Merge pull request #323 from guzba/master
simpler + faster curves to segments, leak fix
Before Width: | Height: | Size: 4.6 KiB After Width: | Height: | Size: 4.6 KiB |
Before Width: | Height: | Size: 5.9 KiB After Width: | Height: | Size: 5.9 KiB |
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@ -1,6 +1,6 @@
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import benchy, svg_cairo
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let data = readFile("tests/images/svg/Ghostscript_Tiger.svg")
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let data = readFile("tests/fileformats/svg/Ghostscript_Tiger.svg")
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timeIt "svg decode":
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keep decodeSvg(data)
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discard decodeSvg(data)
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@ -990,6 +990,9 @@ proc superImage*(image: Image, x, y, w, h: int): Image {.raises: [PixieError].}
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## Either cuts a sub image or returns a super image with padded transparency.
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if x >= 0 and x + w <= image.width and y >= 0 and y + h <= image.height:
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result = image.subImage(x, y, w, h)
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elif abs(x) >= image.width or abs(y) >= image.height:
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# Nothing to copy, just an empty new image
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result = newImage(w, h)
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else:
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result = newImage(w, h)
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result.draw(image, translate(vec2(-x.float32, -y.float32)), bmOverwrite)
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@ -45,7 +45,7 @@ type
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startY, partitionHeight: uint32
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const
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epsilon: float32 = 0.0001 * PI ## Tiny value used for some computations.
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epsilon: float64 = 0.0001 * PI ## Tiny value used for some computations. Must be float64 to prevent leaks.
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defaultMiterLimit*: float32 = 4
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when defined(release):
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@ -651,7 +651,7 @@ proc commandsToShapes(
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prevCommandKind = Move
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prevCtrl, prevCtrl2: Vec2
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let errorMargin = 0.2 / pixelScale
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let errorMarginSq = pow(0.2.float32 / pixelScale, 2)
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proc addSegment(shape: var seq[Vec2], at, to: Vec2) =
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# Don't add any 0 length lines
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@ -669,27 +669,29 @@ proc commandsToShapes(
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(1 - t) * 3 * pow(t, 2) * ctrl2 +
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pow(t, 3) * to
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var prev = at
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proc discretize(shape: var seq[Vec2], i, steps: int) =
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# Closure captures at, ctrl1, ctrl2, to and prev
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var
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t: float32 # Where we are at on the curve from [0, 1]
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step = 1.float32 # How far we want to try to move along the curve
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prev = at
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next = compute(at, ctrl1, ctrl2, to, t + step)
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halfway = compute(at, ctrl1, ctrl2, to, t + step / 2)
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while true:
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let
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tPrev = (i - 1).float32 / steps.float32
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t = i.float32 / steps.float32
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next = compute(at, ctrl1, ctrl2, to, t)
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halfway = compute(at, ctrl1, ctrl2, to, tPrev + (t - tPrev) / 2)
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midpoint = (prev + next) / 2
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error = (midpoint - halfway).length
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if error >= errorMargin:
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# Error too large, double precision for this step
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shape.discretize(i * 2 - 1, steps * 2)
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shape.discretize(i * 2, steps * 2)
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error = (midpoint - halfway).lengthSq
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if error > errorMarginSq:
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next = halfway
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halfway = compute(at, ctrl1, ctrl2, to, t + step / 4)
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step /= 2
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else:
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shape.addSegment(prev, next)
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t += step
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if t == 1:
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break
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prev = next
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shape.discretize(1, 1)
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step = min(step * 2, 1 - t) # Optimistically attempt larger steps
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next = compute(at, ctrl1, ctrl2, to, t + step)
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halfway = compute(at, ctrl1, ctrl2, to, t + step / 2)
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proc addQuadratic(shape: var seq[Vec2], at, ctrl, to: Vec2) =
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## Adds quadratic segments to shape.
