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/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkPictureShader.h"
#include "SkBitmap.h"
#include "SkBitmapProcShader.h"
#include "SkCanvas.h"
#include "SkMatrixUtils.h"
#include "SkPicture.h"
#include "SkReadBuffer.h"
#include "SkResourceCache.h"
#if SK_SUPPORT_GPU
#include "GrContext.h"
#endif
namespace {
static unsigned gBitmapSkaderKeyNamespaceLabel;
struct BitmapShaderKey : public SkResourceCache::Key {
public:
BitmapShaderKey(uint32_t pictureID,
const SkRect& tile,
SkShader::TileMode tmx,
SkShader::TileMode tmy,
const SkSize& scale,
const SkMatrix& localMatrix)
: fPictureID(pictureID)
, fTile(tile)
, fTmx(tmx)
, fTmy(tmy)
, fScale(scale) {
for (int i = 0; i < 9; ++i) {
fLocalMatrixStorage[i] = localMatrix[i];
}
static const size_t keySize = sizeof(fPictureID) +
sizeof(fTile) +
sizeof(fTmx) + sizeof(fTmy) +
sizeof(fScale) +
sizeof(fLocalMatrixStorage);
// This better be packed.
SkASSERT(sizeof(uint32_t) * (&fEndOfStruct - &fPictureID) == keySize);
this->init(&gBitmapSkaderKeyNamespaceLabel, 0, keySize);
}
private:
uint32_t fPictureID;
SkRect fTile;
SkShader::TileMode fTmx, fTmy;
SkSize fScale;
SkScalar fLocalMatrixStorage[9];
SkDEBUGCODE(uint32_t fEndOfStruct;)
};
struct BitmapShaderRec : public SkResourceCache::Rec {
BitmapShaderRec(const BitmapShaderKey& key, SkShader* tileShader, size_t bitmapBytes)
: fKey(key)
, fShader(SkRef(tileShader))
, fBitmapBytes(bitmapBytes) {}
BitmapShaderKey fKey;
SkAutoTUnref<SkShader> fShader;
size_t fBitmapBytes;
const Key& getKey() const override { return fKey; }
size_t bytesUsed() const override {
return sizeof(fKey) + sizeof(SkShader) + fBitmapBytes;
}
static bool Visitor(const SkResourceCache::Rec& baseRec, void* contextShader) {
const BitmapShaderRec& rec = static_cast<const BitmapShaderRec&>(baseRec);
SkAutoTUnref<SkShader>* result = reinterpret_cast<SkAutoTUnref<SkShader>*>(contextShader);
result->reset(SkRef(rec.fShader.get()));
SkBitmap tile;
rec.fShader.get()->asABitmap(&tile, NULL, NULL);
// FIXME: this doesn't protect the pixels from being discarded as soon as we unlock.
// Should be handled via a pixel ref generator instead
// (https://code.google.com/p/skia/issues/detail?id=3220).
SkAutoLockPixels alp(tile, true);
return tile.getPixels() != NULL;
}
};
static bool cache_try_alloc_pixels(SkBitmap* bitmap) {
SkBitmap::Allocator* allocator = SkResourceCache::GetAllocator();
return NULL != allocator
? allocator->allocPixelRef(bitmap, NULL)
: bitmap->tryAllocPixels();
}
} // namespace
SkPictureShader::SkPictureShader(const SkPicture* picture, TileMode tmx, TileMode tmy,
const SkMatrix* localMatrix, const SkRect* tile)
: INHERITED(localMatrix)
, fPicture(SkRef(picture))
, fTile(tile ? *tile : picture->cullRect())
, fTmx(tmx)
, fTmy(tmy) {
}
SkPictureShader::~SkPictureShader() {
fPicture->unref();
}
SkShader* SkPictureShader::Create(const SkPicture* picture, TileMode tmx, TileMode tmy,
const SkMatrix* localMatrix, const SkRect* tile) {
if (!picture || picture->cullRect().isEmpty() || (tile && tile->isEmpty())) {
return SkShader::CreateEmptyShader();
}
return SkNEW_ARGS(SkPictureShader, (picture, tmx, tmy, localMatrix, tile));
}
SkFlattenable* SkPictureShader::CreateProc(SkReadBuffer& buffer) {
SkMatrix lm;
buffer.readMatrix(&lm);
TileMode mx = (TileMode)buffer.read32();
TileMode my = (TileMode)buffer.read32();
SkRect tile;
buffer.readRect(&tile);
SkAutoTUnref<SkPicture> picture(SkPicture::CreateFromBuffer(buffer));
return SkPictureShader::Create(picture, mx, my, &lm, &tile);
}
void SkPictureShader::flatten(SkWriteBuffer& buffer) const {
buffer.writeMatrix(this->getLocalMatrix());
buffer.write32(fTmx);
buffer.write32(fTmy);
buffer.writeRect(fTile);
fPicture->flatten(buffer);
}
SkShader* SkPictureShader::refBitmapShader(const SkMatrix& matrix, const SkMatrix* localM,
const int maxTextureSize) const {
SkASSERT(fPicture && !fPicture->cullRect().isEmpty());
SkMatrix m;
m.setConcat(matrix, this->getLocalMatrix());
if (localM) {
m.preConcat(*localM);
}
// Use a rotation-invariant scale
SkPoint scale;
//
// TODO: replace this with decomposeScale() -- but beware LayoutTest rebaselines!
