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/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrSWMaskHelper.h"
#include "GrDrawState.h"
#include "GrDrawTargetCaps.h"
#include "GrGpu.h"
#include "SkStrokeRec.h"
// TODO: try to remove this #include
#include "GrContext.h"
namespace {
/*
* Convert a boolean operation into a transfer mode code
*/
SkXfermode::Mode op_to_mode(SkRegion::Op op) {
static const SkXfermode::Mode modeMap[] = {
SkXfermode::kDstOut_Mode, // kDifference_Op
SkXfermode::kModulate_Mode, // kIntersect_Op
SkXfermode::kSrcOver_Mode, // kUnion_Op
SkXfermode::kXor_Mode, // kXOR_Op
SkXfermode::kClear_Mode, // kReverseDifference_Op
SkXfermode::kSrc_Mode, // kReplace_Op
};
return modeMap[op];
}
}
/**
* Draw a single rect element of the clip stack into the accumulation bitmap
*/
void GrSWMaskHelper::draw(const SkRect& rect, SkRegion::Op op,
bool antiAlias, uint8_t alpha) {
SkPaint paint;
SkXfermode* mode = SkXfermode::Create(op_to_mode(op));
paint.setXfermode(mode);
paint.setAntiAlias(antiAlias);
paint.setColor(SkColorSetARGB(alpha, alpha, alpha, alpha));
fDraw.drawRect(rect, paint);
SkSafeUnref(mode);
}
/**
* Draw a single path element of the clip stack into the accumulation bitmap
*/
void GrSWMaskHelper::draw(const SkPath& path, const SkStrokeRec& stroke, SkRegion::Op op,
bool antiAlias, uint8_t alpha) {
SkPaint paint;
if (stroke.isHairlineStyle()) {
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(SK_Scalar1);
} else {
if (stroke.isFillStyle()) {
paint.setStyle(SkPaint::kFill_Style);
} else {
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeJoin(stroke.getJoin());
paint.setStrokeCap(stroke.getCap());
paint.setStrokeWidth(stroke.getWidth());
}
}
SkXfermode* mode = SkXfermode::Create(op_to_mode(op));
paint.setXfermode(mode);
paint.setAntiAlias(antiAlias);
paint.setColor(SkColorSetARGB(alpha, alpha, alpha, alpha));
fDraw.drawPath(path, paint);
SkSafeUnref(mode);
}
bool GrSWMaskHelper::init(const SkIRect& resultBounds,
const SkMatrix* matrix) {
if (NULL != matrix) {
fMatrix = *matrix;
} else {
fMatrix.setIdentity();
}
// Now translate so the bound's UL corner is at the origin
fMatrix.postTranslate(-resultBounds.fLeft * SK_Scalar1,
-resultBounds.fTop * SK_Scalar1);
SkIRect bounds = SkIRect::MakeWH(resultBounds.width(),
resultBounds.height());
fBM.setConfig(SkBitmap::kA8_Config, bounds.fRight, bounds.fBottom);
if (!fBM.allocPixels()) {
return false;
}
sk_bzero(fBM.getPixels(), fBM.getSafeSize());
sk_bzero(&fDraw, sizeof(fDraw));
fRasterClip.setRect(bounds);
fDraw.fRC = &fRasterClip;
fDraw.fClip = &fRasterClip.bwRgn();
fDraw.fMatrix = &fMatrix;
fDraw.fBitmap = &fBM;
return true;
}
/**
* Get a texture (from the texture cache) of the correct size & format.
* Return true on success; false on failure.
*/
bool GrSWMaskHelper::getTexture(GrAutoScratchTexture* texture) {
GrTextureDesc desc;
desc.fWidth = fBM.width();
desc.fHeight = fBM.height();
desc.fConfig = kAlpha_8_GrPixelConfig;
texture->set(fContext, desc);
return NULL != texture->texture();
}
/**
* Move the result of the software mask generation back to the gpu
*/
void GrSWMaskHelper::toTexture(GrTexture *texture) {
SkAutoLockPixels alp(fBM);
// If we aren't reusing scratch textures we don't need to flush before
// writing since no one else will be using 'texture'
bool reuseScratch = fContext->getGpu()->caps()->reuseScratchTextures();
texture->writePixels(0, 0, fBM.width(), fBM.height(),
kAlpha_8_GrPixelConfig,
fBM.getPixels(), fBM.rowBytes(),
reuseScratch ? 0 : GrContext::kDontFlush_PixelOpsFlag);
}
////////////////////////////////////////////////////////////////////////////////
/**
* Software rasterizes path to A8 mask (possibly using the context's matrix)
* and uploads the result to a scratch texture. Returns the resulting
* texture on success; NULL on failure.
*/
GrTexture* GrSWMaskHelper::DrawPathMaskToTexture(GrContext* context,
const SkPath& path,
const SkStrokeRec& stroke,
const SkIRect& resultBounds,
bool antiAlias,
SkMatrix* matrix) {
GrAutoScratchTexture ast;
GrSWMaskHelper helper(context);
if (!helper.init(resultBounds, matrix)) {
return NULL;
}
helper.draw(path, stroke, SkRegion::kReplace_Op, antiAlias, 0xFF);
if (!helper.getTexture(&ast)) {
return NULL;
}
helper.toTexture(ast.texture());
return ast.detach();
}
void GrSWMaskHelper::DrawToTargetWithPathMask(GrTexture* texture,
GrDrawTarget* target,
const SkIRect& rect) {
GrDrawState* drawState = target->drawState();
GrDrawState::AutoViewMatrixRestore avmr;
if (!avmr.setIdentity(drawState)) {
return;
}
GrDrawState::AutoRestoreEffects are(drawState);
SkRect dstRect = SkRect::MakeLTRB(SK_Scalar1 * rect.fLeft,
SK_Scalar1 * rect.fTop,
SK_Scalar1 * rect.fRight,
SK_Scalar1 * rect.fBottom);
// We want to use device coords to compute the texture coordinates. We set our matrix to be
// equal to the view matrix followed by a translation so that the top-left of the device bounds
// maps to 0,0, and then a scaling matrix to normalized coords. We apply this matrix to the
// vertex positions rather than local coords.
SkMatrix maskMatrix;
maskMatrix.setIDiv(texture->width(), texture->height());
maskMatrix.preTranslate(SkIntToScalar(-rect.fLeft), SkIntToScalar(-rect.fTop));
maskMatrix.preConcat(drawState->getViewMatrix());
drawState->addCoverageEffect(
GrSimpleTextureEffect::Create(texture,
maskMatrix,
GrTextureParams::kNone_FilterMode,
GrEffect::kPosition_CoordsType))->unref();
target->drawSimpleRect(dstRect);
}
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