blob: 93e39c6751a3a150464332a2470ae6af1701cf63 [file] [log] [blame]
/*
* 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/core/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/GrFragmentProcessor.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(SkRasterPipeline::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);
// 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
///////////////////////////////////////////////////////////////////////////////////////////////////
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, filter);
}