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Side by Side Diff: src/core/SkTileGrid.cpp

Issue 463593003: More SkTileGrid refactoring. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: formatting Created 6 years, 4 months ago
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1 1
2 /* 2 /*
3 * Copyright 2012 Google Inc. 3 * Copyright 2012 Google Inc.
4 * 4 *
5 * Use of this source code is governed by a BSD-style license that can be 5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file. 6 * found in the LICENSE file.
7 */ 7 */
8 8
9 #include "SkTileGrid.h" 9 #include "SkTileGrid.h"
10 #include "SkPictureStateTree.h" 10 #include "SkPictureStateTree.h"
(...skipping 50 matching lines...) Expand 10 before | Expand all | Expand 10 after
61 fYTileCount -1), 0); 61 fYTileCount -1), 0);
62 62
63 for (int x = minTileX; x <= maxTileX; x++) { 63 for (int x = minTileX; x <= maxTileX; x++) {
64 for (int y = minTileY; y <= maxTileY; y++) { 64 for (int y = minTileY; y <= maxTileY; y++) {
65 this->tile(x, y).push(data); 65 this->tile(x, y).push(data);
66 } 66 }
67 } 67 }
68 fInsertionCount++; 68 fInsertionCount++;
69 } 69 }
70 70
71 static void* next_datum(const SkTDArray<void*>** tileData, 71 static int divide_ceil(int x, int y) {
72 SkAutoSTArray<SkTileGrid::kStackAllocationTileCount, int >& tileIndices) { 72 return (x + y - 1) / y;
73 SkPictureStateTree::Draw* minVal = NULL; 73 }
74 int tileCount = tileIndices.count(); 74
75 int minIndex = tileCount; 75 // Number of tiles for which data is allocated on the stack in
76 int maxIndex = 0; 76 // SkTileGrid::search. If malloc becomes a bottleneck, we may consider
77 // Find the next Datum; track where it's found so we reduce the size of the second loop. 77 // increasing this number. Typical large web page, say 2k x 16k, would
78 for (int tile = 0; tile < tileCount; ++tile) { 78 // require 512 tiles of size 256 x 256 pixels.
79 int pos = tileIndices[tile]; 79 static const int kStackAllocationTileCount = 1024;
80 if (pos != SkTileGrid::kTileFinished) { 80
81 SkPictureStateTree::Draw* candidate = (SkPictureStateTree::Draw*)(*t ileData[tile])[pos]; 81 void SkTileGrid::search(const SkIRect& query, SkTDArray<void*>* results) const {
82 if (NULL == minVal || (*candidate) < (*minVal)) { 82 SkIRect adjusted = query;
83 minVal = candidate; 83
84 minIndex = tile; 84 // The inset is to counteract the outset that was applied in 'insert'
85 maxIndex = tile; 85 // The outset/inset is to optimize for lookups of size
86 } else if (!((*minVal) < (*candidate))) { 86 // 'tileInterval + 2 * margin' that are aligned with the tile grid.
87 // We don't require operator==; if !(candidate<minVal) && !(minV al<candidate), 87 adjusted.inset(fInfo.fMargin.width(), fInfo.fMargin.height());
88 // candidate==minVal and we have to add this tile to the range s earched. 88 adjusted.offset(fInfo.fOffset);
89 maxIndex = tile; 89 adjusted.sort(); // in case the inset inverted the rectangle
90
91 // Convert the query rectangle from device coordinates to tile coordinates
92 // by rounding outwards to the nearest tile boundary so that the resulting t ile
93 // region includes the query rectangle.
94 int startX = adjusted.left() / fInfo.fTileInterval.width(),
95 startY = adjusted.top() / fInfo.fTileInterval.height();
96 int endX = divide_ceil(adjusted.right(), fInfo.fTileInterval.width()),
97 endY = divide_ceil(adjusted.bottom(), fInfo.fTileInterval.height());
98
99 // Logically, we could pin endX to [startX, fXTileCount], but we force it
100 // up to (startX, fXTileCount] to make sure we hit at least one tile.
101 // This snaps just-out-of-bounds queries to the neighboring border tile.
102 // I don't know if this is an important feature outside of unit tests.
103 startX = SkPin32(startX, 0, fXTileCount - 1);
104 startY = SkPin32(startY, 0, fYTileCount - 1);
105 endX = SkPin32(endX, startX + 1, fXTileCount);
106 endY = SkPin32(endY, startY + 1, fYTileCount);
107
108 const int tilesHit = (endX - startX) * (endY - startY);
109 SkASSERT(tilesHit > 0);
110
111 if (tilesHit == 1) {
112 // A performance shortcut. The merging code below would work fine here too.
113 *results = this->tile(startX, startY);
114 return;
115 }
116
117 // We've got to merge the data in many tiles into a single sorted and dedupl icated stream.
118 // Each tile itself is already sorted (TODO: assert this while building) so we just need to do
119 // a simple k-way merge.
120
121 // Gather pointers to the starts and ends of the tiles to merge.
122 SkAutoSTArray<kStackAllocationTileCount, void**> tiles(tilesHit), ends(tiles Hit);
123 int i = 0;
124 for (int x = startX; x < endX; x++) {
125 for (int y = startY; y < endY; y++) {
126 tiles[i] = fTileData[y * fXTileCount + x].begin();
127 ends[i] = fTileData[y * fXTileCount + x].end();
128 i++;
129 }
130 }
131
132 // Merge tiles into results until they're fully consumed.
