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/*
* 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 "SkColorPriv.h"
#include "SkErrorInternals.h"
#include "SkPixelRef.h"
#include "SkReadBuffer.h"
#include "SkWriteBuffer.h"
#if SK_SUPPORT_GPU
#include "SkGrPriv.h"
#include "effects/GrBicubicEffect.h"
#include "effects/GrSimpleTextureEffect.h"
#endif
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"
#include "SkXfermode.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;
fXMode = info->fTileModeX;
fYMode = info->fTileModeY;
fFilterQuality = info->fFilterQuality;
fMatrixTypeMask = info->fRealInvMatrix.getType();
fShaderPipeline.init(
info->fRealInvMatrix, info->fFilterQuality,
info->fTileModeX, info->fTileModeY,
info->fPaintColor,
info->fPixmap);
// To implement the old shadeSpan entry-point, we need to efficiently convert our native
// floats into SkPMColor. The SkXfermode::D32Procs do exactly that.
//
sk_sp<SkXfermode> xfer(SkXfermode::Make(SkXfermode::kSrc_Mode));
fXferProc = SkXfermode::GetD32Proc(xfer.get(), 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);
fXferProc(nullptr, dstC, tmp, n, nullptr);
dstC += n;
x += n;
count -= n;
}
}
bool onChooseBlitProcs(const SkImageInfo& dstInfo, BlitState* state) override {
SkXfermode::Mode mode;
if (!SkXfermode::AsMode(state->fXfer, &mode)) { return false; }
if (SkLinearBitmapPipeline::ClonePipelineForBlitting(
&fBlitterPipeline, *fShaderPipeline,
fMatrixTypeMask,
fXMode, fYMode,
fFilterQuality, fSrcPixmap,
fAlpha, mode, dstInfo))
{
state->fStorage[0] = fBlitterPipeline.get();
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:
SkEmbeddableLinearPipeline fShaderPipeline;
SkEmbeddableLinearPipeline fBlitterPipeline;
SkXfermode::D32Proc fXferProc;
SkPixmap fSrcPixmap;
float fAlpha;
SkShader::TileMode fXMode;
SkShader::TileMode fYMode;
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 SkBitmapProcShader::ContextSize(const ContextRec& rec, const SkImageInfo& srcInfo) {
size_t size0 = sizeof(BitmapProcShaderContext) + sizeof(SkBitmapProcState);
size_t size1 = sizeof(LinearPipelineContext) + sizeof(SkBitmapProcInfo);
return SkTMax(size0, size1);
}
SkShader::Context* SkBitmapProcShader::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());
SkSourceGammaTreatment treatment = SkMipMap::DeduceTreatment(rec);
if (useLinearPipeline) {
void* infoStorage = (char*)storage + sizeof(LinearPipelineContext);
SkBitmapProcInfo* info = new (infoStorage) SkBitmapProcInfo(provider, tmx, tmy, treatment);
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,
treatment);
if (!state->setup(totalInverse, *rec.fPaint)) {
state->~SkBitmapProcState();
return nullptr;
}
return new (storage) BitmapProcShaderContext(shader, rec, state);
}
}
SkShader::Context* SkBitmapProcShader::onCreateContext(const ContextRec& rec, void* storage) const {
return MakeContext(*this, (TileMode)fTileModeX, (TileMode)fTileModeY,
SkBitmapProvider(fRawBitmap), rec, storage);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
SkBitmapProcShader::SkBitmapProcShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
const SkMatrix* localMatrix)
: INHERITED(localMatrix) {
fRawBitmap = src;
fTileModeX = (uint8_t)tmx;
fTileModeY = (uint8_t)tmy;
}
bool SkBitmapProcShader::onIsABitmap(SkBitmap* texture, SkMatrix* texM, TileMode xy[]) const {
if (texture) {
*texture = fRawBitmap;
}
if (texM) {
texM->reset();
}
if (xy) {
xy[0] = (TileMode)fTileModeX;
xy[1] = (TileMode)fTileModeY;
}
return true;
}
sk_sp<SkFlattenable> SkBitmapProcShader::CreateProc(SkReadBuffer& buffer) {
SkMatrix lm;
buffer.readMatrix(&lm);
SkBitmap bm;
if (!buffer.readBitmap(&bm)) {
return nullptr;
}
bm.setImmutable();
TileMode mx = (TileMode)buffer.readUInt();
TileMode my = (TileMode)buffer.readUInt();
return SkShader::MakeBitmapShader(bm, mx, my, &lm);
}
void SkBitmapProcShader::flatten(SkWriteBuffer& buffer) const {
buffer.writeMatrix(this->getLocalMatrix());
buffer.writeBitmap(fRawBitmap);
buffer.writeUInt(fTileModeX);
buffer.writeUInt(fTileModeY);
}
bool SkBitmapProcShader::isOpaque() const {
return fRawBitmap.isOpaque();
}
bool SkBitmapProcShader::BitmapIsTooBig(const SkBitmap& bm) {
static const int kMaxSize = 65535;
return bm.width() > kMaxSize || bm.height() > kMaxSize;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
#include "SkUnPreMultiply.h"
#include "SkColorShader.h"
#include "SkEmptyShader.h"
// returns true and set color if the bitmap can be drawn as a single color
// (for efficiency)
static bool can_use_color_shader(const SkBitmap& bm, SkColor* color) {
#ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
// HWUI does not support color shaders (see b/22390304)
return false;
#endif
if (1 != bm.width() || 1 != bm.height()) {
return false;
}
SkAutoLockPixels alp(bm);
if (!bm.readyToDraw()) {
return false;
}
switch (bm.colorType()) {
case kN32_SkColorType:
*color = SkUnPreMultiply::PMColorToColor(*bm.getAddr32(0, 0));
return true;
case kRGB_565_SkColorType:
*color = SkPixel16ToColor(*bm.getAddr16(0, 0));
return true;
case kIndex_8_SkColorType:
*color = SkUnPreMultiply::PMColorToColor(bm.getIndex8Color(0, 0));
return true;
default: // just skip the other configs for now
break;
}
return false;
}
static bool bitmap_is_too_big(const SkBitmap& bm) {
// SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
// communicates between its matrix-proc and its sampler-proc. Until we can
// widen that, we have to reject bitmaps that are larger.
