搜索
首页数据库mysql教程Skia深入分析3skia图片绘制的实现(2)

此篇讲图像采样 一、采样流程 在上一节里的流程图有写到,图像绘制的实际渲染发生在某个blitter的blitRect函数中,我们先看一个具体的blitRect实现。 void SkARGB32_Shader_Blitter::blitRect(int x, int y, int width, int height) { SkASSERT(x = 0 y = 0 x

此篇讲图像采样
一、采样流程
在上一节里的流程图有写到,图像绘制的实际渲染发生在某个blitter的blitRect函数中,我们先看一个具体的blitRect实现。

void SkARGB32_Shader_Blitter::blitRect(int x, int y, int width, int height) {
    SkASSERT(x >= 0 && y >= 0 &&
             x + width shadeSpan(x, y, device, width);
            span = device;
            while (--height > 0) {
                device = (uint32_t*)((char*)device + deviceRB);
                memcpy(device, span, width shadeSpan(x, y, span, width);
            SkXfermode* xfer = fXfermode;
            if (xfer) {
                do {
                    xfer->xfer32(device, span, width, NULL);
                    y += 1;
                    device = (uint32_t*)((char*)device + deviceRB);
                } while (--height > 0);
            } else {
                SkBlitRow::Proc32 proc = fProc32;
                do {
                    proc(device, span, width, 255);
                    y += 1;
                    device = (uint32_t*)((char*)device + deviceRB);
                } while (--height > 0);
            }
        }
        return;
    }

    if (fShadeDirectlyIntoDevice) {
        void* ctx;
        SkShader::Context::ShadeProc shadeProc = shaderContext->asAShadeProc(&ctx);
        if (shadeProc) {
            do {
                shadeProc(ctx, x, y, device, width);
                y += 1;
                device = (uint32_t*)((char*)device + deviceRB);
            } while (--height > 0);
        } else {
            do {
                shaderContext->shadeSpan(x, y, device, width);
                y += 1;
                device = (uint32_t*)((char*)device + deviceRB);
            } while (--height > 0);
        }
    } else {
        SkXfermode* xfer = fXfermode;
        if (xfer) {
            do {
                shaderContext->shadeSpan(x, y, span, width);
                xfer->xfer32(device, span, width, NULL);
                y += 1;
                device = (uint32_t*)((char*)device + deviceRB);
            } while (--height > 0);
        } else {
            SkBlitRow::Proc32 proc = fProc32;
            do {
                shaderContext->shadeSpan(x, y, span, width);
                proc(device, span, width, 255);
                y += 1;
                device = (uint32_t*)((char*)device + deviceRB);
            } while (--height > 0);
        }
    }
}

其中shadeSpan用来将shader中x,y坐标处的值取n个到dst的buffer中。

对于图像绘制时,它是 SkBitmapProcShader,这里是其实现:

void SkBitmapProcShader::BitmapProcShaderContext::shadeSpan(int x, int y, SkPMColor dstC[],
                                                            int count) {
    const SkBitmapProcState& state = *fState;
    if (state.getShaderProc32()) {
        state.getShaderProc32()(state, x, y, dstC, count);
        return;
    }

    uint32_t buffer[BUF_MAX + TEST_BUFFER_EXTRA];
    SkBitmapProcState::MatrixProc   mproc = state.getMatrixProc();
    SkBitmapProcState::SampleProc32 sproc = state.getSampleProc32();
    int max = state.maxCountForBufferSize(sizeof(buffer[0]) * BUF_MAX);

    SkASSERT(state.fBitmap->getPixels());
    SkASSERT(state.fBitmap->pixelRef() == NULL ||
             state.fBitmap->pixelRef()->isLocked());

    for (;;) {
        int n = count;
        if (n > max) {
            n = max;
        }
        SkASSERT(n > 0 && n  0);
        x += n;
        dstC += n;
    }
}
流程如下:
1、存在 shaderProc,直接用
2、计算一次能处理的像素数count
3、mproc计算count个坐标,sproc根据坐标值去取色
注意到之前三个函数指针:
state.getShaderProc32
mproc = state.getMatrixProc
sproc = state.getShaderProc32
这三个函数指针在一开始创建blitter时设定:

SkBlitter::Choose -> SkShader::createContext -> SkBitmapProcShader::onCreateContext -> SkBitmapProcState::chooseProcs


这是一个相当长的函数,它做的事情如下:
1、(优化步骤)在大于SkPaint::kLow_FilterLevel的质量要求下,试图做预缩放。
2、选择matrix函数:chooseMatrixProc。
3、选择sample函数:
(1)高质量:setBitmapFilterProcs
(2)kLow_FilterLevel或kNone_FilterLevel:采取flags计算的方法,根据x,y变化矩阵情况和采样要求选择函数
4、(优化步骤)在满足条件时,选取shader函数,此函数替代matrix和sample函数
5、(优化步骤)platformProcs(),进一步选择优化版本的sample函数
对于RGB565格式的目标,使用的是SkShader的 shadeSpan16 方法。shadeSpan16的代码逻辑类似,不再说明。


bool SkBitmapProcState::chooseProcs(const SkMatrix& inv, const SkPaint& paint) {
    SkASSERT(fOrigBitmap.width() && fOrigBitmap.height());

    fBitmap = NULL;
    fInvMatrix = inv;
    fFilterLevel = paint.getFilterLevel();

