xref: /aosp_15_r20/external/skia/src/core/SkDraw_vertices.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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 "include/core/SkAlphaType.h"
9 #include "include/core/SkBlendMode.h"
10 #include "include/core/SkBlender.h"
11 #include "include/core/SkColor.h"
12 #include "include/core/SkColorSpace.h"
13 #include "include/core/SkColorType.h"
14 #include "include/core/SkImageInfo.h"
15 #include "include/core/SkMatrix.h"
16 #include "include/core/SkPaint.h"
17 #include "include/core/SkPixmap.h"
18 #include "include/core/SkPoint.h"
19 #include "include/core/SkPoint3.h"
20 #include "include/core/SkRect.h"
21 #include "include/core/SkRefCnt.h"
22 #include "include/core/SkScalar.h"
23 #include "include/core/SkShader.h"
24 #include "include/core/SkSurfaceProps.h"
25 #include "include/core/SkTypes.h"
26 #include "include/core/SkVertices.h"
27 #include "include/private/SkColorData.h"
28 #include "include/private/base/SkFloatingPoint.h"
29 #include "include/private/base/SkTo.h"
30 #include "src/base/SkArenaAlloc.h"
31 #include "src/core/SkBlenderBase.h"
32 #include "src/core/SkConvertPixels.h"
33 #include "src/core/SkCoreBlitters.h"
34 #include "src/core/SkDraw.h"
35 #include "src/core/SkRasterClip.h"
36 #include "src/core/SkScan.h"
37 #include "src/core/SkSurfacePriv.h"
38 #include "src/core/SkVertState.h"
39 #include "src/core/SkVerticesPriv.h"
40 #include "src/shaders/SkShaderBase.h"
41 #include "src/shaders/SkTransformShader.h"
42 #include "src/shaders/SkTriColorShader.h"
43 
44 #include <cstddef>
45 #include <cstdint>
46 #include <optional>
47 #include <utility>
48 
49 class SkBlitter;
50 
texture_to_matrix(const VertState & state,const SkPoint verts[],const SkPoint texs[],SkMatrix * matrix)51 [[nodiscard]] static bool texture_to_matrix(const VertState& state, const SkPoint verts[],
52                                             const SkPoint texs[], SkMatrix* matrix) {
53     SkPoint src[3], dst[3];
54 
55     src[0] = verts[state.f0];
56     src[1] = verts[state.f1];
57     src[2] = verts[state.f2];
58     dst[0] = texs[state.f0];
59     dst[1] = texs[state.f1];
60     dst[2] = texs[state.f2];
61     return matrix->setPolyToPoly(src, dst, 3);
62 }
63 
64 // Convert the SkColors into float colors. The conversion depends on some conditions:
65 // - If the pixmap has a dst colorspace, we have to be "color-correct".
66 //   Do we map into dst-colorspace before or after we interpolate?
67 // - We have to decide when to apply per-color alpha (before or after we interpolate)
68 //
69 // For now, we will take a simple approach, but recognize this is just a start:
70 // - convert colors into dst colorspace before interpolation (matches gradients)
71 // - apply per-color alpha before interpolation (matches old version of vertices)
72 //
convert_colors(const SkColor src[],int count,SkColorSpace * deviceCS,SkArenaAlloc * alloc,bool skipColorXform)73 static SkPMColor4f* convert_colors(const SkColor src[],
74                                    int count,
75                                    SkColorSpace* deviceCS,
76                                    SkArenaAlloc* alloc,
77                                    bool skipColorXform) {
78     SkPMColor4f* dst = alloc->makeArray<SkPMColor4f>(count);
79 
80     // Passing `nullptr` for the destination CS effectively disables color conversion.
