1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2024 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RasterPathUtils.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkStrokeRec.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkFixed.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkFloatBits.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkBlitter_A8.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/Shape.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/geom/Transform_graphite.h"
16*c8dee2aaSAndroid Build Coastguard Worker
17*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
18*c8dee2aaSAndroid Build Coastguard Worker
init(SkISize pixmapSize)19*c8dee2aaSAndroid Build Coastguard Worker bool RasterMaskHelper::init(SkISize pixmapSize) {
20*c8dee2aaSAndroid Build Coastguard Worker if (!fPixels) {
21*c8dee2aaSAndroid Build Coastguard Worker return false;
22*c8dee2aaSAndroid Build Coastguard Worker }
23*c8dee2aaSAndroid Build Coastguard Worker
24*c8dee2aaSAndroid Build Coastguard Worker // Allocate pixmap if needed
25*c8dee2aaSAndroid Build Coastguard Worker if (!fPixels->addr()) {
26*c8dee2aaSAndroid Build Coastguard Worker const SkImageInfo bmImageInfo = SkImageInfo::MakeA8(pixmapSize);
27*c8dee2aaSAndroid Build Coastguard Worker if (!fPixels->tryAlloc(bmImageInfo)) {
28*c8dee2aaSAndroid Build Coastguard Worker return false;
29*c8dee2aaSAndroid Build Coastguard Worker }
30*c8dee2aaSAndroid Build Coastguard Worker fPixels->erase(0);
31*c8dee2aaSAndroid Build Coastguard Worker } else if (fPixels->dimensions() != pixmapSize) {
32*c8dee2aaSAndroid Build Coastguard Worker return false;
33*c8dee2aaSAndroid Build Coastguard Worker }
34*c8dee2aaSAndroid Build Coastguard Worker
35*c8dee2aaSAndroid Build Coastguard Worker fDraw.fBlitterChooser = SkA8Blitter_Choose;
36*c8dee2aaSAndroid Build Coastguard Worker fDraw.fDst = *fPixels;
37*c8dee2aaSAndroid Build Coastguard Worker fDraw.fRC = &fRasterClip;
38*c8dee2aaSAndroid Build Coastguard Worker return true;
39*c8dee2aaSAndroid Build Coastguard Worker }
40*c8dee2aaSAndroid Build Coastguard Worker
drawShape(const Shape & shape,const Transform & transform,const SkStrokeRec & strokeRec,const SkIRect & resultBounds)41*c8dee2aaSAndroid Build Coastguard Worker void RasterMaskHelper::drawShape(const Shape& shape,
42*c8dee2aaSAndroid Build Coastguard Worker const Transform& transform,
43*c8dee2aaSAndroid Build Coastguard Worker const SkStrokeRec& strokeRec,
44*c8dee2aaSAndroid Build Coastguard Worker const SkIRect& resultBounds) {
45*c8dee2aaSAndroid Build Coastguard Worker fRasterClip.setRect(resultBounds);
46*c8dee2aaSAndroid Build Coastguard Worker
47*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
48*c8dee2aaSAndroid Build Coastguard Worker paint.setBlendMode(SkBlendMode::kSrc); // "Replace" mode
49*c8dee2aaSAndroid Build Coastguard Worker paint.setAntiAlias(true);
50*c8dee2aaSAndroid Build Coastguard Worker // SkPaint's color is unpremul so this will produce alpha in every channel.
51*c8dee2aaSAndroid Build Coastguard Worker paint.setColor(SK_ColorWHITE);
52*c8dee2aaSAndroid Build Coastguard Worker strokeRec.applyToPaint(&paint);
53*c8dee2aaSAndroid Build Coastguard Worker
54*c8dee2aaSAndroid Build Coastguard Worker SkMatrix translatedMatrix = SkMatrix(transform);
55*c8dee2aaSAndroid Build Coastguard Worker // The atlas transform of the shape is the linear-components (scale, rotation, skew) of
56*c8dee2aaSAndroid Build Coastguard Worker // `localToDevice` translated by the top-left offset of the resultBounds.
