re-design the shape data structure so that render backends
are able to access them directly.
This also let us remove tvgShape member data from the Shape::Impl.
To achieve this, migrate shape/stroke/path
from the canvas interface to the render interface.
If a paint is used as a clipper, it must be determined in the paint behavior.
Propagate its decision to the immediate derived classes so that
not only shapes but also scenes must be dealt as a clipper properly.
This revised this change 0de3872be3
for better a solution.
Handle correctly duplicated spans from the multiple y span data.
Previous logic only expected the one single y span data from the rle.
However rle might have multiple y span data if the anti-aliasing is applied.
This patch also removed the bad design of the common engine
which handles the anti-alising option to ignore the anti-aliasing rle generation.
Just realized, it's difficult to control that condition due to scene-composition.
replace the transformed rle rgba image with the texmap raster.
this patch removes the several scattered transformed image rasterizer,
reuse the unified one texmap method instead.
yay, it's much clean and optimal.
Previously, translucent png images are not displayed properly
due to alpha channels premultiplication.
This patch implements that missing part to support it properly
by introducing the Surface data between canvas engine & rasterizer
@Issue: https://github.com/Samsung/thorvg/issues/655
There was a missing sorting between the left-top & right-bottom corner.
that results in the negative values of the viewport...
Now fixed it.
+ refactored to use math functions...
+ still it's a buggy, sometimes no draw at 90' in stress. don't know reason. :(
This reverts commit cd5116b053.
Ah this breaks the Stress example due to Picture::duplicate() is not available...
Need to consider and come back again.
* common: added colorSpace() function
This patch introduces colorSpace() function for SW and GL engine.
* infra: change LoadModule:read() into LoadModule:read(uint32_t colorspace)
This patch changes LoadModule:read() into LoadModule:read(uint32_t colorspace)
* picture: implement passing colorspace into loader
This patch implements passing colorspace into loaders.
Loader->read is now called on the first update.
* external_jpg_loader: support colorspaces
* external_png_loader: support colorspaces
If ClipPath is a singular rectangle,
we don't need to apply this to all children nodes to adjust rle span regions.
Rather than its regular sequence,
we can adjust render region as merging viewport that is introduced internally,
All in all,
If a Paint has a single ClipPath that is Rectangle,
it sets viewport with Rectangle area that viewport is applied to
raster engine to cut off the rendering boundary.
In the normal case it brings trivial effects.
but when use SVGs which has a viewbox, it could increase the performance
up to 10% (profiled with 200 svgs rendering at the same time)
Note that, this won't be applied if the Paint has affine or rotation transform.
@Issues: 294
* sw_engine: adding a gradient as a stroke feature
Similarly as a shape may have a gradient fill so can the stroke.
* Capi: adding APIs for a gradient stroke
Co-authored-by: Hermet Park <hermetpark@gmail.com>
Renamed internal interfaces.
We need both blender & compositor interfaces.
Renamed SwCompositor -> SwBlender which is for pixel joining methods.
Added (SwCompositor, Compositor) which is designed for compositing images.
Splited out ClipPath routine from other pixel compositions'
since yet it's unlikely compatible...
Also revise internal engine interfaces to be simpler.
This is a step forward to enhance masking feature.
Introduce RendererMethod::renderRegion() to return acutal drawing region info.
That is used by scene composition to composite actual partial drawing region
for better performance.
@Issues: 173
Apply tvg Array instead of std::vector
Also Fixed to compList in update() to passed by reference, not copying.
Also Fixed Composition Target memory leak
Here is the binary size result:
[libthorvg.so] 1785376 >> 1607416
[text] 121255 >> 118277
[data] 7792 >> 7736
[dec] 129119 >> 126085
this is an additional enhancement of af8c278c5e
Now scene opacity composition is supported.
Also, this implementaion fixes an incorrect scene bounding box computation.
Plus, adding stroking feathering to shape bounding box size.
Add RawLoader class that loads and display raw images,
and adds a Rasterizer for image data.
Image data can be loaded via picture.
Loaded image supports Composition, Transformation and Alpha blending.
New API
Result load(uint32_t* data, uint32_t width, uint32_t height, bool isCopy) noexcept;
We introduced separate opacity interface to adjust alpha value by paint.
This opacity will affect to whole paint image if paint is a group of paints.
Also, this opacity is to multipy with fill/stroke alpha values.
This means if the opacity is valid, the paint might deal with a composition step,
which is very expensive due to additional rendering step.
One tip is, if you want to toggle on/off for a certian paint,
you can set opacity to 255 or 0.
@API Additions:
Result Paint::opacity(uint8_t o) noexcept;
uint8_t Paint::opacity() const noexcept;
@Examples: examples/Opacity
@Issues: 94
common sw_engine: Implement ClipPath feature
Paint object can composite by using composite API.
ClipPath composite is clipping by path unit of paint.
The following cases are supported.
Shape->composite(Shape);
Scene->composite(Shape);
Picture->composite(Shape);
Add enum
enum CompMethod { None = 0, ClipPath };
Add APIs
Result composite(std::unique_ptr<Paint> comp, CompMethod method) const noexcept;
* Example: Added testClipPath
we should avoid code insertion during file dependencies,
such as #include "xxx.h" which has implementations.
This could increase binary size, we can avoid it as possible.
Current patch improves binary size like this:
From: file(2059008) = text(120360) data(8096) bss(80) dec(128536)
To : file(1921832) = text(118429) data(7872) bss(56) dec(126357)
More additional patches will come in to optmize binary size.
previous implementation didn't consider multiple canvases,
multiple canvas shared one renderer engine that brought corrupted contexts.
Thus, each canvas instances should have designated renderer engine instances.
Now fixed.
Now, stabilizing is pretty enough.
Remove assert code so that we never abort process in any cases.
This also reduce the binary size.
Change-Id: Ia7d2d5c5a0757b12481eaebad7a86aade6a89c1e
We can use RGBA colorspace rather ARGB for pixel data.
This would be better for many rendering system,
since it's more widely preferred than ARGB including opengl.
Change-Id: Ibbfe6a511d77bf0ef30ce261995467c11164d306
we can't control any threads count that could drop the performance.
remove async() and will come back with fine-tuned threading-pool.
Change-Id: I17c39792234acfce6db334abc0ce12da23978a9a
Basically, stroke width size is linear,
engine couldn't apply scale factor from the matrix which contains 2 dimensional values.
Thus, we can apply it if the scale factor of x/y is identical.
Otherwise, we should transform every stroke points in the stroking process.
That scenario can be improved with another patch.
Change-Id: I070dcf29d2e42f21e182bdf4239781464158ef73
this interface is designed for user-defined arbitrary affine-transform paints.
required by svg loader.
Change-Id: I7f08023605d224e36cef3770098d3757aee81848