blob: 11deac4aede777e107496341336c12661419d3a5 [file] [log] [blame]
/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkBitmapProcShader.h"
#include "SkBitmapProcState.h"
#include "SkBitmapProvider.h"
#include "SkXfermodePriv.h"
static bool only_scale_and_translate(const SkMatrix& matrix) {
unsigned mask = SkMatrix::kTranslate_Mask | SkMatrix::kScale_Mask;
return (matrix.getType() & ~mask) == 0;
}
class BitmapProcInfoContext : public SkShader::Context {
public:
// The info has been allocated elsewhere, but we are responsible for calling its destructor.
BitmapProcInfoContext(const SkShader& shader, const SkShader::ContextRec& rec,
SkBitmapProcInfo* info)
: INHERITED(shader, rec)
, fInfo(info)
{
fFlags = 0;
if (fInfo->fPixmap.isOpaque() && (255 == this->getPaintAlpha())) {
fFlags |= SkShader::kOpaqueAlpha_Flag;
}
if (1 == fInfo->fPixmap.height() && only_scale_and_translate(this->getTotalInverse())) {
fFlags |= SkShader::kConstInY32_Flag;
}
}
~BitmapProcInfoContext() override {
fInfo->~SkBitmapProcInfo();
}
uint32_t getFlags() const override { return fFlags; }
private:
SkBitmapProcInfo* fInfo;
uint32_t fFlags;
typedef SkShader::Context INHERITED;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
class BitmapProcShaderContext : public BitmapProcInfoContext {
public:
BitmapProcShaderContext(const SkShader& shader, const SkShader::ContextRec& rec,
SkBitmapProcState* state)
: INHERITED(shader, rec, state)
, fState(state)
{}
void shadeSpan(int x, int y, SkPMColor dstC[], int count) override {
const SkBitmapProcState& state = *fState;
if (state.getShaderProc32()) {
state.getShaderProc32()(&state, x, y, dstC, count);
return;
}
const int BUF_MAX = 128;
uint32_t buffer[BUF_MAX];
SkBitmapProcState::MatrixProc mproc = state.getMatrixProc();
SkBitmapProcState::SampleProc32 sproc = state.getSampleProc32();
const int max = state.maxCountForBufferSize(sizeof(buffer[0]) * BUF_MAX);
SkASSERT(state.fPixmap.addr());
for (;;) {
int n = SkTMin(count, max);
SkASSERT(n > 0 && n < BUF_MAX*2);
mproc(state, buffer, n, x, y);
sproc(state, buffer, n, dstC);
if ((count -= n) == 0) {
break;
}
SkASSERT(count > 0);
x += n;
dstC += n;
}
}
ShadeProc asAShadeProc(void** ctx) override {
if (fState->getShaderProc32()) {
*ctx = fState;
return (ShadeProc)fState->getShaderProc32();
}
return nullptr;
}
private:
SkBitmapProcState* fState;
typedef BitmapProcInfoContext INHERITED;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
#include "SkLinearBitmapPipeline.h"
#include "SkPM4f.h"
class LinearPipelineContext : public BitmapProcInfoContext {
public:
LinearPipelineContext(const SkShader& shader, const SkShader::ContextRec& rec,
SkBitmapProcInfo* info)
: INHERITED(shader, rec, info)
{
// Save things off in case we need to build a blitter pipeline.
fSrcPixmap = info->fPixmap;
fAlpha = SkColorGetA(info->fPaintColor) / 255.0f;
fFilterQuality = info->fFilterQuality;
fMatrixTypeMask = info->fRealInvMatrix.getType();
fShaderPipeline = fAllocator.make<SkLinearBitmapPipeline>(
info->fRealInvMatrix, info->fFilterQuality,
info->fTileModeX, info->fTileModeY,
info->fPaintColor,
info->fPixmap,
&fAllocator);
// To implement the old shadeSpan entry-point, we need to efficiently convert our native
// floats into SkPMColor. The SkXfermode::D32Procs do exactly that.
