1/*
2 * Copyright 2015 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "src/gpu/ganesh/geometry/GrTriangulator.h"
9
10#include "src/gpu/BufferWriter.h"
11#include "src/gpu/ganesh/GrEagerVertexAllocator.h"
12#include "src/gpu/ganesh/geometry/GrPathUtils.h"
13
14#include "src/core/SkGeometry.h"
15#include "src/core/SkPointPriv.h"
16
17#include <algorithm>
18#include <tuple>
19
20#if !defined(SK_ENABLE_OPTIMIZE_SIZE)
21
22#if TRIANGULATOR_LOGGING
23#define TESS_LOG printf
24#define DUMP_MESH(M) (M).dump()
25#else
26#define TESS_LOG(...)
27#define DUMP_MESH(M)
28#endif
29
30using EdgeType = GrTriangulator::EdgeType;
31using Vertex = GrTriangulator::Vertex;
32using VertexList = GrTriangulator::VertexList;
33using Line = GrTriangulator::Line;
34using Edge = GrTriangulator::Edge;
35using EdgeList = GrTriangulator::EdgeList;
36using Poly = GrTriangulator::Poly;
37using MonotonePoly = GrTriangulator::MonotonePoly;
38using Comparator = GrTriangulator::Comparator;
39
40template <class T, T* T::*Prev, T* T::*Next>
41static void list_insert(T* t, T* prev, T* next, T** head, T** tail) {
42 t->*Prev = prev;
43 t->*Next = next;
44 if (prev) {
45 prev->*Next = t;
46 } else if (head) {
47 *head = t;
48 }
49 if (next) {
50 next->*Prev = t;
51 } else if (tail) {
52 *tail = t;
53 }
54}
55
56template <class T, T* T::*Prev, T* T::*Next>
57static void list_remove(T* t, T** head, T** tail) {
58 if (t->*Prev) {
59 t->*Prev->*Next = t->*Next;
60 } else if (head) {
61 *head = t->*Next;
62 }
63 if (t->*Next) {
64 t->*Next->*Prev = t->*Prev;
65 } else if (tail) {
66 *tail = t->*Prev;
67 }
68 t->*Prev = t->*Next = nullptr;
69}
70
71typedef bool (*CompareFunc)(const SkPoint& a, const SkPoint& b);
72
73static bool sweep_lt_horiz(const SkPoint& a, const SkPoint& b) {
74 return a.fX < b.fX || (a.fX == b.fX && a.fY > b.fY);
75}
76
77static bool sweep_lt_vert(const SkPoint& a, const SkPoint& b) {
78 return a.fY < b.fY || (a.fY == b.fY && a.fX < b.fX);
79}
80
81bool GrTriangulator::Comparator::sweep_lt(const SkPoint& a, const SkPoint& b) const {
82 return fDirection == Direction::kHorizontal ? sweep_lt_horiz(a, b) : sweep_lt_vert(a, b);
83}
84
85static inline skgpu::VertexWriter emit_vertex(Vertex* v,
86 bool emitCoverage,
87 skgpu::VertexWriter data) {
88 data << v->fPoint;
89
90 if (emitCoverage) {
91 data << GrNormalizeByteToFloat(value: v->fAlpha);
92 }
93
94 return data;
95}
96
97static skgpu::VertexWriter emit_triangle(Vertex* v0, Vertex* v1, Vertex* v2,
98 bool emitCoverage, skgpu::VertexWriter data) {
99 TESS_LOG("emit_triangle %g (%g, %g) %d\n", v0->fID, v0->fPoint.fX, v0->fPoint.fY, v0->fAlpha);
100 TESS_LOG(" %g (%g, %g) %d\n", v1->fID, v1->fPoint.fX, v1->fPoint.fY, v1->fAlpha);
101 TESS_LOG(" %g (%g, %g) %d\n", v2->fID, v2->fPoint.fX, v2->fPoint.fY, v2->fAlpha);
102#if TESSELLATOR_WIREFRAME
103 data = emit_vertex(v0, emitCoverage, std::move(data));
104 data = emit_vertex(v1, emitCoverage, std::move(data));
105 data = emit_vertex(v1, emitCoverage, std::move(data));
106 data = emit_vertex(v2, emitCoverage, std::move(data));
107 data = emit_vertex(v2, emitCoverage, std::move(data));
108 data = emit_vertex(v0, emitCoverage, std::move(data));
109#else
110 data = emit_vertex(v: v0, emitCoverage, data: std::move(data));
111 data = emit_vertex(v: v1, emitCoverage, data: std::move(data));
112 data = emit_vertex(v: v2, emitCoverage, data: std::move(data));
113#endif
114 return data;
115}
116
117void GrTriangulator::VertexList::insert(Vertex* v, Vertex* prev, Vertex* next) {
118 list_insert<Vertex, &Vertex::fPrev, &Vertex::fNext>(t: v, prev, next, head: &fHead, tail: &fTail);
119}
120
121void GrTriangulator::VertexList::remove(Vertex* v) {
122 list_remove<Vertex, &Vertex::fPrev, &Vertex::fNext>(t: v, head: &fHead, tail: &fTail);
123}
124
125// Round to nearest quarter-pixel. This is used for screenspace tessellation.
126
127static inline void round(SkPoint* p) {
128 p->fX = SkScalarRoundToScalar(p->fX * SkFloatToScalar(4.0f)) * SkFloatToScalar(0.25f);
129 p->fY = SkScalarRoundToScalar(p->fY * SkFloatToScalar(4.0f)) * SkFloatToScalar(0.25f);
130}
131
132static inline SkScalar double_to_clamped_scalar(double d) {
133 // Clamps large values to what's finitely representable when cast back to a float.
134 static const double kMaxLimit = (double) SK_ScalarMax;
135 // It's not perfect, but a using a value larger than float_min helps protect from denormalized
136 // values and ill-conditions in intermediate calculations on coordinates.
137 static const double kNearZeroLimit = 16 * (double) std::numeric_limits<float>::min();
138 if (std::abs(lcpp_x: d) < kNearZeroLimit) {
139 d = 0.f;
140 }
141 return SkDoubleToScalar(std::max(-kMaxLimit, std::min(d, kMaxLimit)));
142}
143
144bool GrTriangulator::Line::intersect(const Line& other, SkPoint* point) const {
145 double denom = fA * other.fB - fB * other.fA;
146 if (denom == 0.0) {
147 return false;
148 }
149 double scale = 1.0 / denom;
150 point->fX = double_to_clamped_scalar(d: (fB * other.fC - other.fB * fC) * scale);
151 point->fY = double_to_clamped_scalar(d: (other.fA * fC - fA * other.fC) * scale);
152 round(p: point);
153 return point->isFinite();
154}
155
156// If the edge's vertices differ by many orders of magnitude, the computed line equation can have
157// significant error in its distance and intersection tests. To avoid this, we recursively subdivide
158// long edges and effectively perform a binary search to perform a more accurate intersection test.
159static bool edge_line_needs_recursion(const SkPoint& p0, const SkPoint& p1) {
160 // ilogbf(0) returns an implementation-defined constant, but we are choosing to saturate
161 // negative exponents to 0 for comparisons sake. We're only trying to recurse on lines with
162 // very large coordinates.
163 int expDiffX = std::abs(x: (std::abs(lcpp_x: p0.fX) < 1.f ? 0 : std::ilogbf(x: p0.fX)) -
164 (std::abs(lcpp_x: p1.fX) < 1.f ? 0 : std::ilogbf(x: p1.fX)));
165 int expDiffY = std::abs(x: (std::abs(lcpp_x: p0.fY) < 1.f ? 0 : std::ilogbf(x: p0.fY)) -
166 (std::abs(lcpp_x: p1.fY) < 1.f ? 0 : std::ilogbf(x: p1.fY)));
167 // Differ by more than 2^20, or roughly a factor of one million.
168 return expDiffX > 20 || expDiffY > 20;
169}
170
171static bool recursive_edge_intersect(const Line& u, SkPoint u0, SkPoint u1,
172 const Line& v, SkPoint v0, SkPoint v1,
173 SkPoint* p, double* s, double* t) {
174 // First check if the bounding boxes of [u0,u1] intersects [v0,v1]. If they do not, then the
175 // two line segments cannot intersect in their domain (even if the lines themselves might).
176 // - don't use SkRect::intersect since the vertices aren't sorted and horiz/vertical lines
177 // appear as empty rects, which then never "intersect" according to SkRect.
178 if (std::min(a: u0.fX, b: u1.fX) > std::max(a: v0.fX, b: v1.fX) ||
179 std::max(a: u0.fX, b: u1.fX) < std::min(a: v0.fX, b: v1.fX) ||
180 std::min(a: u0.fY, b: u1.fY) > std::max(a: v0.fY, b: v1.fY) ||
181 std::max(a: u0.fY, b: u1.fY) < std::min(a: v0.fY, b: v1.fY)) {
182 return false;
183 }
184
185 // Compute intersection based on current segment vertices; if an intersection is found but the
186 // vertices differ too much in magnitude, we recurse using the midpoint of the segment to
187 // reject false positives. We don't currently try to avoid false negatives (e.g. large magnitude
188 // line reports no intersection but there is one).
189 double denom = u.fA * v.fB - u.fB * v.fA;
190 if (denom == 0.0) {
191 return false;
192 }
193 double dx = static_cast<double>(v0.fX) - u0.fX;
194 double dy = static_cast<double>(v0.fY) - u0.fY;
195 double sNumer = dy * v.fB + dx * v.fA;
196 double tNumer = dy * u.fB + dx * u.fA;
197 // If (sNumer / denom) or (tNumer / denom) is not in [0..1], exit early.
198 // This saves us doing the divide below unless absolutely necessary.
