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Unified Diff: src/gpu/SkGpuDevice.cpp

Issue 886713006: Apply prePathMatrix in SkGpuDevice as view matrix preconcat when possible (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: formatting Created 5 years, 11 months ago
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Index: src/gpu/SkGpuDevice.cpp
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
index e25cba52020d935364ed30de6d3f23d3b3fef446..5ed068cc18364ce7bb2b65718c99017f4c9ce9d7 100644
--- a/src/gpu/SkGpuDevice.cpp
+++ b/src/gpu/SkGpuDevice.cpp
@@ -719,8 +719,7 @@ void SkGpuDevice::drawPath(const SkDraw& draw, const SkPath& origSrcPath,
SkASSERT(!pathIsMutable || origSrcPath.isVolatile());
- GrPaint grPaint;
- SkPaint2GrPaintShader(this->context(), paint, *draw.fMatrix, true, &grPaint);
+ GrStrokeInfo strokeInfo(paint);
// If we have a prematrix, apply it to the path, optimizing for the case
// where the original path can in fact be modified in place (even though
@@ -728,25 +727,37 @@ void SkGpuDevice::drawPath(const SkDraw& draw, const SkPath& origSrcPath,
SkPath* pathPtr = const_cast<SkPath*>(&origSrcPath);
SkTLazy<SkPath> tmpPath;
SkTLazy<SkPath> effectPath;
+ SkPathEffect* pathEffect = paint.getPathEffect();
+
+ SkMatrix viewMatrix = *draw.fMatrix;
if (prePathMatrix) {
- SkPath* result = pathPtr;
+ // stroking and path effects are supposed to be applied *after* the prePathMatrix.
+ // The pre-path-matrix also should not affect shadeing.
+ if (NULL == pathEffect && NULL == paint.getShader() &&
+ (strokeInfo.getStrokeRec().isFillStyle() ||
+ strokeInfo.getStrokeRec().isHairlineStyle())) {
+ viewMatrix.preConcat(*prePathMatrix);
+ } else {
+ SkPath* result = pathPtr;
- if (!pathIsMutable) {
- result = tmpPath.init();
- result->setIsVolatile(true);
- pathIsMutable = true;
+ if (!pathIsMutable) {
+ result = tmpPath.init();
+ result->setIsVolatile(true);
+ pathIsMutable = true;
+ }
+ // should I push prePathMatrix on our MV stack temporarily, instead
+ // of applying it here? See SkDraw.cpp
+ pathPtr->transform(*prePathMatrix, result);
+ pathPtr = result;
}
- // should I push prePathMatrix on our MV stack temporarily, instead
- // of applying it here? See SkDraw.cpp
- pathPtr->transform(*prePathMatrix, result);
- pathPtr = result;
}
// at this point we're done with prePathMatrix
SkDEBUGCODE(prePathMatrix = (const SkMatrix*)0x50FF8001;)
- GrStrokeInfo strokeInfo(paint);
- SkPathEffect* pathEffect = paint.getPathEffect();
+ GrPaint grPaint;
+ SkPaint2GrPaintShader(this->context(), paint, viewMatrix, true, &grPaint);
+
const SkRect* cullRect = NULL; // TODO: what is our bounds?
SkStrokeRec* strokePtr = strokeInfo.getStrokeRecPtr();
if (pathEffect && pathEffect->filterPath(effectPath.init(), *pathPtr, strokePtr,
@@ -774,17 +785,13 @@ void SkGpuDevice::drawPath(const SkDraw& draw, const SkPath& origSrcPath,
}
// transform the path into device space
- pathPtr->transform(*draw.fMatrix, devPathPtr);
+ pathPtr->transform(viewMatrix, devPathPtr);
SkRect maskRect;
if (paint.getMaskFilter()->canFilterMaskGPU(devPathPtr->getBounds(),
draw.fClip->getBounds(),
- *draw.fMatrix,
+ viewMatrix,
&maskRect)) {
- // The context's matrix may change while creating the mask, so save the CTM here to
bsalomon 2015/01/29 15:59:51 The context no longer maintains a current matrix.
- // pass to filterMaskGPU.
- const SkMatrix ctm = *draw.fMatrix;
-
SkIRect finalIRect;
maskRect.roundOut(&finalIRect);
if (draw.fClip->quickReject(finalIRect)) {
@@ -792,7 +799,7 @@ void SkGpuDevice::drawPath(const SkDraw& draw, const SkPath& origSrcPath,
return;
}
- if (paint.getMaskFilter()->directFilterMaskGPU(fContext, &grPaint, *draw.fMatrix,
+ if (paint.getMaskFilter()->directFilterMaskGPU(fContext, &grPaint, viewMatrix,
stroke, *devPathPtr)) {
// the mask filter was able to draw itself directly, so there's nothing
// left to do.
@@ -806,10 +813,10 @@ void SkGpuDevice::drawPath(const SkDraw& draw, const SkPath& origSrcPath,
if (mask) {
GrTexture* filtered;
- if (paint.getMaskFilter()->filterMaskGPU(mask, ctm, maskRect, &filtered, true)) {
+ if (paint.getMaskFilter()->filterMaskGPU(mask, viewMatrix, maskRect, &filtered, true)) {
// filterMaskGPU gives us ownership of a ref to the result
SkAutoTUnref<GrTexture> atu(filtered);
- if (draw_mask(fContext, *draw.fMatrix, maskRect, &grPaint, filtered)) {
+ if (draw_mask(fContext, viewMatrix, maskRect, &grPaint, filtered)) {
// This path is completely drawn
return;
}
@@ -821,12 +828,12 @@ void SkGpuDevice::drawPath(const SkDraw& draw, const SkPath& origSrcPath,
// GPU path fails
SkPaint::Style style = stroke.isHairlineStyle() ? SkPaint::kStroke_Style :
SkPaint::kFill_Style;
- draw_with_mask_filter(fContext, *draw.fMatrix, *devPathPtr, paint.getMaskFilter(),
+ draw_with_mask_filter(fContext, viewMatrix, *devPathPtr, paint.getMaskFilter(),
*draw.fClip, &grPaint, style);
return;
}
- fContext->drawPath(grPaint, *draw.fMatrix, *pathPtr, strokeInfo);
+ fContext->drawPath(grPaint, viewMatrix, *pathPtr, strokeInfo);
}
static const int kBmpSmallTileSize = 1 << 10;
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