81     auto dstCS = skipColorXform ? nullptr : sk_ref_sp(deviceCS);
82     SkImageInfo srcInfo = SkImageInfo::Make(
83             count, 1, kBGRA_8888_SkColorType, kUnpremul_SkAlphaType, SkColorSpace::MakeSRGB());
84     SkImageInfo dstInfo =
85             SkImageInfo::Make(count, 1, kRGBA_F32_SkColorType, kPremul_SkAlphaType, dstCS);
86     SkAssertResult(SkConvertPixels(dstInfo, dst, 0, srcInfo, src, 0));
87     return dst;
88 }
89 
compute_is_opaque(const SkColor colors[],int count)90 static bool compute_is_opaque(const SkColor colors[], int count) {
91     uint32_t c = ~0;
92     for (int i = 0; i < count; ++i) {
93         c &= colors[i];
94     }
95     return SkColorGetA(c) == 0xFF;
96 }
97 
fill_triangle_2(const VertState & state,SkBlitter * blitter,const SkRasterClip & rc,const SkPoint dev2[])98 static void fill_triangle_2(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc,
99                             const SkPoint dev2[]) {
100     SkPoint tmp[] = {
101         dev2[state.f0], dev2[state.f1], dev2[state.f2]
102     };
103     SkScan::FillTriangle(tmp, rc, blitter);
104 }
105 
106 static constexpr int kMaxClippedTrianglePointCount = 4;
fill_triangle_3(const VertState & state,SkBlitter * blitter,const SkRasterClip & rc,const SkPoint3 dev3[])107 static void fill_triangle_3(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc,
108                             const SkPoint3 dev3[]) {
109     // Compute the crossing point (across zero) for the two values, expressed as a
110     // normalized 0...1 value. If curr is 0, returns 0. If next is 0, returns 1.
111     auto computeT = [](float curr, float next) {
112         // Check that 0 is between next and curr.
113         SkASSERT((next <= 0 && 0 < curr) || (curr <= 0 && 0 < next));
114         float t = curr / (curr - next);
115         SkASSERT(0 <= t && t <= 1);
116         return t;
117     };
118 
119     auto lerp = [](SkPoint3 curr, SkPoint3 next, float t) {
120         return curr + t * (next - curr);
121     };
122 
123     constexpr float tol = 0.05f;
124     // tol is the nudge away from zero, to keep the numerics nice.
125     // Think of it as our near-clipping-plane (or w-plane).
126     auto clip = [&](SkPoint3 curr, SkPoint3 next) {
127         // Return the point between curr and next where the fZ value crosses tol.
128         // To be (really) perspective correct, we should be computing based on 1/Z, not Z.
129         // For now, this is close enough (and faster).
130         return lerp(curr, next, computeT(curr.fZ - tol, next.fZ - tol));
131     };
132 
133     // Clip a triangle (based on its homogeneous W values), and return the projected polygon.
134     // Since we only clip against one "edge"/plane, the max number of points in the clipped
135     // polygon is 4.
136     auto clipTriangle = [&](SkPoint dst[], const int idx[3], const SkPoint3 pts[]) -> int {
137         SkPoint3 outPoints[kMaxClippedTrianglePointCount];
138         SkPoint3* outP = outPoints;
139 
140         for (int i = 0; i < 3; ++i) {
141             int curr = idx[i];
142             int next = idx[(i + 1) % 3];
143             if (pts[curr].fZ > tol) {
144                 *outP++ = pts[curr];
145                 if (pts[next].fZ <= tol) { // curr is IN, next is OUT
146                     *outP++ = clip(pts[curr], pts[next]);
147                 }
148             } else {
149                 if (pts[next].fZ > tol) { // curr is OUT, next is IN
150                     *outP++ = clip(pts[curr], pts[next]);
151                 }
152             }
153         }
154 
155         const int count = SkTo<int>(outP - outPoints);
156         SkASSERT(count == 0 || count == 3 || count == 4);
157         for (int i = 0; i < count; ++i) {
158             float scale = sk_ieee_float_divide(1.0f, outPoints[i].fZ);
159             dst[i].set(outPoints[i].fX * scale, outPoints[i].fY * scale);
160         }
161         return count;
162     };
163 
164     SkPoint tmp[kMaxClippedTrianglePointCount];
165     int idx[] = { state.f0, state.f1, state.f2 };
