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1 /*
2  * Copyright 2006 The Android Open Source Project
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "include/core/SkMallocPixelRef.h"
9 #include "include/core/SkPaint.h"
10 #include "include/core/SkPicture.h"
11 #include "include/core/SkScalar.h"
12 #include "src/core/SkArenaAlloc.h"
13 #include "src/core/SkColorSpacePriv.h"
14 #include "src/core/SkColorSpaceXformSteps.h"
15 #include "src/core/SkRasterPipeline.h"
16 #include "src/core/SkReadBuffer.h"
17 #include "src/core/SkTLazy.h"
18 #include "src/core/SkWriteBuffer.h"
19 #include "src/shaders/SkBitmapProcShader.h"
20 #include "src/shaders/SkColorShader.h"
21 #include "src/shaders/SkEmptyShader.h"
22 #include "src/shaders/SkPictureShader.h"
23 #include "src/shaders/SkShaderBase.h"
24 
25 #if SK_SUPPORT_GPU
26 #include "src/gpu/GrFragmentProcessor.h"
27 #endif
28 
SkShaderBase(const SkMatrix * localMatrix)29 SkShaderBase::SkShaderBase(const SkMatrix* localMatrix)
30     : fLocalMatrix(localMatrix ? *localMatrix : SkMatrix::I()) {
31     // Pre-cache so future calls to fLocalMatrix.getType() are threadsafe.
32     (void)fLocalMatrix.getType();
33 }
34 
~SkShaderBase()35 SkShaderBase::~SkShaderBase() {}
36 
flatten(SkWriteBuffer & buffer) const37 void SkShaderBase::flatten(SkWriteBuffer& buffer) const {
38     this->INHERITED::flatten(buffer);
39     bool hasLocalM = !fLocalMatrix.isIdentity();
40     buffer.writeBool(hasLocalM);
41     if (hasLocalM) {
42         buffer.writeMatrix(fLocalMatrix);
43     }
44 }
45 
46 SkTCopyOnFirstWrite<SkMatrix>
totalLocalMatrix(const SkMatrix * preLocalMatrix,const SkMatrix * postLocalMatrix) const47 SkShaderBase::totalLocalMatrix(const SkMatrix* preLocalMatrix,
48                                const SkMatrix* postLocalMatrix) const {
49     SkTCopyOnFirstWrite<SkMatrix> m(fLocalMatrix);
50 
51     if (preLocalMatrix) {
52         m.writable()->preConcat(*preLocalMatrix);
53     }
54 
55     if (postLocalMatrix) {
56         m.writable()->postConcat(*postLocalMatrix);
57     }
58 
59     return m;
60 }
61 
computeTotalInverse(const SkMatrix & ctm,const SkMatrix * outerLocalMatrix,SkMatrix * totalInverse) const62 bool SkShaderBase::computeTotalInverse(const SkMatrix& ctm,
63                                        const SkMatrix* outerLocalMatrix,
64                                        SkMatrix* totalInverse) const {
65     return SkMatrix::Concat(ctm, *this->totalLocalMatrix(outerLocalMatrix)).invert(totalInverse);
66 }
67 
asLuminanceColor(SkColor * colorPtr) const68 bool SkShaderBase::asLuminanceColor(SkColor* colorPtr) const {
69     SkColor storage;
70     if (nullptr == colorPtr) {
71         colorPtr = &storage;
72     }
73     if (this->onAsLuminanceColor(colorPtr)) {
74         *colorPtr = SkColorSetA(*colorPtr, 0xFF);   // we only return opaque
75         return true;
76     }
77     return false;
78 }
79 
makeContext(const ContextRec & rec,SkArenaAlloc * alloc) const80 SkShaderBase::Context* SkShaderBase::makeContext(const ContextRec& rec, SkArenaAlloc* alloc) const {
81 #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
82     // We always fall back to raster pipeline when perspective is present.
83     if (rec.fMatrix->hasPerspective() ||
84         fLocalMatrix.hasPerspective() ||
85         (rec.fLocalMatrix && rec.fLocalMatrix->hasPerspective()) ||
86         !this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)) {
87         return nullptr;
88     }
89 
90     return this->onMakeContext(rec, alloc);
91 #else
92     return nullptr;
93 #endif
94 }
95 
Context(const SkShaderBase & shader,const ContextRec & rec)96 SkShaderBase::Context::Context(const SkShaderBase& shader, const ContextRec& rec)
97     : fShader(shader), fCTM(*rec.fMatrix)
98 {
99     // We should never use a context with perspective.
100     SkASSERT(!rec.fMatrix->hasPerspective());
101     SkASSERT(!rec.fLocalMatrix || !rec.fLocalMatrix->hasPerspective());
102     SkASSERT(!shader.getLocalMatrix().hasPerspective());
103 
104     // Because the context parameters must be valid at this point, we know that the matrix is
105     // invertible.
