| /* | |
| * Copyright 2006 The Android Open Source Project | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "include/core/SkMallocPixelRef.h" | |
| #include "include/core/SkPaint.h" | |
| #include "include/core/SkPicture.h" | |
| #include "include/core/SkScalar.h" | |
| #include "src/core/SkArenaAlloc.h" | |
| #include "src/core/SkColorSpacePriv.h" | |
| #include "src/core/SkColorSpaceXformSteps.h" | |
| #include "src/core/SkRasterPipeline.h" | |
| #include "src/core/SkReadBuffer.h" | |
| #include "src/core/SkTLazy.h" | |
| #include "src/core/SkVM.h" | |
| #include "src/core/SkWriteBuffer.h" | |
| #include "src/shaders/SkBitmapProcShader.h" | |
| #include "src/shaders/SkColorShader.h" | |
| #include "src/shaders/SkEmptyShader.h" | |
| #include "src/shaders/SkPictureShader.h" | |
| #include "src/shaders/SkShaderBase.h" | |
| #if SK_SUPPORT_GPU | |
| #include "src/gpu/GrFragmentProcessor.h" | |
| #endif | |
| SkShaderBase::SkShaderBase(const SkMatrix* localMatrix) | |
| : fLocalMatrix(localMatrix ? *localMatrix : SkMatrix::I()) { | |
| // Pre-cache so future calls to fLocalMatrix.getType() are threadsafe. | |
| (void)fLocalMatrix.getType(); | |
| } | |
| SkShaderBase::~SkShaderBase() {} | |
| void SkShaderBase::flatten(SkWriteBuffer& buffer) const { | |
| this->INHERITED::flatten(buffer); | |
| bool hasLocalM = !fLocalMatrix.isIdentity(); | |
| buffer.writeBool(hasLocalM); | |
| if (hasLocalM) { | |
| buffer.writeMatrix(fLocalMatrix); | |
| } | |
| } | |
| SkTCopyOnFirstWrite<SkMatrix> | |
| SkShaderBase::totalLocalMatrix(const SkMatrix* preLocalMatrix, | |
| const SkMatrix* postLocalMatrix) const { | |
| SkTCopyOnFirstWrite<SkMatrix> m(fLocalMatrix); | |
| if (preLocalMatrix) { | |
| m.writable()->preConcat(*preLocalMatrix); | |
| } | |
| if (postLocalMatrix) { | |
| m.writable()->postConcat(*postLocalMatrix); | |
| } | |
| return m; | |
| } | |
| bool SkShaderBase::computeTotalInverse(const SkMatrix& ctm, | |
| const SkMatrix* outerLocalMatrix, | |
| SkMatrix* totalInverse) const { | |
| return SkMatrix::Concat(ctm, *this->totalLocalMatrix(outerLocalMatrix)).invert(totalInverse); | |
| } | |
| bool SkShaderBase::asLuminanceColor(SkColor* colorPtr) const { | |
| SkColor storage; | |
| if (nullptr == colorPtr) { | |
| colorPtr = &storage; | |
| } | |
| if (this->onAsLuminanceColor(colorPtr)) { | |
| *colorPtr = SkColorSetA(*colorPtr, 0xFF); // we only return opaque | |
| return true; | |
| } | |
| return false; | |
| } | |
| SkShaderBase::Context* SkShaderBase::makeContext(const ContextRec& rec, SkArenaAlloc* alloc) const { | |
| #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT | |
| // We always fall back to raster pipeline when perspective is present. | |
| if (rec.fMatrix->hasPerspective() || | |
| fLocalMatrix.hasPerspective() || | |
| (rec.fLocalMatrix && rec.fLocalMatrix->hasPerspective()) || | |
| !this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)) { | |
| return nullptr; | |
| } | |
| return this->onMakeContext(rec, alloc); | |
| #else | |
| return nullptr; | |
| #endif | |
| } | |
| SkShaderBase::Context::Context(const SkShaderBase& shader, const ContextRec& rec) | |
| : fShader(shader), fCTM(*rec.fMatrix) | |
| { | |
| // We should never use a context with perspective. | |
| SkASSERT(!rec.fMatrix->hasPerspective()); | |