166     if (int n = clipTriangle(tmp, idx, dev3)) {
167         // TODO: SkScan::FillConvexPoly(tmp, n, ...);
168         SkASSERT(n == 3 || n == 4);
169         SkScan::FillTriangle(tmp, rc, blitter);
170         if (n == 4) {
171             tmp[1] = tmp[2];
172             tmp[2] = tmp[3];
173             SkScan::FillTriangle(tmp, rc, blitter);
174         }
175     }
176 }
177 
fill_triangle(const VertState & state,SkBlitter * blitter,const SkRasterClip & rc,const SkPoint dev2[],const SkPoint3 dev3[])178 static void fill_triangle(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc,
179                           const SkPoint dev2[], const SkPoint3 dev3[]) {
180     if (dev3) {
181         fill_triangle_3(state, blitter, rc, dev3);
182     } else {
183         fill_triangle_2(state, blitter, rc, dev2);
184     }
185 }
186 
drawFixedVertices(const SkVertices * vertices,sk_sp<SkBlender> blender,const SkPaint & paint,const SkMatrix & ctmInverse,const SkPoint * dev2,const SkPoint3 * dev3,SkArenaAlloc * outerAlloc,bool skipColorXform) const187 void SkDraw::drawFixedVertices(const SkVertices* vertices,
188                                sk_sp<SkBlender> blender,
189                                const SkPaint& paint,
190                                const SkMatrix& ctmInverse,
191                                const SkPoint* dev2,
192                                const SkPoint3* dev3,
193                                SkArenaAlloc* outerAlloc,
194                                bool skipColorXform) const {
195     SkVerticesPriv info(vertices->priv());
196 
197     const int vertexCount = info.vertexCount();
198     const int indexCount = info.indexCount();
199     const SkPoint* positions = info.positions();
200     const SkPoint* texCoords = info.texCoords();
201     const uint16_t* indices = info.indices();
202     const SkColor* colors = info.colors();
203 
204     SkShader* paintShader = paint.getShader();
205 
206     if (paintShader) {
207         if (!texCoords) {
208             texCoords = positions;
209         }
210     } else {
211         texCoords = nullptr;
212     }
213 
214     bool blenderIsDst = false;
215     // We can simplify things for certain blend modes. This is for speed, and SkShader_Blend
216     // itself insists we don't pass kSrc or kDst to it.
217     if (std::optional<SkBlendMode> bm = as_BB(blender)->asBlendMode(); bm.has_value() && colors) {
218         switch (*bm) {
219             case SkBlendMode::kSrc:
220                 colors = nullptr;
221                 break;
222             case SkBlendMode::kDst:
223                 blenderIsDst = true;
224                 texCoords = nullptr;
225                 paintShader = nullptr;
226                 break;
227             default: break;
228         }
229     }
230 
231     // There is a paintShader iff there is texCoords.
232     SkASSERT((texCoords != nullptr) == (paintShader != nullptr));
233 
234     // Explicit texture coords can't contain perspective - only the CTM can.
235     const bool usePerspective = fCTM->hasPerspective();
236 
237     SkTriColorShader* triColorShader = nullptr;
238     SkPMColor4f* dstColors = nullptr;
239     if (colors) {
240         dstColors =
241                 convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc, skipColorXform);
242         triColorShader = outerAlloc->make<SkTriColorShader>(compute_is_opaque(colors, vertexCount),
243                                                             usePerspective);
244     }
245 
246     // Combines per-vertex colors with 'shader' using 'blender'.
247     auto applyShaderColorBlend = [&](SkShader* shader) -> sk_sp<SkShader> {
248         if (!colors) {
249             return sk_ref_sp(shader);
250         }
251         if (blenderIsDst) {
252             return sk_ref_sp(triColorShader);
253         }
254         sk_sp<SkShader> shaderWithWhichToBlend;
255         if (!shader) {
256             // When there is no shader then the blender applies to the vertex colors and opaque
257             // paint color.
