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/*
* 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 "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 {
if (!this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)) {
return nullptr;
}
return this->onMakeContext(rec, alloc);
}
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());
// 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();
}
SkShaderBase::Context::~Context() {}
SkShaderBase::Context::ShadeProc SkShaderBase::Context::asAShadeProc(void** ctx) {
return nullptr;
}
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;
}
}
#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 SkShaderBase::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
}
SkShaderBase::Context::MatrixClass SkShaderBase::Context::ComputeMatrixClass(const SkMatrix& mat) {
MatrixClass mc = kLinear_MatrixClass;
if (mat.hasPerspective()) {
if (mat.isFixedStepInX()) {
mc = kFixedStepInX_MatrixClass;
} else {
mc = kPerspective_MatrixClass;
}
}
return mc;
}
//////////////////////////////////////////////////////////////////////////////
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
sk_sp<GrFragmentProcessor> SkShaderBase::asFragmentProcessor(const AsFPArgs&) const {
return nullptr;
}
#endif
sk_sp<SkShader> SkShaderBase::makeAsALocalMatrixShader(SkMatrix*) const {
return nullptr;
}
sk_sp<SkShader> SkShader::MakeEmptyShader() { return sk_make_sp<SkEmptyShader>(); }
sk_sp<SkShader> SkShader::MakeColorShader(SkColor color) { return sk_make_sp<SkColorShader>(color); }
sk_sp<SkShader> 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> SkShader::MakePictureShader(sk_sp<SkPicture> 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(SkRasterPipeline* p,
SkColorSpace* dstCS,
SkArenaAlloc* alloc,
const SkMatrix& ctm,
const SkPaint& paint,
const SkMatrix* localM) const {
return this->onAppendStages(p, dstCS, alloc, ctm, paint, localM);
}
bool SkShaderBase::onAppendStages(SkRasterPipeline* p,
SkColorSpace* dstCS,
SkArenaAlloc* alloc,
const SkMatrix& ctm,
const SkPaint& paint,
const SkMatrix* localM) const {
return false;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
sk_sp<SkFlattenable> 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
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