    SkASSERT(NULL == fScaledCacheID);

    // possiblyScaleImage will look to see if it can rescale the image as a
    // preprocess; either by scaling up to the target size, or by selecting
    // a nearby mipmap level.  If it does, it will adjust the working
    // matrix as well as the working bitmap.  It may also adjust the filter
    // quality to avoid re-filtering an already perfectly scaled image.
    if (!this->possiblyScaleImage()) {
        if (!this->lockBaseBitmap()) {
            return false;
        }
    }
    // The above logic should have always assigned fBitmap, but in case it
    // didn't, we check for that now...
    // TODO(dominikg): Ask humper@ if we can just use an SkASSERT(fBitmap)?
    if (NULL == fBitmap) {
        return false;
    }

    // If we are "still" kMedium_FilterLevel, then the request was not fulfilled by possiblyScale,
    // so we downgrade to kLow (so the rest of the sniffing code can assume that)
    if (SkPaint::kMedium_FilterLevel == fFilterLevel) {
        fFilterLevel = SkPaint::kLow_FilterLevel;
    }

    bool trivialMatrix = (fInvMatrix.getType() & ~SkMatrix::kTranslate_Mask) == 0;
    bool clampClamp = SkShader::kClamp_TileMode == fTileModeX &&
                      SkShader::kClamp_TileMode == fTileModeY;

    if (!(clampClamp || trivialMatrix)) {
        fInvMatrix.postIDiv(fOrigBitmap.width(), fOrigBitmap.height());
    }

    // Now that all possible changes to the matrix have taken place, check
    // to see if we're really close to a no-scale matrix.  If so, explicitly
    // set it to be so.  Subsequent code may inspect this matrix to choose
    // a faster path in this case.

    // This code will only execute if the matrix has some scale component;
    // if it's already pure translate then we won't do this inversion.

    if (matrix_only_scale_translate(fInvMatrix)) {
        SkMatrix forward;
        if (fInvMatrix.invert(&forward)) {
            if (clampClamp ? just_trans_clamp(forward, *fBitmap)
                            : just_trans_general(forward)) {
                SkScalar tx = -SkScalarRoundToScalar(forward.getTranslateX());
                SkScalar ty = -SkScalarRoundToScalar(forward.getTranslateY());
                fInvMatrix.setTranslate(tx, ty);
            }
        }
    }

    fInvProc        = fInvMatrix.getMapXYProc();
    fInvType        = fInvMatrix.getType();
    fInvSx          = SkScalarToFixed(fInvMatrix.getScaleX());
    fInvSxFractionalInt = SkScalarToFractionalInt(fInvMatrix.getScaleX());
    fInvKy          = SkScalarToFixed(fInvMatrix.getSkewY());
    fInvKyFractionalInt = SkScalarToFractionalInt(fInvMatrix.getSkewY());

    fAlphaScale = SkAlpha255To256(paint.getAlpha());

    fShaderProc32 = NULL;
    fShaderProc16 = NULL;
    fSampleProc32 = NULL;
    fSampleProc16 = NULL;

    // recompute the triviality of the matrix here because we may have
    // changed it!

    trivialMatrix = (fInvMatrix.getType() & ~SkMatrix::kTranslate_Mask) == 0;

    if (SkPaint::kHigh_FilterLevel == fFilterLevel) {
        // If this is still set, that means we wanted HQ sampling
        // but couldn't do it as a preprocess.  Let's try to install
        // the scanline version of the HQ sampler.  If that process fails,
        // downgrade to bilerp.

        // NOTE: Might need to be careful here in the future when we want
        // to have the platform proc have a shot at this; it's possible that
        // the chooseBitmapFilterProc will fail to install a shader but a
        // platform-specific one might succeed, so it might be premature here
        // to fall back to bilerp.  This needs thought.

        if (!this->setBitmapFilterProcs()) {
            fFilterLevel = SkPaint::kLow_FilterLevel;
        }
    }

    if (SkPaint::kLow_FilterLevel == fFilterLevel) {
        // Only try bilerp if the matrix is "interesting" and
        // the image has a suitable size.

        if (fInvType width() | fBitmap->height())) {
            fFilterLevel = SkPaint::kNone_FilterLevel;
        }
    }

    // At this point, we know exactly what kind of sampling the per-scanline
    // shader will perform.

    fMatrixProc = this->chooseMatrixProc(trivialMatrix);
    // TODO(dominikg): SkASSERT(fMatrixProc) instead? chooseMatrixProc never returns NULL.
    if (NULL == fMatrixProc) {
        return false;
    }

