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OpenGL(Skia)和Open(默认)有什么区别?选哪个比较好?

发布网友 发布时间:2022-04-12 22:49

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2个回答

懂视网 时间:2022-04-13 03:10

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 <= fDevice.width() && y + height <= fDevice.height());

 uint32_t*  device = fDevice.getAddr32(x, y);
 size_t  deviceRB = fDevice.rowBytes();
 SkShader::Context* shaderContext = fShaderContext;
 SkPMColor*  span = fBuffer;

 if (fConstInY) {
 if (fShadeDirectlyIntoDevice) {
  // shade the first row directly into the device
  shaderContext->shadeSpan(x, y, device, width);
  span = device;
  while (--height > 0) {
  device = (uint32_t*)((char*)device + deviceRB);
  memcpy(device, span, width << 2);
  }
 } else {
  shaderContext->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 < BUF_MAX*2);
#ifdef TEST_BUFFER_OVERRITE
 for (int i = 0; i < TEST_BUFFER_EXTRA; i++) {
  buffer[BUF_MAX + i] = TEST_PATTERN;
 }
#endif
 mproc(state, buffer, n, x, y);
#ifdef TEST_BUFFER_OVERRITE
 for (int j = 0; j < TEST_BUFFER_EXTRA; j++) {
  SkASSERT(buffer[BUF_MAX + j] == TEST_PATTERN);
 }
#endif
 sproc(state, buffer, n, dstC);

 if ((count -= n) == 0) {
  break;
 }
 SkASSERT(count > 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 <= SkMatrix::kTranslate_Mask ||
  !valid_for_filtering(fBitmap->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::kHigh_FilterLevel) {

 int index = 0;
 if (fAlphaScale < 256) { // note: this distinction is not used for D16
  index |= 1;
 }
 if (fInvType <= (SkMatrix::kTranslate_Mask | SkMatrix::kScale_Mask)) {
  index |= 2;
 }
 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) < (unsigned)s.fBitmap->height() &&
  (XY & 0xFFFF) < (unsigned)s.fBitmap->width());
 src = ((const SRCTYPE*)(srcAddr + (XY >> 16) * rb))[XY & 0xFFFF];
 *colors++ = RETURNDST(src);

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




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 << 4) | TILEY_LOW_BITS(f, max);
 return (i << 14) | (TILEY_PROCF((f + one), max));
}

static inline uint32_t PACK_FILTER_X_NAME(SkFixed f, unsigned max,
      SkFixed one PREAMBLE_PARAM_X) {
 unsigned i = TILEX_PROCF(f, max);
 i = (i << 4) | TILEX_LOW_BITS(f, max);
 return (i << 14) | (TILEX_PROCF((f + one), max));
}

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

 PREAMBLE(s);

 const unsigned maxX = s.fBitmap->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。

热心网友 时间:2022-04-13 00:18

skia是一个canvas api,面向2d painter。是个平面图层生成器,就当是程序版的photoshop。

opengl是个驱动显卡硬件的api,面向3D流水线,就像maya/blender,输出空间渲染结果。

看你想画什么了。

日常用户的话,显卡强就选用opengl(但是有些不稳定)。

实验性内容,按照谷歌的尿性,可能是未来Android OpenGL的一个重点变化,目前看来和普通用户日常使用方面完全无关(几乎没有可见性的性能变化),甚至部分app还会出现各种渲染错误(微信扫一扫方向不正确等)。

OpenGL的高效实现(利用了图形加速硬件)存在于Windows,部分UNIX平台和Mac OS。这些实现一般由显示设备厂商提供,而且非常依赖于该厂商提供的硬件。开放源代码库Mesa是一个纯基于软件的图形API,它的代码兼容于OpenGL。但是,由于许可证的原因,它只声称是一个“非常相似”的API。

发展历史:

OpenGL规范由1992年成立的OpenGL架构评审委员会(ARB)维护。ARB由一些对创建一个统一的、普遍可用的API特别感兴趣的公司组成。

根据OpenGL网站,2002年6月的ARB投票成员包括3Dlabs、Apple Computer、ATI Technologies。

Dell Computer、Evans & Sutherland、Hewlett-Packard、IBM、Intel、Matrox、NVIDIA、SGI和Sun Microsystems,Microsoft曾是创立成员之一,但已于2003年3月退出。






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