| /* |
| * Copyright 2013 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "include/core/SkShader.h" |
| #include "include/core/SkString.h" |
| #include "src/base/SkArenaAlloc.h" |
| #include "src/core/SkColorFilterBase.h" |
| #include "src/core/SkRasterPipeline.h" |
| #include "src/core/SkReadBuffer.h" |
| #include "src/core/SkVM.h" |
| #include "src/core/SkWriteBuffer.h" |
| #include "src/shaders/SkColorFilterShader.h" |
| |
| #if SK_SUPPORT_GPU |
| #include "src/gpu/ganesh/GrFPArgs.h" |
| #include "src/gpu/ganesh/GrFragmentProcessor.h" |
| #endif |
| |
| #ifdef SK_GRAPHITE_ENABLED |
| #include "src/gpu/graphite/KeyHelpers.h" |
| #include "src/gpu/graphite/PaintParamsKey.h" |
| #endif |
| |
| SkColorFilterShader::SkColorFilterShader(sk_sp<SkShader> shader, |
| float alpha, |
| sk_sp<SkColorFilter> filter) |
| : fShader(std::move(shader)) |
| , fFilter(as_CFB_sp(std::move(filter))) |
| , fAlpha (alpha) |
| { |
| SkASSERT(fShader); |
| SkASSERT(fFilter); |
| } |
| |
| sk_sp<SkFlattenable> SkColorFilterShader::CreateProc(SkReadBuffer& buffer) { |
| auto shader = buffer.readShader(); |
| auto filter = buffer.readColorFilter(); |
| if (!shader || !filter) { |
| return nullptr; |
| } |
| return sk_make_sp<SkColorFilterShader>(shader, 1.0f, filter); |
| } |
| |
| bool SkColorFilterShader::isOpaque() const { |
| return fShader->isOpaque() && fAlpha == 1.0f && as_CFB(fFilter)->isAlphaUnchanged(); |
| } |
| |
| void SkColorFilterShader::flatten(SkWriteBuffer& buffer) const { |
| buffer.writeFlattenable(fShader.get()); |
| SkASSERT(fAlpha == 1.0f); // Not exposed in public API SkShader::makeWithColorFilter(). |
| buffer.writeFlattenable(fFilter.get()); |
| } |
| |
| bool SkColorFilterShader::onAppendStages(const SkStageRec& rec) const { |
| if (!as_SB(fShader)->appendStages(rec)) { |
| return false; |
| } |
| if (fAlpha != 1.0f) { |
| rec.fPipeline->append(SkRasterPipelineOp::scale_1_float, rec.fAlloc->make<float>(fAlpha)); |
| } |
| if (!fFilter->appendStages(rec, fShader->isOpaque())) { |
| return false; |
| } |
| return true; |
| } |
| |
| skvm::Color SkColorFilterShader::onProgram(skvm::Builder* p, |
| skvm::Coord device, skvm::Coord local, skvm::Color paint, |
| const SkMatrixProvider& matrices, const SkMatrix* localM, |
| const SkColorInfo& dst, |
| skvm::Uniforms* uniforms, SkArenaAlloc* alloc) const { |
| // Run the shader. |
| skvm::Color c = as_SB(fShader)->program(p, device,local, paint, |
| matrices,localM, dst, |
| uniforms,alloc); |
| if (!c) { |
| return {}; |
| } |
| // Scale that by alpha. |
| if (fAlpha != 1.0f) { |
| skvm::F32 A = p->uniformF(uniforms->pushF(fAlpha)); |
| c.r *= A; |
| c.g *= A; |
| c.b *= A; |
| c.a *= A; |
| } |
| |
| // Finally run that through the color filter. |
| return fFilter->program(p,c, dst, uniforms,alloc); |
| } |
| |
| #if SK_SUPPORT_GPU |
| ///////////////////////////////////////////////////////////////////// |
| |
| |
| std::unique_ptr<GrFragmentProcessor> SkColorFilterShader::asFragmentProcessor( |
| const GrFPArgs& args) const { |
| auto shaderFP = as_SB(fShader)->asFragmentProcessor(args); |
| if (!shaderFP) { |
| return nullptr; |
| } |
| |
| // TODO I guess, but it shouldn't come up as used today. |
| SkASSERT(fAlpha == 1.0f); |
| |
| auto [success, fp] = fFilter->asFragmentProcessor(std::move(shaderFP), args.fContext, |
| *args.fDstColorInfo, args.fSurfaceProps); |
| // If the filter FP could not be created, we still want to return the shader FP, so checking |
| // success can be omitted here. |
| return std::move(fp); |
| } |
| #endif |
| |
| /////////////////////////////////////////////////////////////////////////////////////////////////// |
| |
| #ifdef SK_GRAPHITE_ENABLED |
| |
| void SkColorFilterShader::addToKey(const skgpu::graphite::KeyContext& keyContext, |
| skgpu::graphite::PaintParamsKeyBuilder* builder, |
| skgpu::graphite::PipelineDataGatherer* gatherer) const { |
| using namespace skgpu::graphite; |
| |
| ColorFilterShaderBlock::BeginBlock(keyContext, builder, gatherer); |
| |
| as_SB(fShader)->addToKey(keyContext, builder, gatherer); |
| as_CFB(fFilter)->addToKey(keyContext, builder, gatherer); |
| |
| builder->endBlock(); |
| } |
| |
| #endif // SK_ENABLE_SKSL |
| |
| /////////////////////////////////////////////////////////////////////////////////////////////////// |
| |
| sk_sp<SkShader> SkShader::makeWithColorFilter(sk_sp<SkColorFilter> filter) const { |
| SkShader* base = const_cast<SkShader*>(this); |
| if (!filter) { |
| return sk_ref_sp(base); |
| } |
| return sk_make_sp<SkColorFilterShader>(sk_ref_sp(base), 1.0f, std::move(filter)); |
| } |