    ///////////////////////////////////////////////////////////////////////

    // No need to do this if we're doing HQ sampling; if filter quality is
    // still set to HQ by the time we get here, then we must have installed
    // the shader procs above and can skip all this.

    if (fFilterLevel  SkPaint::kNone_FilterLevel) {
            index |= 4;
        }
        // bits 3,4,5 encoding the source bitmap format
        switch (fBitmap->colorType()) {
            case kN32_SkColorType:
                index |= 0;
                break;
            case kRGB_565_SkColorType:
                index |= 8;
                break;
            case kIndex_8_SkColorType:
                index |= 16;
                break;
            case kARGB_4444_SkColorType:
                index |= 24;
                break;
            case kAlpha_8_SkColorType:
                index |= 32;
                fPaintPMColor = SkPreMultiplyColor(paint.getColor());
                break;
            default:
                // TODO(dominikg): Should we ever get here? SkASSERT(false) instead?
                return false;
        }

    #if !SK_ARM_NEON_IS_ALWAYS
        static const SampleProc32 gSkBitmapProcStateSample32[] = {
            S32_opaque_D32_nofilter_DXDY,
            S32_alpha_D32_nofilter_DXDY,
            S32_opaque_D32_nofilter_DX,
            S32_alpha_D32_nofilter_DX,
            S32_opaque_D32_filter_DXDY,
            S32_alpha_D32_filter_DXDY,
            S32_opaque_D32_filter_DX,
            S32_alpha_D32_filter_DX,

            S16_opaque_D32_nofilter_DXDY,
            S16_alpha_D32_nofilter_DXDY,
            S16_opaque_D32_nofilter_DX,
            S16_alpha_D32_nofilter_DX,
            S16_opaque_D32_filter_DXDY,
            S16_alpha_D32_filter_DXDY,
            S16_opaque_D32_filter_DX,
            S16_alpha_D32_filter_DX,

            SI8_opaque_D32_nofilter_DXDY,
            SI8_alpha_D32_nofilter_DXDY,
            SI8_opaque_D32_nofilter_DX,
            SI8_alpha_D32_nofilter_DX,
            SI8_opaque_D32_filter_DXDY,
            SI8_alpha_D32_filter_DXDY,
            SI8_opaque_D32_filter_DX,
            SI8_alpha_D32_filter_DX,

            S4444_opaque_D32_nofilter_DXDY,
            S4444_alpha_D32_nofilter_DXDY,
            S4444_opaque_D32_nofilter_DX,
            S4444_alpha_D32_nofilter_DX,
            S4444_opaque_D32_filter_DXDY,
            S4444_alpha_D32_filter_DXDY,
            S4444_opaque_D32_filter_DX,
            S4444_alpha_D32_filter_DX,

            // A8 treats alpha/opaque the same (equally efficient)
            SA8_alpha_D32_nofilter_DXDY,
            SA8_alpha_D32_nofilter_DXDY,
            SA8_alpha_D32_nofilter_DX,
            SA8_alpha_D32_nofilter_DX,
            SA8_alpha_D32_filter_DXDY,
            SA8_alpha_D32_filter_DXDY,
            SA8_alpha_D32_filter_DX,
            SA8_alpha_D32_filter_DX
        };

        static const SampleProc16 gSkBitmapProcStateSample16[] = {
            S32_D16_nofilter_DXDY,
            S32_D16_nofilter_DX,
            S32_D16_filter_DXDY,
            S32_D16_filter_DX,

            S16_D16_nofilter_DXDY,
            S16_D16_nofilter_DX,
            S16_D16_filter_DXDY,
            S16_D16_filter_DX,

            SI8_D16_nofilter_DXDY,
            SI8_D16_nofilter_DX,
            SI8_D16_filter_DXDY,
            SI8_D16_filter_DX,

            // Don't support 4444 -> 565
            NULL, NULL, NULL, NULL,
            // Don't support A8 -> 565
            NULL, NULL, NULL, NULL
        };
    #endif

        fSampleProc32 = SK_ARM_NEON_WRAP(gSkBitmapProcStateSample32)[index];
        index >>= 1;    // shift away any opaque/alpha distinction
        fSampleProc16 = SK_ARM_NEON_WRAP(gSkBitmapProcStateSample16)[index];

        // our special-case shaderprocs
        if (SK_ARM_NEON_WRAP(S16_D16_filter_DX) == fSampleProc16) {
            if (clampClamp) {
                fShaderProc16 = SK_ARM_NEON_WRAP(Clamp_S16_D16_filter_DX_shaderproc);
            } else if (SkShader::kRepeat_TileMode == fTileModeX &&
                       SkShader::kRepeat_TileMode == fTileModeY) {
                fShaderProc16 = SK_ARM_NEON_WRAP(Repeat_S16_D16_filter_DX_shaderproc);
            }
        } else if (SK_ARM_NEON_WRAP(SI8_opaque_D32_filter_DX) == fSampleProc32 && clampClamp) {
            fShaderProc32 = SK_ARM_NEON_WRAP(Clamp_SI8_opaque_D32_filter_DX_shaderproc);
        }

        if (NULL == fShaderProc32) {
            fShaderProc32 = this->chooseShaderProc32();
        }
    }

