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Unified Diff: src/gpu/SkGpuDevice.cpp

Issue 1291663005: Revert of drawBitmapImage can batch across AA rects (Closed) Base URL: https://skia.googlesource.com/skia.git@gmfordrawimagerect
Patch Set: Created 5 years, 4 months ago
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Index: src/gpu/SkGpuDevice.cpp
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
index 43771de887d11e693fdbc3c5e611992237397877..f8318c52d8409fc834be2b1a636de5d3bacd31a6 100644
--- a/src/gpu/SkGpuDevice.cpp
+++ b/src/gpu/SkGpuDevice.cpp
@@ -39,7 +39,6 @@
#include "SkUtils.h"
#include "SkVertState.h"
#include "SkXfermode.h"
-#include "batches/GrRectBatchFactory.h"
#include "effects/GrBicubicEffect.h"
#include "effects/GrDashingEffect.h"
#include "effects/GrSimpleTextureEffect.h"
@@ -919,82 +918,6 @@
return needsTextureDomain;
}
-static void draw_aa_bitmap(GrDrawContext* drawContext, GrContext* context,
- GrRenderTarget* renderTarget, const GrClip& clip,
- const SkMatrix& viewMatrix, const SkMatrix& srcRectToDstRect,
- const SkPaint& paint, const SkBitmap* bitmapPtr, const SkSize& dstSize) {
- SkShader::TileMode tm[] = {
- SkShader::kClamp_TileMode,
- SkShader::kClamp_TileMode,
- };
-
- bool doBicubic;
- GrTextureParams::FilterMode textureFilterMode =
- GrSkFilterQualityToGrFilterMode(paint.getFilterQuality(), viewMatrix,
- srcRectToDstRect,
- &doBicubic);
-
- // Setup texture to wrap bitmap
- GrTextureParams params(tm, textureFilterMode);
- SkAutoTUnref<GrTexture> texture(GrRefCachedBitmapTexture(context, *bitmapPtr, &params));
-
- if (!texture) {
- SkErrorInternals::SetError(kInternalError_SkError,
- "Couldn't convert bitmap to texture.");
- return;
- }
-
- // Setup paint
- GrColor paintColor = (kAlpha_8_SkColorType == bitmapPtr->colorType()) ?
- SkColor2GrColor(paint.getColor()) :
- SkColor2GrColorJustAlpha(paint.getColor());
-
- GrPaint grPaint;
-
- // Create and insert texture effect
- SkAutoTUnref<const GrFragmentProcessor> fp;
- if (doBicubic) {
- fp.reset(GrBicubicEffect::Create(grPaint.getProcessorDataManager(), texture,
- SkMatrix::I(),
- tm));
- } else {
- fp.reset(GrSimpleTextureEffect::Create(grPaint.getProcessorDataManager(), texture,
- SkMatrix::I(), params));
- }
-
- grPaint.addColorProcessor(fp);
-
- if (!SkPaint2GrPaint(context, renderTarget, paint, viewMatrix, true,
- &grPaint)) {
- return;
- }
-
- grPaint.setColor(paintColor);
-
- // Setup dst rect and final matrix
- SkRect dstRect = {0, 0, dstSize.fWidth, dstSize.fHeight};
-
- SkRect devRect;
- viewMatrix.mapRect(&devRect, dstRect);
-
- SkMatrix matrix;
- matrix.setIDiv(bitmapPtr->width(), bitmapPtr->height());
-
- SkMatrix dstRectToSrcRect;
- if (!srcRectToDstRect.invert(&dstRectToSrcRect)) {
- return;
- }
- matrix.preConcat(dstRectToSrcRect);
-
- SkAutoTUnref<GrDrawBatch> batch(GrRectBatchFactory::CreateFillAA(grPaint.getColor(),
- viewMatrix,
- matrix,
- dstRect,
- devRect));
-
- drawContext->drawBatch(renderTarget, clip, grPaint, batch);
-}
-
void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
const SkBitmap& bitmap,
const SkRect* srcRectPtr,
@@ -1064,11 +987,11 @@
// through drawRect, which supports mask filters.
SkBitmap tmp; // subset of bitmap, if necessary
const SkBitmap* bitmapPtr = &bitmap;
- SkMatrix srcRectToDstRect;
+ SkMatrix localM;
if (srcRectPtr) {
- srcRectToDstRect.setTranslate(-srcRectPtr->fLeft, -srcRectPtr->fTop);
- srcRectToDstRect.postScale(dstSize.fWidth / srcRectPtr->width(),
- dstSize.fHeight / srcRectPtr->height());
+ 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
@@ -1087,25 +1010,17 @@
srcRect.offset(-offset.fX, -offset.fY);
// The source rect has changed so update the matrix
- srcRectToDstRect.preTranslate(offset.fX, offset.fY);
+ localM.preTranslate(offset.fX, offset.fY);
}
} else {
- srcRectToDstRect.reset();
- }
-
- // If we have a maskfilter then we can't batch, so we take a slow path. However, we fast
- // path the case where we are drawing an AA rect so we can batch many drawImageRect calls
- if (paint.getMaskFilter()) {
- SkPaint paintWithShader(paint);
- paintWithShader.setShader(SkShader::CreateBitmapShader(*bitmapPtr,
- SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
- &srcRectToDstRect))->unref();
- SkRect dstRect = {0, 0, dstSize.fWidth, dstSize.fHeight};
- this->drawRect(draw, dstRect, paintWithShader);
- } else {
- draw_aa_bitmap(fDrawContext, fContext, fRenderTarget, fClip, *draw.fMatrix,
- srcRectToDstRect, paint, bitmapPtr, dstSize);
- }
+ 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;
}
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