/* * 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 "SkColorPriv.h" #include "SkReadBuffer.h" #include "SkWriteBuffer.h" #include "SkPixelRef.h" #include "SkErrorInternals.h" #include "SkBitmapProcShader.h" #if SK_SUPPORT_GPU #include "effects/GrSimpleTextureEffect.h" #include "effects/GrBicubicEffect.h" #endif bool SkBitmapProcShader::CanDo(const SkBitmap& bm, TileMode tx, TileMode ty) { switch (bm.colorType()) { case kAlpha_8_SkColorType: case kRGB_565_SkColorType: case kIndex_8_SkColorType: case kPMColor_SkColorType: // if (tx == ty && (kClamp_TileMode == tx || kRepeat_TileMode == tx)) return true; default: break; } return false; } SkBitmapProcShader::SkBitmapProcShader(const SkBitmap& src, TileMode tmx, TileMode tmy) { fRawBitmap = src; fState.fTileModeX = (uint8_t)tmx; fState.fTileModeY = (uint8_t)tmy; fFlags = 0; // computed in setContext } SkBitmapProcShader::SkBitmapProcShader(SkReadBuffer& buffer) : INHERITED(buffer) { buffer.readBitmap(&fRawBitmap); fRawBitmap.setImmutable(); fState.fTileModeX = buffer.readUInt(); fState.fTileModeY = buffer.readUInt(); fFlags = 0; // computed in setContext } SkShader::BitmapType SkBitmapProcShader::asABitmap(SkBitmap* texture, SkMatrix* texM, TileMode xy[]) const { if (texture) { *texture = fRawBitmap; } if (texM) { texM->reset(); } if (xy) { xy[0] = (TileMode)fState.fTileModeX; xy[1] = (TileMode)fState.fTileModeY; } return kDefault_BitmapType; } void SkBitmapProcShader::flatten(SkWriteBuffer& buffer) const { this->INHERITED::flatten(buffer); buffer.writeBitmap(fRawBitmap); buffer.writeUInt(fState.fTileModeX); buffer.writeUInt(fState.fTileModeY); } static bool only_scale_and_translate(const SkMatrix& matrix) { unsigned mask = SkMatrix::kTranslate_Mask | SkMatrix::kScale_Mask; return (matrix.getType() & ~mask) == 0; } bool SkBitmapProcShader::isOpaque() const { return fRawBitmap.isOpaque(); } static bool valid_for_drawing(const SkBitmap& bm) { if (0 == bm.width() || 0 == bm.height()) { return false; // nothing to draw } if (NULL == bm.pixelRef()) { return false; // no pixels to read } if (kIndex_8_SkColorType == bm.colorType()) { // ugh, I have to lock-pixels to inspect the colortable SkAutoLockPixels alp(bm); if (!bm.getColorTable()) { return false; } } return true; } bool SkBitmapProcShader::setContext(const SkBitmap& device, const SkPaint& paint, const SkMatrix& matrix) { if (!fRawBitmap.getTexture() && !valid_for_drawing(fRawBitmap)) { return false; } // do this first, so we have a correct inverse matrix if (!this->INHERITED::setContext(device, paint, matrix)) { return false; } fState.fOrigBitmap = fRawBitmap; if (!fState.chooseProcs(this->getTotalInverse(), paint)) { this->INHERITED::endContext(); return false; } const SkBitmap& bitmap = *fState.fBitmap; bool bitmapIsOpaque = bitmap.isOpaque(); // update fFlags uint32_t flags = 0; if (bitmapIsOpaque && (255 == this->getPaintAlpha())) { flags |= kOpaqueAlpha_Flag; } switch (bitmap.colorType()) { case kRGB_565_SkColorType: flags |= (kHasSpan16_Flag | kIntrinsicly16_Flag); break; case kIndex_8_SkColorType: case kPMColor_SkColorType: if (bitmapIsOpaque) { flags |= kHasSpan16_Flag; } break; case kAlpha_8_SkColorType: break; // never set kHasSpan16_Flag default: break; } if (paint.isDither() && bitmap.colorType() != kRGB_565_SkColorType) { // gradients can auto-dither in their 16bit sampler, but we don't so // we clear the flag here. flags &= ~kHasSpan16_Flag; } // if we're only 1-pixel high, and we don't