258             shaderWithWhichToBlend = SkShaders::Color(paint.getColor4f().makeOpaque(), nullptr);
259         } else {
260             shaderWithWhichToBlend = sk_ref_sp(shader);
261         }
262         return SkShaders::Blend(blender,
263                                 sk_ref_sp(triColorShader),
264                                 std::move(shaderWithWhichToBlend));
265     };
266 
267     // If there are separate texture coords then we need to insert a transform shader to update
268     // a matrix derived from each triangle's coords. In that case we will fold the CTM into
269     // each update and use an identity matrix.
270     SkTransformShader* transformShader = nullptr;
271     const SkMatrix* ctm = fCTM;
272     if (texCoords && texCoords != positions) {
273         paintShader = transformShader = outerAlloc->make<SkTransformShader>(*as_SB(paintShader),
274                                                                             usePerspective);
275         ctm = &SkMatrix::I();
276     }
277     sk_sp<SkShader> blenderShader = applyShaderColorBlend(paintShader);
278 
279     SkPaint finalPaint{paint};
280     finalPaint.setShader(std::move(blenderShader));
281 
282     VertState state(vertexCount, indices, indexCount);
283     VertState::Proc vertProc = state.chooseProc(info.mode());
284     SkSurfaceProps props = SkSurfacePropsCopyOrDefault(fProps);
285 
286     auto blitter = SkCreateRasterPipelineBlitter(fDst,
287                                                  finalPaint,
288                                                  *ctm,
289                                                  outerAlloc,
290                                                  fRC->clipShader(),
291                                                  props);
292     if (!blitter) {
293         return;
294     }
295     while (vertProc(&state)) {
296         if (triColorShader && !triColorShader->update(ctmInverse, positions, dstColors,
297                                                       state.f0, state.f1, state.f2)) {
298             continue;
299         }
300 
301         SkMatrix localM;
302         if (!transformShader || (texture_to_matrix(state, positions, texCoords, &localM) &&
303                                  transformShader->update(SkMatrix::Concat(localM, ctmInverse)))) {
304             fill_triangle(state, blitter, *fRC, dev2, dev3);
305         }
306     }
307 }
308 
drawVertices(const SkVertices * vertices,sk_sp<SkBlender> blender,const SkPaint & paint,bool skipColorXform) const309 void SkDraw::drawVertices(const SkVertices* vertices,
310                           sk_sp<SkBlender> blender,
311                           const SkPaint& paint,
312                           bool skipColorXform) const {
313     SkVerticesPriv info(vertices->priv());
314     const int vertexCount = info.vertexCount();
315     const int indexCount = info.indexCount();
316 
317     // abort early if there is nothing to draw
318     if (vertexCount < 3 || (indexCount > 0 && indexCount < 3) || fRC->isEmpty()) {
319         return;
320     }
321     SkMatrix ctmInv;
322     if (!fCTM->invert(&ctmInv)) {
323         return;
324     }
325 
326     constexpr size_t kDefVertexCount = 16;
327     constexpr size_t kOuterSize = sizeof(SkTriColorShader) +
328                                   (2 * sizeof(SkPoint) + sizeof(SkColor4f)) * kDefVertexCount;
329     SkSTArenaAlloc<kOuterSize> outerAlloc;
330 
331     SkPoint*  dev2 = nullptr;
332     SkPoint3* dev3 = nullptr;
333 
334     if (fCTM->hasPerspective()) {
335         dev3 = outerAlloc.makeArray<SkPoint3>(vertexCount);
336         fCTM->mapHomogeneousPoints(dev3, info.positions(), vertexCount);
337         // similar to the bounds check for 2d points (below)
338         if (!SkIsFinite((const SkScalar*)dev3, vertexCount * 3)) {
339             return;
340         }
341     } else {
342         dev2 = outerAlloc.makeArray<SkPoint>(vertexCount);
343         fCTM->mapPoints(dev2, info.positions(), vertexCount);
344 
345         SkRect bounds;
346         // this also sets bounds to empty if we see a non-finite value
347         bounds.setBounds(dev2, vertexCount);
348         if (bounds.isEmpty()) {
349             return;
350         }
351     }
352 
353     this->drawFixedVertices(
354             vertices, std::move(blender), paint, ctmInv, dev2, dev3, &outerAlloc, skipColorXform);
355 }
356