/* * 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 "SkColorSpaceXformer.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 "SkShaderBase.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 } SkShaderBase::SkShaderBase(const SkMatrix* localMatrix) : fLocalMatrix(localMatrix ? *localMatrix : SkMatrix::I()) { inc_shader_counter(); // Pre-cache so future calls to fLocalMatrix.getType() are threadsafe. (void)fLocalMatrix.getType(); } SkShaderBase::~SkShaderBase() { dec_shader_counter(); } void SkShaderBase::flatten(SkWriteBuffer& buffer) const { this->INHERITED::flatten(buffer); bool hasLocalM = !fLocalMatrix.isIdentity(); buffer.writeBool(hasLocalM); if (hasLocalM) { buffer.writeMatrix(fLocalMatrix); } } bool SkShaderBase::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 SkShaderBase::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; } SkShaderBase::Context* SkShaderBase::makeContext(const ContextRec& rec, SkArenaAlloc* alloc) const { return this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr) ? this->onMakeContext(rec, alloc) : nullptr; } SkShaderBase::Context* SkShaderBase::makeBurstPipelineContext(const ContextRec& rec, SkArenaAlloc* alloc) const { SkASSERT(rec.fPreferredDstType == ContextRec::kPM4f_DstType); // Always use vanilla stages for perspective. if (rec.fMatrix->hasPerspective() || fLocalMatrix.hasPerspective()) { return nullptr; } return this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr) ? this->onMakeBurstPipelineContext(rec, alloc) : nullptr; } SkShaderBase::Context::Context(const SkShaderBase& shader, const ContextRec& rec) : fShader(shader), fCTM(*rec.fMatrix) { // We should never use a context for RP-only shaders. SkASSERT(!shader.isRasterPipelineOnly(*rec.fMatrix)); // ... or for perspective. SkASSERT(!rec.fMatrix->hasPerspective()); SkASSERT(!rec.fLocalMatrix || !rec.fLocalMatrix->hasPerspective()); // 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)); fPaintAlpha = rec.fPaint->getAlpha(); } SkShaderBase::Context::~Context() {} void SkShaderBase::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; } } const SkMatrix& SkShader::getLocalMatrix() const { return as_SB(this)->getLocalMatrix(); } #ifdef SK_SUPPORT_LEGACY_SHADER_ISABITMAP bool SkShader::isABitmap(SkBitmap* outTexture, SkMatrix* outMatrix, TileMode xy[2]) const { return as_SB(this)->onIsABitmap(outTexture, outMatrix, xy); } #endif SkImage* SkShader::isAImage(SkMatrix* localMatrix, TileMode xy[2]) const { return as_SB(this)->onIsAImage(localMatrix, xy); } SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const { return kNone_GradientType; } #if SK_SUPPORT_GPU std::unique_ptr SkShaderBase::asFragmentProcessor(const GrFPArgs&) 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 SkShaderBase::toString(SkString* str) const { if (!fLocalMatrix.isIdentity()) { str->append(" "); fLocalMatrix.toString(str); } } #endif bool SkShaderBase::appendStages(const StageRec& rec) const { return this->onAppendStages(rec); } bool SkShaderBase::onAppendStages(const StageRec& rec) const { // SkShader::Context::shadeSpan4f() handles the paint opacity internally, // but SkRasterPipelineBlitter applies it as a separate stage. // We skip the internal shadeSpan4f() step by forcing the paint opaque. SkTCopyOnFirstWrite opaquePaint(rec.fPaint); if (rec.fPaint.getAlpha() != SK_AlphaOPAQUE) { opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE); } ContextRec cr(*opaquePaint, rec.fCTM, rec.fLocalM, ContextRec::kPM4f_DstType, rec.fDstCS); struct CallbackCtx : SkJumper_CallbackCtx { sk_sp shader; Context* ctx; }; auto cb = rec.fAlloc->make(); cb->shader = rec.fDstCS ? SkColorSpaceXformer::Make(sk_ref_sp(rec.fDstCS))->apply(this) : sk_ref_sp((SkShader*)this); cb->ctx = as_SB(cb->shader)->makeContext(cr, rec.fAlloc); 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); }; if (cb->ctx) { rec.fPipeline->append(SkRasterPipeline::seed_shader); rec.fPipeline->append(SkRasterPipeline::callback, cb); return true; } 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