rotate, then we can claim this if (1 == bitmap.height() && only_scale_and_translate(this->getTotalInverse())) { flags |= kConstInY32_Flag; if (flags & kHasSpan16_Flag) { flags |= kConstInY16_Flag; } } fFlags = flags; return true; } void SkBitmapProcShader::endContext() { fState.endContext(); this->INHERITED::endContext(); } #define BUF_MAX 128 #define TEST_BUFFER_OVERRITEx #ifdef TEST_BUFFER_OVERRITE #define TEST_BUFFER_EXTRA 32 #define TEST_PATTERN 0x88888888 #else #define TEST_BUFFER_EXTRA 0 #endif void SkBitmapProcShader::shadeSpan(int x, int y, SkPMColor dstC[], int count) { const SkBitmapProcState& state = fState; if (state.getShaderProc32()) { state.getShaderProc32()(state, x, y, dstC, count); return; } uint32_t buffer[BUF_MAX + TEST_BUFFER_EXTRA]; SkBitmapProcState::MatrixProc mproc = state.getMatrixProc(); SkBitmapProcState::SampleProc32 sproc = state.getSampleProc32(); int max = fState.maxCountForBufferSize(sizeof(buffer[0]) * BUF_MAX); SkASSERT(state.fBitmap->getPixels()); SkASSERT(state.fBitmap->pixelRef() == NULL || state.fBitmap->pixelRef()->isLocked()); for (;;) { int n = count; if (n > max) { n = max; } SkASSERT(n > 0 && n < BUF_MAX*2); #ifdef TEST_BUFFER_OVERRITE for (int i = 0; i < TEST_BUFFER_EXTRA; i++) { buffer[BUF_MAX + i] = TEST_PATTERN; } #endif mproc(state, buffer, n, x, y); #ifdef TEST_BUFFER_OVERRITE for (int j = 0; j < TEST_BUFFER_EXTRA; j++) { SkASSERT(buffer[BUF_MAX + j] == TEST_PATTERN); } #endif sproc(state, buffer, n, dstC); if ((count -= n) == 0) { break; } SkASSERT(count > 0); x += n; dstC += n; } } SkShader::ShadeProc SkBitmapProcShader::asAShadeProc(void** ctx) { if (fState.getShaderProc32()) { *ctx = &fState; return (ShadeProc)fState.getShaderProc32(); } return NULL; } void SkBitmapProcShader::shadeSpan16(int x, int y, uint16_t dstC[], int count) { const SkBitmapProcState& state = fState; if (state.getShaderProc16()) { state.getShaderProc16()(state, x, y, dstC, count); return; } uint32_t buffer[BUF_MAX]; SkBitmapProcState::MatrixProc mproc = state.getMatrixProc(); SkBitmapProcState::SampleProc16 sproc = state.getSampleProc16(); int max = fState.maxCountForBufferSize(sizeof(buffer)); SkASSERT(state.fBitmap->getPixels()); SkASSERT(state.fBitmap->pixelRef() == NULL || state.fBitmap->pixelRef()->isLocked()); for (;;) { int n = count; if (n > max) { n = max; } mproc(state, buffer, n, x, y); sproc(state, buffer, n, dstC); if ((count -= n) == 0) { break; } x += n; dstC += n; } } /////////////////////////////////////////////////////////////////////////////// #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 canUseColorShader(const SkBitmap& bm, SkColor* color) { if (1 != bm.width() || 1 != bm.height()) { return false; } SkAutoLockPixels alp(bm); if (!bm.readyToDraw()) { return false; } switch (bm.colorType()) { case kPMColor_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 bitmapIsTooBig(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. // const int maxSize = 65535; return bm.width() > maxSize || bm.height() > maxSize; } SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode tmx, SkShader::TileMode tmy, SkTBlitterAllocator* allocator) { SkShader* shader; SkColor color; if (src.isNull() || bitmapIsTooBig(src)) { if (NULL == allocator) { shader = SkNEW(SkEmptyShader); } else { shader = allocator->createT(); } } else if (canUseColorShader(src, &color)) { if (NULL == allocator) { shader = SkNEW_ARGS(SkColorShader, (color)); } else { shader = allocator->createT(color); } } else { if (NULL == allocator) { shader = SkNEW_ARGS(SkBitmapProcShader, (src, tmx, tmy)); } else { shader = allocator->createT(src, tmx, tmy); } } return shader; } /////////////////////////////////////////////////////////////////////////////// #ifdef SK_DEVELOPER void SkBitmapProcShader::toString(SkString* str) const { static const char* gTileModeName[SkShader::kTileModeCount] = { "clamp", "repeat", "mirror" }; str->append("BitmapShader: ("); str->appendf("(%s, %s)", gTileModeName[fState.fTileModeX], gTileModeName[fState.fTileModeY]); str->append(" "); fRawBitmap.toString(str); this->INHERITED::toString(str); str->append(")"); } #endif /////////////////////////////////////////////////////////////////////////////// #if SK_SUPPORT_GPU #include "GrTextureAccess.h" #include "effects/GrSimpleTextureEffect.h" #include "SkGr.h" // Note that this will return -1 if either matrix is perspective. static SkScalar get_combined_min_stretch(const SkMatrix& viewMatrix, const SkMatrix& localMatrix) { if (localMatrix.isIdentity()) { return viewMatrix.getMinStretch(); } else { SkMatrix combined; combined.setConcat(viewMatrix, localMatrix); return combined.getMinStretch(); } } GrEffectRef* SkBitmapProcShader::asNewEffect(GrContext* context, const SkPaint& paint) const { SkMatrix matrix; matrix.setIDiv(fRawBitmap.width(), fRawBitmap.height()); SkMatrix lmInverse; if (!this->getLocalMatrix().invert(&lmInverse)) { return NULL; } matrix.preConcat(lmInverse); SkShader::TileMode tm[] = { (TileMode)fState.fTileModeX, (TileMode)fState.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. SkPaint::FilterLevel paintFilterLevel = paint.getFilterLevel(); GrTextureParams::FilterMode textureFilterMode; switch(paintFilterLevel) { case SkPaint::kNone_FilterLevel: textureFilterMode = GrTextureParams::kNone_FilterMode; break; case SkPaint::kLow_FilterLevel: textureFilterMode = GrTextureParams::kBilerp_FilterMode; break; case SkPaint::kMedium_FilterLevel: if (get_combined_min_stretch(context->getMatrix(), this->getLocalMatrix()) < SK_Scalar1) { textureFilterMode = GrTextureParams::kMipMap_FilterMode; } else { // Don't trigger MIP level generation unnecessarily. textureFilterMode = GrTextureParams::kBilerp_FilterMode; } break; case SkPaint::kHigh_FilterLevel: // Minification can look bad with bicubic filtering. if (get_combined_min_stretch(context->getMatrix(), this->getLocalMatrix()) >= SK_Scalar1) { // fall back to no filtering here; we will install another shader that will do the // HQ filtering. textureFilterMode = GrTextureParams::kNone_FilterMode; } else { // Fall back to MIP-mapping. paintFilterLevel = SkPaint::kMedium_FilterLevel; textureFilterMode = GrTextureParams::kMipMap_FilterMode; } break; default: SkErrorInternals::SetError( kInvalidPaint_SkError, "Sorry, I don't understand the filtering " "mode you asked for. Falling back to " "MIPMaps."); textureFilterMode = GrTextureParams::kMipMap_FilterMode; break; } GrTextureParams params(tm, textureFilterMode); GrTexture* texture = GrLockAndRefCachedBitmapTexture(context, fRawBitmap, ¶ms); if (NULL == texture) { SkErrorInternals::SetError( kInternalError_SkError, "Couldn't convert bitmap to texture."); return NULL; } GrEffectRef* effect = NULL; if (paintFilterLevel == SkPaint::kHigh_FilterLevel) { effect = GrBicubicEffect::Create(texture, matrix, tm); } else { effect = GrSimpleTextureEffect::Create(texture, matrix, params); } GrUnlockAndUnrefCachedBitmapTexture(texture); return effect; } #endif