199 if (denom > 0.0 ? (sNumer < 0.0 || sNumer > denom || tNumer < 0.0 || tNumer > denom)
200 : (sNumer > 0.0 || sNumer < denom || tNumer > 0.0 || tNumer < denom)) {
201 return false;
202 }
203
204 *s = sNumer / denom;
205 *t = tNumer / denom;
206 SkASSERT(*s >= 0.0 && *s <= 1.0 && *t >= 0.0 && *t <= 1.0);
207
208 const bool uNeedsSplit = edge_line_needs_recursion(p0: u0, p1: u1);
209 const bool vNeedsSplit = edge_line_needs_recursion(p0: v0, p1: v1);
210 if (!uNeedsSplit && !vNeedsSplit) {
211 p->fX = double_to_clamped_scalar(d: u0.fX - (*s) * u.fB);
212 p->fY = double_to_clamped_scalar(d: u0.fY + (*s) * u.fA);
213 return true;
214 } else {
215 double sScale = 1.0, sShift = 0.0;
216 double tScale = 1.0, tShift = 0.0;
217
218 if (uNeedsSplit) {
219 SkPoint uM = {.fX: (float) (0.5 * u0.fX + 0.5 * u1.fX),
220 .fY: (float) (0.5 * u0.fY + 0.5 * u1.fY)};
221 sScale = 0.5;
222 if (*s >= 0.5) {
223 u0 = uM;
224 sShift = 0.5;
225 } else {
226 u1 = uM;
227 }
228 }
229 if (vNeedsSplit) {
230 SkPoint vM = {.fX: (float) (0.5 * v0.fX + 0.5 * v1.fX),
231 .fY: (float) (0.5 * v0.fY + 0.5 * v1.fY)};
232 tScale = 0.5;
233 if (*t >= 0.5) {
234 v0 = vM;
235 tShift = 0.5;
236 } else {
237 v1 = vM;
238 }
239 }
240
241 // Just recompute both lines, even if only one was split; we're already in a slow path.
242 if (recursive_edge_intersect(u: Line(u0, u1), u0, u1, v: Line(v0, v1), v0, v1, p, s, t)) {
243 // Adjust s and t back to full range
244 *s = sScale * (*s) + sShift;
245 *t = tScale * (*t) + tShift;
246 return true;
247 } else {
248 // False positive
249 return false;
250 }
251 }
252}
253
254bool GrTriangulator::Edge::intersect(const Edge& other, SkPoint* p, uint8_t* alpha) const {
255 TESS_LOG("intersecting %g -> %g with %g -> %g\n",
256 fTop->fID, fBottom->fID, other.fTop->fID, other.fBottom->fID);
257 if (fTop == other.fTop || fBottom == other.fBottom ||
258 fTop == other.fBottom || fBottom == other.fTop) {
259 // If the two edges share a vertex by construction, they have already been split and
260 // shouldn't be considered "intersecting" anymore.
261 return false;
262 }
263
264 double s, t; // needed to interpolate vertex alpha
265 const bool intersects = recursive_edge_intersect(
266 u: fLine, u0: fTop->fPoint, u1: fBottom->fPoint,
267 v: other.fLine, v0: other.fTop->fPoint, v1: other.fBottom->fPoint,
268 p, s: &s, t: &t);
269 if (!intersects) {
270 return false;
271 }
272
273 if (alpha) {
274 if (fType == EdgeType::kInner || other.fType == EdgeType::kInner) {
275 // If the intersection is on any interior edge, it needs to stay fully opaque or later
276 // triangulation could leech transparency into the inner fill region.
277 *alpha = 255;
278 } else if (fType == EdgeType::kOuter && other.fType == EdgeType::kOuter) {
279 // Trivially, the intersection will be fully transparent since since it is by
280 // construction on the outer edge.
281 *alpha = 0;
282 } else {
283 // Could be two connectors crossing, or a connector crossing an outer edge.
284 // Take the max interpolated alpha
285 SkASSERT(fType == EdgeType::kConnector || other.fType == EdgeType::kConnector);
286 *alpha = std::max(a: (1.0 - s) * fTop->fAlpha + s * fBottom->fAlpha,
287 b: (1.0 - t) * other.fTop->fAlpha + t * other.fBottom->fAlpha);
288 }
289 }
290 return true;
291}
292
293void GrTriangulator::EdgeList::insert(Edge* edge, Edge* prev, Edge* next) {
294 list_insert<Edge, &Edge::fLeft, &Edge::fRight>(t: edge, prev, next, head: &fHead, tail: &fTail);
295}
296
297bool GrTriangulator::EdgeList::remove(Edge* edge) {
298 TESS_LOG("removing edge %g -> %g\n", edge->fTop->fID, edge->fBottom->fID);
299 // SkASSERT(this->contains(edge)); // Leave this here for future debugging.
300 if (!this->contains(edge)) {
301 return false;
302 }
303 list_remove<Edge, &Edge::fLeft, &Edge::fRight>(t: edge, head: &fHead, tail: &fTail);
304 return true;
305}
306
307void GrTriangulator::MonotonePoly::addEdge(Edge* edge) {
308 if (fSide == kRight_Side) {
309 SkASSERT(!edge->fUsedInRightPoly);
310 list_insert<Edge, &Edge::fRightPolyPrev, &Edge::fRightPolyNext>(
311 t: edge, prev: fLastEdge, next: nullptr, head: &fFirstEdge, tail: &fLastEdge);
312 edge->fUsedInRightPoly = true;
313 } else {
314 SkASSERT(!edge->fUsedInLeftPoly);
315 list_insert<Edge, &Edge::fLeftPolyPrev, &Edge::fLeftPolyNext>(
316 t: edge, prev: fLastEdge, next: nullptr, head: &fFirstEdge, tail: &fLastEdge);
317 edge->fUsedInLeftPoly = true;
318 }
319}
320
321skgpu::VertexWriter GrTriangulator::emitMonotonePoly(const MonotonePoly* monotonePoly,
322 skgpu::VertexWriter data) const {
323 SkASSERT(monotonePoly->fWinding != 0);
324 Edge* e = monotonePoly->fFirstEdge;
325 VertexList vertices;
326 vertices.append(v: e->fTop);
327 int count = 1;
328 while (e != nullptr) {
329 if (kRight_Side == monotonePoly->fSide) {
330 vertices.append(v: e->fBottom);
331 e = e->fRightPolyNext;
332 } else {
333 vertices.prepend(v: e->fBottom);
334 e = e->fLeftPolyNext;
335 }
336 count++;
337 }
338 Vertex* first = vertices.fHead;
339 Vertex* v = first->fNext;
340 while (v != vertices.fTail) {
341 SkASSERT(v && v->fPrev && v->fNext);
342 Vertex* prev = v->fPrev;
343 Vertex* curr = v;
344 Vertex* next = v->fNext;
345 if (count == 3) {
346 return this->emitTriangle(prev, curr, next, winding: monotonePoly->fWinding, data: std::move(data));
347 }
348 double ax = static_cast<double>(curr->fPoint.fX) - prev->fPoint.fX;
349 double ay = static_cast<double>(curr->fPoint.fY) - prev->fPoint.fY;
350 double bx = static_cast<double>(next->fPoint.fX) - curr->fPoint.fX;
351 double by = static_cast<double>(next->fPoint.fY) - curr->fPoint.fY;
352 if (ax * by - ay * bx >= 0.0) {
353 data = this->emitTriangle(prev, curr, next, winding: monotonePoly->fWinding, data: std::move(data));
354 v->fPrev->fNext = v->fNext;
355 v->fNext->fPrev = v->fPrev;
356 count--;
357 if (v->fPrev == first) {
358 v = v->fNext;
359 } else {
360 v = v->fPrev;
361 }
362 } else {
363 v = v->fNext;
364 }
365 }
366 return data;
367}
368
369skgpu::VertexWriter GrTriangulator::emitTriangle(
370 Vertex* prev, Vertex* curr, Vertex* next, int winding, skgpu::VertexWriter data) const {
371 if (winding > 0) {
372 // Ensure our triangles always wind in the same direction as if the path had been
373 // triangulated as a simple fan (a la red book).
374 std::swap(x&: prev, y&: next);
375 }
376 if (fCollectBreadcrumbTriangles && abs(x: winding) > 1 &&
377 fPath.getFillType() == SkPathFillType::kWinding) {
378 // The first winding count will come from the actual triangle we emit. The remaining counts
379 // come from the breadcrumb triangle.
380 fBreadcrumbList.append(alloc: fAlloc, a: prev->fPoint, b: curr->fPoint, c: next->fPoint, winding: abs(x: winding) - 1);
381 }
382 return emit_triangle(v0: prev, v1: curr, v2: next, emitCoverage: fEmitCoverage, data: std::move(data));
383}
384
385GrTriangulator::Poly::Poly(Vertex* v, int winding)
386 : fFirstVertex(v)
387 , fWinding(winding)
388 , fHead(nullptr)
389 , fTail(nullptr)
390 , fNext(nullptr)
391 , fPartner(nullptr)
392 , fCount(0)
393{
394#if TRIANGULATOR_LOGGING
395 static int gID = 0;
396 fID = gID++;
397 TESS_LOG("*** created Poly %d\n", fID);
398#endif
399}
400
401Poly* GrTriangulator::Poly::addEdge(Edge* e, Side side, GrTriangulator* tri) {
402 TESS_LOG("addEdge (%g -> %g) to poly %d, %s side\n",
403 e->fTop->fID, e->fBottom->fID, fID, side == kLeft_Side ? "left" : "right");
404 Poly* partner = fPartner;
405 Poly* poly = this;
406 if (side == kRight_Side) {
407 if (e->fUsedInRightPoly) {
408 return this;
409 }
410 } else {
411 if (e->fUsedInLeftPoly) {
412 return this;
413 }
414 }
415 if (partner) {
416 fPartner = partner->fPartner = nullptr;
417 }
418 if (!fTail) {
419 fHead = fTail = tri->allocateMonotonePoly(edge: e, side, winding: fWinding);
420 fCount += 2;
421 } else if (e->fBottom == fTail->fLastEdge->fBottom) {
422 return poly;
423 } else if (side == fTail->fSide) {
424 fTail->addEdge(edge: e);
425 fCount++;
426 } else {
427 e = tri->allocateEdge(top: fTail->fLastEdge->fBottom, bottom: e->fBottom, winding: 1, type: EdgeType::kInner);
428 fTail->addEdge(edge: e);
429 fCount++;
430 if (partner) {
431 partner->addEdge(e, side, tri);
432 poly = partner;
433 } else {
434 MonotonePoly* m = tri->allocateMonotonePoly(edge: e, side, winding: fWinding);
435 m->fPrev = fTail;
436 fTail->fNext = m;
437 fTail = m;
438 }
439 }
440 return poly;
441}
442skgpu::VertexWriter GrTriangulator::emitPoly(const Poly* poly, skgpu::VertexWriter data) const {
443 if (poly->fCount < 3) {
444 return data;
445 }
446 TESS_LOG("emit() %d, size %d\n", poly->fID, poly->fCount);
447 for (MonotonePoly* m = poly->fHead; m != nullptr; m = m->fNext) {
448 data = this->emitMonotonePoly(monotonePoly: m, data: std::move(data));
449 }
450 return data;
451}
452
453static bool coincident(const SkPoint& a, const SkPoint& b) {
454 return a == b;
455}
456
457Poly* GrTriangulator::makePoly(Poly** head, Vertex* v, int winding) const {
458 Poly* poly = fAlloc->make<Poly>(args&: v, args&: winding);
459 poly->fNext = *head;
460 *head = poly;
461 return poly;
462}
463
464void GrTriangulator::appendPointToContour(const SkPoint& p, VertexList* contour) const {
465 Vertex* v = fAlloc->make<Vertex>(args: p, args: 255);
466#if TRIANGULATOR_LOGGING
467 static float gID = 0.0f;
468 v->fID = gID++;
469#endif
470 contour->append(v);
471}
472
473static SkScalar quad_error_at(const SkPoint pts[3], SkScalar t, SkScalar u) {
474 SkQuadCoeff quad(pts);
475 SkPoint p0 = to_point(x: quad.eval(tt: t - 0.5f * u));
476 SkPoint mid = to_point(x: quad.eval(tt: t));
477 SkPoint p1 = to_point(x: quad.eval(tt: t + 0.5f * u));
478 if (!p0.isFinite() || !mid.isFinite() || !p1.isFinite()) {
479 return 0;
480 }
481 return SkPointPriv::DistanceToLineSegmentBetweenSqd(pt: mid, a: p0, b: p1);
482}
483
484void GrTriangulator::appendQuadraticToContour(const SkPoint pts[3], SkScalar toleranceSqd,
485 VertexList* contour) const {
486 SkQuadCoeff quad(pts);
487 skvx::float2 aa = quad.fA * quad.fA;
488 SkScalar denom = 2.0f * (aa[0] + aa[1]);
489 skvx::float2 ab = quad.fA * quad.fB;
490 SkScalar t = denom ? (-ab[0] - ab[1]) / denom : 0.0f;
491 int nPoints = 1;
492 SkScalar u = 1.0f;
493 // Test possible subdivision values only at the point of maximum curvature.
