->drawPath(grPaint, *pathPtr, strokeInfo);
}
static const int kBmpSmallTileSize = 1 << 10;
static inline int get_tile_count(const SkIRect& srcRect, int tileSize) {
int tilesX = (srcRect.fRight / tileSize) - (srcRect.fLeft / tileSize) + 1;
int tilesY = (srcRect.fBottom / tileSize) - (srcRect.fTop / tileSize) + 1;
return tilesX * tilesY;
}
static int determine_tile_size(const SkBitmap& bitmap, const SkIRect& src, int maxTileSize) {
if (maxTileSize <= kBmpSmallTileSize) {
return maxTileSize;
}
size_t maxTileTotalTileSize = get_tile_count(src, maxTileSize);
size_t smallTotalTileSize = get_tile_count(src, kBmpSmallTileSize);
maxTileTotalTileSize *= maxTileSize * maxTileSize;
smallTotalTileSize *= kBmpSmallTileSize * kBmpSmallTileSize;
if (maxTileTotalTileSize > 2 * smallTotalTileSize) {
return kBmpSmallTileSize;
} else {
return maxTileSize;
}
}
// Given a bitmap, an optional src rect, and a context with a clip and matrix determine what
// pixels from the bitmap are necessary.
static void determine_clipped_src_rect(const GrContext* context,
const SkBitmap& bitmap,
const SkRect* srcRectPtr,
SkIRect* clippedSrcIRect) {
const GrClipData* clip = context->getClip();
clip->getConservativeBounds(context->getRenderTarget(), clippedSrcIRect, NULL);
SkMatrix inv;
if (!context->getMatrix().invert(&inv)) {
clippedSrcIRect->setEmpty();
return;
}
SkRect clippedSrcRect = SkRect::Make(*clippedSrcIRect);
inv.mapRect(&clippedSrcRect);
if (NULL != srcRectPtr) {
// we've setup src space 0,0 to map to the top left of the src rect.
clippedSrcRect.offset(srcRectPtr->fLeft, srcRectPtr->fTop);
if (!clippedSrcRect.intersect(*srcRectPtr)) {
clippedSrcIRect->setEmpty();
return;
}
}
clippedSrcRect.roundOut(clippedSrcIRect);
SkIRect bmpBounds = SkIRect::MakeWH(bitmap.width(), bitmap.height());
if (!clippedSrcIRect->intersect(bmpBounds)) {
clippedSrcIRect->setEmpty();
}
}
bool SkGpuDevice::shouldTileBitmap(const SkBitmap& bitmap,
const GrTextureParams& params,
const SkRect* srcRectPtr,
int maxTileSize,
int* tileSize,
SkIRect* clippedSrcRect) const {
// if bitmap is explictly texture backed then just use the texture
if (NULL != bitmap.getTexture()) {
return false;
}
// if it's larger than the max tile size, then we have no choice but tiling.
if (bitmap.width() > maxTileSize || bitmap.height() > maxTileSize) {
determine_clipped_src_rect(fContext, bitmap, srcRectPtr, clippedSrcRect);
*tileSize = determine_tile_size(bitmap, *clippedSrcRect, maxTileSize);
return true;
}
if (bitmap.width() * bitmap.height() < 4 * kBmpSmallTileSize * kBmpSmallTileSize) {
return false;
}
// if the entire texture is already in our cache then no reason to tile it
if (GrIsBitmapInCache(fContext, bitmap, ¶ms)) {
return false;
}
// At this point we know we could do the draw by uploading the entire bitmap
// as a texture. However, if the texture would be large compared to the
// cache size and we don't require most of it for this draw then tile to
// reduce the amount of upload and cache spill.
// assumption here is that sw bitmap size is a good proxy for its size as
// a texture
size_t bmpSize = bitmap.getSize();
size_t cacheSize;
fContext->getResourceCacheLimits(NULL, &cacheSize);
if (bmpSize < cacheSize / 2) {
return false;
}
// Figure out how much of the src we will need based on the src rect and clipping.
determine_clipped_src_rect(fContext, bitmap, srcRectPtr, clippedSrcRect);
*tileSize = kBmpSmallTileSize; // already know whole bitmap fits in one max sized tile.
size_t usedTileBytes = get_tile_count(*clippedSrcRect, kBmpSmallTileSize) *
kBmpSmallTileSize * kBmpSmallTileSize;
return usedTileBytes < 2 * bmpSize;
}
void SkGpuDevice::drawBitmap(const SkDraw& origDraw,
const SkBitmap& bitmap,
const SkMatrix& m,
const SkPaint& paint) {
SkMatrix concat;
SkTCopyOnFirstWrite<SkDraw> draw(origDraw);
if (!m.isIdentity()) {
concat.setConcat(*draw->fMatrix, m);
draw.writable()->fMatrix = &concat;
}
this->drawBitmapCommon(*draw, bitmap, NULL, NULL, paint, SkCanvas::kNone_DrawBitmapRectFlag);
}
// This method outsets 'iRect' by 'outset' all around and then clamps its extents to
// 'clamp'. 'offset' is adjusted to remain positioned over the top-left corner
// of 'iRect' for all possible outsets/clamps.
