/* * 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 "SkAtomics.h" #include "SkBitmapProcShader.h" #include "SkColorShader.h" #include "SkEmptyShader.h" #include "SkMallocPixelRef.h" #include "SkPaint.h" #include "SkPicture.h" #include "SkPictureShader.h" #include "SkReadBuffer.h" #include "SkScalar.h" #include "SkShader.h" #include "SkWriteBuffer.h" //#define SK_TRACK_SHADER_LIFETIME #ifdef SK_TRACK_SHADER_LIFETIME static int32_t gShaderCounter; #endif static inline void inc_shader_counter() { #ifdef SK_TRACK_SHADER_LIFETIME int32_t prev = sk_atomic_inc(&gShaderCounter); SkDebugf("+++ shader counter %d\n", prev + 1); #endif } static inline void dec_shader_counter() { #ifdef SK_TRACK_SHADER_LIFETIME int32_t prev = sk_atomic_dec(&gShaderCounter); SkDebugf("--- shader counter %d\n", prev - 1); #endif } SkShader::SkShader(const SkMatrix* localMatrix) { inc_shader_counter(); if (localMatrix) { fLocalMatrix = *localMatrix; } else { fLocalMatrix.reset(); } // Pre-cache so future calls to fLocalMatrix.getType() are threadsafe. (void)fLocalMatrix.getType(); } SkShader::~SkShader() { dec_shader_counter(); } void SkShader::flatten(SkWriteBuffer& buffer) const { this->INHERITED::flatten(buffer); bool hasLocalM = !fLocalMatrix.isIdentity(); buffer.writeBool(hasLocalM); if (hasLocalM) { buffer.writeMatrix(fLocalMatrix); } } bool SkShader::computeTotalInverse(const ContextRec& rec, SkMatrix* totalInverse) const { SkMatrix total; total.setConcat(*rec.fMatrix, fLocalMatrix); const SkMatrix* m = &total; if (rec.fLocalMatrix) { total.setConcat(*m, *rec.fLocalMatrix); m = &total; } return m->invert(totalInverse); } bool SkShader::asLuminanceColor(SkColor* colorPtr) const { SkColor storage; if (nullptr == colorPtr) { colorPtr = &storage; } if (this->onAsLuminanceColor(colorPtr)) { *colorPtr = SkColorSetA(*colorPtr, 0xFF); // we only return opaque return true; } return false; } SkShader::Context* SkShader::createContext(const ContextRec& rec, void* storage) const { // We currently require 16byte alignment for some of our subclasses, so assert that here. SkASSERT(SkIsAlign16((intptr_t)storage)); if (!this->computeTotalInverse(rec, nullptr)) { return nullptr; } return this->onCreateContext(rec, storage); } SkShader::Context* SkShader::onCreateContext(const ContextRec& rec, void*) const { return nullptr; } size_t SkShader::contextSize(const ContextRec&) const { return 0; } SkShader::Context::Context(const SkShader& shader, const ContextRec& rec) : fShader(shader), fCTM(*rec.fMatrix) { // Because the context parameters must be valid at this point, we know that the matrix is // invertible. SkAssertResult(fShader.computeTotalInverse(rec, &fTotalInverse)); fTotalInverseClass = (uint8_t)ComputeMatrixClass(fTotalInverse); fPaintAlpha = rec.fPaint->getAlpha(); } SkShader::Context::~Context() {} SkShader::Context::ShadeProc SkShader::Context::asAShadeProc(void** ctx) { return nullptr; } void SkShader::Context::shadeSpan4f(int x, int y, SkPM4f dst[], int count) { const int N = 128; SkPMColor tmp[N]; while (count > 0) { int n = SkTMin(count, N); this->shadeSpan(x, y, tmp, n); for (int i = 0; i < n; ++i) { dst[i] = SkPM4f::FromPMColor(tmp[i]); } dst += n; x += n; count -= n; } } #include "SkColorPriv.h" #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::Context::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::Context::MatrixClass SkShader::Context::ComputeMatrixClass(const SkMatrix& mat) { MatrixClass mc = kLinear_MatrixClass; if (mat.hasPerspective()) { if (mat.isFixedStepInX()) { mc = kFixedStepInX_MatrixClass; } else { mc = kPerspective_MatrixClass; } } return mc; } ////////////////////////////////////////////////////////////////////////////// SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const { return kNone_GradientType; } const GrFragmentProcessor* SkShader::asFragmentProcessor(GrContext*, const