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authorRobin Watts <robin.watts@artifex.com>2013-01-25 19:24:49 +0000
committerRobin Watts <robin.watts@artifex.com>2013-02-06 19:24:12 +0000
commitd3aa37962470253083714b5092a1ba759f674d47 (patch)
treeec60a0857cd3d44d3db5bc0c95aa69335b6b2d47 /fitz/res_shade.c
parentc42dac496e0994c4253eb50ce67ceaec864ed379 (diff)
downloadmupdf-d3aa37962470253083714b5092a1ba759f674d47.tar.xz
Change to pass structures by reference rather than value.
This is faster on ARM in particular. The primary changes involve fz_matrix, fz_rect and fz_bbox. Rather than passing 'fz_rect r' into a function, we now consistently pass 'const fz_rect *r'. Where a rect is passed in and modified, we miss the 'const' off. Where possible, we return the pointer to the modified structure to allow 'chaining' of expressions. The basic upshot of this work is that we do far fewer copies of rectangle/matrix structures, and all the copies we do are explicit. This has opened the way to other optimisations, also performed in this commit. Rather than using expressions like: fz_concat(fz_scale(sx, sy), fz_translate(tx, ty)) we now have fz_pre_{scale,translate,rotate} functions. These can be implemented much more efficiently than doing the fully fledged matrix multiplication that fz_concat requires. We add fz_rect_{min,max} functions to return pointers to the min/max points of a rect. These can be used to in transformations to directly manipulate values. With a little casting in the path transformation code we can avoid more needless copying. We rename fz_widget_bbox to the more consistent fz_bound_widget.
Diffstat (limited to 'fitz/res_shade.c')
-rw-r--r--fitz/res_shade.c83
1 files changed, 43 insertions, 40 deletions
diff --git a/fitz/res_shade.c b/fitz/res_shade.c
index 15f631da..1d09c354 100644
--- a/fitz/res_shade.c
+++ b/fitz/res_shade.c
@@ -16,7 +16,7 @@ paint_quad(fz_mesh_processor *painter, fz_vertex *v0, fz_vertex *v1, fz_vertex *
}
static void
-fz_mesh_type1_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
+fz_mesh_type1_process(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm, fz_mesh_processor *painter)
{
float *p = shade->u.f.fn_vals;
int xdivs = shade->u.f.xdivs;
@@ -31,8 +31,9 @@ fz_mesh_type1_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
fz_vertex *v = vs[0];
fz_vertex *vn = vs[1];
int n = shade->colorspace->n;
+ fz_matrix local_ctm;
- ctm = fz_concat(shade->u.f.matrix, ctm);
+ fz_concat(&local_ctm, &shade->u.f.matrix, ctm);
y = y0;
for (yy = 0; yy < ydivs; yy++)
@@ -41,22 +42,22 @@ fz_mesh_type1_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
x = x0;
v[0].p.x = x; v[0].p.y = y;
- v[0].p = fz_transform_point(ctm, v[0].p);
+ fz_transform_point(&v[0].p, &local_ctm);
memcpy(v[0].c, p, n*sizeof(float));
p += n;
v[1].p.x = x; v[1].p.y = yn;
- v[1].p = fz_transform_point(ctm, v[1].p);
+ fz_transform_point(&v[1].p, &local_ctm);
memcpy(v[1].c, p + xdivs*n, n*sizeof(float));
for (xx = 0; xx < xdivs; xx++)
{
x = x0 + (x1 - x0) * (xx + 1) / xdivs;
vn[0].p.x = x; vn[0].p.y = y;
- vn[0].p = fz_transform_point(ctm, vn[0].p);
+ fz_transform_point(&vn[0].p, &local_ctm);
memcpy(vn[0].c, p, n*sizeof(float));
p += n;
vn[1].p.x = x; vn[1].p.y = yn;
- vn[1].p = fz_transform_point(ctm, vn[1].p);
+ fz_transform_point(&vn[1].p, &local_ctm);
memcpy(vn[1].c, p + xdivs*n, n*sizeof(float));
paint_quad(painter, &v[0], &vn[0], &vn[1], &v[1]);
@@ -79,7 +80,7 @@ fz_point_on_circle(fz_point p, float r, float theta)
}