    // see if our platform has any accelerated overrides
    this->platformProcs();

    return true;
}

二、MatrixProc和SampleProc

MatrixProc的使命是生成坐标集。SampleProc则根据坐标集取像素,采样合成
我们先倒过来看 sampleProc 看这个坐标集是怎么使用的:
nofilter_dx系列:

nofilter_dxdy系列:

void MAKENAME(_nofilter_DXDY)(const SkBitmapProcState& s,
        const uint32_t* SK_RESTRICT xy,
        int count, DSTTYPE* SK_RESTRICT colors) {
    for (int i = (count >> 1); i > 0; --i) {
        XY = *xy++;
        SkASSERT((XY >> 16) height() &&
                (XY & 0xFFFF) width());
        src = ((const SRCTYPE*)(srcAddr + (XY >> 16) * rb))[XY & 0xFFFF];
        *colors++ = RETURNDST(src);

        XY = *xy++;
        SkASSERT((XY >> 16) height() &&
                (XY & 0xFFFF) width());
        src = ((const SRCTYPE*)(srcAddr + (XY >> 16) * rb))[XY & 0xFFFF];
        *colors++ = RETURNDST(src);
    }
    if (count & 1) {
        XY = *xy++;
        SkASSERT((XY >> 16) height() &&
                (XY & 0xFFFF) width());
        src = ((const SRCTYPE*)(srcAddr + (XY >> 16) * rb))[XY & 0xFFFF];
        *colors++ = RETURNDST(src);
    }

}

这两个系列是直接取了x,y坐标处的图像像素
filter_dx系列:

filter_dxdy系列:

void MAKENAME(_filter_DX)(const SkBitmapProcState& s,
                          const uint32_t* SK_RESTRICT xy,
                           int count, DSTTYPE* SK_RESTRICT colors) {
    SkASSERT(count > 0 && colors != NULL);
    SkASSERT(s.fFilterLevel != SkPaint::kNone_FilterLevel);
    SkDEBUGCODE(CHECKSTATE(s);)

#ifdef PREAMBLE
    PREAMBLE(s);
#endif
    const char* SK_RESTRICT srcAddr = (const char*)s.fBitmap->getPixels();
    size_t rb = s.fBitmap->rowBytes();
    unsigned subY;
    const SRCTYPE* SK_RESTRICT row0;
    const SRCTYPE* SK_RESTRICT row1;

    // setup row ptrs and update proc_table
    {
        uint32_t XY = *xy++;
        unsigned y0 = XY >> 14;
        row0 = (const SRCTYPE*)(srcAddr + (y0 >> 4) * rb);
        row1 = (const SRCTYPE*)(srcAddr + (XY & 0x3FFF) * rb);
        subY = y0 & 0xF;
    }

    do {
        uint32_t XX = *xy++;    // x0:14 | 4 | x1:14
        unsigned x0 = XX >> 14;
        unsigned x1 = XX & 0x3FFF;
        unsigned subX = x0 & 0xF;
        x0 >>= 4;

        FILTER_PROC(subX, subY,
                    SRC_TO_FILTER(row0[x0]),
                    SRC_TO_FILTER(row0[x1]),
                    SRC_TO_FILTER(row1[x0]),
                    SRC_TO_FILTER(row1[x1]),
                    colors);
        colors += 1;

    } while (--count != 0);

#ifdef POSTAMBLE
    POSTAMBLE(s);
#endif
}
void MAKENAME(_filter_DXDY)(const SkBitmapProcState& s,
                            const uint32_t* SK_RESTRICT xy,
                            int count, DSTTYPE* SK_RESTRICT colors) {
    SkASSERT(count > 0 && colors != NULL);
    SkASSERT(s.fFilterLevel != SkPaint::kNone_FilterLevel);
    SkDEBUGCODE(CHECKSTATE(s);)

#ifdef PREAMBLE
        PREAMBLE(s);
#endif
    const char* SK_RESTRICT srcAddr = (const char*)s.fBitmap->getPixels();
    size_t rb = s.fBitmap->rowBytes();

    do {
        uint32_t data = *xy++;
        unsigned y0 = data >> 14;
        unsigned y1 = data & 0x3FFF;
        unsigned subY = y0 & 0xF;
        y0 >>= 4;

        data = *xy++;
        unsigned x0 = data >> 14;
        unsigned x1 = data & 0x3FFF;
        unsigned subX = x0 & 0xF;
        x0 >>= 4;

        const SRCTYPE* SK_RESTRICT row0 = (const SRCTYPE*)(srcAddr + y0 * rb);
        const SRCTYPE* SK_RESTRICT row1 = (const SRCTYPE*)(srcAddr + y1 * rb);

        FILTER_PROC(subX, subY,
                    SRC_TO_FILTER(row0[x0]),
                    SRC_TO_FILTER(row0[x1]),
                    SRC_TO_FILTER(row1[x0]),
                    SRC_TO_FILTER(row1[x1]),
                    colors);
        colors += 1;
    } while (--count != 0);