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@ -698,27 +700,34 @@ proc commandsToShapes(
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2 * (1 - t) * t * ctrl +
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pow(t, 2) * to
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var prev = at
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proc discretize(shape: var seq[Vec2], i, steps: int) =
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# Closure captures at, ctrl, to and prev
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var
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t: float32 # Where we are at on the curve from [0, 1]
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step = 1.float32 # How far we want to try to move along the curve
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prev = at
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next = compute(at, ctrl, to, t + step)
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halfway = compute(at, ctrl, to, t + step / 2)
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halfStepping = false
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while true:
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let
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tPrev = (i - 1).float32 / steps.float32
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t = i.float32 / steps.float32
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next = compute(at, ctrl, to, t)
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halfway = compute(at, ctrl, to, tPrev + (t - tPrev) / 2)
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midpoint = (prev + next) / 2
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error = (midpoint - halfway).length
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if error >= errorMargin:
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# Error too large, double precision for this step
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shape.discretize(i * 2 - 1, steps * 2)
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shape.discretize(i * 2, steps * 2)
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error = (midpoint - halfway).lengthSq
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if error > errorMarginSq:
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next = halfway
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halfway = compute(at, ctrl, to, t + step / 4)
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step /= 2
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halfStepping = true
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else:
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shape.addSegment(prev, next)
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t += step
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if t == 1:
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break
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prev = next
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shape.discretize(1, 1)
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if halfStepping:
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step = min(step, 1 - t)
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else:
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step = min(step * 2, 1 - t) # Optimistically attempt larger steps
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next = compute(at, ctrl, to, t + step)
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halfway = compute(at, ctrl, to, t + step / 2)
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proc addArc(
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shape: var seq[Vec2],
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@ -808,28 +817,37 @@ proc commandsToShapes(
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result = vec2(cos(a) * arc.radii.x, sin(a) * arc.radii.y)
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result = arc.rotMat * result + arc.center
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var prev = at
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let arc = endpointToCenterArcParams(at, radii, rotation, large, sweep, to)
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proc discretize(shape: var seq[Vec2], arc: ArcParams, i, steps: int) =
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var
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t: float32 # Where we are at on the curve from [0, 1]
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step = 1.float32 # How far we want to try to move along the curve
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prev = at
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while t != 1:
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let
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step = arc.delta / steps.float32
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aPrev = arc.theta + step * (i - 1).float32
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a = arc.theta + step * i.float32
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aPrev = arc.theta + arc.delta * t
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a = arc.theta + arc.delta * (t + step)
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next = arc.compute(a)
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halfway = arc.compute(aPrev + (a - aPrev) / 2)
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midpoint = (prev + next) / 2
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error = (midpoint - halfway).length
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if error >= errorMargin:
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# Error too large, try again with doubled precision
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shape.discretize(arc, i * 2 - 1, steps * 2)
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shape.discretize(arc, i * 2, steps * 2)
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error = (midpoint - halfway).lengthSq
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if error > errorMarginSq:
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let
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quarterway = arc.compute(aPrev + (a - aPrev) / 4)
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midpoint = (prev + halfway) / 2
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halfwayError = (midpoint - quarterway).lengthSq
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if halfwayError < errorMarginSq:
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shape.addSegment(prev, halfway)
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prev = halfway
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t += step / 2
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step = min(step / 2, 1 - t) # Assume next steps hould be the same size
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else:
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step = step / 4 # We know a half-step is too big
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else:
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shape.addSegment(prev, next)
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prev = next
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let arc = endpointToCenterArcParams(at, radii, rotation, large, sweep, to)
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shape.discretize(arc, 1, 1)
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t += step
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step = min(step * 2, 1 - t) # Optimistically attempt larger steps
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for command in path.commands:
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if command.numbers.len != command.kind.parameterCount():
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@ -1002,9 +1020,7 @@ proc commandsToShapes(
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shape.addSegment(at, start)
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result.add(shape)
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proc shapesToSegments(
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shapes: seq[seq[Vec2]]
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): seq[(Segment, int16)] =
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proc shapesToSegments(shapes: seq[seq[Vec2]]): seq[(Segment, int16)] =
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## Converts the shapes into a set of filtered segments with winding value.
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for shape in shapes:
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for segment in shape.segments:
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@ -1084,8 +1100,8 @@ proc partitionSegments(
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): Partitioning =
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## Puts segments into the height partitions they intersect with.
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let
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maxPartitions = max(1, height div 10).uint32
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numPartitions = min(maxPartitions, max(1, segments.len div 10).uint32)
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maxPartitions = max(1, height div 4).uint32
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numPartitions = min(maxPartitions, max(1, segments.len div 4).uint32)
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result.partitions.setLen(numPartitions)
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result.startY = top.uint32
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@ -1214,7 +1230,7 @@ proc computeCoverage(
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let
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quality = if aa: 5 else: 1 # Must divide 255 cleanly (1, 3, 5, 15, 17, 51, 85)
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sampleCoverage = (255 div quality).uint8
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offset = 1 / quality.float32
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offset = 1 / quality.float64
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initialOffset = offset / 2 + epsilon
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if aa: # Coverage is only used for anti-aliasing
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@ -1224,7 +1240,7 @@ proc computeCoverage(
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let
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partitionIndex = partitioning.getIndexForY(y)
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partitionEntryCount = partitioning.partitions[partitionIndex].len
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var yLine = y.float32 + initialOffset - offset
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var yLine = y.float64 + initialOffset - offset
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for m in 0 ..< quality:
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yLine += offset
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numHits = 0
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@ -1813,8 +1829,7 @@ proc fillPath*(
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var shapes = parseSomePath(path, true, transform.pixelScale())
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shapes.transform(transform)
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var color = paint.color
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if paint.opacity != 1:
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color.a *= paint.opacity
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color.a *= paint.opacity
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image.fillShapes(shapes, color, windingRule, paint.blendMode)
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return
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@ -1897,8 +1912,7 @@ proc strokePath*(
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)
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strokeShapes.transform(transform)
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var color = paint.color
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if paint.opacity != 1:
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color.a *= paint.opacity
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color.a *= paint.opacity
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image.fillShapes(strokeShapes, color, wrNonZero, paint.blendMode)
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return
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@ -3,4 +3,4 @@ import benchy, pixie/fileformats/svg
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let data = readFile("tests/fileformats/svg/Ghostscript_Tiger.svg")
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timeIt "svg decode":
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keep decodeSvg(data)
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discard decodeSvg(data)
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Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
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Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.7 KiB |