blob: cfdd8b946e6f536ecf21ea1464594d9c7d724877 [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 "SkArenaAlloc.h"
#include "SkAtomics.h"
#include "SkBitmapProcShader.h"
#include "SkColorShader.h"
#include "SkEmptyShader.h"
#include "SkMallocPixelRef.h"
#include "SkPaint.h"
#include "SkPicture.h"
#include "SkPictureShader.h"
#include "SkPM4fPriv.h"
#include "SkRasterPipeline.h"
#include "SkReadBuffer.h"
#include "SkScalar.h"
#include "SkShader.h"
#include "SkTLazy.h"
#include "SkWriteBuffer.h"
#if SK_SUPPORT_GPU
#include "GrFragmentProcessor.h"
#endif
//#define SK_TRACK_SHADER_LIFETIME
#ifdef SK_TRACK_SHADER_LIFETIME
static int32_t gShaderCounter;
#endif
static inline void inc_shader_counter() {
#ifdef SK_TRACK_SHADER_LIFETIME
int32_t prev = sk_atomic_inc(&gShaderCounter);
SkDebugf("+++ shader counter %d\n", prev + 1);
#endif
}
static inline void dec_shader_counter() {
#ifdef SK_TRACK_SHADER_LIFETIME
int32_t prev = sk_atomic_dec(&gShaderCounter);
SkDebugf("--- shader counter %d\n", prev - 1);
#endif
}
SkShader::SkShader(const SkMatrix* localMatrix) {
inc_shader_counter();
if (localMatrix) {
fLocalMatrix = *localMatrix;
} else {
fLocalMatrix.reset();
}
// Pre-cache so future calls to fLocalMatrix.getType() are threadsafe.
(void)fLocalMatrix.getType();
}
SkShader::~SkShader() {
dec_shader_counter();
}
void SkShader::flatten(SkWriteBuffer& buffer) const {
this->INHERITED::flatten(buffer);
bool hasLocalM = !fLocalMatrix.isIdentity();
buffer.writeBool(hasLocalM);
if (hasLocalM) {
buffer.writeMatrix(fLocalMatrix);
}
}
bool SkShader::computeTotalInverse(const ContextRec& rec, SkMatrix* totalInverse) const {
SkMatrix total = SkMatrix::Concat(*rec.fMatrix, fLocalMatrix);
if (rec.fLocalMatrix) {
total.preConcat(*rec.fLocalMatrix);
}
return total.invert(totalInverse);
}
bool SkShader::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;
}
SkShader::Context* SkShader::makeContext(const ContextRec& rec, SkArenaAlloc* alloc) const {
if (!this->computeTotalInverse(rec, nullptr)) {
return nullptr;
}
return this->onMakeContext(rec, alloc);
}
SkShader::Context::Context(const SkShader& shader, const ContextRec& rec)
: fShader(shader), fCTM(*rec.fMatrix)
{
// Because the context parameters must be valid at this point, we know that the matrix is
// invertible.
SkAssertResult(fShader.computeTotalInverse(rec, &fTotalInverse));
fTotalInverseClass = (uint8_t)ComputeMatrixClass(fTotalInverse);
fPaintAlpha = rec.fPaint->getAlpha();
}
SkShader::Context::~Context() {}
SkShader::Context::ShadeProc SkShader::Context::asAShadeProc(void** ctx) {
return nullptr;
}
void SkShader::Context::shadeSpan4f(int x, int y, SkPM4f dst[], int count) {
const int N = 128;
SkPMColor tmp[N];
while (count > 0) {
int n = SkTMin(count, N);
this->shadeSpan(x, y, tmp, n);
for (int i = 0; i < n; ++i) {
dst[i] = SkPM4f::FromPMColor(tmp[i]);
}
dst += n;
x += n;
count -= n;
}
}
#include "SkColorPriv.h"
#define kTempColorQuadCount 6 // balance between speed (larger) and saving stack-space
#define kTempColorCount (kTempColorQuadCount << 2)
#ifdef SK_CPU_BENDIAN
#define SkU32BitShiftToByteOffset(shift) (3 - ((shift) >> 3))
#else
#define SkU32BitShiftToByteOffset(shift) ((shift) >> 3)
#endif
void SkShader::Context::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
SkASSERT(count > 0);
SkPMColor colors[kTempColorCount];
while ((count -= kTempColorCount) >= 0) {
this->shadeSpan(x, y, colors, kTempColorCount);
x += kTempColorCount;
const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
int quads = kTempColorQuadCount;
do {
U8CPU a0 = srcA[0];
U8CPU a1 = srcA[4];
U8CPU a2 = srcA[8];