//
if (!SkDecomposeUpper2x2(m, NULL, &scale, NULL)) {
// Decomposition failed, use an approximation.
scale.set(SkScalarSqrt(m.getScaleX() * m.getScaleX() + m.getSkewX() * m.getSkewX()),
SkScalarSqrt(m.getScaleY() * m.getScaleY() + m.getSkewY() * m.getSkewY()));
}
SkSize scaledSize = SkSize::Make(SkScalarAbs(scale.x() * fTile.width()),
SkScalarAbs(scale.y() * fTile.height()));
// Clamp the tile size to about 4M pixels
static const SkScalar kMaxTileArea = 2048 * 2048;
SkScalar tileArea = SkScalarMul(scaledSize.width(), scaledSize.height());
if (tileArea > kMaxTileArea) {
SkScalar clampScale = SkScalarSqrt(kMaxTileArea / tileArea);
scaledSize.set(SkScalarMul(scaledSize.width(), clampScale),
SkScalarMul(scaledSize.height(), clampScale));
}
#if SK_SUPPORT_GPU
// Scale down the tile size if larger than maxTextureSize for GPU Path or it should fail on create texture
if (maxTextureSize) {
if (scaledSize.width() > maxTextureSize || scaledSize.height() > maxTextureSize) {
SkScalar downScale = maxTextureSize / SkMax32(scaledSize.width(), scaledSize.height());
scaledSize.set(SkScalarFloorToScalar(SkScalarMul(scaledSize.width(), downScale)),
SkScalarFloorToScalar(SkScalarMul(scaledSize.height(), downScale)));
}
}
#endif
SkISize tileSize = scaledSize.toRound();
if (tileSize.isEmpty()) {
return SkShader::CreateEmptyShader();
}
// The actual scale, compensating for rounding & clamping.
SkSize tileScale = SkSize::Make(SkIntToScalar(tileSize.width()) / fTile.width(),
SkIntToScalar(tileSize.height()) / fTile.height());
SkAutoTUnref<SkShader> tileShader;
BitmapShaderKey key(fPicture->uniqueID(),
fTile,
fTmx,
fTmy,
tileScale,
this->getLocalMatrix());
if (!SkResourceCache::Find(key, BitmapShaderRec::Visitor, &tileShader)) {
SkBitmap bm;
bm.setInfo(SkImageInfo::MakeN32Premul(tileSize));
if (!cache_try_alloc_pixels(&bm)) {
return SkShader::CreateEmptyShader();
}
bm.eraseColor(SK_ColorTRANSPARENT);
// Always disable LCD text, since we can't assume our image will be opaque.