SkMatrix&, const SkMatrix*, SkFilterQuality) const { return nullptr; } SkShader* SkShader::refAsALocalMatrixShader(SkMatrix*) const { return nullptr; } SkShader* SkShader::CreateEmptyShader() { return new SkEmptyShader; } SkShader* SkShader::CreateColorShader(SkColor color) { return new SkColorShader(color); } SkShader* SkShader::CreateBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy, const SkMatrix* localMatrix) { return SkCreateBitmapShader(src, tmx, tmy, localMatrix, nullptr); } SkShader* SkShader::CreatePictureShader(const SkPicture* src, TileMode tmx, TileMode tmy, const SkMatrix* localMatrix, const SkRect* tile) { return SkPictureShader::Create(src, tmx, tmy, localMatrix, tile); } #ifndef SK_IGNORE_TO_STRING void SkShader::toString(SkString* str) const { if (!fLocalMatrix.isIdentity()) { str->append(" "); fLocalMatrix.toString(str); } } #endif ////////////////////////////////////////////////////////////////////////////// #include "SkUtils.h" SkColorShader::SkColorShader(SkColor c) : fColor(c) { } bool SkColorShader::isOpaque() const { return SkColorGetA(fColor) == 255; } SkFlattenable* SkColorShader::CreateProc(SkReadBuffer& buffer) { return new SkColorShader(buffer.readColor()); } void SkColorShader::flatten(SkWriteBuffer& buffer) const { buffer.writeColor(fColor); } uint32_t SkColorShader::ColorShaderContext::getFlags() const { return fFlags; } SkShader::Context* SkColorShader::onCreateContext(const ContextRec& rec, void* storage) const { return new (storage) ColorShaderContext(*this, rec); } SkColorShader::ColorShaderContext::ColorShaderContext(const SkColorShader& shader, const ContextRec& rec) : INHERITED(shader, rec) { SkColor color = shader.fColor; unsigned a = SkAlphaMul(SkColorGetA(color), SkAlpha255To256(rec.fPaint->getAlpha())); unsigned r = SkColorGetR(color); unsigned g = SkColorGetG(color); unsigned b = SkColorGetB(color); if (a != 255) { r = SkMulDiv255Round(r, a); g = SkMulDiv255Round(g, a); b = SkMulDiv255Round(b, a); } fPMColor = SkPackARGB32(a, r, g, b); SkColor4f c4 = SkColor4f::FromColor(shader.fColor); c4.fA *= rec.fPaint->getAlpha() / 255.0f; fPM4f = c4.premul(); fFlags = kConstInY32_Flag; if (255 == a) { fFlags |= kOpaqueAlpha_Flag; } } void SkColorShader::ColorShaderContext::shadeSpan(int x, int y, SkPMColor span[], int count) { sk_memset32(span, fPMColor, count); } void SkColorShader::ColorShaderContext::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) { memset(alpha, SkGetPackedA32(fPMColor), count); } void SkColorShader::ColorShaderContext::shadeSpan4f(int x, int y, SkPM4f span[], int count) { for (int i = 0; i < count; ++i) { span[i] = fPM4f; } } SkShader::GradientType SkColorShader::asAGradient(GradientInfo* info) const { if (info) { if (info->fColors && info->fColorCount >= 1) { info->fColors[0] = fColor; } info->fColorCount = 1; info->fTileMode = SkShader::kRepeat_TileMode; } return kColor_GradientType; } #if SK_SUPPORT_GPU #include "SkGr.h" #include "effects/GrConstColorProcessor.h" const GrFragmentProcessor* SkColorShader::asFragmentProcessor(GrContext*, const SkMatrix&, const SkMatrix*, SkFilterQuality) const { GrColor color = SkColorToPremulGrColor(fColor); return GrConstColorProcessor::Create(color, GrConstColorProcessor::kModulateA_InputMode); } #endif #ifndef SK_IGNORE_TO_STRING void SkColorShader::toString(SkString* str) const { str->append("SkColorShader: ("); str->append("Color: "); str->appendHex(fColor); this->INHERITED::toString(str); str->append(")"); } #endif /////////////////////////////////////////////////////////////////////////////// SkFlattenable* SkEmptyShader::CreateProc(SkReadBuffer&) { return SkShader::CreateEmptyShader(); } #ifndef SK_IGNORE_TO_STRING #include "SkEmptyShader.h" void SkEmptyShader::toString(SkString* str) const { str->append("SkEmptyShader: ("); this->INHERITED::toString(str); str->append(")"); } #endif