/* * 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 "SkArenaAlloc.h" #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 "SkPM4fPriv.h" #include "SkRasterPipeline.h" #include "SkReadBuffer.h" #include "SkScalar.h" #include "SkShader.h" #include "SkTLazy.h" #include "SkWriteBuffer.h" #include "../jumper/SkJumper.h" #if SK_SUPPORT_GPU #include "GrFragmentProcessor.h" #endif //#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 SkMatrix& ctm, const SkMatrix* outerLocalMatrix, SkMatrix* totalInverse) const { SkMatrix total = SkMatrix::Concat(ctm, fLocalMatrix); if (outerLocalMatrix) { total.preConcat(*outerLocalMatrix); } return total.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::makeContext(const ContextRec& rec, SkArenaAlloc* alloc) const { if (!this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)) { return nullptr; } return this->onMakeContext(rec, alloc); } 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.fMatrix, rec.fLocalMatrix, &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; } #if SK_SUPPORT_GPU sk_sp SkShader::asFragmentProcessor(const AsFPArgs&) const { return nullptr; } #endif sk_sp SkShader::makeAsALocalMatrixShader(SkMatrix*) const { return nullptr; } sk_sp SkShader::MakeEmptyShader() { return sk_make_sp(); } sk_sp SkShader::MakeColorShader(SkColor color) { return sk_make_sp(color); } sk_sp SkShader::MakeBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy, const SkMatrix* localMatrix) { if (localMatrix && !localMatrix->invert(nullptr)) { return nullptr; } return SkMakeBitmapShader(src, tmx, tmy, localMatrix, kIfMutable_SkCopyPixelsMode); } sk_sp SkShader::MakePictureShader(sk_sp src, TileMode tmx, TileMode tmy, const SkMatrix* localMatrix, const SkRect* tile) { if (localMatrix && !localMatrix->invert(nullptr)) { return nullptr; } return SkPictureShader::Make(std::move(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 bool SkShader::appendStages(SkRasterPipeline* pipeline, SkColorSpace* dst, SkArenaAlloc* scratch, const SkMatrix& ctm, const SkPaint& paint) const { return this->onAppendStages(pipeline, dst, scratch, ctm, paint, nullptr); } bool SkShader::onAppendStages(SkRasterPipeline* p, SkColorSpace* cs, SkArenaAlloc* alloc, const SkMatrix& ctm, const SkPaint& paint, const SkMatrix* localM) const { // Legacy shaders handle the paint opacity internally, // but RP applies it as a separate stage. SkTCopyOnFirstWrite opaquePaint(paint); if (paint.getAlpha() != SK_AlphaOPAQUE) { opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE); } ContextRec rec(*opaquePaint, ctm, localM, ContextRec::kPM4f_DstType, cs); if (Context* ctx = this->makeContext(rec, alloc)) { struct CallbackCtx : SkJumper_CallbackCtx { Context* ctx; }; auto cb = alloc->make(); cb->ctx = ctx; cb->fn = [](SkJumper_CallbackCtx* self, int active_pixels) { auto c = (CallbackCtx*)self; int x = (int)c->rgba[0], y = (int)c->rgba[1]; c->ctx->shadeSpan4f(x,y, (SkPM4f*)c->rgba, active_pixels); }; p->append(SkRasterPipeline::callback, cb); // Legacy shaders aren't aware of color spaces. We can pretty // safely assume they're in sRGB gamut. return append_gamut_transform(p, alloc, SkColorSpace::MakeSRGB().get(), cs); } return false; } /////////////////////////////////////////////////////////////////////////////////////////////////// sk_sp SkEmptyShader::CreateProc(SkReadBuffer&) { return SkShader::MakeEmptyShader(); } #ifndef SK_IGNORE_TO_STRING #include "SkEmptyShader.h" void SkEmptyShader::toString(SkString* str) const { str->append("SkEmptyShader: ("); this->INHERITED::toString(str); str->append(")"); } #endif