blob: c40877ce61b4784ad57bdcce38f3cfcf62f238e7 [file] [log] [blame]
/*
* Copyright 2023 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/SkCoordClampShader.h"
#include "include/core/SkFlattenable.h"
#include "include/private/base/SkTo.h"
#include "src/base/SkArenaAlloc.h"
#include "src/core/SkEffectPriv.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> SkCoordClampShader::CreateProc(SkReadBuffer& buffer) {
sk_sp<SkShader> shader(buffer.readShader());
SkRect subset = buffer.readRect();
if (!buffer.validate(SkToBool(shader))) {
return nullptr;
}
return SkShaders::CoordClamp(std::move(shader), subset);
}
void SkCoordClampShader::flatten(SkWriteBuffer& buffer) const {
buffer.writeFlattenable(fShader.get());
buffer.writeRect(fSubset);
}
bool SkCoordClampShader::appendStages(const SkStageRec& rec,
const SkShaders::MatrixRec& mRec) const {
std::optional<SkShaders::MatrixRec> childMRec = mRec.apply(rec);
if (!childMRec.has_value()) {
return false;
}
// Strictly speaking, childMRec's total matrix is not valid. It is only valid inside the subset
// rectangle. However, we don't mark it as such because we want the "total matrix is valid"
// behavior in SkImageShader for filtering.
auto clampCtx = rec.fAlloc->make<SkRasterPipeline_CoordClampCtx>();
*clampCtx = {fSubset.fLeft, fSubset.fTop, fSubset.fRight, fSubset.fBottom};
rec.fPipeline->append(SkRasterPipelineOp::clamp_x_and_y, clampCtx);
return as_SB(fShader)->appendStages(rec, *childMRec);
}
void SkRegisterCoordClampShaderFlattenable() {
SK_REGISTER_FLATTENABLE(SkCoordClampShader);
// Previous name
SkFlattenable::Register("SkShader_CoordClamp", SkCoordClampShader::CreateProc);
}
sk_sp<SkShader> SkShaders::CoordClamp(sk_sp<SkShader> shader, const SkRect& subset) {
if (!shader) {
return nullptr;
}
if (!subset.isSorted()) {
return nullptr;
}
return sk_make_sp<SkCoordClampShader>(std::move(shader), subset);
}