133 results->reset();
134 while (true) {
135 // The tiles themselves are already sorted, so the smallest datum is the front of some tile.
136 // It may be at the front of several, even all, tiles.
137 SkPictureStateTree::Draw* smallest = NULL;
138 for (int i = 0; i < tiles.count(); i++) {
139 if (tiles[i] < ends[i]) {
140 SkPictureStateTree::Draw* candidate =
141 static_cast<SkPictureStateTree::Draw*>(*tiles[i]);
142 if (NULL == smallest || (*candidate) < (*smallest)) {
143 smallest = candidate;
144 }
145 }
146 }
147
148 // If we didn't find a smallest datum, there's nothing left to merge.
149 if (NULL == smallest) {
150 return;
151 }
152
153 // We did find a smallest datum. Output it, and step forward in every ti le that contains it.
154 results->push(smallest);
155 for (int i = 0; i < tiles.count(); i++) {
156 if (tiles[i] < ends[i] && *tiles[i] == smallest) {
157 tiles[i]++;
90 } 158 }
91 } 159 }
92 } 160 }
93 // Increment indices past the next datum
94 if (minVal != NULL) {
95 for (int tile = minIndex; tile <= maxIndex; ++tile) {
96 int pos = tileIndices[tile];
97 if (pos != SkTileGrid::kTileFinished && (*tileData[tile])[pos] == mi nVal) {
98 if (++(tileIndices[tile]) >= tileData[tile]->count()) {
99 tileIndices[tile] = SkTileGrid::kTileFinished;
100 }
101 }
102 }
103 return minVal;
104 }
105 return NULL;
106 } 161 }
107
108 void SkTileGrid::search(const SkIRect& query, SkTDArray<void*>* results) const {
109 SkIRect adjustedQuery = query;
110 // The inset is to counteract the outset that was applied in 'insert'
111 // The outset/inset is to optimize for lookups of size
112 // 'tileInterval + 2 * margin' that are aligned with the tile grid.
113 adjustedQuery.inset(fInfo.fMargin.width(), fInfo.fMargin.height());
114 adjustedQuery.offset(fInfo.fOffset);
115 adjustedQuery.sort(); // in case the inset inverted the rectangle
116 // Convert the query rectangle from device coordinates to tile coordinates
117 // by rounding outwards to the nearest tile boundary so that the resulting t ile
118 // region includes the query rectangle. (using truncating division to "floor ")
119 int tileStartX = adjustedQuery.left() / fInfo.fTileInterval.width();
120 int tileEndX = (adjustedQuery.right() + fInfo.fTileInterval.width() - 1) /
121 fInfo.fTileInterval.width();
122 int tileStartY = adjustedQuery.top() / fInfo.fTileInterval.height();
123 int tileEndY = (adjustedQuery.bottom() + fInfo.fTileInterval.height() - 1) /
124 fInfo.fTileInterval.height();
125
126 tileStartX = SkPin32(tileStartX, 0, fXTileCount - 1);
127 tileEndX = SkPin32(tileEndX, tileStartX+1, fXTileCount);
128 tileStartY = SkPin32(tileStartY, 0, fYTileCount - 1);
129 tileEndY = SkPin32(tileEndY, tileStartY+1, fYTileCount);
130
131 int queryTileCount = (tileEndX - tileStartX) * (tileEndY - tileStartY);
132 SkASSERT(queryTileCount);
133 if (queryTileCount == 1) {
134 *results = this->tile(tileStartX, tileStartY);
135 } else {
136 results->reset();
137 SkAutoSTArray<kStackAllocationTileCount, int> curPositions(queryTileCoun t);
138 SkAutoSTArray<kStackAllocationTileCount, SkTDArray<void *>*> storage(que ryTileCount);
139 const SkTDArray<void *>** tileRange = const_cast<const SkTDArray<void*>* *>(storage.get());
140 int tile = 0;
141 for (int x = tileStartX; x < tileEndX; ++x) {
142 for (int y = tileStartY; y < tileEndY; ++y) {
143 tileRange[tile] = &this->tile(x, y);
144 curPositions[tile] = tileRange[tile]->count() ? 0 : kTileFinishe d;
145 ++tile;
146 }
147 }
148 while(void* nextElement = next_datum(tileRange, curPositions)) {
149 results->push(nextElement);
150 }
151 }
152 }
153 162
154 void SkTileGrid::clear() { 163 void SkTileGrid::clear() {
155 for (int i = 0; i < fTileCount; i++) { 164 for (int i = 0; i < fTileCount; i++) {
156 fTileData[i].reset(); 165 fTileData[i].reset();
157 } 166 }
158 } 167 }
159 168
160 int SkTileGrid::getCount() const { 169 int SkTileGrid::getCount() const {
161 return fInsertionCount; 170 return fInsertionCount;
162 } 171 }
163 172
164 void SkTileGrid::rewindInserts() { 173 void SkTileGrid::rewindInserts() {
165 SkASSERT(fClient); 174 SkASSERT(fClient);
166 for (int i = 0; i < fTileCount; ++i) { 175 for (int i = 0; i < fTileCount; ++i) {
167 while (!fTileData[i].isEmpty() && fClient->shouldRewind(fTileData[i].top ())) { 176 while (!fTileData[i].isEmpty() && fClient->shouldRewind(fTileData[i].top ())) {
168 fTileData[i].pop(); 177 fTileData[i].pop();
169 } 178 }
170 } 179 }
171 } 180 }
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