LibGfx: Speed up fill_path() with per scanline clipping & fast fills
This improves fill_path() performance by adding an API to the painter that allows painting an entire scanline rather than just a pixel. With this paths can be clipped a scanline at a time rather than each pixel, removing a fair amount of checks. Along with optimized clipping, this can now use a fast_u32_fill() to paint all but the subpixels of a scanline if a solid color with no alpha channel is used (which is quite common in SVGs). This reduces scrolling around on svg.html from 21% in set_pixel() and 19% in fill_path() to just 7.8% in fill_path (with set_pixel() eliminated). Now fill_path() is far from the slowest code when scrolling the page.
This commit is contained in:
parent
be958a14cf
commit
b1a72d66f6
Notes:
sideshowbarker
2024-07-17 00:47:29 +09:00
Author: https://github.com/MacDue Commit: https://github.com/SerenityOS/serenity/commit/b1a72d66f6 Pull-request: https://github.com/SerenityOS/serenity/pull/17780 Reviewed-by: https://github.com/awesomekling
4 changed files with 81 additions and 23 deletions
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@ -213,8 +213,7 @@ void AntiAliasingPainter::draw_line(FloatPoint actual_from, FloatPoint actual_to
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void AntiAliasingPainter::fill_path(Path const& path, Color color, Painter::WindingRule rule)
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void AntiAliasingPainter::fill_path(Path const& path, Color color, Painter::WindingRule rule)
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{
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{
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Detail::fill_path<Detail::FillPathMode::AllowFloatingPoints>(
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Detail::fill_path<Detail::FillPathMode::AllowFloatingPoints>(m_underlying_painter, path, color, rule, m_transform.translation());
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m_underlying_painter, path, [=](IntPoint) { return color; }, rule, m_transform.translation());
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}
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}
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void AntiAliasingPainter::fill_path(Path const& path, PaintStyle const& paint_style, Painter::WindingRule rule)
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void AntiAliasingPainter::fill_path(Path const& path, PaintStyle const& paint_style, Painter::WindingRule rule)
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@ -41,13 +41,13 @@ enum class FillPathMode {
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AllowFloatingPoints,
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AllowFloatingPoints,
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};
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};
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template<FillPathMode fill_path_mode, typename ColorFunction>
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template<FillPathMode fill_path_mode, typename ColorOrFunction>
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void fill_path(Painter& painter, Path const& path, ColorFunction color_function, Gfx::Painter::WindingRule winding_rule, Optional<FloatPoint> offset = {})
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void fill_path(Painter& painter, Path const& path, ColorOrFunction color, Gfx::Painter::WindingRule winding_rule, Optional<FloatPoint> offset = {})
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{
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{
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using GridCoordinateType = Conditional<fill_path_mode == FillPathMode::PlaceOnIntGrid, int, float>;
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using GridCoordinateType = Conditional<fill_path_mode == FillPathMode::PlaceOnIntGrid, int, float>;
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using PointType = Point<GridCoordinateType>;
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using PointType = Point<GridCoordinateType>;
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auto draw_scanline = [&](int y, float x1, float x2) {
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auto draw_scanline = [&](int y, GridCoordinateType x1, GridCoordinateType x2) {
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const auto draw_offset = offset.value_or({ 0, 0 });
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const auto draw_offset = offset.value_or({ 0, 0 });
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const auto draw_origin = (path.bounding_box().top_left() + draw_offset).to_type<int>();
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const auto draw_origin = (path.bounding_box().top_left() + draw_offset).to_type<int>();
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// FIMXE: Offset is added here to handle floating point translations in the AA painter,
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// FIMXE: Offset is added here to handle floating point translations in the AA painter,
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@ -57,23 +57,12 @@ void fill_path(Painter& painter, Path const& path, ColorFunction color_function,
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x2 += draw_offset.x();
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x2 += draw_offset.x();
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if (x1 > x2)
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if (x1 > x2)
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swap(x1, x2);
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swap(x1, x2);
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auto set_pixel = [&](int x, int y, Color color) {
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if constexpr (IsSameIgnoringCV<ColorOrFunction, Color>) {
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painter.set_pixel(x, y, color, true);
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painter.draw_scanline_for_fill_path(y, x1, x2 + 1, color);
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};
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if constexpr (fill_path_mode == FillPathMode::AllowFloatingPoints) {
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int int_x1 = ceilf(x1);
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int int_x2 = floorf(x2);
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float left_subpixel = int_x1 - x1;
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float right_subpixel = x2 - int_x2;
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auto left_color = color_function(IntPoint(int_x1 - 1, y) - draw_origin);
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auto right_color = color_function(IntPoint(int_x2, y) - draw_origin);
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set_pixel(int_x1 - 1, y, left_color.with_alpha(left_color.alpha() * left_subpixel));
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set_pixel(int_x2, y, right_color.with_alpha(right_color.alpha() * right_subpixel));
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for (int x = int_x1; x < int_x2; x++)
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set_pixel(x, y, color_function(IntPoint(x, y) - draw_origin));
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} else {
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} else {
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for (int x = x1; x < int(x2); x++)
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painter.draw_scanline_for_fill_path(y, x1, x2 + 1, [&](int offset) {
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set_pixel(x, y, color_function(IntPoint(x, y) - draw_origin));
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return color(IntPoint(x1 + offset, y) - draw_origin);
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});
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}
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}
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};
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};
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@ -2393,8 +2393,7 @@ void Painter::stroke_path(Path const& path, Color color, int thickness)
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void Painter::fill_path(Path const& path, Color color, WindingRule winding_rule)
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void Painter::fill_path(Path const& path, Color color, WindingRule winding_rule)
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{
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{
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VERIFY(scale() == 1); // FIXME: Add scaling support.