static inline void clamped_outset_with_offset(SkIRect* iRect,
int outset,
SkPoint* offset,
const SkIRect& clamp) {
iRect->outset(outset, outset);
int leftClampDelta = clamp.fLeft - iRect->fLeft;
if (leftClampDelta > 0) {
offset->fX -= outset - leftClampDelta;
iRect->fLeft = clamp.fLeft;
} else {
offset->fX -= outset;
}
int topClampDelta = clamp.fTop - iRect->fTop;
if (topClampDelta > 0) {
offset->fY -= outset - topClampDelta;
iRect->fTop = clamp.fTop;
} else {
offset->fY -= outset;
}
if (iRect->fRight > clamp.fRight) {
iRect->fRight = clamp.fRight;
}
if (iRect->fBottom > clamp.fBottom) {
iRect->fBottom = clamp.fBottom;
}
}
static bool has_aligned_samples(const SkRect& srcRect,
const SkRect& transformedRect) {
// detect pixel disalignment
if (SkScalarAbs(SkScalarRoundToScalar(transformedRect.left()) -
transformedRect.left()) < COLOR_BLEED_TOLERANCE &&
SkScalarAbs(SkScalarRoundToScalar(transformedRect.top()) -
transformedRect.top()) < COLOR_BLEED_TOLERANCE &&
SkScalarAbs(transformedRect.width() - srcRect.width()) <
COLOR_BLEED_TOLERANCE &&
SkScalarAbs(transformedRect.height() - srcRect.height()) <
COLOR_BLEED_TOLERANCE) {
return true;
}
return false;
}
static bool may_color_bleed(const SkRect& srcRect,
const SkRect& transformedRect,
const SkMatrix& m) {
// Only gets called if has_aligned_samples returned false.
// So we can assume that sampling is axis aligned but not texel aligned.
SkASSERT(!has_aligned_samples(srcRect, transformedRect));
SkRect innerSrcRect(srcRect), innerTransformedRect,
outerTransformedRect(transformedRect);
innerSrcRect.inset(SK_ScalarHalf, SK_ScalarHalf);
m.mapRect(&innerTransformedRect, innerSrcRect);
// The gap between outerTransformedRect and innerTransformedRect
// represents the projection of the source border area, which is
// problematic for color bleeding. We must check whether any
// destination pixels sample the border area.
outerTransformedRect.inset(COLOR_BLEED_TOLERANCE, COLOR_BLEED_TOLERANCE);
innerTransformedRect.outset(COLOR_BLEED_TOLERANCE, COLOR_BLEED_TOLERANCE);
SkIRect outer, inner;
outerTransformedRect.round(&outer);
innerTransformedRect.round(&inner);
// If the inner and outer rects round to the same result, it means the
// border does not overlap any pixel centers. Yay!
return inner != outer;
}
static bool needs_texture_domain(const SkBitmap& bitmap,
const SkRect& srcRect,
GrTextureParams ¶ms,
const SkMatrix& contextMatrix,
bool bicubic) {
bool needsTextureDomain = false;
if (bicubic || params.filterMode() != GrTextureParams::kNone_FilterMode) {
// Need texture domain if drawing a sub rect
needsTextureDomain = srcRect.width() < bitmap.width() ||
srcRect.height() < bitmap.height();
if (!bicubic && needsTextureDomain && contextMatrix.rectStaysRect()) {
// sampling is axis-aligned
SkRect transformedRect;
contextMatrix.mapRect(&transformedRect, srcRect);
if (has_aligned_samples(srcRect, transformedRect)) {
params.setFilterMode(GrTextureParams::kNone_FilterMode);
needsTextureDomain = false;
} else {
needsTextureDomain = may_color_bleed(srcRect, transformedRect, contextMatrix);
}
}
}
return needsTextureDomain;
}
void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
const SkBitmap& bitmap,
const SkRect* srcRectPtr,
const SkSize* dstSizePtr,
const SkPaint& paint,
SkCanvas::DrawBitmapRectFlags flags) {
CHECK_SHOULD_DRAW(draw, false);
SkRect srcRect;
SkSize dstSize;
// If there is no src rect, or the src rect contains the entire bitmap then we're effectively
// in the (easier) bleed case, so update flags.
if (NULL == srcRectPtr) {
SkScalar w = SkIntToScalar(bitmap.width());
SkScalar h = SkIntToScalar(bitmap.height());
dstSize.fWidth = w;
dstSize.fHeight = h;
srcRect.set(0, 0, w, h);
flags = (SkCanvas::DrawBitmapRectFlags) (flags | SkCanvas::kBleed_DrawBitmapRectFlag);
} else {
SkASSERT(NULL != dstSizePtr);
srcRect = *srcRectPtr;
dstSize = *dstSizePtr;
if (srcRect.fLeft <= 0 && srcRect.fTop <= 0 &&
srcRect.fRight >= bitmap.width() && srcRect.fBottom >= bitmap.height()) {
flags = (SkCanvas::DrawBitmapRectFlags) (flags | SkCanvas::kBleed_DrawBitmapRectFlag);
}
}
if (paint.getMaskFilter()){
// Convert the bitmap to a shader so that the rect can be drawn
// through drawRect, which supports mask filters.