494 // If it passes the flatness metric there, it'll pass everywhere.
495 while (nPoints < GrPathUtils::kMaxPointsPerCurve) {
496 u = 1.0f / nPoints;
497 if (quad_error_at(pts, t, u) < toleranceSqd) {
498 break;
499 }
500 nPoints++;
501 }
502 for (int j = 1; j <= nPoints; j++) {
503 this->appendPointToContour(p: to_point(x: quad.eval(tt: j * u)), contour);
504 }
505}
506
507void GrTriangulator::generateCubicPoints(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
508 const SkPoint& p3, SkScalar tolSqd, VertexList* contour,
509 int pointsLeft) const {
510 SkScalar d1 = SkPointPriv::DistanceToLineSegmentBetweenSqd(pt: p1, a: p0, b: p3);
511 SkScalar d2 = SkPointPriv::DistanceToLineSegmentBetweenSqd(pt: p2, a: p0, b: p3);
512 if (pointsLeft < 2 || (d1 < tolSqd && d2 < tolSqd) ||
513 !SkScalarIsFinite(x: d1) || !SkScalarIsFinite(x: d2)) {
514 this->appendPointToContour(p: p3, contour);
515 return;
516 }
517 const SkPoint q[] = {
518 { SkScalarAve(p0.fX, p1.fX), SkScalarAve(p0.fY, p1.fY) },
519 { SkScalarAve(p1.fX, p2.fX), SkScalarAve(p1.fY, p2.fY) },
520 { SkScalarAve(p2.fX, p3.fX), SkScalarAve(p2.fY, p3.fY) }
521 };
522 const SkPoint r[] = {
523 { SkScalarAve(q[0].fX, q[1].fX), SkScalarAve(q[0].fY, q[1].fY) },
524 { SkScalarAve(q[1].fX, q[2].fX), SkScalarAve(q[1].fY, q[2].fY) }
525 };
526 const SkPoint s = { SkScalarAve(r[0].fX, r[1].fX), SkScalarAve(r[0].fY, r[1].fY) };
527 pointsLeft >>= 1;
528 this->generateCubicPoints(p0, p1: q[0], p2: r[0], p3: s, tolSqd, contour, pointsLeft);
529 this->generateCubicPoints(p0: s, p1: r[1], p2: q[2], p3, tolSqd, contour, pointsLeft);
530}
531
532// Stage 1: convert the input path to a set of linear contours (linked list of Vertices).
533
534void GrTriangulator::pathToContours(float tolerance, const SkRect& clipBounds,
535 VertexList* contours, bool* isLinear) const {
536 SkScalar toleranceSqd = tolerance * tolerance;
537 SkPoint pts[4];
538 *isLinear = true;
539 VertexList* contour = contours;
540 SkPath::Iter iter(fPath, false);
541 if (fPath.isInverseFillType()) {
542 SkPoint quad[4];
543 clipBounds.toQuad(quad);
544 for (int i = 3; i >= 0; i--) {
545 this->appendPointToContour(p: quad[i], contour: contours);
546 }
547 contour++;
548 }
549 SkAutoConicToQuads converter;
550 SkPath::Verb verb;
551 while ((verb = iter.next(pts)) != SkPath::kDone_Verb) {
552 switch (verb) {
553 case SkPath::kConic_Verb: {
554 *isLinear = false;
555 if (toleranceSqd == 0) {
556 this->appendPointToContour(p: pts[2], contour);
557 break;
558 }
559 SkScalar weight = iter.conicWeight();
560 const SkPoint* quadPts = converter.computeQuads(pts, weight, tol: toleranceSqd);
561 for (int i = 0; i < converter.countQuads(); ++i) {
562 this->appendQuadraticToContour(pts: quadPts, toleranceSqd, contour);
563 quadPts += 2;
564 }
565 break;
566 }
567 case SkPath::kMove_Verb:
568 if (contour->fHead) {
569 contour++;
570 }
571 this->appendPointToContour(p: pts[0], contour);
572 break;
573 case SkPath::kLine_Verb: {
574 this->appendPointToContour(p: pts[1], contour);
575 break;
576 }
577 case SkPath::kQuad_Verb: {
578 *isLinear = false;
579 if (toleranceSqd == 0) {
580 this->appendPointToContour(p: pts[2], contour);
581 break;
582 }
583 this->appendQuadraticToContour(pts, toleranceSqd, contour);
584 break;
585 }
586 case SkPath::kCubic_Verb: {
587 *isLinear = false;
588 if (toleranceSqd == 0) {
589 this->appendPointToContour(p: pts[3], contour);
590 break;
591 }
592 int pointsLeft = GrPathUtils::cubicPointCount(points: pts, tol: tolerance);
593 this->generateCubicPoints(p0: pts[0], p1: pts[1], p2: pts[2], p3: pts[3], tolSqd: toleranceSqd, contour,
594 pointsLeft);
595 break;
596 }
597 case SkPath::kClose_Verb:
598 case SkPath::kDone_Verb:
599 break;
600 }
601 }
602}
603
604static inline bool apply_fill_type(SkPathFillType fillType, int winding) {
605 switch (fillType) {
606 case SkPathFillType::kWinding:
607 return winding != 0;
608 case SkPathFillType::kEvenOdd:
609 return (winding & 1) != 0;
610 case SkPathFillType::kInverseWinding:
611 return winding == 1;
612 case SkPathFillType::kInverseEvenOdd:
613 return (winding & 1) == 1;
614 default:
615 SkASSERT(false);
616 return false;
617 }
618}
619
620bool GrTriangulator::applyFillType(int winding) const {
621 return apply_fill_type(fillType: fPath.getFillType(), winding);
622}
623
624static inline bool apply_fill_type(SkPathFillType fillType, Poly* poly) {
625 return poly && apply_fill_type(fillType, winding: poly->fWinding);
626}
627
628MonotonePoly* GrTriangulator::allocateMonotonePoly(Edge* edge, Side side, int winding) {
629 ++fNumMonotonePolys;
630 return fAlloc->make<MonotonePoly>(args&: edge, args&: side, args&: winding);
631}
632
633Edge* GrTriangulator::allocateEdge(Vertex* top, Vertex* bottom, int winding, EdgeType type) {
634 ++fNumEdges;
635 return fAlloc->make<Edge>(args&: top, args&: bottom, args&: winding, args&: type);
636}
637
638Edge* GrTriangulator::makeEdge(Vertex* prev, Vertex* next, EdgeType type,
639 const Comparator& c) {
640 SkASSERT(prev->fPoint != next->fPoint);
641 int winding = c.sweep_lt(a: prev->fPoint, b: next->fPoint) ? 1 : -1;
642 Vertex* top = winding < 0 ? next : prev;
643 Vertex* bottom = winding < 0 ? prev : next;
644 return this->allocateEdge(top, bottom, winding, type);
645}
646
647bool EdgeList::insert(Edge* edge, Edge* prev) {
648 TESS_LOG("inserting edge %g -> %g\n", edge->fTop->fID, edge->fBottom->fID);
649 // SkASSERT(!this->contains(edge)); // Leave this here for debugging.
