1 /*
2  * Copyright 2018 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 "src/gpu/geometry/GrQuad.h"
9 
10 #include "include/core/SkMatrix.h"
11 
12 using V4f = skvx::Vec<4, float>;
13 
aa_affects_rect(float ql,float qt,float qr,float qb)14 static bool aa_affects_rect(float ql, float qt, float qr, float qb) {
15     return !SkScalarIsInt(ql) || !SkScalarIsInt(qr) || !SkScalarIsInt(qt) || !SkScalarIsInt(qb);
16 }
17 
map_rect_translate_scale(const SkRect & rect,const SkMatrix & m,V4f * xs,V4f * ys)18 static void map_rect_translate_scale(const SkRect& rect, const SkMatrix& m,
19                                      V4f* xs, V4f* ys) {
20     SkMatrix::TypeMask tm = m.getType();
21     SkASSERT(tm <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask));
22 
23     V4f r = V4f::Load(&rect);
24     if (tm > SkMatrix::kIdentity_Mask) {
25         const V4f t{m.getTranslateX(), m.getTranslateY(), m.getTranslateX(), m.getTranslateY()};
26         if (tm <= SkMatrix::kTranslate_Mask) {
27             r += t;
28         } else {
29             const V4f s{m.getScaleX(), m.getScaleY(), m.getScaleX(), m.getScaleY()};
30             r = r * s + t;
31         }
32     }
33     *xs = skvx::shuffle<0, 0, 2, 2>(r);
34     *ys = skvx::shuffle<1, 3, 1, 3>(r);
35 }
36 
map_quad_general(const V4f & qx,const V4f & qy,const SkMatrix & m,V4f * xs,V4f * ys,V4f * ws)37 static void map_quad_general(const V4f& qx, const V4f& qy, const SkMatrix& m,
38                              V4f* xs, V4f* ys, V4f* ws) {
39     *xs = m.getScaleX() * qx + (m.getSkewX() * qy + m.getTranslateX());
40     *ys = m.getSkewY() * qx + (m.getScaleY() * qy + m.getTranslateY());
41     if (m.hasPerspective()) {
42         V4f w = m.getPerspX() * qx + (m.getPerspY() * qy + m.get(SkMatrix::kMPersp2));
43         if (ws) {
44             // Output the calculated w coordinates
45             *ws = w;
46         } else {
47             // Apply perspective division immediately
48             V4f iw = 1.f / w;
49             *xs *= iw;
50             *ys *= iw;
51         }
52     } else if (ws) {
53         *ws = 1.f;
54     }
55 }
56 
map_rect_general(const SkRect & rect,const SkMatrix & matrix,V4f * xs,V4f * ys,V4f * ws)57 static void map_rect_general(const SkRect& rect, const SkMatrix& matrix,
58                              V4f* xs, V4f* ys, V4f* ws) {
59     V4f rx{rect.fLeft, rect.fLeft, rect.fRight, rect.fRight};
60     V4f ry{rect.fTop, rect.fBottom, rect.fTop, rect.fBottom};
61     map_quad_general(rx, ry, matrix, xs, ys, ws);
62 }
63 
64 // Rearranges (top-left, top-right, bottom-right, bottom-left) ordered skQuadPts into xs and ys
65 // ordered (top-left, bottom-left, top-right, bottom-right)
rearrange_sk_to_gr_points(const SkPoint skQuadPts[4],V4f * xs,V4f * ys)66 static void rearrange_sk_to_gr_points(const SkPoint skQuadPts[4], V4f* xs, V4f* ys) {
67     *xs = V4f{skQuadPts[0].fX, skQuadPts[3].fX, skQuadPts[1].fX, skQuadPts[2].fX};
68     *ys = V4f{skQuadPts[0].fY, skQuadPts[3].fY, skQuadPts[1].fY, skQuadPts[2].fY};
69 }
70 
71 // If an SkRect is transformed by this matrix, what class of quad is required to represent it.
quad_type_for_transformed_rect(const SkMatrix & matrix)72 static GrQuad::Type quad_type_for_transformed_rect(const SkMatrix& matrix) {
73     if (matrix.rectStaysRect()) {
74         return GrQuad::Type::kAxisAligned;
75     } else if (matrix.preservesRightAngles()) {
76         return GrQuad::Type::kRectilinear;
77     } else if (matrix.hasPerspective()) {
78         return GrQuad::Type::kPerspective;
79     } else {
80         return GrQuad::Type::kGeneral;
81     }
82 }
83 
84 // Perform minimal analysis of 'pts' (which are suitable for MakeFromSkQuad), and determine a
85 // quad type that will be as minimally general as possible.
quad_type_for_points(const SkPoint pts[4],const SkMatrix & matrix)86 static GrQuad::Type quad_type_for_points(const SkPoint pts[4], const SkMatrix& matrix) {
87     if (matrix.hasPerspective()) {
88         return GrQuad::Type::kPerspective;
89     }
90     // If 'pts' was formed by SkRect::toQuad() and not transformed further, it is safe to use the
91     // quad type derived from 'matrix'. Otherwise don't waste any more time and assume kStandard
92     // (most general 2D quad).
93     if ((pts[0].fX == pts[3].fX && pts[1].fX == pts[2].fX) &&
94         (pts[0].fY == pts[1].fY && pts[2].fY == pts[3].fY)) {
95         return quad_type_for_transformed_rect(matrix);
96     } else {
97         return GrQuad::Type::kGeneral;
98     }
99 }
100 
MakeFromRect(const SkRect & rect,const SkMatrix & m)101 GrQuad GrQuad::MakeFromRect(const SkRect& rect, const SkMatrix& m) {
102     V4f x, y, w;
103     SkMatrix::TypeMask tm = m.getType();
104     Type type;
105     if (tm <= (SkMatrix::kScale_Mask | SkMatrix::kTranslate_Mask)) {
106         map_rect_translate_scale(rect, m, &x, &y);
107         w = 1.f;
108         type = Type::kAxisAligned;
109     } else {
110         map_rect_general(rect, m, &x, &y, &w);
111         type = quad_type_for_transformed_rect(m);
112     }
113     return GrQuad(x, y, w, type);
114 }
115 
MakeFromSkQuad(const SkPoint pts[4],const SkMatrix & matrix)116 GrQuad GrQuad::MakeFromSkQuad(const SkPoint pts[4], const SkMatrix& matrix) {
117     V4f xs, ys;
118     rearrange_sk_to_gr_points(pts, &xs, &ys);
119     Type type = quad_type_for_points(pts, matrix);
120     if (matrix.isIdentity()) {
121         return GrQuad(xs, ys, 1.f, type);
122     } else {
123         V4f mx, my, mw;
124         map_quad_general(xs, ys, matrix, &mx, &my, &mw);
125         return GrQuad(mx, my, mw, type);
126     }
127 }
128 
aaHasEffectOnRect() const129 bool GrQuad::aaHasEffectOnRect() const {
130     SkASSERT(this->quadType() == Type::kAxisAligned);
131     // If rect, ws must all be 1s so no need to divide
132     return aa_affects_rect(fX[0], fY[0], fX[3], fY[3]);
133 }
134 
asRect(SkRect * rect) const135 bool GrQuad::asRect(SkRect* rect) const {
136     if (this->quadType() != Type::kAxisAligned) {
137         return false;
138     }
139 
140     *rect = this->bounds();
141     // v0 at the geometric top-left is unique amongst axis-aligned vertex orders
142     // (90, 180, 270 rotations or axis flips all move v0).
143     return fX[0] == rect->fLeft && fY[0] == rect->fTop;
144 }
145