U8CPU a3 = srcA[12];
srcA += 4*4;
*alpha++ = SkToU8(a0);
*alpha++ = SkToU8(a1);
*alpha++ = SkToU8(a2);
*alpha++ = SkToU8(a3);
} while (--quads != 0);
}
SkASSERT(count < 0);
SkASSERT(count + kTempColorCount >= 0);
if (count += kTempColorCount) {
this->shadeSpan(x, y, colors, count);
const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
do {
*alpha++ = *srcA;
srcA += 4;
} while (--count != 0);
}
#if 0
do {
int n = count;
if (n > kTempColorCount)
n = kTempColorCount;
SkASSERT(n > 0);
this->shadeSpan(x, y, colors, n);
x += n;
count -= n;
const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
do {
*alpha++ = *srcA;
srcA += 4;
} while (--n != 0);
} while (count > 0);
#endif
}
SkShader::Context::MatrixClass SkShader::Context::ComputeMatrixClass(const SkMatrix& mat) {
MatrixClass mc = kLinear_MatrixClass;
if (mat.hasPerspective()) {
if (mat.isFixedStepInX()) {
mc = kFixedStepInX_MatrixClass;
} else {
mc = kPerspective_MatrixClass;
}
}
return mc;
}
//////////////////////////////////////////////////////////////////////////////
SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
return kNone_GradientType;
}
#if SK_SUPPORT_GPU
sk_sp<GrFragmentProcessor> SkShader::asFragmentProcessor(const AsFPArgs&) const {
return nullptr;
}
#endif
sk_sp<SkShader> SkShader::makeAsALocalMatrixShader(SkMatrix*) const {
return nullptr;
}
sk_sp<SkShader> SkShader::MakeEmptyShader() { return sk_make_sp<SkEmptyShader>(); }
sk_sp<SkShader> SkShader::MakeColorShader(SkColor color) { return sk_make_sp<SkColorShader>(color); }
sk_sp<SkShader> SkShader::MakeBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
const SkMatrix* localMatrix) {
if (localMatrix && !localMatrix->invert(nullptr)) {
return nullptr;
}
return SkMakeBitmapShader(src, tmx, tmy, localMatrix, kIfMutable_SkCopyPixelsMode);
}
sk_sp<SkShader> SkShader::MakePictureShader(sk_sp<SkPicture> src, TileMode tmx, TileMode tmy,
const SkMatrix* localMatrix, const SkRect* tile) {
if (localMatrix && !localMatrix->invert(nullptr)) {
return nullptr;
}
return SkPictureShader::Make(std::move(src), tmx, tmy, localMatrix, tile);
}
#ifndef SK_IGNORE_TO_STRING
void SkShader::toString(SkString* str) const {
if (!fLocalMatrix.isIdentity()) {
str->append(" ");
fLocalMatrix.toString(str);
}
}
#endif
bool SkShader::appendStages(SkRasterPipeline* pipeline,
SkColorSpace* dst,
SkArenaAlloc* scratch,
const SkMatrix& ctm,
const SkPaint& paint) const {
return this->onAppendStages(pipeline, dst, scratch, ctm, paint, nullptr);
}
bool SkShader::onAppendStages(SkRasterPipeline* p,
SkColorSpace* cs,
SkArenaAlloc* alloc,
const SkMatrix& ctm,
const SkPaint& paint,
const SkMatrix* localM) const {
// Legacy shaders handle the paint opacity internally,
// but RP applies it as a separate stage.
SkTCopyOnFirstWrite<SkPaint> opaquePaint(paint);
if (paint.getAlpha() != SK_AlphaOPAQUE) {
opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE);
}
ContextRec rec(*opaquePaint, ctm, localM, ContextRec::kPM4f_DstType, cs);
if (auto* ctx = this->makeContext(rec, alloc)) {
p->append(SkRasterPipeline::shader_adapter, ctx);
// Legacy shaders aren't aware of color spaces. We can pretty
// safely assume they're in sRGB gamut.
return append_gamut_transform(p, alloc,
SkColorSpace::MakeSRGB().get(), cs);
}
return false;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
sk_sp<SkFlattenable> SkEmptyShader::CreateProc(SkReadBuffer&) {
return SkShader::MakeEmptyShader();
}
#ifndef SK_IGNORE_TO_STRING
#include "SkEmptyShader.h"
void SkEmptyShader::toString(SkString* str) const {
str->append("SkEmptyShader: (");
this->INHERITED::toString(str);
str->append(")");
}
#endif