#ifdef POSTAMBLE
    POSTAMBLE(s);
#endif
}
将四个相邻像素取出来之后,作Filter处理

看晕了么,其实总结一下是这样:
nofilter_dx,第一个32位数表示y,其余的32位数包含两个x坐标。
nofilter_dxdy,用16位表示x,16位表示y。这种情况就是取的最近值,直接到x,y坐标处取值就可以了。
filter_dxdy系列,每个32位数分别表示X和Y坐标(14:4:14),交错排列,中间的差值部分是相差的小数扩大16倍而得的近似整数。
filter_dx系列,第一个数为Y坐标用14:4:14的方式存储,后面的数为X坐标,也用14:4:14的方式存储,前后为对应坐标,中间为放大16倍的距离,这个情况是一行之内y坐标相同(只做缩放或小数平移的情况),一样是作双线性插值。

Skia深入分析3skia图片绘制的实现(2)



下面我们来看matrixproc的实现,

先跟进 chooseMatrixProc的代码:

SkBitmapProcState::MatrixProc SkBitmapProcState::chooseMatrixProc(bool trivial_matrix) {
//    test_int_tileprocs();
    // check for our special case when there is no scale/affine/perspective
    if (trivial_matrix) {
        SkASSERT(SkPaint::kNone_FilterLevel == fFilterLevel);
        fIntTileProcY = choose_int_tile_proc(fTileModeY);
        switch (fTileModeX) {
            case SkShader::kClamp_TileMode:
                return clampx_nofilter_trans;
            case SkShader::kRepeat_TileMode:
                return repeatx_nofilter_trans;
            case SkShader::kMirror_TileMode:
                return mirrorx_nofilter_trans;
        }
    }

    int index = 0;
    if (fFilterLevel != SkPaint::kNone_FilterLevel) {
        index = 1;
    }
    if (fInvType & SkMatrix::kPerspective_Mask) {
        index += 4;
    } else if (fInvType & SkMatrix::kAffine_Mask) {
        index += 2;
    }

    if (SkShader::kClamp_TileMode == fTileModeX && SkShader::kClamp_TileMode == fTileModeY) {
        // clamp gets special version of filterOne
        fFilterOneX = SK_Fixed1;
        fFilterOneY = SK_Fixed1;
        return SK_ARM_NEON_WRAP(ClampX_ClampY_Procs)[index];
    }

    // all remaining procs use this form for filterOne
    fFilterOneX = SK_Fixed1 / fBitmap->width();
    fFilterOneY = SK_Fixed1 / fBitmap->height();

    if (SkShader::kRepeat_TileMode == fTileModeX && SkShader::kRepeat_TileMode == fTileModeY) {
        return SK_ARM_NEON_WRAP(RepeatX_RepeatY_Procs)[index];
    }

    fTileProcX = choose_tile_proc(fTileModeX);
    fTileProcY = choose_tile_proc(fTileModeY);
    fTileLowBitsProcX = choose_tile_lowbits_proc(fTileModeX);
    fTileLowBitsProcY = choose_tile_lowbits_proc(fTileModeY);
    return GeneralXY_Procs[index];
}

有些函数是找符号找不到的,我们注意到SkBitmapProcState.cpp 中包含了多次 SkBitmapProcState_matrix.h 头文件:

#if !SK_ARM_NEON_IS_ALWAYS
#define MAKENAME(suffix)        ClampX_ClampY ## suffix
#define TILEX_PROCF(fx, max)    SkClampMax((fx) >> 16, max)
#define TILEY_PROCF(fy, max)    SkClampMax((fy) >> 16, max)
#define TILEX_LOW_BITS(fx, max) (((fx) >> 12) & 0xF)
#define TILEY_LOW_BITS(fy, max) (((fy) >> 12) & 0xF)
#define CHECK_FOR_DECAL
#include "SkBitmapProcState_matrix.h"

头文件代码如下:

/*
 * Copyright 2011 Google Inc.
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */

#include "SkMath.h"
#include "SkMathPriv.h"

#define SCALE_FILTER_NAME       MAKENAME(_filter_scale)
#define AFFINE_FILTER_NAME      MAKENAME(_filter_affine)
#define PERSP_FILTER_NAME       MAKENAME(_filter_persp)

#define PACK_FILTER_X_NAME  MAKENAME(_pack_filter_x)
#define PACK_FILTER_Y_NAME  MAKENAME(_pack_filter_y)

#ifndef PREAMBLE
    #define PREAMBLE(state)
    #define PREAMBLE_PARAM_X
    #define PREAMBLE_PARAM_Y
    #define PREAMBLE_ARG_X
    #define PREAMBLE_ARG_Y
#endif