//
static const int kMaxSize = 65535;
return bm.width() > kMaxSize || bm.height() > kMaxSize;
}
sk_sp<SkShader> SkMakeBitmapShader(const SkBitmap& src, SkShader::TileMode tmx,
SkShader::TileMode tmy, const SkMatrix* localMatrix,
SkTBlitterAllocator* allocator) {
SkShader* shader;
SkColor color;
if (src.isNull() || bitmap_is_too_big(src)) {
if (nullptr == allocator) {
shader = new SkEmptyShader;
} else {
shader = allocator->createT<SkEmptyShader>();
}
} else if (can_use_color_shader(src, &color)) {
if (nullptr == allocator) {
shader = new SkColorShader(color);
} else {
shader = allocator->createT<SkColorShader>(color);
}
} else {
if (nullptr == allocator) {
shader = new SkBitmapProcShader(src, tmx, tmy, localMatrix);
} else {
shader = allocator->createT<SkBitmapProcShader>(src, tmx, tmy, localMatrix);
}
}
return sk_sp<SkShader>(shader);
}
///////////////////////////////////////////////////////////////////////////////
#ifndef SK_IGNORE_TO_STRING
void SkBitmapProcShader::toString(SkString* str) const {
static const char* gTileModeName[SkShader::kTileModeCount] = {
"clamp", "repeat", "mirror"
};
str->append("BitmapShader: (");
str->appendf("(%s, %s)",
gTileModeName[fTileModeX],
gTileModeName[fTileModeY]);
str->append(" ");
fRawBitmap.toString(str);
this->INHERITED::toString(str);
str->append(")");
}
#endif
///////////////////////////////////////////////////////////////////////////////
#if SK_SUPPORT_GPU
#include "GrTextureAccess.h"
#include "SkGr.h"
#include "effects/GrSimpleTextureEffect.h"
sk_sp<GrFragmentProcessor> SkBitmapProcShader::asFragmentProcessor(GrContext* context,
const SkMatrix& viewM, const SkMatrix* localMatrix,
SkFilterQuality filterQuality,
SkSourceGammaTreatment gammaTreatment) const {
SkMatrix matrix;
matrix.setIDiv(fRawBitmap.width(), fRawBitmap.height());
SkMatrix lmInverse;
if (!this->getLocalMatrix().invert(&lmInverse)) {
return nullptr;
}
if (localMatrix) {
SkMatrix inv;
if (!localMatrix->invert(&inv)) {
return nullptr;
}
lmInverse.postConcat(inv);
}
matrix.preConcat(lmInverse);
SkShader::TileMode tm[] = {
(TileMode)fTileModeX,
(TileMode)fTileModeY,
};
// Must set wrap and filter on the sampler before requesting a texture. In two places below
// we check the matrix scale factors to determine how to interpret the filter quality setting.
// This completely ignores the complexity of the drawVertices case where explicit local coords
// are provided by the caller.
bool doBicubic;
GrTextureParams::FilterMode textureFilterMode =
GrSkFilterQualityToGrFilterMode(filterQuality, viewM, this->getLocalMatrix(),
&doBicubic);
GrTextureParams params(tm, textureFilterMode);
SkAutoTUnref<GrTexture> texture(GrRefCachedBitmapTexture(context, fRawBitmap, params,
gammaTreatment));
if (!texture) {
SkErrorInternals::SetError( kInternalError_SkError,
"Couldn't convert bitmap to texture.");
return nullptr;
}
sk_sp<GrFragmentProcessor> inner;
if (doBicubic) {
inner = GrBicubicEffect::Make(texture, matrix, tm);
} else {
inner = GrSimpleTextureEffect::Make(texture, matrix, params);
}
if (kAlpha_8_SkColorType == fRawBitmap.colorType()) {
return GrFragmentProcessor::MulOutputByInputUnpremulColor(std::move(inner));
}
return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner));
}
#endif