/* * 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 "SkBitmapProcShader.h" #include "SkEmptyShader.h" #include "SkReadBuffer.h" #include "SkMallocPixelRef.h" #include "SkPaint.h" #include "SkPicture.h" #include "SkPictureShader.h" #include "SkScalar.h" #include "SkShader.h" #include "SkThread.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(); } } SkShader::SkShader(SkReadBuffer& buffer) : INHERITED(buffer) { inc_shader_counter(); if (buffer.readBool()) { buffer.readMatrix(&fLocalMatrix); } else { fLocalMatrix.reset(); } } 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); } SkShader::Context* SkShader::createContext(const ContextRec& rec, void* storage) const { if (!this->computeTotalInverse(rec, NULL)) { return NULL; } return this->onCreateContext(rec, storage); } SkShader::Context* SkShader::onCreateContext(const ContextRec& rec, void*) const { return NULL; } size_t SkShader::contextSize() 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 NULL; } #include "SkColorPriv.h" void SkShader::Context::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 SkDEBUGFAIL("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::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.fixedStepInX(0, NULL, NULL)) { mc = kFixedStepInX_MatrixClass; } else { mc = kPerspective_MatrixClass; } } return mc; } ////////////////////////////////////////////////////////////////////////////// SkShader::BitmapType SkShader::asABitmap(SkBitmap*, SkMatrix*, TileMode*) const { return kNone_BitmapType; } SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const { return kNone_GradientType; } bool SkShader::asNewEffect(GrContext* context, const SkPaint& paint, const SkMatrix* localMatrixOrNull, GrColor* paintColor, GrEffect** effect) const { return false; } SkShader* SkShader::refAsALocalMatrixShader(SkMatrix*) const { return NULL; } SkShader* SkShader::CreateEmptyShader() { return SkNEW(SkEmptyShader); } SkShader* SkShader::CreateBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy, const SkMatrix* localMatrix) { return ::CreateBitmapShader(src, tmx, tmy, localMatrix, NULL); } SkShader* SkShader::CreatePictureShader(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 "SkColorShader.h" #include "SkUtils.h" SkColorShader::SkColorShader(SkColor c) : fColor(c) { } bool SkColorShader::isOpaque() const { return SkColorGetA(fColor) == 255; } SkColorShader::SkColorShader(SkReadBuffer& b) : INHERITED(b) { // V25_COMPATIBILITY_CODE We had a boolean to make the color shader inherit the paint's // color. We don't support that any more. if (b.isVersionLT(SkReadBuffer::kColorShaderNoBool_Version)) { if (b.readBool()) { SkDEBUGFAIL("We shouldn't have pictures that recorded the inherited case."); fColor = SK_ColorWHITE; return; } } fColor = b.readColor(); } void SkColorShader::flatten(SkWriteBuffer& buffer) const { this->INHERITED::flatten(buffer); buffer.writeColor(fColor); } uint32_t SkColorShader::ColorShaderContext::getFlags() const { return fFlags; } uint8_t SkColorShader::ColorShaderContext::getSpan16Alpha() const { return SkGetPackedA32(fPMColor); } SkShader::Context* SkColorShader::onCreateContext(const ContextRec& rec, void* storage) const { return SkNEW_PLACEMENT_ARGS(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); // 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 (rec.fPaint->isDither() == false) { fFlags |= kHasSpan16_Flag; } } } void SkColorShader::ColorShaderContext::shadeSpan(int x, int y, SkPMColor span[], int count) { sk_memset32(span, fPMColor, count); } void SkColorShader::ColorShaderContext::shadeSpan16(int x, int y, uint16_t span[], int count) { sk_memset16(span, fColor16, count); } void SkColorShader::ColorShaderContext::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) { memset(alpha, SkGetPackedA32(fPMColor), count); } // if we had a asAColor method, that would be more efficient... SkShader::BitmapType SkColorShader::asABitmap(SkBitmap* bitmap, SkMatrix* matrix, TileMode modes[]) const { return kNone_BitmapType; } 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" bool SkColorShader::asNewEffect(GrContext* context, const SkPaint& paint, const SkMatrix* localMatrix, GrColor* paintColor, GrEffect** effect) const { *effect = NULL; SkColor skColor = fColor; U8CPU newA = SkMulDiv255Round(SkColorGetA(fColor), paint.getAlpha()); *paintColor = SkColor2GrColor(SkColorSetA(skColor, newA)); return true; } #else bool SkColorShader::asNewEffect(GrContext* context, const SkPaint& paint, const SkMatrix* localMatrix, GrColor* paintColor, GrEffect** effect) const { SkDEBUGFAIL("Should not call in GPU-less build"); return false; } #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 /////////////////////////////////////////////////////////////////////////////// #ifndef SK_IGNORE_TO_STRING #include "SkEmptyShader.h" void SkEmptyShader::toString(SkString* str) const { str->append("SkEmptyShader: ("); this->INHERITED::toString(str); str->append(")"); } #endif