/* libs/graphics/sgl/SkShader.cpp ** ** Copyright 2006, The Android Open Source Project ** ** Licensed under the Apache License, Version 2.0 (the "License"); ** you may not use this file except in compliance with the License. ** You may obtain a copy of the License at ** ** http://www.apache.org/licenses/LICENSE-2.0 ** ** Unless required by applicable law or agreed to in writing, software ** distributed under the License is distributed on an "AS IS" BASIS, ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. ** See the License for the specific language governing permissions and ** limitations under the License. */ #include "SkShader.h" #include "SkPaint.h" SkShader::SkShader() : fLocalMatrix(NULL) { SkDEBUGCODE(fInSession = false;) } SkShader::SkShader(SkFlattenableReadBuffer& buffer) : INHERITED(buffer), fLocalMatrix(NULL) { if (buffer.readBool()) { SkMatrix matrix; buffer.read(&matrix, sizeof(matrix)); setLocalMatrix(matrix); } SkDEBUGCODE(fInSession = false;) } SkShader::~SkShader() { SkASSERT(!fInSession); sk_free(fLocalMatrix); } void SkShader::beginSession() { SkASSERT(!fInSession); SkDEBUGCODE(fInSession = true;) } void SkShader::endSession() { SkASSERT(fInSession); SkDEBUGCODE(fInSession = false;) } void SkShader::flatten(SkFlattenableWriteBuffer& buffer) { this->INHERITED::flatten(buffer); buffer.writeBool(fLocalMatrix != NULL); if (fLocalMatrix) { buffer.writeMul4(fLocalMatrix, sizeof(SkMatrix)); } } bool SkShader::getLocalMatrix(SkMatrix* localM) const { if (fLocalMatrix) { if (localM) { *localM = *fLocalMatrix; } return true; } else { if (localM) { localM->reset(); } return false; } } void SkShader::setLocalMatrix(const SkMatrix& localM) { if (localM.isIdentity()) { this->resetLocalMatrix(); } else { if (fLocalMatrix == NULL) { fLocalMatrix = (SkMatrix*)sk_malloc_throw(sizeof(SkMatrix)); } *fLocalMatrix = localM; } } void SkShader::resetLocalMatrix() { if (fLocalMatrix) { sk_free(fLocalMatrix); fLocalMatrix = NULL; } } bool SkShader::setContext(const SkBitmap& device, const SkPaint& paint, const SkMatrix& matrix) { const SkMatrix* m = &matrix; SkMatrix total; fDeviceConfig = SkToU8(device.getConfig()); fPaintAlpha = paint.getAlpha(); if (fLocalMatrix) { total.setConcat(matrix, *fLocalMatrix); m = &total; } if (m->invert(&fTotalInverse)) { fTotalInverseClass = (uint8_t)ComputeMatrixClass(fTotalInverse); return true; } return false; } #include "SkColorPriv.h" void SkShader::shadeSpan16(int x, int y, uint16_t span16[], int count) { SkASSERT(span16); SkASSERT(count > 0); SkASSERT(this->canCallShadeSpan16()); // basically, if we get here, the subclass screwed up SkASSERT(!"kHasSpan16 flag is set, but shadeSpan16() not implemented"); } #define kTempColorQuadCount 6 // balance between speed (larger) and saving stack-space #define kTempColorCount (kTempColorQuadCount << 2) #ifdef SK_CPU_BENDIAN #define SkU32BitShiftToByteOffset(shift) (3 - ((shift) >> 3)) #else #define SkU32BitShiftToByteOffset(shift) ((shift) >> 3) #endif void SkShader::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) { SkASSERT(count > 0); SkPMColor colors[kTempColorCount]; while ((count -= kTempColorCount) >= 0) { this->shadeSpan(x, y, colors, kTempColorCount); x += kTempColorCount; const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT); int quads = kTempColorQuadCount; do { U8CPU a0 = srcA[0]; U8CPU a1 = srcA[4]; U8CPU a2 = srcA[8]; U8CPU a3 = srcA[12]; srcA += 4*4; *alpha++ = SkToU8(a0); *alpha++ = SkToU8(a1); *alpha++ = SkToU8(a2); *alpha++ = SkToU8(a3); } while (--quads != 0); } SkASSERT(count < 0); SkASSERT(count + kTempColorCount >= 0); if (count += kTempColorCount) { this->shadeSpan(x, y, colors, count); const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT); do { *alpha++ = *srcA; srcA += 4; } while (--count != 0); } #if 0 do { int n = count; if (n > kTempColorCount) n = kTempColorCount; SkASSERT(n > 0); this->shadeSpan(x, y, colors, n); x += n; count -= n; const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT); do { *alpha++ = *srcA; srcA += 4; } while (--n != 0); } while (count > 0); #endif } SkShader::MatrixClass SkShader::ComputeMatrixClass(const SkMatrix& mat) { MatrixClass mc = kLinear_MatrixClass; if (mat.getType() & SkMatrix::kPerspective_Mask) { if (mat.fixedStepInX(0, NULL, NULL)) { mc = kFixedStepInX_MatrixClass; } else { mc = kPerspective_MatrixClass; } } return mc; } ////////////////////////////////////////////////////////////////////////////// bool SkShader::asABitmap(SkBitmap*, SkMatrix*, TileMode*) { return false; } SkShader* SkShader::CreateBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy) { return SkShader::CreateBitmapShader(src, tmx, tmy, NULL, 0); } ////////////////////////////////////////////////////////////////////////////// #include "SkColorShader.h" #include "SkUtils.h" SkColorShader::SkColorShader(SkFlattenableReadBuffer& b) : INHERITED(b) { fFlags = 0; // computed in setContext fInheritColor = b.readU8(); if (fInheritColor) { return; } fColor = b.readU32(); } void SkColorShader::flatten(SkFlattenableWriteBuffer& buffer) { this->INHERITED::flatten(buffer); buffer.write8(fInheritColor); if (fInheritColor) { return; } buffer.write32(fColor); } uint8_t SkColorShader::getSpan16Alpha() const { return SkGetPackedA32(fPMColor); } bool SkColorShader::setContext(const SkBitmap& device, const SkPaint& paint, const SkMatrix& matrix) { if (!this->INHERITED::setContext(device, paint, matrix)) { return false; } SkColor c; unsigned a; if (fInheritColor) { c = paint.getColor(); a = SkColorGetA(c); } else { c = fColor; a = SkAlphaMul(SkColorGetA(c), SkAlpha255To256(paint.getAlpha())); } unsigned r = SkColorGetR(c); unsigned g = SkColorGetG(c); unsigned b = SkColorGetB(c); // we want this before we apply any alpha fColor16 = SkPack888ToRGB16(r, g, b); if (a != 255) { r = SkMulDiv255Round(r, a); g = SkMulDiv255Round(g, a); b = SkMulDiv255Round(b, a); } fPMColor = SkPackARGB32(a, r, g, b); fFlags = kConstInY32_Flag; if (255 == a) { fFlags |= kOpaqueAlpha_Flag; if (paint.isDither() == false) { fFlags |= kHasSpan16_Flag; } } return true; } void SkColorShader::shadeSpan(int x, int y, SkPMColor span[], int count) { sk_memset32(span, fPMColor, count); } void SkColorShader::shadeSpan16(int x, int y, uint16_t span[], int count) { sk_memset16(span, fColor16, count); } void SkColorShader::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) { memset(alpha, SkGetPackedA32(fPMColor), count); }