| SkASSERT(!rec.fLocalMatrix || !rec.fLocalMatrix->hasPerspective()); | |
| SkASSERT(!shader.getLocalMatrix().hasPerspective()); | |
| // Because the context parameters must be valid at this point, we know that the matrix is | |
| // invertible. | |
| SkAssertResult(fShader.computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, &fTotalInverse)); | |
| fPaintAlpha = rec.fPaint->getAlpha(); | |
| } | |
| SkShaderBase::Context::~Context() {} | |
| bool SkShaderBase::ContextRec::isLegacyCompatible(SkColorSpace* shaderColorSpace) const { | |
| // In legacy pipelines, shaders always produce premul (or opaque) and the destination is also | |
| // always premul (or opaque). (And those "or opaque" caveats won't make any difference here.) | |
| SkAlphaType shaderAT = kPremul_SkAlphaType, | |
| dstAT = kPremul_SkAlphaType; | |
| return 0 == SkColorSpaceXformSteps{shaderColorSpace, shaderAT, | |
| fDstColorSpace, dstAT}.flags.mask(); | |
| } | |
| SkImage* SkShader::isAImage(SkMatrix* localMatrix, SkTileMode xy[2]) const { | |
| return as_SB(this)->onIsAImage(localMatrix, xy); | |
| } | |
| SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const { | |
| return kNone_GradientType; | |
| } | |
| #if SK_SUPPORT_GPU | |
| std::unique_ptr<GrFragmentProcessor> SkShaderBase::asFragmentProcessor(const GrFPArgs&) const { | |
| return nullptr; | |
| } | |
| #endif | |
| sk_sp<SkShader> SkShaderBase::makeAsALocalMatrixShader(SkMatrix*) const { | |
| return nullptr; | |
| } | |
| sk_sp<SkShader> SkShaders::Empty() { return sk_make_sp<SkEmptyShader>(); } | |
| sk_sp<SkShader> SkShaders::Color(SkColor color) { return sk_make_sp<SkColorShader>(color); } | |
| sk_sp<SkShader> SkBitmap::makeShader(SkTileMode tmx, SkTileMode tmy, const SkMatrix* lm) const { | |
| if (lm && !lm->invert(nullptr)) { | |
| return nullptr; | |
| } | |
| return SkMakeBitmapShader(*this, tmx, tmy, lm, kIfMutable_SkCopyPixelsMode); | |
| } | |
| sk_sp<SkShader> SkBitmap::makeShader(const SkMatrix* lm) const { | |
| return this->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, lm); | |
| } | |
| bool SkShaderBase::appendStages(const SkStageRec& rec) const { | |
| return this->onAppendStages(rec); | |
| } | |
| bool SkShaderBase::onAppendStages(const SkStageRec& rec) const { | |
| // SkShader::Context::shadeSpan() handles the paint opacity internally, | |
| // but SkRasterPipelineBlitter applies it as a separate stage. | |
| // We skip the internal shadeSpan() step by forcing the paint opaque. | |
| SkTCopyOnFirstWrite<SkPaint> opaquePaint(rec.fPaint); | |
| if (rec.fPaint.getAlpha() != SK_AlphaOPAQUE) { | |
| opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE); | |
| } | |
| ContextRec cr(*opaquePaint, rec.fCTM, rec.fLocalM, rec.fDstColorType, sk_srgb_singleton()); | |
| struct CallbackCtx : SkRasterPipeline_CallbackCtx { | |
| sk_sp<const SkShader> shader; | |
| Context* ctx; | |
| }; | |
| auto cb = rec.fAlloc->make<CallbackCtx>(); | |
| cb->shader = sk_ref_sp(this); | |
| cb->ctx = as_SB(this)->makeContext(cr, rec.fAlloc); | |
| cb->fn = [](SkRasterPipeline_CallbackCtx* self, int active_pixels) { | |
| auto c = (CallbackCtx*)self; | |
| int x = (int)c->rgba[0], | |
| y = (int)c->rgba[1]; | |
| SkPMColor tmp[SkRasterPipeline_kMaxStride]; | |
| c->ctx->shadeSpan(x,y, tmp, active_pixels); | |