57*c8dee2aaSAndroid Build Coastguard Worker // We will need to translate draws so the bound's UL corner is at the origin
58*c8dee2aaSAndroid Build Coastguard Worker translatedMatrix.postTranslate(resultBounds.x(), resultBounds.y());
59*c8dee2aaSAndroid Build Coastguard Worker
60*c8dee2aaSAndroid Build Coastguard Worker fDraw.fCTM = &translatedMatrix;
61*c8dee2aaSAndroid Build Coastguard Worker SkPath path = shape.asPath();
62*c8dee2aaSAndroid Build Coastguard Worker if (path.isInverseFillType()) {
63*c8dee2aaSAndroid Build Coastguard Worker // The shader will handle the inverse fill in this case
64*c8dee2aaSAndroid Build Coastguard Worker path.toggleInverseFillType();
65*c8dee2aaSAndroid Build Coastguard Worker }
66*c8dee2aaSAndroid Build Coastguard Worker fDraw.drawPathCoverage(path, paint);
67*c8dee2aaSAndroid Build Coastguard Worker }
68*c8dee2aaSAndroid Build Coastguard Worker
GeneratePathMaskKey(const Shape & shape,const Transform & transform,const SkStrokeRec & strokeRec,skvx::half2 maskSize)69*c8dee2aaSAndroid Build Coastguard Worker skgpu::UniqueKey GeneratePathMaskKey(const Shape& shape,
70*c8dee2aaSAndroid Build Coastguard Worker const Transform& transform,
71*c8dee2aaSAndroid Build Coastguard Worker const SkStrokeRec& strokeRec,
72*c8dee2aaSAndroid Build Coastguard Worker skvx::half2 maskSize) {
73*c8dee2aaSAndroid Build Coastguard Worker skgpu::UniqueKey maskKey;
74*c8dee2aaSAndroid Build Coastguard Worker {
75*c8dee2aaSAndroid Build Coastguard Worker static const skgpu::UniqueKey::Domain kDomain = skgpu::UniqueKey::GenerateDomain();
76*c8dee2aaSAndroid Build Coastguard Worker int styleKeySize = 6;
77*c8dee2aaSAndroid Build Coastguard Worker if (!strokeRec.isHairlineStyle() && !strokeRec.isFillStyle()) {
78*c8dee2aaSAndroid Build Coastguard Worker // Add space for width and miter if needed
79*c8dee2aaSAndroid Build Coastguard Worker styleKeySize += 2;
80*c8dee2aaSAndroid Build Coastguard Worker }
81*c8dee2aaSAndroid Build Coastguard Worker skgpu::UniqueKey::Builder builder(&maskKey, kDomain, styleKeySize + shape.keySize(),
82*c8dee2aaSAndroid Build Coastguard Worker "Raster Path Mask");
83*c8dee2aaSAndroid Build Coastguard Worker builder[0] = maskSize.x() | (maskSize.y() << 16);
84*c8dee2aaSAndroid Build Coastguard Worker
85*c8dee2aaSAndroid Build Coastguard Worker // We require the upper left 2x2 of the matrix to match exactly for a cache hit.
86*c8dee2aaSAndroid Build Coastguard Worker SkMatrix mat = transform.matrix().asM33();
87*c8dee2aaSAndroid Build Coastguard Worker SkScalar sx = mat.get(SkMatrix::kMScaleX);
88*c8dee2aaSAndroid Build Coastguard Worker SkScalar sy = mat.get(SkMatrix::kMScaleY);
89*c8dee2aaSAndroid Build Coastguard Worker SkScalar kx = mat.get(SkMatrix::kMSkewX);
90*c8dee2aaSAndroid Build Coastguard Worker SkScalar ky = mat.get(SkMatrix::kMSkewY);
91*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
92*c8dee2aaSAndroid Build Coastguard Worker // Fractional translate does not affect caching on Android. This is done for better cache
93*c8dee2aaSAndroid Build Coastguard Worker // hit ratio and speed and is matching HWUI behavior, which didn't consider the matrix
94*c8dee2aaSAndroid Build Coastguard Worker // at all when caching paths.