650 if (this->contains(edge)) {
651 return false;
652 }
653 Edge* next = prev ? prev->fRight : fHead;
654 this->insert(edge, prev, next);
655 return true;
656}
657
658void GrTriangulator::FindEnclosingEdges(const Vertex& v,
659 const EdgeList& edges,
660 Edge** left, Edge**right) {
661 if (v.fFirstEdgeAbove && v.fLastEdgeAbove) {
662 *left = v.fFirstEdgeAbove->fLeft;
663 *right = v.fLastEdgeAbove->fRight;
664 return;
665 }
666 Edge* next = nullptr;
667 Edge* prev;
668 for (prev = edges.fTail; prev != nullptr; prev = prev->fLeft) {
669 if (prev->isLeftOf(v)) {
670 break;
671 }
672 next = prev;
673 }
674 *left = prev;
675 *right = next;
676}
677
678void GrTriangulator::Edge::insertAbove(Vertex* v, const Comparator& c) {
679 if (fTop->fPoint == fBottom->fPoint ||
680 c.sweep_lt(a: fBottom->fPoint, b: fTop->fPoint)) {
681 return;
682 }
683 TESS_LOG("insert edge (%g -> %g) above vertex %g\n", fTop->fID, fBottom->fID, v->fID);
684 Edge* prev = nullptr;
685 Edge* next;
686 for (next = v->fFirstEdgeAbove; next; next = next->fNextEdgeAbove) {
687 if (next->isRightOf(v: *fTop)) {
688 break;
689 }
690 prev = next;
691 }
692 list_insert<Edge, &Edge::fPrevEdgeAbove, &Edge::fNextEdgeAbove>(
693 t: this, prev, next, head: &v->fFirstEdgeAbove, tail: &v->fLastEdgeAbove);
694}
695
696void GrTriangulator::Edge::insertBelow(Vertex* v, const Comparator& c) {
697 if (fTop->fPoint == fBottom->fPoint ||
698 c.sweep_lt(a: fBottom->fPoint, b: fTop->fPoint)) {
699 return;
700 }
701 TESS_LOG("insert edge (%g -> %g) below vertex %g\n", fTop->fID, fBottom->fID, v->fID);
702 Edge* prev = nullptr;
703 Edge* next;
704 for (next = v->fFirstEdgeBelow; next; next = next->fNextEdgeBelow) {
705 if (next->isRightOf(v: *fBottom)) {
706 break;
707 }
708 prev = next;
709 }
710 list_insert<Edge, &Edge::fPrevEdgeBelow, &Edge::fNextEdgeBelow>(
711 t: this, prev, next, head: &v->fFirstEdgeBelow, tail: &v->fLastEdgeBelow);
712}
713
714static void remove_edge_above(Edge* edge) {
715 SkASSERT(edge->fTop && edge->fBottom);
716 TESS_LOG("removing edge (%g -> %g) above vertex %g\n", edge->fTop->fID, edge->fBottom->fID,
717 edge->fBottom->fID);
718 list_remove<Edge, &Edge::fPrevEdgeAbove, &Edge::fNextEdgeAbove>(
719 t: edge, head: &edge->fBottom->fFirstEdgeAbove, tail: &edge->fBottom->fLastEdgeAbove);
720}
721
722static void remove_edge_below(Edge* edge) {
723 SkASSERT(edge->fTop && edge->fBottom);
724 TESS_LOG("removing edge (%g -> %g) below vertex %g\n",
725 edge->fTop->fID, edge->fBottom->fID, edge->fTop->fID);
726 list_remove<Edge, &Edge::fPrevEdgeBelow, &Edge::fNextEdgeBelow>(
727 t: edge, head: &edge->fTop->fFirstEdgeBelow, tail: &edge->fTop->fLastEdgeBelow);
728}
729
730void GrTriangulator::Edge::disconnect() {
731 remove_edge_above(edge: this);
732 remove_edge_below(edge: this);
733}
734
735static bool rewind(EdgeList* activeEdges, Vertex** current, Vertex* dst, const Comparator& c) {
736 if (!current || *current == dst || c.sweep_lt(a: (*current)->fPoint, b: dst->fPoint)) {
737 return true;
738 }
739 Vertex* v = *current;
740 TESS_LOG("rewinding active edges from vertex %g to vertex %g\n", v->fID, dst->fID);
741 while (v != dst) {
742 v = v->fPrev;
743 for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) {
744 if (!activeEdges->remove(edge: e)) {
745 return false;
746 }
747 }
748 Edge* leftEdge = v->fLeftEnclosingEdge;
749 for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) {
750 if (!activeEdges->insert(edge: e, prev: leftEdge)) {
751 return false;
752 }
753 leftEdge = e;
754 Vertex* top = e->fTop;
755 if (c.sweep_lt(a: top->fPoint, b: dst->fPoint) &&
756 ((top->fLeftEnclosingEdge && !top->fLeftEnclosingEdge->isLeftOf(v: *e->fTop)) ||
757 (top->fRightEnclosingEdge && !top->fRightEnclosingEdge->isRightOf(v: *e->fTop)))) {
758 dst = top;
759 }
760 }
761 }
762 *current = v;
763 return true;
764}
765
766static bool rewind_if_necessary(Edge* edge, EdgeList* activeEdges, Vertex** current,
767 const Comparator& c) {
768 if (!activeEdges || !current) {
769 return true;
770 }
771 Vertex* top = edge->fTop;
772 Vertex* bottom = edge->fBottom;
773 if (edge->fLeft) {
774 Vertex* leftTop = edge->fLeft->fTop;
775 Vertex* leftBottom = edge->fLeft->fBottom;
776 if (c.sweep_lt(a: leftTop->fPoint, b: top->fPoint) && !edge->fLeft->isLeftOf(v: *top)) {
777 if (!rewind(activeEdges, current, dst: leftTop, c)) {
778 return false;
779 }
780 } else if (c.sweep_lt(a: top->fPoint, b: leftTop->fPoint) && !edge->isRightOf(v: *leftTop)) {
781 if (!rewind(activeEdges, current, dst: top, c)) {
782 return false;
783 }
784 } else if (c.sweep_lt(a: bottom->fPoint, b: leftBottom->fPoint) &&
785 !edge->fLeft->isLeftOf(v: *bottom)) {
786 if (!rewind(activeEdges, current, dst: leftTop, c)) {
787 return false;
788 }
789 } else if (c.sweep_lt(a: leftBottom->fPoint, b: bottom->fPoint) &&
790 !edge->isRightOf(v: *leftBottom)) {
791 if (!rewind(activeEdges, current, dst: top, c)) {
792 return false;
793 }
794 }
795 }
796 if (edge->fRight) {
797 Vertex* rightTop = edge->fRight->fTop;
798 Vertex* rightBottom = edge->fRight->fBottom;
799 if (c.sweep_lt(a: rightTop->fPoint, b: top->fPoint) && !edge->fRight->isRightOf(v: *top)) {
800 if (!rewind(activeEdges, current, dst: rightTop, c)) {
801 return false;
802 }
803 } else if (c.sweep_lt(a: top->fPoint, b: rightTop->fPoint) && !edge->isLeftOf(v: *rightTop)) {
804 if (!rewind(activeEdges, current, dst: top, c)) {
805 return false;
806 }
807 } else if (c.sweep_lt(a: bottom->fPoint, b: rightBottom->fPoint) &&
808 !edge->fRight->isRightOf(v: *bottom)) {
809 if (!rewind(activeEdges, current, dst: rightTop, c)) {
810 return false;
811 }
812 } else if (c.sweep_lt(a: rightBottom->fPoint, b: bottom->fPoint) &&
813 !edge->isLeftOf(v: *rightBottom)) {
814 if (!rewind(activeEdges, current, dst: top, c)) {
815 return false;
816 }
817 }
818 }
819 return true;
820}
821
822bool GrTriangulator::setTop(Edge* edge, Vertex* v, EdgeList* activeEdges, Vertex** current,
823 const Comparator& c) const {
824 remove_edge_below(edge);
825 if (fCollectBreadcrumbTriangles) {
826 fBreadcrumbList.append(alloc: fAlloc, a: edge->fTop->fPoint, b: edge->fBottom->fPoint, c: v->fPoint,
827 winding: edge->fWinding);
828 }
829 edge->fTop = v;
830 edge->recompute();
831 edge->insertBelow(v, c);
832 if (!rewind_if_necessary(edge, activeEdges, current, c)) {
833 return false;
834 }
835 return this->mergeCollinearEdges(edge, activeEdges, current, c);
836}
837
838bool GrTriangulator::setBottom(Edge* edge, Vertex* v, EdgeList* activeEdges, Vertex** current,
839 const Comparator& c) const {
840 remove_edge_above(edge);
841 if (fCollectBreadcrumbTriangles) {
842 fBreadcrumbList.append(alloc: fAlloc, a: edge->fTop->fPoint, b: edge->fBottom->fPoint, c: v->fPoint,
843 winding: edge->fWinding);
844 }
845 edge->fBottom = v;
846 edge->recompute();
847 edge->insertAbove(v, c);
848 if (!rewind_if_necessary(edge, activeEdges, current, c)) {
849 return false;
850 }
851 return this->mergeCollinearEdges(edge, activeEdges, current, c);
852}
853
854bool GrTriangulator::mergeEdgesAbove(Edge* edge, Edge* other, EdgeList* activeEdges,
855 Vertex** current, const Comparator& c) const {
856 if (coincident(a: edge->fTop->fPoint, b: other->fTop->fPoint)) {
857 TESS_LOG("merging coincident above edges (%g, %g) -> (%g, %g)\n",
858 edge->fTop->fPoint.fX, edge->fTop->fPoint.fY,
859 edge->fBottom->fPoint.fX, edge->fBottom->fPoint.fY);
860 if (!rewind(activeEdges, current, dst: edge->fTop, c)) {
861 return false;
862 }
863 other->fWinding += edge->fWinding;
864 edge->disconnect();
865 edge->fTop = edge->fBottom = nullptr;
866 } else if (c.sweep_lt(a: edge->fTop->fPoint, b: other->fTop->fPoint)) {
867 if (!rewind(activeEdges, current, dst: edge->fTop, c)) {
868 return false;
869 }
870 other->fWinding += edge->fWinding;
871 if (!this->setBottom(edge, v: other->fTop, activeEdges, current, c)) {
872 return false;
873 }
874 } else {
875 if (!rewind(activeEdges, current, dst: other->fTop, c)) {
876 return false;
877 }
878 edge->fWinding += other->fWinding;
879 if (!this->setBottom(edge: other, v: edge->fTop, activeEdges, current, c)) {
880 return false;
881 }
882 }
883 return true;
884}
885
886bool GrTriangulator::mergeEdgesBelow(Edge* edge, Edge* other, EdgeList* activeEdges,
887 Vertex** current, const Comparator& c) const {
888 if (coincident(a: edge->fBottom->fPoint, b: other->fBottom->fPoint)) {
889 TESS_LOG("merging coincident below edges (%g, %g) -> (%g, %g)\n",
890 edge->fTop->fPoint.fX, edge->fTop->fPoint.fY,
891 edge->fBottom->fPoint.fX, edge->fBottom->fPoint.fY);
892 if (!rewind(activeEdges, current, dst: edge->fTop, c)) {
893 return false;
894 }
895 other->fWinding += edge->fWinding;
896 edge->disconnect();