| for (int i = 0; i < active_pixels; i++) { | |
| auto rgba_4f = SkPMColor4f::FromPMColor(tmp[i]); | |
| memcpy(c->rgba + 4*i, rgba_4f.vec(), 4*sizeof(float)); | |
| } | |
| }; | |
| if (cb->ctx) { | |
| rec.fPipeline->append(SkRasterPipeline::seed_shader); | |
| rec.fPipeline->append(SkRasterPipeline::callback, cb); | |
| rec.fAlloc->make<SkColorSpaceXformSteps>(sk_srgb_singleton(), kPremul_SkAlphaType, | |
| rec.fDstCS, kPremul_SkAlphaType) | |
| ->apply(rec.fPipeline, true); | |
| return true; | |
| } | |
| return false; | |
| } | |
| bool SkShaderBase::program(skvm::Builder* p, | |
| const SkMatrix& ctm, const SkMatrix* localM, | |
| SkFilterQuality quality, SkColorSpace* dstCS, | |
| skvm::Uniforms* uniforms, SkArenaAlloc* alloc, | |
| skvm::F32 x, skvm::F32 y, | |
| skvm::F32* r, skvm::F32* g, skvm::F32* b, skvm::F32* a) const { | |
| // Force opaque alpha for all opaque shaders. | |
| // | |
| // This is primarily nice in that we usually have a 1.0f constant splat | |
| // somewhere in the program anyway, and this will let us drop the work the | |
| // shader notionally does to produce alpha, p->extract(...), etc. in favor | |
| // of that simple hoistable splat. | |
| // | |
| // More subtly, it makes isOpaque() a parameter to all shader program | |
| // generation, guaranteeing that is-opaque bit is mixed into the overall | |
| // shader program hash and blitter Key. This makes it safe for us to use | |
| // that bit to make decisions when constructing an SkVMBlitter, like doing | |
| // SrcOver -> Src strength reduction. | |
| if (this->onProgram(p, ctm,localM, quality,dstCS, uniforms,alloc, x,y, r,g,b,a)) { | |
| if (this->isOpaque()) { | |
| *a = p->splat(1.0f); | |
| } | |
| return true; | |
| } | |
| return false; | |
| } | |
| bool SkShaderBase::onProgram(skvm::Builder*, | |
| const SkMatrix& ctm, const SkMatrix* localM, | |
| SkFilterQuality quality, SkColorSpace* dstCS, | |
| skvm::Uniforms* uniforms, SkArenaAlloc* alloc, | |
| skvm::F32 x, skvm::F32 y, | |
| skvm::F32* r, skvm::F32* g, skvm::F32* b, skvm::F32* a) const { | |
| return false; | |
| } | |
| void SkShaderBase::ApplyMatrix(skvm::Builder* p, const SkMatrix& m, | |
| skvm::F32* x, skvm::F32* y, skvm::Uniforms* uniforms) { | |
| if (m.isIdentity()) { | |
| // That was easy. | |
| } else if (m.isTranslate()) { | |
| *x = p->add(*x, p->uniformF(uniforms->pushF(m[2]))); | |
| *y = p->add(*y, p->uniformF(uniforms->pushF(m[5]))); | |
| } else if (m.isScaleTranslate()) { | |
| *x = p->mad(*x, p->uniformF(uniforms->pushF(m[0])), p->uniformF(uniforms->pushF(m[2]))); | |
| *y = p->mad(*y, p->uniformF(uniforms->pushF(m[4])), p->uniformF(uniforms->pushF(m[5]))); | |
| } else { // Affine or perspective. | |
| auto dot = [&,X=*x,Y=*y](int row) { | |
| return p->mad(X, p->uniformF(uniforms->pushF(m[3*row+0])), | |
| p->mad(Y, p->uniformF(uniforms->pushF(m[3*row+1])), | |
| p->uniformF(uniforms->pushF(m[3*row+2])))); | |
| }; | |
| *x = dot(0); | |
| *y = dot(1); | |
| if (m.hasPerspective()) { | |
| *x = p->div(*x, dot(2)); | |
| *y = p->div(*y, dot(2)); | |
| } | |
| } | |
| } | |
| /////////////////////////////////////////////////////////////////////////////////////////////////// | |
| sk_sp<SkFlattenable> SkEmptyShader::CreateProc(SkReadBuffer&) { | |
| return SkShaders::Empty(); | |
| } |