// declare functions externally to suppress warnings.
void SCALE_FILTER_NAME(const SkBitmapProcState& s,
                              uint32_t xy[], int count, int x, int y);
void AFFINE_FILTER_NAME(const SkBitmapProcState& s,
                               uint32_t xy[], int count, int x, int y);
void PERSP_FILTER_NAME(const SkBitmapProcState& s,
                              uint32_t* SK_RESTRICT xy, int count,
                              int x, int y);

static inline uint32_t PACK_FILTER_Y_NAME(SkFixed f, unsigned max,
                                          SkFixed one PREAMBLE_PARAM_Y) {
    unsigned i = TILEY_PROCF(f, max);
    i = (i width() - 1;
    const SkFixed one = s.fFilterOneX;
    const SkFractionalInt dx = s.fInvSxFractionalInt;
    SkFractionalInt fx;

    {
        SkPoint pt;
        s.fInvProc(s.fInvMatrix, SkIntToScalar(x) + SK_ScalarHalf,
                                  SkIntToScalar(y) + SK_ScalarHalf, &pt);
        const SkFixed fy = SkScalarToFixed(pt.fY) - (s.fFilterOneY >> 1);
        const unsigned maxY = s.fBitmap->height() - 1;
        // compute our two Y values up front
        *xy++ = PACK_FILTER_Y_NAME(fy, maxY, s.fFilterOneY PREAMBLE_ARG_Y);
        // now initialize fx
        fx = SkScalarToFractionalInt(pt.fX) - (SkFixedToFractionalInt(one) >> 1);
    }

#ifdef CHECK_FOR_DECAL
    if (can_truncate_to_fixed_for_decal(fx, dx, count, maxX)) {
        decal_filter_scale(xy, SkFractionalIntToFixed(fx),
                           SkFractionalIntToFixed(dx), count);
    } else
#endif
    {
        do {
            SkFixed fixedFx = SkFractionalIntToFixed(fx);
            *xy++ = PACK_FILTER_X_NAME(fixedFx, maxX, one PREAMBLE_ARG_X);
            fx += dx;
        } while (--count != 0);
    }
}

void AFFINE_FILTER_NAME(const SkBitmapProcState& s,
                               uint32_t xy[], int count, int x, int y) {
    SkASSERT(s.fInvType & SkMatrix::kAffine_Mask);
    SkASSERT((s.fInvType & ~(SkMatrix::kTranslate_Mask |
                             SkMatrix::kScale_Mask |
                             SkMatrix::kAffine_Mask)) == 0);

    PREAMBLE(s);
    SkPoint srcPt;
    s.fInvProc(s.fInvMatrix,
               SkIntToScalar(x) + SK_ScalarHalf,
               SkIntToScalar(y) + SK_ScalarHalf, &srcPt);

    SkFixed oneX = s.fFilterOneX;
    SkFixed oneY = s.fFilterOneY;
    SkFixed fx = SkScalarToFixed(srcPt.fX) - (oneX >> 1);
    SkFixed fy = SkScalarToFixed(srcPt.fY) - (oneY >> 1);
    SkFixed dx = s.fInvSx;
    SkFixed dy = s.fInvKy;
    unsigned maxX = s.fBitmap->width() - 1;
    unsigned maxY = s.fBitmap->height() - 1;

    do {
        *xy++ = PACK_FILTER_Y_NAME(fy, maxY, oneY PREAMBLE_ARG_Y);
        fy += dy;
        *xy++ = PACK_FILTER_X_NAME(fx, maxX, oneX PREAMBLE_ARG_X);
        fx += dx;
    } while (--count != 0);
}

void PERSP_FILTER_NAME(const SkBitmapProcState& s,
                              uint32_t* SK_RESTRICT xy, int count,
                              int x, int y) {
    SkASSERT(s.fInvType & SkMatrix::kPerspective_Mask);

    PREAMBLE(s);
    unsigned maxX = s.fBitmap->width() - 1;
    unsigned maxY = s.fBitmap->height() - 1;
    SkFixed oneX = s.fFilterOneX;
    SkFixed oneY = s.fFilterOneY;

    SkPerspIter   iter(s.fInvMatrix,
                       SkIntToScalar(x) + SK_ScalarHalf,
                       SkIntToScalar(y) + SK_ScalarHalf, count);

    while ((count = iter.next()) != 0) {
        const SkFixed* SK_RESTRICT srcXY = iter.getXY();
        do {
            *xy++ = PACK_FILTER_Y_NAME(srcXY[1] - (oneY >> 1), maxY,
                                       oneY PREAMBLE_ARG_Y);
            *xy++ = PACK_FILTER_X_NAME(srcXY[0] - (oneX >> 1), maxX,
                                       oneX PREAMBLE_ARG_X);
            srcXY += 2;
        } while (--count != 0);
    }
}

#undef MAKENAME
#undef TILEX_PROCF
#undef TILEY_PROCF
#ifdef CHECK_FOR_DECAL
    #undef CHECK_FOR_DECAL
#endif

#undef SCALE_FILTER_NAME
#undef AFFINE_FILTER_NAME
#undef PERSP_FILTER_NAME

#undef PREAMBLE
#undef PREAMBLE_PARAM_X
#undef PREAMBLE_PARAM_Y
#undef PREAMBLE_ARG_X
#undef PREAMBLE_ARG_Y