SkBitmap tmp; // subset of bitmap, if necessary
const SkBitmap* bitmapPtr = &bitmap;
SkMatrix localM;
if (NULL != srcRectPtr) {
localM.setTranslate(-srcRectPtr->fLeft, -srcRectPtr->fTop);
localM.postScale(dstSize.fWidth / srcRectPtr->width(),
dstSize.fHeight / srcRectPtr->height());
// In bleed mode we position and trim the bitmap based on the src rect which is
// already accounted for in 'm' and 'srcRect'. In clamp mode we need to chop out
// the desired portion of the bitmap and then update 'm' and 'srcRect' to
// compensate.
if (!(SkCanvas::kBleed_DrawBitmapRectFlag & flags)) {
SkIRect iSrc;
srcRect.roundOut(&iSrc);
SkPoint offset = SkPoint::Make(SkIntToScalar(iSrc.fLeft),
SkIntToScalar(iSrc.fTop));
if (!bitmap.extractSubset(&tmp, iSrc)) {
return; // extraction failed
}
bitmapPtr = &tmp;
srcRect.offset(-offset.fX, -offset.fY);
// The source rect has changed so update the matrix
localM.preTranslate(offset.fX, offset.fY);
}
} else {
localM.reset();
}
SkPaint paintWithShader(paint);
paintWithShader.setShader(SkShader::CreateBitmapShader(*bitmapPtr,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, &localM))->unref();
SkRect dstRect = {0, 0, dstSize.fWidth, dstSize.fHeight};
this->drawRect(draw, dstRect, paintWithShader);
return;
}
// If there is no mask filter than it is OK to handle the src rect -> dst rect scaling using
// the view matrix rather than a local matrix.
SkMatrix m;
m.setScale(dstSize.fWidth / srcRect.width(),
dstSize.fHeight / srcRect.height());
fContext->concatMatrix(m);
GrTextureParams params;
SkPaint::FilterLevel paintFilterLevel = paint.getFilterLevel();
GrTextureParams::FilterMode textureFilterMode;
bool doBicubic = false;
switch(paintFilterLevel) {
case SkPaint::kNone_FilterLevel:
textureFilterMode = GrTextureParams::kNone_FilterMode;
break;
case SkPaint::kLow_FilterLevel:
textureFilterMode = GrTextureParams::kBilerp_FilterMode;
break;
case SkPaint::kMedium_FilterLevel:
if (fContext->getMatrix().getMinScale() < SK_Scalar1) {
textureFilterMode = GrTextureParams::kMipMap_FilterMode;
} else {
// Don't trigger MIP level generation unnecessarily.
textureFilterMode = GrTextureParams::kBilerp_FilterMode;
}
break;
case SkPaint::kHigh_FilterLevel:
// Minification can look bad with the bicubic effect.
doBicubic =
GrBicubicEffect::ShouldUseBicubic(fContext->getMatrix(), &textureFilterMode);
break;
default:
SkErrorInternals::SetError( kInvalidPaint_SkError,
"Sorry, I don't understand the filtering "
"mode you asked for. Falling back to "
"MIPMaps.");
textureFilterMode = GrTextureParams::kMipMap_FilterMode;
break;
}
int tileFilterPad;
if (doBicubic) {
tileFilterPad = GrBicubicEffect::kFilterTexelPad;
} else if (GrTextureParams::kNone_FilterMode == textureFilterMode) {
tileFilterPad = 0;
} else {
tileFilterPad = 1;
}
params.setFilterMode(textureFilterMode);
int maxTileSize = fContext->getMaxTextureSize() - 2 * tileFilterPad;
int tileSize;
SkIRect clippedSrcRect;
if (this->shouldTileBitmap(bitmap, params, srcRectPtr, maxTileSize, &tileSize,
&clippedSrcRect)) {
this->drawTiledBitmap(bitmap, srcRect, clippedSrcRect, params, paint, flags, tileSize,
doBicubic);
} else {
// take the simple case
bool needsTextureDomain = needs_texture_domain(bitmap,
srcRect,
params,
fContext->getMatrix(),
doBicubic);
this->internalDrawBitmap(bitmap,
srcRect,
params,
paint,
flags,
doBicubic,
needsTextureDomain);
}
}
// Break 'bitmap' into several tiles to draw it since it has already
// been determined to be too large to fit in VRAM
void SkGpuDevice::drawTiledBitmap(const SkBitmap& bitmap,
const SkRect& srcRect,
const SkIRect& clippedSrcIRect,
const GrTextureParams& params,
const SkPaint& paint,
SkCanvas::DrawBitmapRectFlags flags,
int tileSize,
bool bicubic) {
// The following pixel lock is technically redundant, but it is desirable
// to lock outside of the tile loop to prevent redecoding the whole image
// at each tile in cases where 'bitmap' holds an SkDiscardablePixelRef that
// is larger than the limit of the discardable memory pool.