897 edge->fTop = edge->fBottom = nullptr;
898 } else if (c.sweep_lt(a: edge->fBottom->fPoint, b: other->fBottom->fPoint)) {
899 if (!rewind(activeEdges, current, dst: other->fTop, c)) {
900 return false;
901 }
902 edge->fWinding += other->fWinding;
903 if (!this->setTop(edge: other, v: edge->fBottom, activeEdges, current, c)) {
904 return false;
905 }
906 } else {
907 if (!rewind(activeEdges, current, dst: edge->fTop, c)) {
908 return false;
909 }
910 other->fWinding += edge->fWinding;
911 if (!this->setTop(edge, v: other->fBottom, activeEdges, current, c)) {
912 return false;
913 }
914 }
915 return true;
916}
917
918static bool top_collinear(Edge* left, Edge* right) {
919 if (!left || !right) {
920 return false;
921 }
922 return left->fTop->fPoint == right->fTop->fPoint ||
923 !left->isLeftOf(v: *right->fTop) || !right->isRightOf(v: *left->fTop);
924}
925
926static bool bottom_collinear(Edge* left, Edge* right) {
927 if (!left || !right) {
928 return false;
929 }
930 return left->fBottom->fPoint == right->fBottom->fPoint ||
931 !left->isLeftOf(v: *right->fBottom) || !right->isRightOf(v: *left->fBottom);
932}
933
934bool GrTriangulator::mergeCollinearEdges(Edge* edge, EdgeList* activeEdges, Vertex** current,
935 const Comparator& c) const {
936 for (;;) {
937 if (top_collinear(left: edge->fPrevEdgeAbove, right: edge)) {
938 if (!this->mergeEdgesAbove(edge: edge->fPrevEdgeAbove, other: edge, activeEdges, current, c)) {
939 return false;
940 }
941 } else if (top_collinear(left: edge, right: edge->fNextEdgeAbove)) {
942 if (!this->mergeEdgesAbove(edge: edge->fNextEdgeAbove, other: edge, activeEdges, current, c)) {
943 return false;
944 }
945 } else if (bottom_collinear(left: edge->fPrevEdgeBelow, right: edge)) {
946 if (!this->mergeEdgesBelow(edge: edge->fPrevEdgeBelow, other: edge, activeEdges, current, c)) {
947 return false;
948 }
949 } else if (bottom_collinear(left: edge, right: edge->fNextEdgeBelow)) {
950 if (!this->mergeEdgesBelow(edge: edge->fNextEdgeBelow, other: edge, activeEdges, current, c)) {
951 return false;
952 }
953 } else {
954 break;
955 }
956 }
957 SkASSERT(!top_collinear(edge->fPrevEdgeAbove, edge));
958 SkASSERT(!top_collinear(edge, edge->fNextEdgeAbove));
959 SkASSERT(!bottom_collinear(edge->fPrevEdgeBelow, edge));
960 SkASSERT(!bottom_collinear(edge, edge->fNextEdgeBelow));
961 return true;
962}
963
964GrTriangulator::BoolFail GrTriangulator::splitEdge(
965 Edge* edge, Vertex* v, EdgeList* activeEdges, Vertex** current, const Comparator& c) {
966 if (!edge->fTop || !edge->fBottom || v == edge->fTop || v == edge->fBottom) {
967 return BoolFail::kFalse;
968 }
969 TESS_LOG("splitting edge (%g -> %g) at vertex %g (%g, %g)\n",
970 edge->fTop->fID, edge->fBottom->fID, v->fID, v->fPoint.fX, v->fPoint.fY);
971 Vertex* top;
972 Vertex* bottom;
973 int winding = edge->fWinding;
974 // Theoretically, and ideally, the edge betwee p0 and p1 is being split by v, and v is "between"
975 // the segment end points according to c. This is equivalent to p0 < v < p1. Unfortunately, if
976 // v was clamped/rounded this relation doesn't always hold.
977 if (c.sweep_lt(a: v->fPoint, b: edge->fTop->fPoint)) {
978 // Actually "v < p0 < p1": update 'edge' to be v->p1 and add v->p0. We flip the winding on
979 // the new edge so that it winds as if it were p0->v.
980 top = v;
981 bottom = edge->fTop;
982 winding *= -1;
983 if (!this->setTop(edge, v, activeEdges, current, c)) {
984 return BoolFail::kFail;
985 }
986 } else if (c.sweep_lt(a: edge->fBottom->fPoint, b: v->fPoint)) {
987 // Actually "p0 < p1 < v": update 'edge' to be p0->v and add p1->v. We flip the winding on
988 // the new edge so that it winds as if it were v->p1.
989 top = edge->fBottom;
990 bottom = v;
991 winding *= -1;
992 if (!this->setBottom(edge, v, activeEdges, current, c)) {
993 return BoolFail::kFail;
994 }
995 } else {
996 // The ideal case, "p0 < v < p1": update 'edge' to be p0->v and add v->p1. Original winding
997 // is valid for both edges.
998 top = v;
999 bottom = edge->fBottom;
1000 if (!this->setBottom(edge, v, activeEdges, current, c)) {
1001 return BoolFail::kFail;
1002 }
1003 }
1004 Edge* newEdge = this->allocateEdge(top, bottom, winding, type: edge->fType);
1005 newEdge->insertBelow(v: top, c);
1006 newEdge->insertAbove(v: bottom, c);
1007 if (!this->mergeCollinearEdges(edge: newEdge, activeEdges, current, c)) {
1008 return BoolFail::kFail;
1009 }
1010 return BoolFail::kTrue;
1011}
1012
1013GrTriangulator::BoolFail GrTriangulator::intersectEdgePair(
1014 Edge* left, Edge* right, EdgeList* activeEdges, Vertex** current, const Comparator& c) {
1015 if (!left->fTop || !left->fBottom || !right->fTop || !right->fBottom) {
1016 return BoolFail::kFalse;
1017 }
1018 if (left->fTop == right->fTop || left->fBottom == right->fBottom) {
1019 return BoolFail::kFalse;
1020 }
1021
1022 // Check if the lines intersect as determined by isLeftOf and isRightOf, since that is the
1023 // source of ground truth. It may suggest an intersection even if Edge::intersect() did not have
1024 // the precision to check it. In this case we are explicitly correcting the edge topology to
1025 // match the sided-ness checks.
1026 Edge* split = nullptr;
1027 Vertex* splitAt = nullptr;
1028 if (c.sweep_lt(a: left->fTop->fPoint, b: right->fTop->fPoint)) {
1029 if (!left->isLeftOf(v: *right->fTop)) {
1030 split = left;
1031 splitAt = right->fTop;
1032 }
1033 } else {
1034 if (!right->isRightOf(v: *left->fTop)) {
1035 split = right;
1036 splitAt = left->fTop;
1037 }
1038 }
1039 if (c.sweep_lt(a: right->fBottom->fPoint, b: left->fBottom->fPoint)) {
1040 if (!left->isLeftOf(v: *right->fBottom)) {
1041 split = left;
1042 splitAt = right->fBottom;
1043 }
1044 } else {
1045 if (!right->isRightOf(v: *left->fBottom)) {
1046 split = right;
1047 splitAt = left->fBottom;
1048 }
1049 }
1050
1051 if (!split) {
1052 return BoolFail::kFalse;
1053 }
1054
1055 // Rewind to the top of the edge that is "moving" since this topology correction can change the
1056 // geometry of the split edge.
1057 if (!rewind(activeEdges, current, dst: split->fTop, c)) {
1058 return BoolFail::kFail;
1059 }
1060 return this->splitEdge(edge: split, v: splitAt, activeEdges, current, c);
1061}
1062
1063Edge* GrTriangulator::makeConnectingEdge(Vertex* prev, Vertex* next, EdgeType type,
1064 const Comparator& c, int windingScale) {
1065 if (!prev || !next || prev->fPoint == next->fPoint) {
1066 return nullptr;
1067 }
1068 Edge* edge = this->makeEdge(prev, next, type, c);
1069 edge->insertBelow(v: edge->fTop, c);
1070 edge->insertAbove(v: edge->fBottom, c);
1071 edge->fWinding *= windingScale;
1072 this->mergeCollinearEdges(edge, activeEdges: nullptr, current: nullptr, c);
1073 return edge;
1074}
1075
1076void GrTriangulator::mergeVertices(Vertex* src, Vertex* dst, VertexList* mesh,
1077 const Comparator& c) const {
1078 TESS_LOG("found coincident verts at %g, %g; merging %g into %g\n",
1079 src->fPoint.fX, src->fPoint.fY, src->fID, dst->fID);
1080 dst->fAlpha = std::max(a: src->fAlpha, b: dst->fAlpha);
1081 if (src->fPartner) {
1082 src->fPartner->fPartner = dst;
1083 }
1084 while (Edge* edge = src->fFirstEdgeAbove) {
1085 std::ignore = this->setBottom(edge, v: dst, activeEdges: nullptr, current: nullptr, c);
1086 }
1087 while (Edge* edge = src->fFirstEdgeBelow) {
1088 std::ignore = this->setTop(edge, v: dst, activeEdges: nullptr, current: nullptr, c);
1089 }
1090 mesh->remove(v: src);
1091 dst->fSynthetic = true;
1092}
1093
1094Vertex* GrTriangulator::makeSortedVertex(const SkPoint& p, uint8_t alpha, VertexList* mesh,
1095 Vertex* reference, const Comparator& c) const {
1096 Vertex* prevV = reference;
1097 while (prevV && c.sweep_lt(a: p, b: prevV->fPoint)) {
1098 prevV = prevV->fPrev;
1099 }
1100 Vertex* nextV = prevV ? prevV->fNext : mesh->fHead;
1101 while (nextV && c.sweep_lt(a: nextV->fPoint, b: p)) {
1102 prevV = nextV;
1103 nextV = nextV->fNext;
1104 }
1105 Vertex* v;
1106 if (prevV && coincident(a: prevV->fPoint, b: p)) {
1107 v = prevV;
1108 } else if (nextV && coincident(a: nextV->fPoint, b: p)) {
1109 v = nextV;
1110 } else {
1111 v = fAlloc->make<Vertex>(args: p, args&: alpha);
1112#if TRIANGULATOR_LOGGING
1113 if (!prevV) {
1114 v->fID = mesh->fHead->fID - 1.0f;
1115 } else if (!nextV) {
1116 v->fID = mesh->fTail->fID + 1.0f;
1117 } else {
1118 v->fID = (prevV->fID + nextV->fID) * 0.5f;
1119 }
1120#endif
1121 mesh->insert(v, prev: prevV, next: nextV);
1122 }
1123 return v;
1124}
1125
1126// Clamps x and y coordinates independently, so the returned point will lie within the bounding
1127// box formed by the corners of 'min' and 'max' (although min/max here refer to the ordering
1128// imposed by 'c').