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VERIFY(scale() == 1); // FIXME: Add scaling support.
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Detail::fill_path<Detail::FillPathMode::PlaceOnIntGrid>(
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Detail::fill_path<Detail::FillPathMode::PlaceOnIntGrid>(*this, path, color, winding_rule);
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*this, path, [=](IntPoint) { return color; }, winding_rule);
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}
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}
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void Painter::fill_path(Path const& path, PaintStyle const& paint_style, Painter::WindingRule rule)
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void Painter::fill_path(Path const& path, PaintStyle const& paint_style, Painter::WindingRule rule)
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@ -7,6 +7,7 @@
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#pragma once
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#pragma once
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#include <AK/Forward.h>
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#include <AK/Forward.h>
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#include <AK/Memory.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/Utf8View.h>
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#include <AK/Utf8View.h>
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#include <AK/Vector.h>
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#include <AK/Vector.h>
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@ -180,6 +181,76 @@ public:
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int scale() const { return state().scale; }
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int scale() const { return state().scale; }
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template<typename T, typename TColorOrFunction>
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ALWAYS_INLINE void draw_scanline_for_fill_path(int y, T x_start, T x_end, TColorOrFunction color)
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{
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// Note: This is really an internal function for FillPathImplementation.h to use.
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// This allows fill path to clip more of the pixels and reduce the number of clipping checks
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// to the number of scanlines (and allows for a fast fill).
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// Fill path should scale the scanlines before calling this.
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VERIFY(scale() == 1);
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constexpr bool is_floating_point = IsSameIgnoringCV<T, int>;
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constexpr bool has_constant_color = IsSameIgnoringCV<TColorOrFunction, Color>;
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int x1 = 0;
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int x2 = 0;
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u8 left_subpixel_alpha = 0;
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u8 right_subpixel_alpha = 0;
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if constexpr (is_floating_point) {
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x1 = ceilf(x_start);
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x2 = floorf(x_end);
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left_subpixel_alpha = (x1 - x_start) * 255;
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right_subpixel_alpha = (x_end - x2) * 255;
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x1 -= left_subpixel_alpha > 0;
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x2 += right_subpixel_alpha > 0;
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} else {
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x1 = x_start;
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x2 = x_end;
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}
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IntRect scanline(x1, y, x2 - x1, 1);
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scanline = scanline.translated(translation());
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auto clipped = scanline.intersected(clip_rect());
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if (clipped.is_empty())
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return;
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auto get_color = [&](int offset) {
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if constexpr (has_constant_color) {
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return color;
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} else {
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return color(offset);
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}
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};
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if constexpr (is_floating_point) {
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// Paint left and right subpixels (then remove them from the scanline).
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auto get_color_with_alpha = [&](int offset, u8 alpha) {
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auto color_at_offset = get_color(offset);
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u8 color_alpha = (alpha * color_at_offset.alpha()) / 255;
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return color_at_offset.with_alpha(color_alpha);
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};
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if (clipped.left() == scanline.left() && left_subpixel_alpha)
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set_physical_pixel(clipped.top_left(), get_color_with_alpha(0, left_subpixel_alpha), true);
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if (clipped.right() == scanline.right() && right_subpixel_alpha)
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set_physical_pixel(clipped.top_right(), get_color_with_alpha(scanline.width(), right_subpixel_alpha), true);
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clipped.shrink(0, right_subpixel_alpha > 0, 0, left_subpixel_alpha > 0);
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}
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if constexpr (has_constant_color) {
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if (color.alpha() == 255) {
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// Speedy path: Constant color and no alpha blending.
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fast_u32_fill(m_target->scanline(clipped.y()) + clipped.x(), color.value(), clipped.width());
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return;
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}
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}
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for (int x = clipped.x(); x <= clipped.right(); x++) {
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set_physical_pixel({ x, clipped.y() }, get_color(x - scanline.x()), true);
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}
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}
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protected:
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protected:
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friend GradientLine;
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friend GradientLine;
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