SkAutoLockPixels alp(bitmap);
SkRect clippedSrcRect = SkRect::Make(clippedSrcIRect);
int nx = bitmap.width() / tileSize;
int ny = bitmap.height() / tileSize;
for (int x = 0; x <= nx; x++) {
for (int y = 0; y <= ny; y++) {
SkRect tileR;
tileR.set(SkIntToScalar(x * tileSize),
SkIntToScalar(y * tileSize),
SkIntToScalar((x + 1) * tileSize),
SkIntToScalar((y + 1) * tileSize));
if (!SkRect::Intersects(tileR, clippedSrcRect)) {
continue;
}
if (!tileR.intersect(srcRect)) {
continue;
}
SkBitmap tmpB;
SkIRect iTileR;
tileR.roundOut(&iTileR);
SkPoint offset = SkPoint::Make(SkIntToScalar(iTileR.fLeft),
SkIntToScalar(iTileR.fTop));
// Adjust the context matrix to draw at the right x,y in device space
SkMatrix tmpM;
GrContext::AutoMatrix am;
tmpM.setTranslate(offset.fX - srcRect.fLeft, offset.fY - srcRect.fTop);
am.setPreConcat(fContext, tmpM);
if (SkPaint::kNone_FilterLevel != paint.getFilterLevel() || bicubic) {
SkIRect iClampRect;
if (SkCanvas::kBleed_DrawBitmapRectFlag & flags) {
// In bleed mode we want to always expand the tile on all edges
// but stay within the bitmap bounds
iClampRect = SkIRect::MakeWH(bitmap.width(), bitmap.height());
} else {
// In texture-domain/clamp mode we only want to expand the
// tile on edges interior to "srcRect" (i.e., we want to
// not bleed across the original clamped edges)
srcRect.roundOut(&iClampRect);
}
int outset = bicubic ? GrBicubicEffect::kFilterTexelPad : 1;
clamped_outset_with_offset(&iTileR, outset, &offset, iClampRect);
}
if (bitmap.extractSubset(&tmpB, iTileR)) {
// now offset it to make it "local" to our tmp bitmap
tileR.offset(-offset.fX, -offset.fY);
GrTextureParams paramsTemp = params;
bool needsTextureDomain = needs_texture_domain(bitmap,
srcRect,
paramsTemp,
fContext->getMatrix(),
bicubic);
this->internalDrawBitmap(tmpB,
tileR,
paramsTemp,
paint,
flags,
bicubic,
needsTextureDomain);
}
}
}
}
/*
* This is called by drawBitmap(), which has to handle images that may be too
* large to be represented by a single texture.
*
* internalDrawBitmap assumes that the specified bitmap will fit in a texture
* and that non-texture portion of the GrPaint has already been setup.
*/
void SkGpuDevice::internalDrawBitmap(const SkBitmap& bitmap,
const SkRect& srcRect,
const GrTextureParams& params,
const SkPaint& paint,
SkCanvas::DrawBitmapRectFlags flags,
bool bicubic,
bool needsTextureDomain) {
SkASSERT(bitmap.width() <= fContext->getMaxTextureSize() &&
bitmap.height() <= fContext->getMaxTextureSize());
GrTexture* texture;
SkAutoCachedTexture act(this, bitmap, ¶ms, &texture);
if (NULL == texture) {
return;
}
SkRect dstRect = {0, 0, srcRect.width(), srcRect.height() };
SkRect paintRect;
SkScalar wInv = SkScalarInvert(SkIntToScalar(texture->width()));
SkScalar hInv = SkScalarInvert(SkIntToScalar(texture->height()));
paintRect.setLTRB(SkScalarMul(srcRect.fLeft, wInv),
SkScalarMul(srcRect.fTop, hInv),
SkScalarMul(srcRect.fRight, wInv),
SkScalarMul(srcRect.fBottom, hInv));
SkRect textureDomain = SkRect::MakeEmpty();
SkAutoTUnref<GrEffectRef> effect;
if (needsTextureDomain && !(flags & SkCanvas::kBleed_DrawBitmapRectFlag)) {
// Use a constrained texture domain to avoid color bleeding
SkScalar left, top, right, bottom;
if (srcRect.width() > SK_Scalar1) {
SkScalar border = SK_ScalarHalf / texture->width();
left = paintRect.left() + border;
right = paintRect.right() - border;
} else {
left = right = SkScalarHalf(paintRect.left() + paintRect.right());
}
if (srcRect.height() > SK_Scalar1) {
SkScalar border = SK_ScalarHalf / texture->height();
top = paintRect.top() + border;
bottom = paintRect.bottom() - border;
} else {
top = bottom = SkScalarHalf(paintRect.top() + paintRect.bottom());
}
textureDomain.setLTRB(left, top, right, bottom);
if (bicubic) {
effect.reset(GrBicubicEffect::Create(texture, SkMatrix::I(), textureDomain));
} else {
effect.reset(GrTextureDomainEffect::Create(texture,
SkMatrix::I(),
textureDomain,
GrTextureDomain::kClamp_Mode,
params.filterMode()));
}
} else if (bicubic) {
SkASSERT(GrTextureParams::kNone_FilterMode == params.filterMode());
SkShader::TileMode tileModes[2] = { params.getTileModeX(), params.getTileModeY() };
effect.reset(GrBicubicEffect::Create(texture, SkMatrix::I(), tileModes));
} else {
effect.reset(GrSimpleTextureEffect::Create(texture, SkMatrix::I(), params));
}
// Construct a GrPaint by setting the bitmap texture as the first effect and then configuring
// the rest from the SkPaint.
GrPaint grPaint;
grPaint.addColorEffect(effect);
bool alphaOnly = !(kAlpha_8_SkColorType == bitmap.colorType());
GrColor grColor = (alphaOnly) ? SkColor2GrColorJustAlpha(paint.getColor()) :
SkColor2GrColor(paint.getColor());
SkPaint2GrPaintNoShader(this->context(), paint, grColor, false, &grPaint);
fContext->drawRectToRect(grPaint, dstRect, paintRect, NULL);
}
static bool filter_texture(SkBaseDevice* device, GrContext* context,
GrTexture* texture, const SkImageFilter* filter,
int w, int h, const SkImageFilter::Context& ctx,
SkBitmap* result, SkIPoint* offset) {
SkASSERT(filter);
SkDeviceImageFilterProxy proxy(device);
if (filter->canFilterImageGPU()) {
// Save the render target and set it to NULL, so we don't accidentally draw to it in the
// filter. Also set the clip wide open and the matrix to identity.