1129static SkPoint clamp(SkPoint p, SkPoint min, SkPoint max, const Comparator& c) {
1130 if (c.fDirection == Comparator::Direction::kHorizontal) {
1131 // With horizontal sorting, we know min.x <= max.x, but there's no relation between
1132 // Y components unless min.x == max.x.
1133 return {.fX: SkTPin(x: p.fX, lo: min.fX, hi: max.fX),
1134 .fY: min.fY < max.fY ? SkTPin(x: p.fY, lo: min.fY, hi: max.fY)
1135 : SkTPin(x: p.fY, lo: max.fY, hi: min.fY)};
1136 } else {
1137 // And with vertical sorting, we know Y's relation but not necessarily X's.
1138 return {.fX: min.fX < max.fX ? SkTPin(x: p.fX, lo: min.fX, hi: max.fX)
1139 : SkTPin(x: p.fX, lo: max.fX, hi: min.fX),
1140 .fY: SkTPin(x: p.fY, lo: min.fY, hi: max.fY)};
1141 }
1142}
1143
1144void GrTriangulator::computeBisector(Edge* edge1, Edge* edge2, Vertex* v) const {
1145 SkASSERT(fEmitCoverage); // Edge-AA only!
1146 Line line1 = edge1->fLine;
1147 Line line2 = edge2->fLine;
1148 line1.normalize();
1149 line2.normalize();
1150 double cosAngle = line1.fA * line2.fA + line1.fB * line2.fB;
1151 if (cosAngle > 0.999) {
1152 return;
1153 }
1154 line1.fC += edge1->fWinding > 0 ? -1 : 1;
1155 line2.fC += edge2->fWinding > 0 ? -1 : 1;
1156 SkPoint p;
1157 if (line1.intersect(other: line2, point: &p)) {
1158 uint8_t alpha = edge1->fType == EdgeType::kOuter ? 255 : 0;
1159 v->fPartner = fAlloc->make<Vertex>(args&: p, args&: alpha);
1160 TESS_LOG("computed bisector (%g,%g) alpha %d for vertex %g\n", p.fX, p.fY, alpha, v->fID);
1161 }
1162}
1163
1164GrTriangulator::BoolFail GrTriangulator::checkForIntersection(
1165 Edge* left, Edge* right, EdgeList* activeEdges,
1166 Vertex** current, VertexList* mesh,
1167 const Comparator& c) {
1168 if (!left || !right) {
1169 return BoolFail::kFalse;
1170 }
1171 SkPoint p;
1172 uint8_t alpha;
1173 if (left->intersect(other: *right, p: &p, alpha: &alpha) && p.isFinite()) {
1174 Vertex* v;
1175 TESS_LOG("found intersection, pt is %g, %g\n", p.fX, p.fY);
1176 Vertex* top = *current;
1177 // If the intersection point is above the current vertex, rewind to the vertex above the
1178 // intersection.
1179 while (top && c.sweep_lt(a: p, b: top->fPoint)) {
1180 top = top->fPrev;
1181 }
1182
1183 // Always clamp the intersection to lie between the vertices of each segment, since
1184 // in theory that's where the intersection is, but in reality, floating point error may
1185 // have computed an intersection beyond a vertex's component(s).
1186 p = clamp(p, min: left->fTop->fPoint, max: left->fBottom->fPoint, c);
1187 p = clamp(p, min: right->fTop->fPoint, max: right->fBottom->fPoint, c);
1188
1189 if (coincident(a: p, b: left->fTop->fPoint)) {
1190 v = left->fTop;
1191 } else if (coincident(a: p, b: left->fBottom->fPoint)) {
1192 v = left->fBottom;
1193 } else if (coincident(a: p, b: right->fTop->fPoint)) {
1194 v = right->fTop;
1195 } else if (coincident(a: p, b: right->fBottom->fPoint)) {
1196 v = right->fBottom;
1197 } else {
1198 v = this->makeSortedVertex(p, alpha, mesh, reference: top, c);
1199 if (left->fTop->fPartner) {
1200 SkASSERT(fEmitCoverage); // Edge-AA only!
1201 v->fSynthetic = true;
1202 this->computeBisector(edge1: left, edge2: right, v);
1203 }
1204 }
1205 if (!rewind(activeEdges, current, dst: top ? top : v, c)) {
1206 return BoolFail::kFail;
1207 }
1208 if (this->splitEdge(edge: left, v, activeEdges, current, c) == BoolFail::kFail) {
1209 return BoolFail::kFail;
1210 }
1211 if (this->splitEdge(edge: right, v, activeEdges, current, c) == BoolFail::kFail) {
1212 return BoolFail::kFail;
1213 }
1214 v->fAlpha = std::max(a: v->fAlpha, b: alpha);
1215 return BoolFail::kTrue;
1216 }
1217 return this->intersectEdgePair(left, right, activeEdges, current, c);
1218}
1219
1220void GrTriangulator::sanitizeContours(VertexList* contours, int contourCnt) const {
1221 for (VertexList* contour = contours; contourCnt > 0; --contourCnt, ++contour) {
1222 SkASSERT(contour->fHead);
1223 Vertex* prev = contour->fTail;
1224 prev->fPoint.fX = double_to_clamped_scalar(d: (double) prev->fPoint.fX);
1225 prev->fPoint.fY = double_to_clamped_scalar(d: (double) prev->fPoint.fY);
1226 if (fRoundVerticesToQuarterPixel) {
1227 round(p: &prev->fPoint);
1228 }
1229 for (Vertex* v = contour->fHead; v;) {
1230 v->fPoint.fX = double_to_clamped_scalar(d: (double) v->fPoint.fX);
1231 v->fPoint.fY = double_to_clamped_scalar(d: (double) v->fPoint.fY);
1232 if (fRoundVerticesToQuarterPixel) {
1233 round(p: &v->fPoint);
1234 }
1235 Vertex* next = v->fNext;
1236 Vertex* nextWrap = next ? next : contour->fHead;
1237 if (coincident(a: prev->fPoint, b: v->fPoint)) {
1238 TESS_LOG("vertex %g,%g coincident; removing\n", v->fPoint.fX, v->fPoint.fY);
1239 contour->remove(v);
1240 } else if (!v->fPoint.isFinite()) {
1241 TESS_LOG("vertex %g,%g non-finite; removing\n", v->fPoint.fX, v->fPoint.fY);
1242 contour->remove(v);
1243 } else if (!fPreserveCollinearVertices &&
1244 Line(prev->fPoint, nextWrap->fPoint).dist(p: v->fPoint) == 0.0) {
1245 TESS_LOG("vertex %g,%g collinear; removing\n", v->fPoint.fX, v->fPoint.fY);
1246 contour->remove(v);
1247 } else {
1248 prev = v;
1249 }
1250 v = next;
1251 }
1252 }
1253}
1254
1255bool GrTriangulator::mergeCoincidentVertices(VertexList* mesh, const Comparator& c) const {
1256 if (!mesh->fHead) {
1257 return false;
1258 }
1259 bool merged = false;
1260 for (Vertex* v = mesh->fHead->fNext; v;) {
1261 Vertex* next = v->fNext;
1262 if (c.sweep_lt(a: v->fPoint, b: v->fPrev->fPoint)) {
1263 v->fPoint = v->fPrev->fPoint;
1264 }
1265 if (coincident(a: v->fPrev->fPoint, b: v->fPoint)) {
1266 this->mergeVertices(src: v, dst: v->fPrev, mesh, c);
1267 merged = true;
1268 }
1269 v = next;
1270 }
1271 return merged;
1272}
1273
1274// Stage 2: convert the contours to a mesh of edges connecting the vertices.
1275
1276void GrTriangulator::buildEdges(VertexList* contours, int contourCnt, VertexList* mesh,
1277 const Comparator& c) {
1278 for (VertexList* contour = contours; contourCnt > 0; --contourCnt, ++contour) {
1279 Vertex* prev = contour->fTail;
1280 for (Vertex* v = contour->fHead; v;) {
1281 Vertex* next = v->fNext;
1282 this->makeConnectingEdge(prev, next: v, type: EdgeType::kInner, c);
1283 mesh->append(v);
1284 prev = v;
1285 v = next;
1286 }
1287 }
1288}
1289
1290template <CompareFunc sweep_lt>
1291static void sorted_merge(VertexList* front, VertexList* back, VertexList* result) {
1292 Vertex* a = front->fHead;
1293 Vertex* b = back->fHead;
1294 while (a && b) {
1295 if (sweep_lt(a->fPoint, b->fPoint)) {
1296 front->remove(v: a);
1297 result->append(v: a);
1298 a = front->fHead;
1299 } else {
1300 back->remove(v: b);
1301 result->append(v: b);
1302 b = back->fHead;
1303 }
1304 }
1305 result->append(list: *front);
1306 result->append(list: *back);
1307}
1308
1309void GrTriangulator::SortedMerge(VertexList* front, VertexList* back, VertexList* result,
1310 const Comparator& c) {
1311 if (c.fDirection == Comparator::Direction::kHorizontal) {
1312 sorted_merge<sweep_lt_horiz>(front, back, result);
1313 } else {
1314 sorted_merge<sweep_lt_vert>(front, back, result);
1315 }
1316#if TRIANGULATOR_LOGGING
1317 float id = 0.0f;
1318 for (Vertex* v = result->fHead; v; v = v->fNext) {
1319 v->fID = id++;
1320 }
1321#endif
1322}
1323
1324// Stage 3: sort the vertices by increasing sweep direction.
