blob: 0095a9509c4e6448d0baea5d80d5c25cd93612f6 [file] [log] [blame]
/*
* 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/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 {
return !SkColorSpaceXformSteps::Required(shaderColorSpace, fDstColorSpace);
}
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;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
sk_sp<SkFlattenable> SkEmptyShader::CreateProc(SkReadBuffer&) {
return SkShaders::Empty();
}