GrContext::AutoWideOpenIdentityDraw awo(context, NULL);
return filter->filterImageGPU(&proxy, wrap_texture(texture), ctx, result, offset);
} else {
return false;
}
}
void SkGpuDevice::drawSprite(const SkDraw& draw, const SkBitmap& bitmap,
int left, int top, const SkPaint& paint) {
// drawSprite is defined to be in device coords.
CHECK_SHOULD_DRAW(draw, true);
SkAutoLockPixels alp(bitmap, !bitmap.getTexture());
if (!bitmap.getTexture() && !bitmap.readyToDraw()) {
return;
}
int w = bitmap.width();
int h = bitmap.height();
GrTexture* texture;
// draw sprite uses the default texture params
SkAutoCachedTexture act(this, bitmap, NULL, &texture);
SkImageFilter* filter = paint.getImageFilter();
// This bitmap will own the filtered result as a texture.
SkBitmap filteredBitmap;
if (NULL != filter) {
SkIPoint offset = SkIPoint::Make(0, 0);
SkMatrix matrix(*draw.fMatrix);
matrix.postTranslate(SkIntToScalar(-left), SkIntToScalar(-top));
SkIRect clipBounds = SkIRect::MakeWH(bitmap.width(), bitmap.height());
SkImageFilter::Cache* cache = SkImageFilter::Cache::Create();
SkAutoUnref aur(cache);
SkImageFilter::Context ctx(matrix, clipBounds, cache);
if (filter_texture(this, fContext, texture, filter, w, h, ctx, &filteredBitmap,
&offset)) {
texture = (GrTexture*) filteredBitmap.getTexture();
w = filteredBitmap.width();
h = filteredBitmap.height();
left += offset.x();
top += offset.y();
} else {
return;
}
}
GrPaint grPaint;
grPaint.addColorTextureEffect(texture, SkMatrix::I());
SkPaint2GrPaintNoShader(this->context(), paint, SkColor2GrColorJustAlpha(paint.getColor()),
false, &grPaint);
fContext->drawRectToRect(grPaint,
SkRect::MakeXYWH(SkIntToScalar(left),
SkIntToScalar(top),
SkIntToScalar(w),
SkIntToScalar(h)),
SkRect::MakeXYWH(0,
0,
SK_Scalar1 * w / texture->width(),
SK_Scalar1 * h / texture->height()));
}
void SkGpuDevice::drawBitmapRect(const SkDraw& origDraw, const SkBitmap& bitmap,
const SkRect* src, const SkRect& dst,
const SkPaint& paint,
SkCanvas::DrawBitmapRectFlags flags) {
SkMatrix matrix;
SkRect bitmapBounds, tmpSrc;
bitmapBounds.set(0, 0,
SkIntToScalar(bitmap.width()),
SkIntToScalar(bitmap.height()));
// Compute matrix from the two rectangles
if (NULL != src) {
tmpSrc = *src;
} else {
tmpSrc = bitmapBounds;
}
matrix.setRectToRect(tmpSrc, dst, SkMatrix::kFill_ScaleToFit);
// clip the tmpSrc to the bounds of the bitmap. No check needed if src==null.
if (NULL != src) {
if (!bitmapBounds.contains(tmpSrc)) {
if (!tmpSrc.intersect(bitmapBounds)) {
return; // nothing to draw
}
}
}
SkRect tmpDst;
matrix.mapRect(&tmpDst, tmpSrc);
SkTCopyOnFirstWrite<SkDraw> draw(origDraw);
if (0 != tmpDst.fLeft || 0 != tmpDst.fTop) {
// Translate so that tempDst's top left is at the origin.
matrix = *origDraw.fMatrix;
matrix.preTranslate(tmpDst.fLeft, tmpDst.fTop);
draw.writable()->fMatrix = &matrix;
}
SkSize dstSize;
dstSize.fWidth = tmpDst.width();
dstSize.fHeight = tmpDst.height();
this->drawBitmapCommon(*draw, bitmap, &tmpSrc, &dstSize, paint, flags);
}
void SkGpuDevice::drawDevice(const SkDraw& draw, SkBaseDevice* device,
int x, int y, const SkPaint& paint) {
// clear of the source device must occur before CHECK_SHOULD_DRAW
SkGpuDevice* dev = static_cast<SkGpuDevice*>(device);
if (dev->fNeedClear) {
// TODO: could check here whether we really need to draw at all
dev->clear(0x0);
}
// drawDevice is defined to be in device coords.
CHECK_SHOULD_DRAW(draw, true);
GrRenderTarget* devRT = dev->accessRenderTarget();
GrTexture* devTex;
if (NULL == (devTex = devRT->asTexture())) {
return;
}
const SkBitmap& bm = dev->accessBitmap(false);
int w = bm.width();
int h = bm.height();
SkImageFilter* filter = paint.getImageFilter();
// This bitmap will own the filtered result as a texture.