95*c8dee2aaSAndroid Build Coastguard Worker SkFixed fracX = 0;
96*c8dee2aaSAndroid Build Coastguard Worker SkFixed fracY = 0;
97*c8dee2aaSAndroid Build Coastguard Worker #else
98*c8dee2aaSAndroid Build Coastguard Worker SkScalar tx = mat.get(SkMatrix::kMTransX);
99*c8dee2aaSAndroid Build Coastguard Worker SkScalar ty = mat.get(SkMatrix::kMTransY);
100*c8dee2aaSAndroid Build Coastguard Worker // Allow 8 bits each in x and y of subpixel positioning.
101*c8dee2aaSAndroid Build Coastguard Worker SkFixed fracX = SkScalarToFixed(SkScalarFraction(tx)) & 0x0000FF00;
102*c8dee2aaSAndroid Build Coastguard Worker SkFixed fracY = SkScalarToFixed(SkScalarFraction(ty)) & 0x0000FF00;
103*c8dee2aaSAndroid Build Coastguard Worker #endif
104*c8dee2aaSAndroid Build Coastguard Worker builder[1] = SkFloat2Bits(sx);
105*c8dee2aaSAndroid Build Coastguard Worker builder[2] = SkFloat2Bits(sy);
106*c8dee2aaSAndroid Build Coastguard Worker builder[3] = SkFloat2Bits(kx);
107*c8dee2aaSAndroid Build Coastguard Worker builder[4] = SkFloat2Bits(ky);
108*c8dee2aaSAndroid Build Coastguard Worker // FracX and fracY are &ed with 0x0000ff00, so need to shift one down to fill 16 bits.
109*c8dee2aaSAndroid Build Coastguard Worker uint32_t fracBits = fracX | (fracY >> 8);
110*c8dee2aaSAndroid Build Coastguard Worker // Distinguish between path styles. For anything but fill, we also need to include
111*c8dee2aaSAndroid Build Coastguard Worker // the cap. (SW grows hairlines by 0.5 pixel with round and square caps). For stroke
112*c8dee2aaSAndroid Build Coastguard Worker // or fill-and-stroke we need to include the join, width, and miter.
113*c8dee2aaSAndroid Build Coastguard Worker static_assert(SkStrokeRec::kStyleCount <= (1 << 2));
114*c8dee2aaSAndroid Build Coastguard Worker static_assert(SkPaint::kCapCount <= (1 << 2));
115*c8dee2aaSAndroid Build Coastguard Worker static_assert(SkPaint::kJoinCount <= (1 << 2));
116*c8dee2aaSAndroid Build Coastguard Worker uint32_t styleBits = strokeRec.getStyle();
117*c8dee2aaSAndroid Build Coastguard Worker if (!strokeRec.isFillStyle()) {
118*c8dee2aaSAndroid Build Coastguard Worker styleBits |= (strokeRec.getCap() << 2);
119*c8dee2aaSAndroid Build Coastguard Worker }
120*c8dee2aaSAndroid Build Coastguard Worker if (!strokeRec.isHairlineStyle() && !strokeRec.isFillStyle()) {
121*c8dee2aaSAndroid Build Coastguard Worker styleBits |= (strokeRec.getJoin() << 4);
122*c8dee2aaSAndroid Build Coastguard Worker builder[5] = SkFloat2Bits(strokeRec.getWidth());
123*c8dee2aaSAndroid Build Coastguard Worker builder[6] = SkFloat2Bits(strokeRec.getMiter());
124*c8dee2aaSAndroid Build Coastguard Worker }
125*c8dee2aaSAndroid Build Coastguard Worker builder[styleKeySize-1] = fracBits | (styleBits << 16);
126*c8dee2aaSAndroid Build Coastguard Worker shape.writeKey(&builder[styleKeySize], /*includeInverted=*/false);
127*c8dee2aaSAndroid Build Coastguard Worker }
128*c8dee2aaSAndroid Build Coastguard Worker return maskKey;
129*c8dee2aaSAndroid Build Coastguard Worker }
130*c8dee2aaSAndroid Build Coastguard Worker
131*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
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