106     SkAssertResult(fShader.computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, &fTotalInverse));
107 
108     fPaintAlpha = rec.fPaint->getAlpha();
109 }
110 
~Context()111 SkShaderBase::Context::~Context() {}
112 
isLegacyCompatible(SkColorSpace * shaderColorSpace) const113 bool SkShaderBase::ContextRec::isLegacyCompatible(SkColorSpace* shaderColorSpace) const {
114     return !SkColorSpaceXformSteps::Required(shaderColorSpace, fDstColorSpace);
115 }
116 
isAImage(SkMatrix * localMatrix,SkTileMode xy[2]) const117 SkImage* SkShader::isAImage(SkMatrix* localMatrix, SkTileMode xy[2]) const {
118     return as_SB(this)->onIsAImage(localMatrix, xy);
119 }
120 
asAGradient(GradientInfo * info) const121 SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
122     return kNone_GradientType;
123 }
124 
125 #if SK_SUPPORT_GPU
asFragmentProcessor(const GrFPArgs &) const126 std::unique_ptr<GrFragmentProcessor> SkShaderBase::asFragmentProcessor(const GrFPArgs&) const {
127     return nullptr;
128 }
129 #endif
130 
makeAsALocalMatrixShader(SkMatrix *) const131 sk_sp<SkShader> SkShaderBase::makeAsALocalMatrixShader(SkMatrix*) const {
132     return nullptr;
133 }
134 
Empty()135 sk_sp<SkShader> SkShaders::Empty() { return sk_make_sp<SkEmptyShader>(); }
Color(SkColor color)136 sk_sp<SkShader> SkShaders::Color(SkColor color) { return sk_make_sp<SkColorShader>(color); }
137 
makeShader(SkTileMode tmx,SkTileMode tmy,const SkMatrix * lm) const138 sk_sp<SkShader> SkBitmap::makeShader(SkTileMode tmx, SkTileMode tmy, const SkMatrix* lm) const {
139     if (lm && !lm->invert(nullptr)) {
140         return nullptr;
141     }
142     return SkMakeBitmapShader(*this, tmx, tmy, lm, kIfMutable_SkCopyPixelsMode);
143 }
144 
makeShader(const SkMatrix * lm) const145 sk_sp<SkShader> SkBitmap::makeShader(const SkMatrix* lm) const {
146     return this->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, lm);
147 }
148 
appendStages(const SkStageRec & rec) const149 bool SkShaderBase::appendStages(const SkStageRec& rec) const {
150     return this->onAppendStages(rec);
151 }
152 
onAppendStages(const SkStageRec & rec) const153 bool SkShaderBase::onAppendStages(const SkStageRec& rec) const {
154     // SkShader::Context::shadeSpan() handles the paint opacity internally,
155     // but SkRasterPipelineBlitter applies it as a separate stage.
156     // We skip the internal shadeSpan() step by forcing the paint opaque.
157     SkTCopyOnFirstWrite<SkPaint> opaquePaint(rec.fPaint);
158     if (rec.fPaint.getAlpha() != SK_AlphaOPAQUE) {
159         opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE);
160     }
161 
162     ContextRec cr(*opaquePaint, rec.fCTM, rec.fLocalM, rec.fDstColorType, sk_srgb_singleton());
163 
164     struct CallbackCtx : SkRasterPipeline_CallbackCtx {
165         sk_sp<const SkShader> shader;
166         Context*              ctx;
167     };
168     auto cb = rec.fAlloc->make<CallbackCtx>();
169     cb->shader = sk_ref_sp(this);
170     cb->ctx = as_SB(this)->makeContext(cr, rec.fAlloc);
171     cb->fn  = [](SkRasterPipeline_CallbackCtx* self, int active_pixels) {
172         auto c = (CallbackCtx*)self;
173         int x = (int)c->rgba[0],
174             y = (int)c->rgba[1];
175         SkPMColor tmp[SkRasterPipeline_kMaxStride];
176         c->ctx->shadeSpan(x,y, tmp, active_pixels);
177 
178         for (int i = 0; i < active_pixels; i++) {
179             auto rgba_4f = SkPMColor4f::FromPMColor(tmp[i]);
180             memcpy(c->rgba + 4*i, rgba_4f.vec(), 4*sizeof(float));
181         }
182     };
183 
184     if (cb->ctx) {
185         rec.fPipeline->append(SkRasterPipeline::seed_shader);
186         rec.fPipeline->append(SkRasterPipeline::callback, cb);
187         rec.fAlloc->make<SkColorSpaceXformSteps>(sk_srgb_singleton(), kPremul_SkAlphaType,
188                                                  rec.fDstCS,          kPremul_SkAlphaType)
189             ->apply(rec.fPipeline, true);
190         return true;
191     }
192     return false;
193 }
194 
195 ///////////////////////////////////////////////////////////////////////////////////////////////////
196 
CreateProc(SkReadBuffer &)197 sk_sp<SkFlattenable> SkEmptyShader::CreateProc(SkReadBuffer&) {
198     return SkShaders::Empty();
199 }
200