SkBitmap filteredBitmap;
if (NULL != filter) {
SkIPoint offset = SkIPoint::Make(0, 0);
SkMatrix matrix(*draw.fMatrix);
matrix.postTranslate(SkIntToScalar(-x), SkIntToScalar(-y));
SkIRect clipBounds = SkIRect::MakeWH(devTex->width(), devTex->height());
SkImageFilter::Cache* cache = SkImageFilter::Cache::Create();
SkAutoUnref aur(cache);
SkImageFilter::Context ctx(matrix, clipBounds, cache);
if (filter_texture(this, fContext, devTex, filter, w, h, ctx, &filteredBitmap,
&offset)) {
devTex = filteredBitmap.getTexture();
w = filteredBitmap.width();
h = filteredBitmap.height();
x += offset.fX;
y += offset.fY;
} else {
return;
}
}
GrPaint grPaint;
grPaint.addColorTextureEffect(devTex, SkMatrix::I());
SkPaint2GrPaintNoShader(this->context(), paint, SkColor2GrColorJustAlpha(paint.getColor()),
false, &grPaint);
SkRect dstRect = SkRect::MakeXYWH(SkIntToScalar(x),
SkIntToScalar(y),
SkIntToScalar(w),
SkIntToScalar(h));
// The device being drawn may not fill up its texture (e.g. saveLayer uses approximate
// scratch texture).
SkRect srcRect = SkRect::MakeWH(SK_Scalar1 * w / devTex->width(),
SK_Scalar1 * h / devTex->height());
fContext->drawRectToRect(grPaint, dstRect, srcRect);
}
bool SkGpuDevice::canHandleImageFilter(const SkImageFilter* filter) {
return filter->canFilterImageGPU();
}
bool SkGpuDevice::filterImage(const SkImageFilter* filter, const SkBitmap& src,
const SkImageFilter::Context& ctx,
SkBitmap* result, SkIPoint* offset) {
// want explicitly our impl, so guard against a subclass of us overriding it
if (!this->SkGpuDevice::canHandleImageFilter(filter)) {
return false;
}
SkAutoLockPixels alp(src, !src.getTexture());
if (!src.getTexture() && !src.readyToDraw()) {
return false;
}
GrTexture* texture;
// We assume here that the filter will not attempt to tile the src. Otherwise, this cache lookup
// must be pushed upstack.
SkAutoCachedTexture act(this, src, NULL, &texture);
return filter_texture(this, fContext, texture, filter, src.width(), src.height(), ctx,
result, offset);
}
///////////////////////////////////////////////////////////////////////////////
// must be in SkCanvas::VertexMode order
static const GrPrimitiveType gVertexMode2PrimitiveType[] = {
kTriangles_GrPrimitiveType,
kTriangleStrip_GrPrimitiveType,
kTriangleFan_GrPrimitiveType,
};
void SkGpuDevice::drawVertices(const SkDraw& draw, SkCanvas::VertexMode vmode,
int vertexCount, const SkPoint vertices[],
const SkPoint texs[], const SkColor colors[],
SkXfermode* xmode,
const uint16_t indices[], int indexCount,
const SkPaint& paint) {
CHECK_SHOULD_DRAW(draw, false);
// If both textures and vertex-colors are NULL, strokes hairlines with the paint's color.
if ((NULL == texs || NULL == paint.getShader()) && NULL == colors) {
texs = NULL;
SkPaint copy(paint);
copy.setStyle(SkPaint::kStroke_Style);
copy.setStrokeWidth(0);
VertState state(vertexCount, indices, indexCount);
VertState::Proc vertProc = state.chooseProc(vmode);
SkPoint* pts = new SkPoint[vertexCount * 6];
int i = 0;
while (vertProc(&state)) {
pts[i] = vertices[state.f0];
pts[i + 1] = vertices[state.f1];
pts[i + 2] = vertices[state.f1];
pts[i + 3] = vertices[state.f2];
pts[i + 4] = vertices[state.f2];
pts[i + 5] = vertices[state.f0];
i += 6;
}
draw.drawPoints(SkCanvas::kLines_PointMode, i, pts, copy, true);
return;
}
GrPaint grPaint;
// we ignore the shader if texs is null.
if (NULL == texs) {
SkPaint2GrPaintNoShader(this->context(), paint, SkColor2GrColor(paint.getColor()),
NULL == colors, &grPaint);
} else {
SkPaint2GrPaintShader(this->context(), paint, NULL == colors, &grPaint);
}
#if 0
if (NULL != xmode && NULL != texs && NULL != colors) {
if (!SkXfermode::IsMode(xmode, SkXfermode::kModulate_Mode)) {
SkDebugf("Unsupported vertex-color/texture xfer mode.\n");
return;
}
}
#endif
SkAutoSTMalloc<128, GrColor> convertedColors(0);
if (NULL != colors) {
// need to convert byte order and from non-PM to PM
convertedColors.reset(vertexCount);
SkColor color;
for (int i = 0; i < vertexCount; ++i) {
color = colors[i];
if (paint.getAlpha() != 255) {
color = SkColorSetA(color, SkMulDiv255Round(SkColorGetA(color), paint.getAlpha()));
}
convertedColors[i] = SkColor2GrColor(color);
}
colors = convertedColors.get();
}
fContext->drawVertices(grPaint,
gVertexMode2PrimitiveType[vmode],
vertexCount,
vertices,
texs,
colors,
indices,
indexCount);
}
///////////////////////////////////////////////////////////////////////////////
void SkGpuDevice::drawText(const SkDraw& draw, const void* text,
size_t byteLength, SkScalar x, SkScalar y,
const SkPaint& paint) {
CHECK_SHOULD_DRAW(draw, false);
if (fMainTextContext->canDraw(paint)) {
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
SkDEBUGCODE(this->validate();)
fMainTextContext->drawText(grPaint, paint, (const char *)text, byteLength, x, y);
} else if (fFallbackTextContext && fFallbackTextContext->canDraw(paint)) {
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
SkDEBUGCODE(this->validate();)
fFallbackTextContext->drawText(grPaint, paint, (const char *)text, byteLength, x, y);
} else {
// this guy will just call our drawPath()