static void
-fz_mesh_type2_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
+fz_mesh_type2_process(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm, fz_mesh_processor *painter)
{
fz_point p0, p1, dir;
fz_vertex v0, v1, v2, v3;
@@ -92,9 +93,9 @@ fz_mesh_type2_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
p1.y = shade->u.l_or_r.coords[1][1];
dir.x = p0.y - p1.y;
dir.y = p1.x - p0.x;
- p0 = fz_transform_point(ctm, p0);
- p1 = fz_transform_point(ctm, p1);
- dir = fz_transform_vector(ctm, dir);
+ fz_transform_point(&p0, ctm);
+ fz_transform_point(&p1, ctm);
+ fz_transform_vector(&dir, ctm);
theta = atan2f(dir.y, dir.x);
v0.p = fz_point_on_circle(p0, HUGENUM, theta);
@@ -146,7 +147,7 @@ fz_mesh_type2_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
#define RADSEGS 32 /* how many segments to generate for radial meshes */
static void
-fz_paint_annulus(fz_matrix ctm,
+fz_paint_annulus(const fz_matrix *ctm,
fz_point p0, float r0, float c0,
fz_point p1, float r1, float c1,
fz_mesh_processor *painter)
@@ -169,14 +170,14 @@ fz_paint_annulus(fz_matrix ctm,
b2.p = fz_point_on_circle(p1, r1, theta - i * step);
b3.p = fz_point_on_circle(p1, r1, theta - i * step - step);
- t0.p = fz_transform_point(ctm, t0.p);
- t1.p = fz_transform_point(ctm, t1.p);
- t2.p = fz_transform_point(ctm, t2.p);
- t3.p = fz_transform_point(ctm, t3.p);
- b0.p = fz_transform_point(ctm, b0.p);
- b1.p = fz_transform_point(ctm, b1.p);
- b2.p = fz_transform_point(ctm, b2.p);
- b3.p = fz_transform_point(ctm, b3.p);
+ fz_transform_point(&t0.p, ctm);
+ fz_transform_point(&t1.p, ctm);
+ fz_transform_point(&t2.p, ctm);
+ fz_transform_point(&t3.p, ctm);
+ fz_transform_point(&b0.p, ctm);
+ fz_transform_point(&b1.p, ctm);
+ fz_transform_point(&b2.p, ctm);
+ fz_transform_point(&b3.p, ctm);
t0.c[0] = c0;
t1.c[0] = c0;
@@ -193,7 +194,7 @@ fz_paint_annulus(fz_matrix ctm,
}
static void
-fz_mesh_type3_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
+fz_mesh_type3_process(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm, fz_mesh_processor *painter)
{
fz_point p0, p1;
float r0, r1;
@@ -247,7 +248,7 @@ static inline float read_sample(fz_stream *stream, int bits, float min, float ma
}
static void
-fz_mesh_type4_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
+fz_mesh_type4_process(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm, fz_mesh_processor *painter)
{
fz_stream *stream = fz_open_compressed_buffer(ctx, shade->buffer);
fz_vertex v[4];
@@ -274,7 +275,7 @@ fz_mesh_type4_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
flag = fz_read_bits(stream, bpflag);
vd->p.x = read_sample(stream, bpcoord, x0, x1);
vd->p.y = read_sample(stream, bpcoord, y0, y1);
- vd->p = fz_transform_point(ctm, vd->p);
+ fz_transform_point(&vd->p, ctm);
for (i = 0; i < ncomp; i++)
vd->c[i] = read_sample(stream, bpcomp, c0[i], c1[i]);
@@ -286,14 +287,14 @@ fz_mesh_type4_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
fz_read_bits(stream, bpflag);
vb->p.x = read_sample(stream, bpcoord, x0, x1);
vb->p.y = read_sample(stream, bpcoord, y0, y1);
- vb->p = fz_transform_point(ctm, vb->p);
+ fz_transform_point(&vb->p, ctm);
for (i = 0; i < ncomp; i++)
vb->c[i] = read_sample(stream, bpcomp, c0[i], c1[i]);
fz_read_bits(stream, bpflag);
vc->p.x = read_sample(stream, bpcoord, x0, x1);
vc->p.y = read_sample(stream, bpcoord, y0, y1);
- vc->p = fz_transform_point(ctm, vc->p);
+ fz_transform_point(&vc->p, ctm);
for (i = 0; i < ncomp; i++)
vc->c[i] = read_sample(stream, bpcomp, c0[i], c1[i]);