//
fSrcModeProc = SkXfermode::GetD32Proc(SkBlendMode::kSrc, 0);
}
void shadeSpan4f(int x, int y, SkPM4f dstC[], int count) override {
fShaderPipeline->shadeSpan4f(x, y, dstC, count);
}
void shadeSpan(int x, int y, SkPMColor dstC[], int count) override {
const int N = 128;
SkPM4f tmp[N];
while (count > 0) {
const int n = SkTMin(count, N);
fShaderPipeline->shadeSpan4f(x, y, tmp, n);
fSrcModeProc(SkBlendMode::kSrc, dstC, tmp, n, nullptr);
dstC += n;
x += n;
count -= n;
}
}
bool onChooseBlitProcs(const SkImageInfo& dstInfo, BlitState* state) override {
if ((fBlitterPipeline = SkLinearBitmapPipeline::ClonePipelineForBlitting(
*fShaderPipeline,
fMatrixTypeMask,
fFilterQuality, fSrcPixmap,
fAlpha, state->fMode, dstInfo, &fAllocator)))
{
state->fStorage[0] = fBlitterPipeline;
state->fBlitBW = &LinearPipelineContext::ForwardToPipeline;
return true;
}
return false;
}
static void ForwardToPipeline(BlitState* state, int x, int y, const SkPixmap& dst, int count) {
SkLinearBitmapPipeline* pipeline = static_cast<SkLinearBitmapPipeline*>(state->fStorage[0]);
void* addr = dst.writable_addr32(x, y);
pipeline->blitSpan(x, y, addr, count);
}
private:
char fStorage[512 + 96];
SkArenaAlloc fAllocator {fStorage, sizeof(fStorage)};
SkLinearBitmapPipeline* fShaderPipeline;
SkLinearBitmapPipeline* fBlitterPipeline;
SkXfermode::D32Proc fSrcModeProc;
SkPixmap fSrcPixmap;
float fAlpha;
SkMatrix::TypeMask fMatrixTypeMask;
SkFilterQuality fFilterQuality;
typedef BitmapProcInfoContext INHERITED;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
static bool choose_linear_pipeline(const SkShader::ContextRec& rec, const SkImageInfo& srcInfo) {
// If we get here, we can reasonably use either context, respect the caller's preference
//
bool needsPremul = srcInfo.alphaType() == kUnpremul_SkAlphaType;
bool needsSwizzle = srcInfo.bytesPerPixel() == 4 && srcInfo.colorType() != kN32_SkColorType;
return SkShader::ContextRec::kPM4f_DstType == rec.fPreferredDstType
|| needsPremul || needsSwizzle;
}
size_t SkBitmapProcLegacyShader::ContextSize(const ContextRec& rec, const SkImageInfo& srcInfo) {
size_t size0 = sizeof(BitmapProcShaderContext) + sizeof(SkBitmapProcState);
size_t size1 = sizeof(LinearPipelineContext) + sizeof(SkBitmapProcInfo);
size_t s = SkTMax(size0, size1);
return s;
}
SkShader::Context* SkBitmapProcLegacyShader::MakeContext(const SkShader& shader,
TileMode tmx, TileMode tmy,
const SkBitmapProvider& provider,
const ContextRec& rec, void* storage) {
SkMatrix totalInverse;
// Do this first, so we know the matrix can be inverted.
if (!shader.computeTotalInverse(rec, &totalInverse)) {
return nullptr;
}
// Decide if we can/want to use the new linear pipeline
bool useLinearPipeline = choose_linear_pipeline(rec, provider.info());
if (useLinearPipeline) {
void* infoStorage = (char*)storage + sizeof(LinearPipelineContext);
SkBitmapProcInfo* info = new (infoStorage) SkBitmapProcInfo(provider, tmx, tmy);
if (!info->init(totalInverse, *rec.fPaint)) {
info->~SkBitmapProcInfo();
return nullptr;
}
return new (storage) LinearPipelineContext(shader, rec, info);
} else {
void* stateStorage = (char*)storage + sizeof(BitmapProcShaderContext);
SkBitmapProcState* state = new (stateStorage) SkBitmapProcState(provider, tmx, tmy);
if (!state->setup(totalInverse, *rec.fPaint)) {
state->~SkBitmapProcState();
return nullptr;
}
return new (storage) BitmapProcShaderContext(shader, rec, state);
}
}