blob: 2ec12f77a5a63b2915672034fc3a5544ffadce65 [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 "src/shaders/SkBlendShader.h"
#include "include/core/SkBlendMode.h"
#include "include/core/SkBlender.h"
#include "include/core/SkData.h"
#include "include/core/SkFlattenable.h"
#include "include/effects/SkRuntimeEffect.h"
#include "src/base/SkArenaAlloc.h"
#include "src/core/SkBlendModePriv.h"
#include "src/core/SkBlenderBase.h"
#include "src/core/SkEffectPriv.h"
#include "src/core/SkKnownRuntimeEffects.h"
#include "src/core/SkRasterPipeline.h"
#include "src/core/SkRasterPipelineOpContexts.h"
#include "src/core/SkRasterPipelineOpList.h"
#include "src/core/SkReadBuffer.h"
#include "src/core/SkWriteBuffer.h"
#include "src/shaders/SkShaderBase.h"
#include <optional>
sk_sp<SkFlattenable> SkBlendShader::CreateProc(SkReadBuffer& buffer) {
sk_sp<SkShader> dst(buffer.readShader());
sk_sp<SkShader> src(buffer.readShader());
if (!buffer.validate(dst && src)) {
return nullptr;
unsigned mode = buffer.read32();
if (mode == kCustom_SkBlendMode) {
sk_sp<SkBlender> blender = buffer.readBlender();
if (buffer.validate(blender != nullptr)) {
return SkShaders::Blend(std::move(blender), std::move(dst), std::move(src));
} else {
if (buffer.validate(mode <= (unsigned)SkBlendMode::kLastMode)) {
return SkShaders::Blend(static_cast<SkBlendMode>(mode), std::move(dst), std::move(src));
return nullptr;
void SkBlendShader::flatten(SkWriteBuffer& buffer) const {
// Returns the output of e0, and leaves the output of e1 in r,g,b,a
static float* append_two_shaders(const SkStageRec& rec,
const SkShaders::MatrixRec& mRec,
SkShader* s0,
SkShader* s1) {
struct Storage {
float fCoords[2 * SkRasterPipeline_kMaxStride];
float fRes0[4 * SkRasterPipeline_kMaxStride];
auto storage = rec.fAlloc->make<Storage>();
// Note we cannot simply apply mRec here and then unconditionally store the coordinates. When
// building for Android Framework it would interrupt the backwards local matrix concatenation if
// mRec had a pending local matrix and either of the children also had a local matrix.
// b/256873449
if (mRec.rasterPipelineCoordsAreSeeded()) {
rec.fPipeline->append(SkRasterPipelineOp::store_src_rg, storage->fCoords);
if (!as_SB(s0)->appendStages(rec, mRec)) {
return nullptr;
rec.fPipeline->append(SkRasterPipelineOp::store_src, storage->fRes0);
if (mRec.rasterPipelineCoordsAreSeeded()) {
rec.fPipeline->append(SkRasterPipelineOp::load_src_rg, storage->fCoords);
if (!as_SB(s1)->appendStages(rec, mRec)) {
return nullptr;
return storage->fRes0;
bool SkBlendShader::appendStages(const SkStageRec& rec, const SkShaders::MatrixRec& mRec) const {
float* res0 = append_two_shaders(rec, mRec, fDst.get(), fSrc.get());
if (!res0) {
return false;
rec.fPipeline->append(SkRasterPipelineOp::load_dst, res0);
SkBlendMode_AppendStages(fMode, rec.fPipeline);
return true;
sk_sp<SkShader> SkShaders::Blend(SkBlendMode mode, sk_sp<SkShader> dst, sk_sp<SkShader> src) {
if (!src || !dst) {
return nullptr;
switch (mode) {
case SkBlendMode::kClear:
return Color(0);
case SkBlendMode::kDst:
return dst;
case SkBlendMode::kSrc:
return src;
return sk_sp<SkShader>(new SkBlendShader(mode, std::move(dst), std::move(src)));
sk_sp<SkShader> SkShaders::Blend(sk_sp<SkBlender> blender,
sk_sp<SkShader> dst,
sk_sp<SkShader> src) {
using namespace SkKnownRuntimeEffects;
if (!src || !dst) {
return nullptr;
if (!blender) {
return SkShaders::Blend(SkBlendMode::kSrcOver, std::move(dst), std::move(src));
if (std::optional<SkBlendMode> mode = as_BB(blender)->asBlendMode()) {
return sk_make_sp<SkBlendShader>(mode.value(), std::move(dst), std::move(src));
// This isn't a built-in blend mode; we might as well use a runtime effect to evaluate it.
const SkRuntimeEffect* blendEffect = GetKnownRuntimeEffect(StableKey::kBlend);
SkRuntimeEffect::ChildPtr children[] = {std::move(src), std::move(dst), std::move(blender)};
return blendEffect->makeShader(/*uniforms=*/{}, children);
void SkRegisterBlendShaderFlattenable() {
// Previous name
SkFlattenable::Register("SkShader_Blend", SkBlendShader::CreateProc);