SkCanvas canvas(bm, SkSurfaceProps(0, kUnknown_SkPixelGeometry));
canvas.scale(tileScale.width(), tileScale.height());
canvas.translate(-fTile.x(), -fTile.y());
canvas.drawPicture(fPicture);
SkMatrix shaderMatrix = this->getLocalMatrix();
shaderMatrix.preScale(1 / tileScale.width(), 1 / tileScale.height());
tileShader.reset(CreateBitmapShader(bm, fTmx, fTmy, &shaderMatrix));
SkResourceCache::Add(SkNEW_ARGS(BitmapShaderRec, (key, tileShader.get(), bm.getSize())));
}
return tileShader.detach();
}
size_t SkPictureShader::contextSize() const {
return sizeof(PictureShaderContext);
}
SkShader::Context* SkPictureShader::onCreateContext(const ContextRec& rec, void* storage) const {
SkAutoTUnref<SkShader> bitmapShader(this->refBitmapShader(*rec.fMatrix, rec.fLocalMatrix));
if (NULL == bitmapShader.get()) {
return NULL;
}
return PictureShaderContext::Create(storage, *this, rec, bitmapShader);
}
/////////////////////////////////////////////////////////////////////////////////////////
SkShader::Context* SkPictureShader::PictureShaderContext::Create(void* storage,
const SkPictureShader& shader, const ContextRec& rec, SkShader* bitmapShader) {
PictureShaderContext* ctx = SkNEW_PLACEMENT_ARGS(storage, PictureShaderContext,
(shader, rec, bitmapShader));
if (NULL == ctx->fBitmapShaderContext) {
ctx->~PictureShaderContext();
ctx = NULL;
}
return ctx;
}
SkPictureShader::PictureShaderContext::PictureShaderContext(
const SkPictureShader& shader, const ContextRec& rec, SkShader* bitmapShader)
: INHERITED(shader, rec)
, fBitmapShader(SkRef(bitmapShader))
{
fBitmapShaderContextStorage = sk_malloc_throw(bitmapShader->contextSize());
fBitmapShaderContext = bitmapShader->createContext(rec, fBitmapShaderContextStorage);
//if fBitmapShaderContext is null, we are invalid
}
SkPictureShader::PictureShaderContext::~PictureShaderContext() {
if (fBitmapShaderContext) {
fBitmapShaderContext->~Context();
}
sk_free(fBitmapShaderContextStorage);
}
uint32_t SkPictureShader::PictureShaderContext::getFlags() const {
SkASSERT(fBitmapShaderContext);
return fBitmapShaderContext->getFlags();
}
SkShader::Context::ShadeProc SkPictureShader::PictureShaderContext::asAShadeProc(void** ctx) {
SkASSERT(fBitmapShaderContext);
return fBitmapShaderContext->asAShadeProc(ctx);
}
void SkPictureShader::PictureShaderContext::shadeSpan(int x, int y, SkPMColor dstC[], int count) {
SkASSERT(fBitmapShaderContext);
fBitmapShaderContext->shadeSpan(x, y, dstC, count);
}
void SkPictureShader::PictureShaderContext::shadeSpan16(int x, int y, uint16_t dstC[], int count) {
SkASSERT(fBitmapShaderContext);
fBitmapShaderContext->shadeSpan16(x, y, dstC, count);
}
#ifndef SK_IGNORE_TO_STRING
void SkPictureShader::toString(SkString* str) const {
static const char* gTileModeName[SkShader::kTileModeCount] = {
"clamp", "repeat", "mirror"
};
str->appendf("PictureShader: [%f:%f:%f:%f] ",
fPicture ? fPicture->cullRect().fLeft : 0,
fPicture ? fPicture->cullRect().fTop : 0,
fPicture ? fPicture->cullRect().fRight : 0,
fPicture ? fPicture->cullRect().fBottom : 0);
str->appendf("(%s, %s)", gTileModeName[fTmx], gTileModeName[fTmy]);
this->INHERITED::toString(str);
}
#endif
#if SK_SUPPORT_GPU
bool SkPictureShader::asFragmentProcessor(GrContext* context, const SkPaint& paint,
const SkMatrix& viewM, const SkMatrix* localMatrix,
GrColor* paintColor,
GrFragmentProcessor** fp) const {
int maxTextureSize = 0;
if (context) {
maxTextureSize = context->getMaxTextureSize();
}
SkAutoTUnref<SkShader> bitmapShader(this->refBitmapShader(viewM, localMatrix, maxTextureSize));
if (!bitmapShader) {
return false;
}
return bitmapShader->asFragmentProcessor(context, paint, viewM, NULL, paintColor, fp);
}
#else
bool SkPictureShader::asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix&,
const SkMatrix*, GrColor*,
GrFragmentProcessor**) const {
SkDEBUGFAIL("Should not call in GPU-less build");
return false;
}
#endif