1325
1326template <CompareFunc sweep_lt>
1327static void merge_sort(VertexList* vertices) {
1328 Vertex* slow = vertices->fHead;
1329 if (!slow) {
1330 return;
1331 }
1332 Vertex* fast = slow->fNext;
1333 if (!fast) {
1334 return;
1335 }
1336 do {
1337 fast = fast->fNext;
1338 if (fast) {
1339 fast = fast->fNext;
1340 slow = slow->fNext;
1341 }
1342 } while (fast);
1343 VertexList front(vertices->fHead, slow);
1344 VertexList back(slow->fNext, vertices->fTail);
1345 front.fTail->fNext = back.fHead->fPrev = nullptr;
1346
1347 merge_sort<sweep_lt>(&front);
1348 merge_sort<sweep_lt>(&back);
1349
1350 vertices->fHead = vertices->fTail = nullptr;
1351 sorted_merge<sweep_lt>(&front, &back, vertices);
1352}
1353
1354#if TRIANGULATOR_LOGGING
1355void VertexList::dump() const {
1356 for (Vertex* v = fHead; v; v = v->fNext) {
1357 TESS_LOG("vertex %g (%g, %g) alpha %d", v->fID, v->fPoint.fX, v->fPoint.fY, v->fAlpha);
1358 if (Vertex* p = v->fPartner) {
1359 TESS_LOG(", partner %g (%g, %g) alpha %d\n",
1360 p->fID, p->fPoint.fX, p->fPoint.fY, p->fAlpha);
1361 } else {
1362 TESS_LOG(", null partner\n");
1363 }
1364 for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) {
1365 TESS_LOG(" edge %g -> %g, winding %d\n", e->fTop->fID, e->fBottom->fID, e->fWinding);
1366 }
1367 for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) {
1368 TESS_LOG(" edge %g -> %g, winding %d\n", e->fTop->fID, e->fBottom->fID, e->fWinding);
1369 }
1370 }
1371}
1372#endif
1373
1374#ifdef SK_DEBUG
1375static void validate_edge_pair(Edge* left, Edge* right, const Comparator& c) {
1376 if (!left || !right) {
1377 return;
1378 }
1379 if (left->fTop == right->fTop) {
1380 SkASSERT(left->isLeftOf(*right->fBottom));
1381 SkASSERT(right->isRightOf(*left->fBottom));
1382 } else if (c.sweep_lt(a: left->fTop->fPoint, b: right->fTop->fPoint)) {
1383 SkASSERT(left->isLeftOf(*right->fTop));
1384 } else {
1385 SkASSERT(right->isRightOf(*left->fTop));
1386 }
1387 if (left->fBottom == right->fBottom) {
1388 SkASSERT(left->isLeftOf(*right->fTop));
1389 SkASSERT(right->isRightOf(*left->fTop));
1390 } else if (c.sweep_lt(a: right->fBottom->fPoint, b: left->fBottom->fPoint)) {
1391 SkASSERT(left->isLeftOf(*right->fBottom));
1392 } else {
1393 SkASSERT(right->isRightOf(*left->fBottom));
1394 }
1395}
1396
1397static void validate_edge_list(EdgeList* edges, const Comparator& c) {
1398 Edge* left = edges->fHead;
1399 if (!left) {
1400 return;
1401 }
1402 for (Edge* right = left->fRight; right; right = right->fRight) {
1403 validate_edge_pair(left, right, c);
1404 left = right;
1405 }
1406}
1407#endif
1408
1409// Stage 4: Simplify the mesh by inserting new vertices at intersecting edges.
1410
1411GrTriangulator::SimplifyResult GrTriangulator::simplify(VertexList* mesh,
1412 const Comparator& c) {
1413 TESS_LOG("simplifying complex polygons\n");
1414
1415 int initialNumEdges = fNumEdges;
1416
1417 EdgeList activeEdges;
1418 auto result = SimplifyResult::kAlreadySimple;
1419 for (Vertex* v = mesh->fHead; v != nullptr; v = v->fNext) {
1420 if (!v->isConnected()) {
1421 continue;
1422 }
1423
1424 // The max increase across all skps, svgs and gms with only the triangulating and SW path
1425 // renderers enabled and with the triangulator's maxVerbCount set to the Chrome value is
1426 // 17x.
1427 if (fNumEdges > 170*initialNumEdges) {
1428 return SimplifyResult::kFailed;
1429 }
1430
1431 Edge* leftEnclosingEdge;
1432 Edge* rightEnclosingEdge;
1433 bool restartChecks;
1434 do {
1435 TESS_LOG("\nvertex %g: (%g,%g), alpha %d\n",
1436 v->fID, v->fPoint.fX, v->fPoint.fY, v->fAlpha);
1437 restartChecks = false;
1438 FindEnclosingEdges(v: *v, edges: activeEdges, left: &leftEnclosingEdge, right: &rightEnclosingEdge);
1439 v->fLeftEnclosingEdge = leftEnclosingEdge;
1440 v->fRightEnclosingEdge = rightEnclosingEdge;
1441 if (v->fFirstEdgeBelow) {
1442 for (Edge* edge = v->fFirstEdgeBelow; edge; edge = edge->fNextEdgeBelow) {
1443 BoolFail l = this->checkForIntersection(
1444 left: leftEnclosingEdge, right: edge, activeEdges: &activeEdges, current: &v, mesh, c);
1445 if (l == BoolFail::kFail) {
1446 return SimplifyResult::kFailed;
1447 } else if (l == BoolFail::kFalse) {
1448 BoolFail r = this->checkForIntersection(
1449 left: edge, right: rightEnclosingEdge, activeEdges: &activeEdges, current: &v, mesh, c);
1450 if (r == BoolFail::kFail) {
1451 return SimplifyResult::kFailed;
1452 } else if (r == BoolFail::kFalse) {
1453 // Neither l and r are both false.
1454 continue;
1455 }
1456 }
1457
1458 // Either l or r are true.
1459 result = SimplifyResult::kFoundSelfIntersection;
1460 restartChecks = true;
1461 break;
1462 } // for
1463 } else {
1464 BoolFail bf = this->checkForIntersection(
1465 left: leftEnclosingEdge, right: rightEnclosingEdge, activeEdges: &activeEdges, current: &v, mesh, c);
1466 if (bf == BoolFail::kFail) {
1467 return SimplifyResult::kFailed;
1468 }
1469 if (bf == BoolFail::kTrue) {
1470 result = SimplifyResult::kFoundSelfIntersection;
1471 restartChecks = true;
1472 }
1473
1474 }
1475 } while (restartChecks);
1476#ifdef SK_DEBUG
1477 validate_edge_list(edges: &activeEdges, c);
1478#endif
1479 for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) {
1480 if (!activeEdges.remove(edge: e)) {
1481 return SimplifyResult::kFailed;
1482 }
1483 }
1484 Edge* leftEdge = leftEnclosingEdge;
1485 for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) {
1486 activeEdges.insert(edge: e, prev: leftEdge);
1487 leftEdge = e;
1488 }
1489 }
1490 SkASSERT(!activeEdges.fHead && !activeEdges.fTail);
1491 return result;
1492}
1493
1494// Stage 5: Tessellate the simplified mesh into monotone polygons.
1495
1496std::tuple<Poly*, bool> GrTriangulator::tessellate(const VertexList& vertices, const Comparator&) {
1497 TESS_LOG("\ntessellating simple polygons\n");
1498 EdgeList activeEdges;
1499 Poly* polys = nullptr;
1500 for (Vertex* v = vertices.fHead; v != nullptr; v = v->fNext) {
1501 if (!v->isConnected()) {
1502 continue;
1503 }
1504#if TRIANGULATOR_LOGGING
1505 TESS_LOG("\nvertex %g: (%g,%g), alpha %d\n", v->fID, v->fPoint.fX, v->fPoint.fY, v->fAlpha);
1506#endif
1507 Edge* leftEnclosingEdge;
1508 Edge* rightEnclosingEdge;
1509 FindEnclosingEdges(v: *v, edges: activeEdges, left: &leftEnclosingEdge, right: &rightEnclosingEdge);
1510 Poly* leftPoly;
1511 Poly* rightPoly;
1512 if (v->fFirstEdgeAbove) {
1513 leftPoly = v->fFirstEdgeAbove->fLeftPoly;
1514 rightPoly = v->fLastEdgeAbove->fRightPoly;
1515 } else {
1516 leftPoly = leftEnclosingEdge ? leftEnclosingEdge->fRightPoly : nullptr;
1517 rightPoly = rightEnclosingEdge ? rightEnclosingEdge->fLeftPoly : nullptr;
1518 }
1519#if TRIANGULATOR_LOGGING
1520 TESS_LOG("edges above:\n");
1521 for (Edge* e = v->fFirstEdgeAbove; e; e = e->fNextEdgeAbove) {
1522 TESS_LOG("%g -> %g, lpoly %d, rpoly %d\n",
1523 e->fTop->fID, e->fBottom->fID,
1524 e->fLeftPoly ? e->fLeftPoly->fID : -1,
1525 e->fRightPoly ? e->fRightPoly->fID : -1);
1526 }
1527 TESS_LOG("edges below:\n");
1528 for (Edge* e = v->fFirstEdgeBelow; e; e = e->fNextEdgeBelow) {
1529 TESS_LOG("%g -> %g, lpoly %d, rpoly %d\n",
1530 e->fTop->fID, e->fBottom->fID,
1531 e->fLeftPoly ? e->fLeftPoly->fID : -1,
1532 e->fRightPoly ? e->fRightPoly->fID : -1);
1533 }
1534#endif
1535 if (v->fFirstEdgeAbove) {
1536 if (leftPoly) {
1537 leftPoly = leftPoly->addEdge(e: v->fFirstEdgeAbove, side: kRight_Side, tri: this);
1538 }
1539 if (rightPoly) {
1540 rightPoly = rightPoly->addEdge(e: v->fLastEdgeAbove, side: kLeft_Side, tri: this);
1541 }
1542 for (Edge* e = v->fFirstEdgeAbove; e != v->fLastEdgeAbove; e = e->fNextEdgeAbove) {
1543 Edge* rightEdge = e->fNextEdgeAbove;
1544 activeEdges.remove(edge: e);
1545 if (e->fRightPoly) {
1546 e->fRightPoly->addEdge(e, side: kLeft_Side, tri: this);
1547 }
1548 if (rightEdge->fLeftPoly && rightEdge->fLeftPoly != e->fRightPoly) {
1549 rightEdge->fLeftPoly->addEdge(e, side: kRight_Side, tri: this);
