/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkArenaAlloc.h" #include "SkColorShader.h" #include "SkColorSpace.h" #include "SkPM4fPriv.h" #include "SkRasterPipeline.h" #include "SkReadBuffer.h" #include "SkUtils.h" SkColorShader::SkColorShader(SkColor c) : fColor(c) {} bool SkColorShader::isOpaque() const { return SkColorGetA(fColor) == 255; } sk_sp SkColorShader::CreateProc(SkReadBuffer& buffer) { return sk_make_sp(buffer.readColor()); } void SkColorShader::flatten(SkWriteBuffer& buffer) const { buffer.writeColor(fColor); } uint32_t SkColorShader::ColorShaderContext::getFlags() const { return fFlags; } SkShaderBase::Context* SkColorShader::onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const { return alloc->make(*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::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" std::unique_ptr SkColorShader::asFragmentProcessor( const GrFPArgs& args) const { GrColor4f color = SkColorToPremulGrColor4f(fColor, *args.fDstColorSpaceInfo); return GrConstColorProcessor::Make(color, GrConstColorProcessor::InputMode::kModulateA); } #endif /////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// static unsigned unit_to_byte(float unit) { SkASSERT(unit >= 0 && unit <= 1); return (unsigned)(unit * 255 + 0.5); } static SkColor unit_to_skcolor(const SkColor4f& unit, SkColorSpace* cs) { return SkColorSetARGB(unit_to_byte(unit.fA), unit_to_byte(unit.fR), unit_to_byte(unit.fG), unit_to_byte(unit.fB)); } SkColor4Shader::SkColor4Shader(const SkColor4f& color, sk_sp space) : fColorSpace(std::move(space)) , fColor4(color) , fCachedByteColor(unit_to_skcolor(color.pin(), space.get())) {} sk_sp SkColor4Shader::CreateProc(SkReadBuffer& buffer) { SkColor4f color; buffer.readColor4f(&color); if (buffer.readBool()) { // TODO how do we unflatten colorspaces } return SkShader::MakeColorShader(color, nullptr); } void SkColor4Shader::flatten(SkWriteBuffer& buffer) const { buffer.writeColor4f(fColor4); buffer.writeBool(false); // TODO how do we flatten colorspaces? } uint32_t SkColor4Shader::Color4Context::getFlags() const { return fFlags; } SkShaderBase::Context* SkColor4Shader::onMakeContext(const ContextRec& rec, SkArenaAlloc* alloc) const { return alloc->make(*this, rec); } SkColor4Shader::Color4Context::Color4Context(const SkColor4Shader& shader, const ContextRec& rec) : INHERITED(shader, rec) { SkColor color = shader.fCachedByteColor; 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 = shader.fColor4; c4.fA *= rec.fPaint->getAlpha() * (1 / 255.0f); fPM4f = c4.premul(); fFlags = kConstInY32_Flag; if (255 == a) { fFlags |= kOpaqueAlpha_Flag; } } void SkColor4Shader::Color4Context::shadeSpan(int x, int y, SkPMColor span[], int count) { sk_memset32(span, fPMColor, count); } void SkColor4Shader::Color4Context::shadeSpan4f(int x, int y, SkPM4f span[], int count) { for (int i = 0; i < count; ++i) { span[i] = fPM4f; } } // TODO: do we need an updated version of this method for color4+colorspace? SkShader::GradientType SkColor4Shader::asAGradient(GradientInfo* info) const { if (info) { if (info->fColors && info->fColorCount >= 1) { info->fColors[0] = fCachedByteColor; } info->fColorCount = 1; info->fTileMode = SkShader::kRepeat_TileMode; } return kColor_GradientType; } #if SK_SUPPORT_GPU #include "GrColorSpaceInfo.h" #include "GrColorSpaceXform.h" #include "SkGr.h" #include "effects/GrConstColorProcessor.h" std::unique_ptr SkColor4Shader::asFragmentProcessor( const GrFPArgs& args) const { // Construct an xform assuming float inputs. The color space can have a transfer function on // it, which will be applied below. auto colorSpaceXform = GrColorSpaceXform::Make(fColorSpace.get(), kRGBA_float_GrPixelConfig, args.fDstColorSpaceInfo->colorSpace()); GrColor4f color = GrColor4f::FromSkColor4f(fColor4); if (colorSpaceXform) { color = colorSpaceXform->clampedXform(color); } return GrConstColorProcessor::Make(color.premul(), GrConstColorProcessor::InputMode::kModulateA); } #endif sk_sp SkColor4Shader::onMakeColorSpace(SkColorSpaceXformer* xformer) const { return SkShader::MakeColorShader(xformer->apply(fCachedByteColor)); } sk_sp SkShader::MakeColorShader(const SkColor4f& color, sk_sp space) { if (!SkScalarsAreFinite(color.vec(), 4)) { return nullptr; } return sk_make_sp(color, std::move(space)); } /////////////////////////////////////////////////////////////////////////////////////////////////// bool SkColorShader::onAppendStages(const StageRec& rec) const { rec.fPipeline->append_constant_color(rec.fAlloc, SkPM4f_from_SkColor(fColor, rec.fDstCS)); return true; } bool SkColor4Shader::onAppendStages(const StageRec& rec) const { rec.fPipeline->append_constant_color( rec.fAlloc, to_colorspace(fColor4, fColorSpace.get(), rec.fDstCS).premul()); return true; }