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/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkTileGrid.h"
#include "Sk4x.h"
SkTileGrid::SkTileGrid(int xTiles, int yTiles, const SkTileGridFactory::TileGridInfo& info)
: fXTiles(xTiles)
, fNumTiles(xTiles * yTiles)
, fGridBounds(SkRect::MakeWH(xTiles * info.fTileInterval.width(),
yTiles * info.fTileInterval.height()))
, fMargin(-info.fMargin.fWidth - 1, // Outset margin by 1 as a provision for AA and to
-info.fMargin.fHeight - 1, // cancel the outset applied by getClipDeviceBounds().
+info.fMargin.fWidth + 1,
+info.fMargin.fHeight + 1)
, fOffset(info.fOffset.fX,
info.fOffset.fY,
info.fOffset.fX - SK_ScalarNearlyZero, // We scrunch user-provided bounds in a little
info.fOffset.fY - SK_ScalarNearlyZero) // to make right and bottom edges exclusive.
, fUserToGrid(SkScalarInvert(info.fTileInterval.width()),
SkScalarInvert(info.fTileInterval.height()),
SkScalarInvert(info.fTileInterval.width()),
SkScalarInvert(info.fTileInterval.height()))
, fGridHigh(fXTiles - 1, yTiles - 1, fXTiles - 1, yTiles - 1)
, fTiles(SkNEW_ARRAY(SkTDArray<unsigned>, fNumTiles)) {}
SkTileGrid::~SkTileGrid() {
SkDELETE_ARRAY(fTiles);
}
void SkTileGrid::reserve(unsigned opCount) {
if (fNumTiles == 0) {
return; // A tileless tile grid is nonsensical, but happens in at least cc_unittests.
}
// If we assume every op we're about to try to insert() falls within our grid bounds,
// then every op has to hit at least one tile. In fact, a quick scan over our small
// SKP set shows that in the average SKP, each op hits two 256x256 tiles.
// If we take those observations and further assume the ops are distributed evenly
// across the picture, we get this guess for number of ops per tile:
const int opsPerTileGuess = (2 * opCount) / fNumTiles;
for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + fNumTiles; tile++) {
tile->setReserve(opsPerTileGuess);
}
// In practice, this heuristic means we'll temporarily allocate about 30% more bytes
// than if we made no setReserve() calls, but time spent in insert() drops by about 50%.
}
void SkTileGrid::flushDeferredInserts() {
for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + fNumTiles; tile++) {
tile->shrinkToFit();
}
}
// Convert user-space bounds to grid tiles they cover (LT+RB both inclusive).
// Out of bounds queries are clamped to the single nearest tile.
void SkTileGrid::userToGrid(const Sk4f& user, SkIRect* out) const {
// Map from user coordinates to grid tile coordinates.
Sk4f grid = user.multiply(fUserToGrid);
// Now that we're in grid coordinates, clamp to the grid bounds.
grid = Sk4f::Max(grid, Sk4f(0,0,0,0));
grid = Sk4f::Min(grid, fGridHigh);
// Truncate to integers.
grid.cast<Sk4i>().store(&out->fLeft);
}
// If the rect is inverted, sort it.
static Sk4f sorted(const Sk4f& ltrb) {
// To sort:
// left, right = minmax(left, right)
// top, bottom = minmax(top, bottom)
Sk4f rblt = ltrb.zwxy(),
ltlt = Sk4f::Min(ltrb, rblt), // Holds (2 copies of) new left and top.
rbrb = Sk4f::Max(ltrb, rblt), // Holds (2 copies of) new right and bottom.
sort = Sk4f::XYAB(ltlt, rbrb);
return sort;
}
// Does this rect intersect the grid?
bool SkTileGrid::intersectsGrid(const Sk4f& ltrb) const {
SkRect bounds;
ltrb.store(&bounds.fLeft);
return SkRect::Intersects(bounds, fGridBounds);
// TODO: If we can get it fast enough, write intersect using Sk4f.
}
void SkTileGrid::insert(unsigned opIndex, const SkRect& originalBounds, bool) {
Sk4f bounds = Sk4f(&originalBounds.fLeft).add(fMargin).add(fOffset);
SkASSERT(sorted(bounds).equal(bounds).allTrue());
// TODO(mtklein): skip this check and just let out-of-bounds rects insert into nearest tile?
if (!this->intersectsGrid(bounds)) {
return;
}
SkIRect grid;
this->userToGrid(bounds, &grid);
// This is just a loop over y then x. This compiles to a slightly faster and
// more compact loop than if we just did fTiles[y * fXTiles + x].push(opIndex).
SkTDArray<unsigned>* row = &fTiles[grid.fTop * fXTiles + grid.fLeft];
for (int y = 0; y <= grid.fBottom - grid.fTop; y++) {
SkTDArray<unsigned>* tile = row;
for (int x = 0; x <= grid.fRight - grid.fLeft; x++) {
(tile++)->push(opIndex);
}
row += fXTiles;
}
}
// Number of tiles for which data is allocated on the stack in
// SkTileGrid::search. If malloc becomes a bottleneck, we may consider
// increasing this number. Typical large web page, say 2k x 16k, would
// require 512 tiles of size 256 x 256 pixels.
static const int kStackAllocationTileCount = 1024;
void SkTileGrid::search(const SkRect& originalQuery, SkTDArray<unsigned>* results) const {
// The .subtract(fMargin) counteracts the .add(fMargin) applied in insert(),
// which optimizes for lookups of size tileInterval + 2 * margin (aligned with the tile grid).
// That .subtract(fMargin) may have inverted the rect, so we sort it.
Sk4f query = sorted(Sk4f(&originalQuery.fLeft).subtract(fMargin).add(fOffset));
SkIRect grid;
this->userToGrid(query, &grid);
const int tilesHit = (grid.fRight - grid.fLeft + 1) * (grid.fBottom - grid.fTop + 1);
SkASSERT(tilesHit > 0);
if (tilesHit == 1) {
// A performance shortcut. The merging code below would work fine here too.
*results = fTiles[grid.fTop * fXTiles + grid.fLeft];
return;
}
// We've got to merge the data in many tiles into a single sorted and deduplicated stream.
// We do a simple k-way merge based on the value of opIndex.
// Gather pointers to the starts and ends of the tiles to merge.
SkAutoSTArray<kStackAllocationTileCount, const unsigned*> starts(tilesHit), ends(tilesHit);
int i = 0;
for (int y = grid.fTop; y <= grid.fBottom; y++) {
for (int x = grid.fLeft; x <= grid.fRight; x++) {
starts[i] = fTiles[y * fXTiles + x].begin();
ends[i] = fTiles[y * fXTiles + x].end();
i++;
}
}
// Merge tiles into results until they're fully consumed.
results->reset();
while (true) {
// The tiles themselves are already ordered, so the earliest op is at the front of some
// tile. It may be at the front of several, even all, tiles.
unsigned earliest = SK_MaxU32;
for (int i = 0; i < starts.count(); i++) {
if (starts[i] < ends[i]) {
earliest = SkTMin(earliest, *starts[i]);
}
}
// If we didn't find an earliest op, there isn't anything left to merge.
if (SK_MaxU32 == earliest) {
return;
}
// We did find an earliest op. Output it, and step forward every tile that contains it.
results->push(earliest);
for (int i = 0; i < starts.count(); i++) {
if (starts[i] < ends[i] && *starts[i] == earliest) {
starts[i]++;
}
}
}
}