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* 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/SkScalar.h"
#include "src/base/SkArenaAlloc.h"
#include "src/base/SkTLazy.h"
#include "src/core/SkColorSpacePriv.h"
#include "src/core/SkColorSpaceXformSteps.h"
#include "src/core/SkMatrixProvider.h"
#include "src/core/SkRasterPipeline.h"
#include "src/core/SkReadBuffer.h"
#include "src/core/SkWriteBuffer.h"
#include "src/shaders/SkBitmapProcShader.h"
#include "src/shaders/SkImageShader.h"
#include "src/shaders/SkShaderBase.h"
#include "src/shaders/SkTransformShader.h"
#include "src/gpu/ganesh/GrFragmentProcessor.h"
#include "src/gpu/graphite/KeyHelpers.h"
#include "src/gpu/graphite/PaintParamsKey.h"
SkShaderBase::SkShaderBase() = default;
SkShaderBase::~SkShaderBase() = default;
SkShaderBase::MatrixRec::MatrixRec(const SkMatrixProvider& mp)
: fPendingMatrix(mp.localToDevice())
, fTotalMatrix(mp.localToDevice())
, fTotalMatrixIsValid(mp.localToDeviceHitsPixelCenters()) {}
SkShaderBase::MatrixRec::apply(const SkStageRec& rec, const SkMatrix& postInv) const {
SkMatrix total;
if (!fPendingMatrix.invert(&total)) {
return {};
total = SkMatrix::Concat(postInv, total);
if (!fRPSeeded) {
// append_matrix is a no-op if inverse worked out to identity.
rec.fPipeline->append_matrix(rec.fAlloc, total);
return MatrixRec{SkMatrix::I(), fTotalMatrix, fTotalMatrixIsValid, /*rpSeeded=*/true};
SkShaderBase::MatrixRec SkShaderBase::MatrixRec::concat(const SkMatrix& m) const {
return {SkShaderBase::ConcatLocalMatrices(fPendingMatrix, m),
SkShaderBase::ConcatLocalMatrices(fTotalMatrix , m),
void SkShaderBase::flatten(SkWriteBuffer& buffer) const { this->INHERITED::flatten(buffer); }
bool SkShaderBase::computeTotalInverse(const SkMatrix& ctm,
const SkMatrix* localMatrix,
SkMatrix* totalInverse) const {
return (localMatrix ? SkMatrix::Concat(ctm, *localMatrix) : ctm).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 {
// We always fall back to raster pipeline when perspective is present.
if (rec.fMatrix->hasPerspective() || (rec.fLocalMatrix && rec.fLocalMatrix->hasPerspective()) ||
!this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)) {
return nullptr;
return this->onMakeContext(rec, alloc);
return nullptr;
SkShaderBase::Context::Context(const SkShaderBase& shader, const ContextRec& rec)
: fShader(shader), fCTM(*rec.fMatrix)
// We should never use a context with perspective.
SkASSERT(!rec.fLocalMatrix || !rec.fLocalMatrix->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.fPaintAlpha;
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);
std::unique_ptr<GrFragmentProcessor> SkShaderBase::asFragmentProcessor(const GrFPArgs&) const {
return nullptr;
sk_sp<SkShader> SkShaderBase::makeAsALocalMatrixShader(SkMatrix*) const {
return nullptr;
// TODO: add implementations for derived classes
void SkShaderBase::addToKey(const skgpu::graphite::KeyContext& keyContext,
skgpu::graphite::PaintParamsKeyBuilder* builder,
skgpu::graphite::PipelineDataGatherer* gatherer) const {
using namespace skgpu::graphite;
SolidColorShaderBlock::BeginBlock(keyContext, builder, gatherer, {1, 0, 0, 1});
sk_sp<SkShader> SkBitmap::makeShader(SkTileMode tmx, SkTileMode tmy,
const SkSamplingOptions& sampling,
const SkMatrix* lm) const {
if (lm && !lm->invert(nullptr)) {
return nullptr;
return SkImageShader::Make(SkMakeImageFromRasterBitmap(*this, kIfMutable_SkCopyPixelsMode),
tmx, tmy, sampling, lm);
bool SkShaderBase::appendRootStages(const SkStageRec& rec, const SkMatrixProvider& mp) const {
return this->appendStages(rec, MatrixRec(mp));
bool SkShaderBase::appendStages(const SkStageRec& rec, const MatrixRec& mRec) 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) {
// We don't have a separate ctm and local matrix at this point. Just pass the combined matrix
// as the CTM. TODO: thread the MatrixRec through the legacy context system.
auto tm = mRec.totalMatrix();
ContextRec cr(*opaquePaint,
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_highp];
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(SkRasterPipelineOp::callback, cb);
rec.fAlloc->make<SkColorSpaceXformSteps>(sk_srgb_singleton(), kPremul_SkAlphaType,
rec.fDstCS, kPremul_SkAlphaType)
return true;
return false;
skvm::Color SkShaderBase::program(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 {
// Shader subclasses should always act as if the destination were premul or opaque.
// SkVMBlitter handles all the coordination of unpremul itself, via premul.
SkColorInfo tweaked = dst.alphaType() == kUnpremul_SkAlphaType
? dst.makeAlphaType(kPremul_SkAlphaType)
: dst;
// 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 (auto color = this->onProgram(p, device,local, paint, matrices,localM, tweaked,
uniforms,alloc)) {
if (this->isOpaque()) {
color.a = p->splat(1.0f);
return color;
return {};
// need a cheap way to invert the alpha channel of a shader (i.e. 1 - a)
sk_sp<SkShader> SkShaderBase::makeInvertAlpha() const {
return this->makeWithColorFilter(SkColorFilters::Blend(0xFFFFFFFF, SkBlendMode::kSrcOut));
skvm::Coord SkShaderBase::ApplyMatrix(skvm::Builder* p, const SkMatrix& m,
skvm::Coord coord, skvm::Uniforms* uniforms) {
skvm::F32 x = coord.x,
y = coord.y;
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,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])),
x = dot(0);
y = dot(1);
if (m.hasPerspective()) {
x = x * (1.0f / dot(2));
y = y * (1.0f / dot(2));
return {x,y};