draw.drawText_asPaths((const char*)text, byteLength, x, y, paint);
}
}
void SkGpuDevice::drawPosText(const SkDraw& draw, const void* text,
size_t byteLength, const SkScalar pos[],
SkScalar constY, int scalarsPerPos,
const SkPaint& paint) {
GR_CREATE_TRACE_MARKER_CONTEXT("SkGpuDevice::drawPosText", fContext);
CHECK_SHOULD_DRAW(draw, false);
if (fMainTextContext->canDraw(paint)) {
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
SkDEBUGCODE(this->validate();)
fMainTextContext->drawPosText(grPaint, paint, (const char *)text, byteLength, pos,
constY, scalarsPerPos);
} else if (fFallbackTextContext && fFallbackTextContext->canDraw(paint)) {
GrPaint grPaint;
SkPaint2GrPaintShader(this->context(), paint, true, &grPaint);
SkDEBUGCODE(this->validate();)
fFallbackTextContext->drawPosText(grPaint, paint, (const char *)text, byteLength, pos,
constY, scalarsPerPos);
} else {
draw.drawPosText_asPaths((const char*)text, byteLength, pos, constY,
scalarsPerPos, paint);
}
}
void SkGpuDevice::drawTextOnPath(const SkDraw& draw, const void* text,
size_t len, const SkPath& path,
const SkMatrix* m, const SkPaint& paint) {
CHECK_SHOULD_DRAW(draw, false);
SkASSERT(draw.fDevice == this);
draw.drawTextOnPath((const char*)text, len, path, m, paint);
}
///////////////////////////////////////////////////////////////////////////////
bool SkGpuDevice::filterTextFlags(const SkPaint& paint, TextFlags* flags) {
if (!paint.isLCDRenderText()) {
// we're cool with the paint as is
return false;
}
if (paint.getShader() ||
paint.getXfermode() || // unless its srcover
paint.getMaskFilter() ||
paint.getRasterizer() ||
paint.getColorFilter() ||
paint.getPathEffect() ||
paint.isFakeBoldText() ||
paint.getStyle() != SkPaint::kFill_Style) {
// turn off lcd
flags->fFlags = paint.getFlags() & ~SkPaint::kLCDRenderText_Flag;
flags->fHinting = paint.getHinting();
return true;
}
// we're cool with the paint as is
return false;
}
void SkGpuDevice::flush() {
DO_DEFERRED_CLEAR();
fContext->resolveRenderTarget(fRenderTarget);
}
///////////////////////////////////////////////////////////////////////////////
SkBaseDevice* SkGpuDevice::onCreateDevice(const SkImageInfo& info, Usage usage) {
GrTextureDesc desc;
desc.fConfig = fRenderTarget->config();
desc.fFlags = kRenderTarget_GrTextureFlagBit;
desc.fWidth = info.width();
desc.fHeight = info.height();
desc.fSampleCnt = fRenderTarget->numSamples();
SkAutoTUnref<GrTexture> texture;
// Skia's convention is to only clear a device if it is non-opaque.
unsigned flags = info.isOpaque() ? 0 : kNeedClear_Flag;
#if CACHE_COMPATIBLE_DEVICE_TEXTURES
// layers are never draw in repeat modes, so we can request an approx
// match and ignore any padding.
flags |= kCached_Flag;
const GrContext::ScratchTexMatch match = (kSaveLayer_Usage == usage) ?
GrContext::kApprox_ScratchTexMatch :
GrContext::kExact_ScratchTexMatch;
texture.reset(fContext->lockAndRefScratchTexture(desc, match));
#else
texture.reset(fContext->createUncachedTexture(desc, NULL, 0));
#endif
if (NULL != texture.get()) {
return SkGpuDevice::Create(texture, flags);
} else {
GrPrintf("---- failed to create compatible device texture [%d %d]\n",
info.width(), info.height());
return NULL;
}
}
SkSurface* SkGpuDevice::newSurface(const SkImageInfo& info) {
return SkSurface::NewRenderTarget(fContext, info, fRenderTarget->numSamples());
}
void SkGpuDevice::EXPERIMENTAL_optimize(const SkPicture* picture) {
SkPicture::AccelData::Key key = GPUAccelData::ComputeAccelDataKey();
const SkPicture::AccelData* existing = picture->EXPERIMENTAL_getAccelData(key);
if (NULL != existing) {
return;
}
SkAutoTUnref<GPUAccelData> data(SkNEW_ARGS(GPUAccelData, (key)));
picture->EXPERIMENTAL_addAccelData(data);
GatherGPUInfo(picture, data);
}
static void wrap_texture(GrTexture* texture, int width, int height, SkBitmap* result) {
SkImageInfo info = SkImageInfo::MakeN32Premul(width, height);
result->setInfo(info);
result->setPixelRef(SkNEW_ARGS(SkGrPixelRef, (info, texture)))->unref();
}
void SkGpuDevice::EXPERIMENTAL_purge(const SkPicture* picture) {
}
bool SkGpuDevice::EXPERIMENTAL_drawPicture(SkCanvas* canvas, const SkPicture* picture) {
SkPicture::AccelData::Key key = GPUAccelData::ComputeAccelDataKey();
const SkPicture::AccelData* data = picture->EXPERIMENTAL_getAccelData(key);
if (NULL == data) {
return false;
}
const GPUAccelData *gpuData = static_cast<const GPUAccelData*>(data);
if (0 == gpuData->numSaveLayers()) {
return false;
}
SkAutoTArray<bool> pullForward(gpuData->numSaveLayers());
for (int i = 0; i < gpuData->numSaveLayers(); ++i) {
pullForward[i] = false;
}
SkRect clipBounds;
if (!canvas->getClipBounds(&clipBounds)) {
return true;
}
SkIRect query;
clipBounds.roundOut(&query);
const SkPicture::OperationList& ops = picture->EXPERIMENTAL_getActiveOps(query);
// This code pre-renders the entire layer since it will be cached and potentially
// reused with different clips (e.g., in different tiles). Because of this the
// clip will not be limiting the size of the pre-rendered layer. kSaveLayerMaxSize
// is used to limit which clips are pre-rendered.
