aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/shaders/SkShader.cpp
blob: bd202c1aed8d6822d19f4d17f5800eb91de0ae6f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
/*
 * 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);

    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());

    // 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> SkShader::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 {
    // 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<SkPaint> opaquePaint(paint);
    if (paint.getAlpha() != SK_AlphaOPAQUE) {
        opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE);
    }

    ContextRec rec(*opaquePaint, ctm, localM, ContextRec::kPM4f_DstType, dstCS);

    struct CallbackCtx : SkJumper_CallbackCtx {
        sk_sp<SkShader> shader;
        Context*        ctx;
    };
    auto cb = alloc->make<CallbackCtx>();
    cb->shader = dstCS ? SkColorSpaceXformer::Make(sk_ref_sp(dstCS))->apply(this)
                       : sk_ref_sp((SkShader*)this);
    cb->ctx = as_SB(cb->shader)->makeContext(rec, alloc);
    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) {
        p->append(SkRasterPipeline::seed_shader);
        p->append(SkRasterPipeline::callback, cb);
        return true;
    }
    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