blob: ea0afb5d48c3bf7357071c307af44a5c9891e74e [file] [log] [blame]
/*
* Copyright 2019 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/SkAlphaType.h"
#include "include/core/SkColor.h"
#include "include/core/SkMaskFilter.h"
#include "include/core/SkMatrix.h"
#include "include/core/SkPaint.h"
#include "include/core/SkPath.h"
#include "include/core/SkPixmap.h"
#include "include/core/SkPoint.h"
#include "include/core/SkRSXform.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkScalar.h"
#include "include/core/SkShader.h"
#include "include/core/SkSurfaceProps.h"
#include "src/base/SkArenaAlloc.h"
#include "src/core/SkBlendModePriv.h"
#include "src/core/SkBlenderBase.h"
#include "src/core/SkColorSpacePriv.h"
#include "src/core/SkColorSpaceXformSteps.h"
#include "src/core/SkCoreBlitters.h"
#include "src/core/SkDraw.h"
#include "src/core/SkEffectPriv.h"
#include "src/core/SkRasterClip.h"
#include "src/core/SkRasterPipeline.h"
#include "src/core/SkRasterPipelineOpContexts.h"
#include "src/core/SkRasterPipelineOpList.h"
#include "src/core/SkScan.h"
#include "src/core/SkSurfacePriv.h"
#include "src/shaders/SkShaderBase.h"
#include "src/shaders/SkTransformShader.h"
#include <cstdint>
#include <optional>
class SkBlender;
class SkBlitter;
enum class SkBlendMode;
static void fill_rect(const SkMatrix& ctm, const SkRasterClip& rc,
const SkRect& r, SkBlitter* blitter, SkPath* scratchPath) {
if (ctm.rectStaysRect()) {
SkRect dr;
ctm.mapRect(&dr, r);
SkScan::FillRect(dr, rc, blitter);
} else {
SkPoint pts[4];
r.toQuad(pts);
ctm.mapPoints(pts, pts, 4);
scratchPath->rewind();
scratchPath->addPoly(pts, 4, true);
SkScan::FillPath(*scratchPath, rc, blitter);
}
}
static void load_color(SkRasterPipeline_UniformColorCtx* ctx, const float rgba[]) {
// only need one of these. can I query the pipeline to know if its lowp or highp?
ctx->rgba[0] = SkScalarRoundToInt(rgba[0]*255); ctx->r = rgba[0];
ctx->rgba[1] = SkScalarRoundToInt(rgba[1]*255); ctx->g = rgba[1];
ctx->rgba[2] = SkScalarRoundToInt(rgba[2]*255); ctx->b = rgba[2];
ctx->rgba[3] = SkScalarRoundToInt(rgba[3]*255); ctx->a = rgba[3];
}
void SkDraw::drawAtlas(const SkRSXform xform[],
const SkRect textures[],
const SkColor colors[],
int count,
sk_sp<SkBlender> blender,
const SkPaint& paint) {
sk_sp<SkShader> atlasShader = paint.refShader();
if (!atlasShader) {
return;
}
SkSTArenaAlloc<256> alloc;
SkPaint p(paint);
p.setAntiAlias(false); // we never respect this for drawAtlas(or drawVertices)
p.setStyle(SkPaint::kFill_Style);
p.setShader(nullptr);
p.setMaskFilter(nullptr);
// The RSXForms can't contain perspective - only the CTM can.
const bool perspective = fCTM->hasPerspective();
auto transformShader = alloc.make<SkTransformShader>(*as_SB(atlasShader), perspective);
SkRasterPipeline pipeline(&alloc);
SkSurfaceProps props = SkSurfacePropsCopyOrDefault(fProps);
SkStageRec rec = {&pipeline, &alloc, fDst.colorType(), fDst.colorSpace(),
p.getColor4f(), props};
// We pass an identity matrix here rather than the CTM. The CTM gets folded into the
// per-triangle matrix.
if (!as_SB(transformShader)->appendRootStages(rec, SkMatrix::I())) {
return;
}
SkRasterPipeline_UniformColorCtx* uniformCtx = nullptr;
SkColorSpaceXformSteps steps(sk_srgb_singleton(), kUnpremul_SkAlphaType,
rec.fDstCS, kUnpremul_SkAlphaType);
if (colors) {
// we will late-bind the values in ctx, once for each color in the loop
uniformCtx = alloc.make<SkRasterPipeline_UniformColorCtx>();
rec.fPipeline->append(SkRasterPipelineOp::uniform_color_dst, uniformCtx);
std::optional<SkBlendMode> bm = as_BB(blender)->asBlendMode();
if (!bm.has_value()) {
return;
}
SkBlendMode_AppendStages(*bm, rec.fPipeline);
}
bool isOpaque = !colors && transformShader->isOpaque();
if (p.getAlphaf() != 1) {
rec.fPipeline->append(SkRasterPipelineOp::scale_1_float, alloc.make<float>(p.getAlphaf()));
isOpaque = false;
}
auto blitter = SkCreateRasterPipelineBlitter(fDst, p, pipeline, isOpaque, &alloc,
fRC->clipShader());
if (!blitter) {
return;
}
SkPath scratchPath;
for (int i = 0; i < count; ++i) {
if (colors) {
SkColor4f c4 = SkColor4f::FromColor(colors[i]);
steps.apply(c4.vec());
load_color(uniformCtx, c4.premul().vec());
}
SkMatrix mx;
mx.setRSXform(xform[i]);
mx.preTranslate(-textures[i].fLeft, -textures[i].fTop);
mx.postConcat(*fCTM);
SkMatrix inv;
if (!mx.invert(&inv)) {
return;
}
if (transformShader->update(inv)) {
fill_rect(mx, *fRC, textures[i], blitter, &scratchPath);
}
}
}