1550 }
1551 }
1552 activeEdges.remove(edge: v->fLastEdgeAbove);
1553 if (!v->fFirstEdgeBelow) {
1554 if (leftPoly && rightPoly && leftPoly != rightPoly) {
1555 SkASSERT(leftPoly->fPartner == nullptr && rightPoly->fPartner == nullptr);
1556 rightPoly->fPartner = leftPoly;
1557 leftPoly->fPartner = rightPoly;
1558 }
1559 }
1560 }
1561 if (v->fFirstEdgeBelow) {
1562 if (!v->fFirstEdgeAbove) {
1563 if (leftPoly && rightPoly) {
1564 if (leftPoly == rightPoly) {
1565 if (leftPoly->fTail && leftPoly->fTail->fSide == kLeft_Side) {
1566 leftPoly = this->makePoly(head: &polys, v: leftPoly->lastVertex(),
1567 winding: leftPoly->fWinding);
1568 leftEnclosingEdge->fRightPoly = leftPoly;
1569 } else {
1570 rightPoly = this->makePoly(head: &polys, v: rightPoly->lastVertex(),
1571 winding: rightPoly->fWinding);
1572 rightEnclosingEdge->fLeftPoly = rightPoly;
1573 }
1574 }
1575 Edge* join = this->allocateEdge(top: leftPoly->lastVertex(), bottom: v, winding: 1, type: EdgeType::kInner);
1576 leftPoly = leftPoly->addEdge(e: join, side: kRight_Side, tri: this);
1577 rightPoly = rightPoly->addEdge(e: join, side: kLeft_Side, tri: this);
1578 }
1579 }
1580 Edge* leftEdge = v->fFirstEdgeBelow;
1581 leftEdge->fLeftPoly = leftPoly;
1582 activeEdges.insert(edge: leftEdge, prev: leftEnclosingEdge);
1583 for (Edge* rightEdge = leftEdge->fNextEdgeBelow; rightEdge;
1584 rightEdge = rightEdge->fNextEdgeBelow) {
1585 activeEdges.insert(edge: rightEdge, prev: leftEdge);
1586 int winding = leftEdge->fLeftPoly ? leftEdge->fLeftPoly->fWinding : 0;
1587 winding += leftEdge->fWinding;
1588 if (winding != 0) {
1589 Poly* poly = this->makePoly(head: &polys, v, winding);
1590 leftEdge->fRightPoly = rightEdge->fLeftPoly = poly;
1591 }
1592 leftEdge = rightEdge;
1593 }
1594 v->fLastEdgeBelow->fRightPoly = rightPoly;
1595 }
1596#if TRIANGULATOR_LOGGING
1597 TESS_LOG("\nactive edges:\n");
1598 for (Edge* e = activeEdges.fHead; e != nullptr; e = e->fRight) {
1599 TESS_LOG("%g -> %g, lpoly %d, rpoly %d\n",
1600 e->fTop->fID, e->fBottom->fID,
1601 e->fLeftPoly ? e->fLeftPoly->fID : -1,
1602 e->fRightPoly ? e->fRightPoly->fID : -1);
1603 }
1604#endif
1605 }
1606 return { polys, true };
1607}
1608
1609// This is a driver function that calls stages 2-5 in turn.
1610
1611void GrTriangulator::contoursToMesh(VertexList* contours, int contourCnt, VertexList* mesh,
1612 const Comparator& c) {
1613#if TRIANGULATOR_LOGGING
1614 for (int i = 0; i < contourCnt; ++i) {
1615 Vertex* v = contours[i].fHead;
1616 SkASSERT(v);
1617 TESS_LOG("path.moveTo(%20.20g, %20.20g);\n", v->fPoint.fX, v->fPoint.fY);
1618 for (v = v->fNext; v; v = v->fNext) {
1619 TESS_LOG("path.lineTo(%20.20g, %20.20g);\n", v->fPoint.fX, v->fPoint.fY);
1620 }
1621 }
1622#endif
1623 this->sanitizeContours(contours, contourCnt);
1624 this->buildEdges(contours, contourCnt, mesh, c);
1625}
1626
1627void GrTriangulator::SortMesh(VertexList* vertices, const Comparator& c) {
1628 if (!vertices || !vertices->fHead) {
1629 return;
1630 }
1631
1632 // Sort vertices in Y (secondarily in X).
1633 if (c.fDirection == Comparator::Direction::kHorizontal) {
1634 merge_sort<sweep_lt_horiz>(vertices);
1635 } else {
1636 merge_sort<sweep_lt_vert>(vertices);
1637 }
1638#if TRIANGULATOR_LOGGING
1639 for (Vertex* v = vertices->fHead; v != nullptr; v = v->fNext) {
1640 static float gID = 0.0f;
1641 v->fID = gID++;
1642 }
1643#endif
1644}
1645
1646std::tuple<Poly*, bool> GrTriangulator::contoursToPolys(VertexList* contours, int contourCnt) {
1647 const SkRect& pathBounds = fPath.getBounds();
1648 Comparator c(pathBounds.width() > pathBounds.height() ? Comparator::Direction::kHorizontal
1649 : Comparator::Direction::kVertical);
1650 VertexList mesh;
1651 this->contoursToMesh(contours, contourCnt, mesh: &mesh, c);
1652 TESS_LOG("\ninitial mesh:\n");
1653 DUMP_MESH(mesh);
1654 SortMesh(vertices: &mesh, c);
1655 TESS_LOG("\nsorted mesh:\n");
1656 DUMP_MESH(mesh);
1657 this->mergeCoincidentVertices(mesh: &mesh, c);
1658 TESS_LOG("\nsorted+merged mesh:\n");
1659 DUMP_MESH(mesh);
1660 auto result = this->simplify(mesh: &mesh, c);
1661 if (result == SimplifyResult::kFailed) {
1662 return { nullptr, false };
1663 }
1664 TESS_LOG("\nsimplified mesh:\n");
1665 DUMP_MESH(mesh);
1666 return this->tessellate(vertices: mesh, c);
1667}
1668
1669// Stage 6: Triangulate the monotone polygons into a vertex buffer.
1670skgpu::VertexWriter GrTriangulator::polysToTriangles(Poly* polys,
1671 SkPathFillType overrideFillType,
1672 skgpu::VertexWriter data) const {
1673 for (Poly* poly = polys; poly; poly = poly->fNext) {
1674 if (apply_fill_type(fillType: overrideFillType, poly)) {
1675 data = this->emitPoly(poly, data: std::move(data));
1676 }
1677 }
1678 return data;
1679}
1680
1681static int get_contour_count(const SkPath& path, SkScalar tolerance) {
1682 // We could theoretically be more aggressive about not counting empty contours, but we need to
1683 // actually match the exact number of contour linked lists the tessellator will create later on.
1684 int contourCnt = 1;
1685 bool hasPoints = false;
1686
1687 SkPath::Iter iter(path, false);
1688 SkPath::Verb verb;
1689 SkPoint pts[4];
1690 bool first = true;
1691 while ((verb = iter.next(pts)) != SkPath::kDone_Verb) {
1692 switch (verb) {
1693 case SkPath::kMove_Verb:
1694 if (!first) {
1695 ++contourCnt;
1696 }
1697 [[fallthrough]];
1698 case SkPath::kLine_Verb:
1699 case SkPath::kConic_Verb:
1700 case SkPath::kQuad_Verb:
1701 case SkPath::kCubic_Verb:
1702 hasPoints = true;
1703 break;
1704 default:
1705 break;
1706 }
1707 first = false;
1708 }
1709 if (!hasPoints) {
1710 return 0;
1711 }
1712 return contourCnt;
1713}
1714
1715std::tuple<Poly*, bool> GrTriangulator::pathToPolys(float tolerance, const SkRect& clipBounds, bool* isLinear) {
1716 int contourCnt = get_contour_count(path: fPath, tolerance);
1717 if (contourCnt <= 0) {
1718 *isLinear = true;
1719 return { nullptr, true };
1720 }
1721
1722 if (SkPathFillType_IsInverse(ft: fPath.getFillType())) {
1723 contourCnt++;
1724 }
1725 std::unique_ptr<VertexList[]> contours(new VertexList[contourCnt]);
1726
1727 this->pathToContours(tolerance, clipBounds, contours: contours.get(), isLinear);
1728 return this->contoursToPolys(contours: contours.get(), contourCnt);
1729}
1730
1731int64_t GrTriangulator::CountPoints(Poly* polys, SkPathFillType overrideFillType) {
1732 int64_t count = 0;
1733 for (Poly* poly = polys; poly; poly = poly->fNext) {
1734 if (apply_fill_type(fillType: overrideFillType, poly) && poly->fCount >= 3) {
1735 count += (poly->fCount - 2) * (TRIANGULATOR_WIREFRAME ? 6 : 3);
1736 }
1737 }
1738 return count;
1739}
1740
1741// Stage 6: Triangulate the monotone polygons into a vertex buffer.
1742
1743int GrTriangulator::polysToTriangles(Poly* polys, GrEagerVertexAllocator* vertexAllocator) const {
1744 int64_t count64 = CountPoints(polys, overrideFillType: fPath.getFillType());
1745 if (0 == count64 || count64 > SK_MaxS32) {
1746 return 0;
1747 }
1748 int count = count64;
1749
1750 size_t vertexStride = sizeof(SkPoint);
1751 if (fEmitCoverage) {
1752 vertexStride += sizeof(float);
1753 }
1754 skgpu::VertexWriter verts = vertexAllocator->lockWriter(stride: vertexStride, eagerCount: count);
1755 if (!verts) {
1756 SkDebugf(format: "Could not allocate vertices\n");
1757 return 0;
1758 }
1759
1760 TESS_LOG("emitting %d verts\n", count);
1761
1762 skgpu::BufferWriter::Mark start = verts.mark();
1763 verts = this->polysToTriangles(polys, overrideFillType: fPath.getFillType(), data: std::move(verts));
1764
1765 int actualCount = static_cast<int>((verts.mark() - start) / vertexStride);
1766 SkASSERT(actualCount <= count);
1767 vertexAllocator->unlock(actualCount);
1768 return actualCount;
1769}
1770
1771#endif // SK_ENABLE_OPTIMIZE_SIZE
1772

source code of flutter_engine/third_party/skia/src/gpu/ganesh/geometry/GrTriangulator.cpp