static const int kSaveLayerMaxSize = 256;
if (ops.valid()) {
// In this case the picture has been generated with a BBH so we use
// the BBH to limit the pre-rendering to just the layers needed to cover
// the region being drawn
for (int i = 0; i < ops.numOps(); ++i) {
uint32_t offset = ops.offset(i);
// For now we're saving all the layers in the GPUAccelData so they
// can be nested. Additionally, the nested layers appear before
// their parent in the list.
for (int j = 0 ; j < gpuData->numSaveLayers(); ++j) {
const GPUAccelData::SaveLayerInfo& info = gpuData->saveLayerInfo(j);
if (pullForward[j]) {
continue; // already pulling forward
}
if (offset < info.fSaveLayerOpID || offset > info.fRestoreOpID) {
continue; // the op isn't in this range
}
// TODO: once this code is more stable unsuitable layers can
// just be omitted during the optimization stage
if (!info.fValid ||
kSaveLayerMaxSize < info.fSize.fWidth ||
kSaveLayerMaxSize < info.fSize.fHeight ||
info.fIsNested) {
continue; // this layer is unsuitable
}
pullForward[j] = true;
}
}
} else {
// In this case there is no BBH associated with the picture. Pre-render
// all the layers that intersect the drawn region
for (int j = 0; j < gpuData->numSaveLayers(); ++j) {
const GPUAccelData::SaveLayerInfo& info = gpuData->saveLayerInfo(j);
SkIRect layerRect = SkIRect::MakeXYWH(info.fOffset.fX,
info.fOffset.fY,
info.fSize.fWidth,
info.fSize.fHeight);
if (!SkIRect::Intersects(query, layerRect)) {
continue;
}
// TODO: once this code is more stable unsuitable layers can
// just be omitted during the optimization stage
if (!info.fValid ||
kSaveLayerMaxSize < info.fSize.fWidth ||
kSaveLayerMaxSize < info.fSize.fHeight ||
info.fIsNested) {
continue;
}
pullForward[j] = true;
}
}
SkPicturePlayback::PlaybackReplacements replacements;
for (int i = 0; i < gpuData->numSaveLayers(); ++i) {
if (pullForward[i]) {
GrCachedLayer* layer = fContext->getLayerCache()->findLayerOrCreate(picture, i);
const GPUAccelData::SaveLayerInfo& info = gpuData->saveLayerInfo(i);
if (NULL != picture->fPlayback) {
SkPicturePlayback::PlaybackReplacements::ReplacementInfo* layerInfo =
replacements.push();
layerInfo->fStart = info.fSaveLayerOpID;
layerInfo->fStop = info.fRestoreOpID;
layerInfo->fPos = info.fOffset;
GrTextureDesc desc;
desc.fFlags = kRenderTarget_GrTextureFlagBit;
desc.fWidth = info.fSize.fWidth;
desc.fHeight = info.fSize.fHeight;
desc.fConfig = kSkia8888_GrPixelConfig;
// TODO: need to deal with sample count
bool bNeedsRendering = true;
// This just uses scratch textures and doesn't cache the texture.
// This can yield a lot of re-rendering
if (NULL == layer->getTexture()) {
layer->setTexture(fContext->lockAndRefScratchTexture(desc,
GrContext::kApprox_ScratchTexMatch));
if (NULL == layer->getTexture()) {
continue;
}
} else {
bNeedsRendering = false;
}
layerInfo->fBM = SkNEW(SkBitmap);
wrap_texture(layer->getTexture(), desc.fWidth, desc.fHeight, layerInfo->fBM);
SkASSERT(info.fPaint);
layerInfo->fPaint = info.fPaint;
if (bNeedsRendering) {
SkAutoTUnref<SkSurface> surface(SkSurface::NewRenderTargetDirect(
layer->getTexture()->asRenderTarget()));
SkCanvas* canvas = surface->getCanvas();
canvas->setMatrix(info.fCTM);
canvas->clear(SK_ColorTRANSPARENT);
picture->fPlayback->setDrawLimits(info.fSaveLayerOpID, info.fRestoreOpID);
picture->fPlayback->draw(*canvas, NULL);
picture->fPlayback->setDrawLimits(0, 0);
canvas->flush();
}
}
}
}
// Playback using new layers
picture->fPlayback->setReplacements(&replacements);
picture->fPlayback->draw(*canvas, NULL);
picture->fPlayback->setReplacements(NULL);
for (int i = 0; i < gpuData->numSaveLayers(); ++i) {
GrCachedLayer* layer = fContext->getLayerCache()->findLayerOrCreate(picture, i);
if (NULL != layer->getTexture()) {
fContext->unlockScratchTexture(layer->getTexture());
layer->setTexture(NULL);
}
}
return true;
}