@@ -326,7 +327,7 @@ fz_mesh_type4_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
}
static void
-fz_mesh_type5_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
+fz_mesh_type5_process(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm, fz_mesh_processor *painter)
{
fz_stream *stream = fz_open_compressed_buffer(ctx, shade->buffer);
fz_vertex *buf = NULL;
@@ -360,7 +361,7 @@ fz_mesh_type5_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
{
buf[i].p.x = read_sample(stream, bpcoord, x0, x1);
buf[i].p.y = read_sample(stream, bpcoord, y0, y1);
- buf[i].p = fz_transform_point(ctm, buf[i].p);
+ fz_transform_point(&buf[i].p, ctm);
for (k = 0; k < ncomp; k++)
buf[i].c[k] = read_sample(stream, bpcomp, c0[k], c1[k]);
}
@@ -643,7 +644,7 @@ make_tensor_patch(tensor_patch *p, int type, fz_point *pt)
#define SUBDIV 3 /* how many levels to subdivide patches */
static void
-fz_mesh_type6_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
+fz_mesh_type6_process(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm, fz_mesh_processor *painter)
{
fz_stream *stream = fz_open_compressed_buffer(ctx, shade->buffer);
int haspatch, hasprevpatch;
@@ -690,7 +691,7 @@ fz_mesh_type6_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
{
v[i].x = read_sample(stream, bpcoord, x0, x1);
v[i].y = read_sample(stream, bpcoord, y0, y1);
- v[i] = fz_transform_point(ctm, v[i]);
+ fz_transform_point(&v[i], ctm);
}
for (i = startcolor; i < 4; i++)
@@ -771,7 +772,7 @@ fz_mesh_type6_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
}
static void
-fz_mesh_type7_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_processor *painter)
+fz_mesh_type7_process(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm, fz_mesh_processor *painter)
{
fz_stream *stream = fz_open_compressed_buffer(ctx, shade->buffer);
int bpflag = shade->u.m.bpflag;
@@ -818,7 +819,7 @@ fz_mesh_type7_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
{
v[i].x = read_sample(stream, bpcoord, x0, x1);
v[i].y = read_sample(stream, bpcoord, y0, y1);
- v[i] = fz_transform_point(ctm, v[i]);
+ fz_transform_point(&v[i], ctm);
}
for (i = startcolor; i < 4; i++)
@@ -899,7 +900,7 @@ fz_mesh_type7_process(fz_context *ctx, fz_shade *shade, fz_matrix ctm, fz_mesh_p
}
void
-fz_process_mesh(fz_context *ctx, fz_shade *shade, fz_matrix ctm,
+fz_process_mesh(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm,
fz_mesh_process_fn *process, void *process_arg)
{
fz_mesh_processor painter;
@@ -988,24 +989,26 @@ bound_tri(void *arg, fz_vertex *v1, fz_vertex *v2, fz_vertex *v3)
if (v3->p.y > bmd->rect.y1) bmd->rect.y1 = v3->p.y;
}
-fz_rect
-fz_bound_shade(fz_context *ctx, fz_shade *shade, fz_matrix ctm)
+fz_rect *
+fz_bound_shade(fz_context *ctx, fz_shade *shade, const fz_matrix *ctm, fz_rect *s)
{
- fz_rect s;
+ fz_matrix local_ctm;
struct bound_mesh_data bmd;
- ctm = fz_concat(shade->matrix, ctm);
- s = fz_transform_rect(ctm, shade->bbox);
+ fz_concat(&local_ctm, &shade->matrix, ctm);
+ *s = shade->bbox;
+ fz_transform_rect(s, &local_ctm);
if (shade->type == FZ_LINEAR)
- return fz_intersect_rect(s, fz_infinite_rect);
+ return s;
if (shade->type == FZ_RADIAL)
- return fz_intersect_rect(s, fz_infinite_rect);
+ return s;
bmd.rect = fz_empty_rect;
bmd.first = 1;
- fz_process_mesh(ctx, shade, ctm, &bound_tri, &bmd);
+ fz_process_mesh(ctx, shade, &local_ctm, &bound_tri, &bmd);
- return fz_intersect_rect(s, bmd.rect);
+ fz_intersect_rect(s, &bmd.rect);
+ return s;
}
#ifndef NDEBUG