#undef TILEX_LOW_BITS
#undef TILEY_LOW_BITS

然后我们就清楚了,这些函数名是用宏组合出来的。(神一般的代码。。。。。)
怎么算坐标的不详述了,主要按原理去推就可以了,坐标计算有三种模式:CLAMP(越界时限制在边界)、REPEAT(越界时从开头取起)、MIRROR(越界时取样方向倒转去取)。
sampleProc函数也是类似的方法组合出来的,不详述。



三、高级插值算法
双线性插值虽然在一般情况下够用了,但在放大图片时,效果还是不够好。需要更好的效果,可以用高级插值算法,代价是性能的大幅消耗。
高级插值算法目前在Android的Java代码处是走不进去的,不知道chromium是否用到。
几个要点:
1、在 setBitmapFilterProcs 时判断高级插值是否支持,若支持,设置 shaderProc 为 highQualityFilter32/highQualityFilter16(也就是独立计算坐标和采样像素)
2、highQualityFilter先通过变换矩阵计算原始点。
3、highQualityFilter根据 SkBitmapFilter  的采样窗口,将这个窗口中的所有点按其与原始点矩离,查询对应权重值,然后相加,得到最终像素点。
4、SkBitmapFilter 采用查表法去给出权重值,预计算由子类完成。
5、目前Skia库用的是双三次插值 mitchell 法。

SK_CONF_DECLARE(const char *, c_bitmapFilter, "bitmap.filter", "mitchell", "Which scanline bitmap filter to use [mitchell, lanczos, hamming, gaussian, triangle, box]");
详细代码见 external/skia/src/core/SkBitmapFilter.cpp,尽量这部分代码几乎无用武之地,但里面的公式很值得借鉴,随便改改就能做成 glsl shader 用。

看完这段代码,可以作不负责任的猜想:Skia设计之初,只考虑了近邻插值和双线性插值两种情况,因此采用这种模板方法,可以最小化代码量。而且MatrixProc和SampleProc可以后续分别作SIMD优化(Intel的SSE和ARM的Neon),以提高性能。
但是对于线性插值,两步法(取值——采样)在算法实现上本来就不是最优的,后面又不得不引入shader函数,应对一些场景做优化。高阶插值无法在这个设计下实现,因此又像补丁一样打上去。


四、总结
看完这一部分代码,有三个感受。
第一:绘张图片看上去一件简单的事,在渲染执行时,真心不容易,如果追求效果,还会有各种各样的花样。
第二:在性能有要求的场景下,用模板真是灾难:函数改写时,遇到模板,就不得不重新定义函数,并替换之,弄得代码看上去一下子混乱不少。
第三:从图像绘制这个角度上看,skia渲染性能虽然确实很好了,但远没有达到极限,仍然是有一定的优化空间的,如果这部分出现了性能问题,还是能做一定的优化的。关于Skia性能的讨论将放到介绍Skia系列的最后一章。
第四:OpenGL+glsl确实是轻松且高效多了,软件渲染在复杂场景上性能很有限。
声明
本文内容由网友自发贡献,版权归原作者所有,本站不承担相应法律责任。如您发现有涉嫌抄袭侵权的内容,请联系admin@php.cn
超简单!用 Python 为图片和 PDF 去掉水印超简单!用 Python 为图片和 PDF 去掉水印Apr 12, 2023 pm 11:43 PM

网上下载的 pdf 学习资料有一些会带有水印,非常影响阅读。比如下面的图片就是在 pdf 文件上截取出来的,今天我们就来用Python解决这个问题。安装模块PIL:Python Imaging Library 是 python 上非常强大的图像处理标准库,但是只能支持 python 2.7,于是就有志愿者在 PIL 的基础上创建了支持 python 3的 pillow,并加入了一些新的特性。pip install pillow pymupdf 可以用 python 访问扩展名为*.pdf、

PHP和GD库实现图片裁剪的方法PHP和GD库实现图片裁剪的方法Jul 14, 2023 am 08:57 AM

PHP和GD库实现图片裁剪的方法概述:图片裁剪是网页开发中常见的需求之一,它可以用于调整图片的尺寸,剪裁不需要的部分,以适应不同的页面布局和展示需求。在PHP开发中,我们可以借助GD库来实现图片裁剪的功能。GD库是一个强大的图形库,可提供一系列函数来处理和操控图像。代码示例:下面我们将详细介绍如何使用PHP和GD库来实现图片裁剪。首先,确保你的PHP环境已经

PS AI修图免费平替来了!Stability AI又放大招,核弹级更新一键扩图PS AI修图免费平替来了!Stability AI又放大招,核弹级更新一键扩图Jun 12, 2023 pm 07:27 PM

