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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 "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);
}
}
SkTCopyOnFirstWrite<SkMatrix>
SkShaderBase::totalLocalMatrix(const SkMatrix* preLocalMatrix,
const SkMatrix* postLocalMatrix) const {
SkTCopyOnFirstWrite<SkMatrix> m(fLocalMatrix);
if (preLocalMatrix) {
m.writable()->preConcat(*preLocalMatrix);
}
if (postLocalMatrix) {
m.writable()->postConcat(*postLocalMatrix);
}
return m;
}
bool SkShaderBase::computeTotalInverse(const SkMatrix& ctm,
const SkMatrix* outerLocalMatrix,
SkMatrix* totalInverse) const {
return SkMatrix::Concat(ctm, *this->totalLocalMatrix(outerLocalMatrix)).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 {
// We always fall back to raster pipeline when perspective is present.
if (rec.fMatrix->hasPerspective() ||
fLocalMatrix.hasPerspective() ||
(rec.fLocalMatrix && rec.fLocalMatrix->hasPerspective()) ||
!this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)) {
return nullptr;
}
return this->onMakeContext(rec, alloc);
}
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 with perspective.
SkASSERT(!rec.fMatrix->hasPerspective());
SkASSERT(!rec.fLocalMatrix || !rec.fLocalMatrix->hasPerspective());
SkASSERT(!shader.getLocalMatrix().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<GrFragmentProcessor> SkShaderBase::asFragmentProcessor(const GrFPArgs&) 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);
}
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<SkPaint> 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<SkShader> shader;
Context* ctx;
};
auto cb = rec.fAlloc->make<CallbackCtx>();
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<SkFlattenable> SkEmptyShader::CreateProc(SkReadBuffer&) {
return SkShader::MakeEmptyShader();
}
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