此前,PS的重建图像功能就让人无比振奋,让无数人惊呼今天,StabilityAI又放大招了。它联合Clipdrop推出了UncropClipdrop——一个终极图像比例编辑器。从Uncrop这个名字上,我们就能看出它的用途。它是一个AI生成的「外画」工具,通过创建扩展背景,这个工具可以补充任何现有照片或图像,来更改任何图像的比例。敲黑板:通过Clipdrop网站,就可以免费试用这个工具了,无需登录!比例任意调,满意为止Uncrop基于StabilityAI的文本到图像模型StableDiffus

深度剖析:go语言的性能真实水平是什么?深度剖析:go语言的性能真实水平是什么?Jan 30, 2024 am 10:02 AM

深入分析:Go语言的性能到底如何?引言:在当今的软件开发领域,性能是一个至关重要的因素。对于开发者而言,选择一个性能出色的编程语言可以提高软件应用的效率和质量。Go语言作为一种现代化的编程语言,被许多开发者认为是一种高性能的语言。本文将深入探讨Go语言的性能特点,并通过具体的代码示例进行分析。一、并发能力:Go语言作为一门基于并发的编程语言,具备出色的并发能

如何使用 Vue 实现图片预加载?如何使用 Vue 实现图片预加载?Jun 25, 2023 am 11:01 AM

在网页开发中,图片预载是一种常见的技术,可以提升用户的体验感。当用户浏览网页时,图片可以提前下载并加载,减少图片加载时的等待时间。在Vue框架中,我们可以通过一些简单的方法来实现图片预载。本文将介绍Vue中的图片预载技术,包括预载的原理、实现的方法和使用注意事项。一、预载的原理首先,我们来了解一下图片预载的原理。传统的图片加载方式是等到图片全部下载完成才显示

vue报错找不到图片怎么办vue报错找不到图片怎么办Nov 19, 2022 pm 05:01 PM

vue报错找不到图片的解决办法:1、修改配置文件,将绝对路径改为相对路径;2、将图片作为模块加载进去,并将图片放到static目录下;3、将imageUrls引入响应的vue文件中,解析引用即可。

如何在uniapp中实现图片滤镜效果如何在uniapp中实现图片滤镜效果Jul 04, 2023 am 11:05 AM

如何在uniapp中实现图片滤镜效果在移动应用开发中,图片滤镜效果是一种常见且受用户喜爱的功能之一。而在uniapp中,实现图片滤镜效果也并不复杂。本文将为大家介绍如何通过uniapp实现图片滤镜效果,并附上相关代码示例。导入图片首先,我们需要在uniapp项目中导入一张图片,以供后续滤镜效果的处理。可以在项目的资源文件夹中放置一张命名为“filter.jp

php写图片不显示不出来怎么办php写图片不显示不出来怎么办Nov 14, 2022 am 10:17 AM

php写图片不显示不出来的解决办法:1、找到并打开php.ini文件;2、找到“extension=php_gd2.dll”,并将前面的分号去掉;3、重新启动服务器;4、在绘图前清一下缓存即可。

See all articles

热AI工具

Undresser.AI Undress

Undresser.AI Undress

人工智能驱动的应用程序,用于创建逼真的裸体照片

AI Clothes Remover

AI Clothes Remover

用于从照片中去除衣服的在线人工智能工具。

Undress AI Tool

Undress AI Tool

免费脱衣服图片

Clothoff.io

Clothoff.io

AI脱衣机

AI Hentai Generator

AI Hentai Generator

免费生成ai无尽的。

热门文章

R.E.P.O.能量晶体解释及其做什么(黄色晶体)
2 周前By尊渡假赌尊渡假赌尊渡假赌
仓库:如何复兴队友
4 周前By尊渡假赌尊渡假赌尊渡假赌
Hello Kitty Island冒险:如何获得巨型种子
3 周前By尊渡假赌尊渡假赌尊渡假赌

热工具

DVWA

DVWA

Damn Vulnerable Web App (DVWA) 是一个PHP/MySQL的Web应用程序,非常容易受到攻击。它的主要目标是成为安全专业人员在合法环境中测试自己的技能和工具的辅助工具,帮助Web开发人员更好地理解保护Web应用程序的过程,并帮助教师/学生在课堂环境中教授/学习Web应用程序安全。DVWA的目标是通过简单直接的界面练习一些最常见的Web漏洞,难度各不相同。请注意,该软件中

Atom编辑器mac版下载

Atom编辑器mac版下载

最流行的的开源编辑器

Dreamweaver Mac版

Dreamweaver Mac版

视觉化网页开发工具

PhpStorm Mac 版本

PhpStorm Mac 版本

最新(2018.2.1 )专业的PHP集成开发工具

SecLists

SecLists

SecLists是最终安全测试人员的伙伴。它是一个包含各种类型列表的集合,这些列表在安全评估过程中经常使用,都在一个地方。SecLists通过方便地提供安全测试人员可能需要的所有列表,帮助提高安全测试的效率和生产力。列表类型包括用户名、密码、URL、模糊测试有效载荷、敏感数据模式、Web shell等等。测试人员只需将此存储库拉到新的测试机上,他就可以访问到所需的每种类型的列表。