/* * 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 "include/core/SkMallocPixelRef.h" #include "include/core/SkPaint.h" #include "include/core/SkPicture.h" #include "include/core/SkScalar.h" #include "src/core/SkArenaAlloc.h" #include "src/core/SkColorSpacePriv.h" #include "src/core/SkColorSpaceXformSteps.h" #include "src/core/SkMatrixProvider.h" #include "src/core/SkRasterPipeline.h" #include "src/core/SkReadBuffer.h" #include "src/core/SkTLazy.h" #include "src/core/SkVM.h" #include "src/core/SkWriteBuffer.h" #include "src/shaders/SkBitmapProcShader.h" #include "src/shaders/SkColorShader.h" #include "src/shaders/SkEmptyShader.h" #include "src/shaders/SkImageShader.h" #include "src/shaders/SkPictureShader.h" #include "src/shaders/SkShaderBase.h" #include "src/shaders/SkTransformShader.h" #if SK_SUPPORT_GPU #include "src/gpu/GrFragmentProcessor.h" #endif SkShaderBase::SkShaderBase(const SkMatrix* localMatrix) : fLocalMatrix(localMatrix ? *localMatrix : SkMatrix::I()) { // Pre-cache so future calls to fLocalMatrix.getType() are threadsafe. (void)fLocalMatrix.getType(); } SkShaderBase::~SkShaderBase() {} void SkShaderBase::flatten(SkWriteBuffer& buffer) const { this->INHERITED::flatten(buffer); bool hasLocalM = !fLocalMatrix.isIdentity(); buffer.writeBool(hasLocalM); if (hasLocalM) { buffer.writeMatrix(fLocalMatrix); } } SkTCopyOnFirstWrite SkShaderBase::totalLocalMatrix(const SkMatrix* preLocalMatrix) const { SkTCopyOnFirstWrite m(fLocalMatrix); if (preLocalMatrix) { m.writable()->preConcat(*preLocalMatrix); } 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 { #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT // 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); #else return nullptr; #endif } 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.fPaintAlpha; } SkShaderBase::Context::~Context() {} bool SkShaderBase::ContextRec::isLegacyCompatible(SkColorSpace* shaderColorSpace) const { // In legacy pipelines, shaders always produce premul (or opaque) and the destination is also // always premul (or opaque). (And those "or opaque" caveats won't make any difference here.) SkAlphaType shaderAT = kPremul_SkAlphaType, dstAT = kPremul_SkAlphaType; return 0 == SkColorSpaceXformSteps{shaderColorSpace, shaderAT, fDstColorSpace, dstAT}.flags.mask(); } SkImage* SkShader::isAImage(SkMatrix* localMatrix, SkTileMode 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 SkShaderBase::asFragmentProcessor(const GrFPArgs&) const { return nullptr; } #endif sk_sp SkShaderBase::makeAsALocalMatrixShader(SkMatrix*) const { return nullptr; } SkUpdatableShader* SkShaderBase::updatableShader(SkArenaAlloc* alloc) const { if (auto updatable = this->onUpdatableShader(alloc)) { return updatable; } return alloc->make(*as_SB(this)); } SkUpdatableShader* SkShaderBase::onUpdatableShader(SkArenaAlloc* alloc) const { return nullptr; } sk_sp SkShaders::Empty() { return sk_make_sp(); } sk_sp SkShaders::Color(SkColor color) { return sk_make_sp(color); } sk_sp SkBitmap::makeShader(SkTileMode tmx, SkTileMode tmy, const SkSamplingOptions& sampling, const SkMatrix* lm) const { if (lm && !lm->invert(nullptr)) { return nullptr; } return SkImageShader::Make(SkMakeImageFromRasterBitmap(*this, kIfMutable_SkCopyPixelsMode), tmx, tmy, sampling, lm); } bool SkShaderBase::appendStages(const SkStageRec& rec) const { return this->onAppendStages(rec); } bool SkShaderBase::onAppendStages(const SkStageRec& rec) const { // SkShader::Context::shadeSpan() handles the paint opacity internally, // but SkRasterPipelineBlitter applies it as a separate stage. // We skip the internal shadeSpan() step by forcing the paint opaque. SkTCopyOnFirstWrite opaquePaint(rec.fPaint); if (rec.fPaint.getAlpha() != SK_AlphaOPAQUE) { opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE); } ContextRec cr(*opaquePaint, rec.fMatrixProvider.localToDevice(), rec.fLocalM, rec.fDstColorType, sk_srgb_singleton()); struct CallbackCtx : SkRasterPipeline_CallbackCtx { sk_sp shader; Context* ctx; }; auto cb = rec.fAlloc->make(); cb->shader = sk_ref_sp(this); cb->ctx = as_SB(this)->makeContext(cr, rec.fAlloc); cb->fn = [](SkRasterPipeline_CallbackCtx* self, int active_pixels) { auto c = (CallbackCtx*)self; int x = (int)c->rgba[0], y = (int)c->rgba[1]; SkPMColor tmp[SkRasterPipeline_kMaxStride]; c->ctx->shadeSpan(x,y, tmp, active_pixels); for (int i = 0; i < active_pixels; i++) { auto rgba_4f = SkPMColor4f::FromPMColor(tmp[i]); memcpy(c->rgba + 4*i, rgba_4f.vec(), 4*sizeof(float)); } }; if (cb->ctx) { rec.fPipeline->append(SkRasterPipeline::seed_shader); rec.fPipeline->append(SkRasterPipeline::callback, cb); rec.fAlloc->make(sk_srgb_singleton(), kPremul_SkAlphaType, rec.fDstCS, kPremul_SkAlphaType) ->apply(rec.fPipeline); return true; } return false; } skvm::Color SkShaderBase::program(skvm::Builder* p, skvm::Coord device, skvm::Coord local, skvm::Color paint, const SkMatrixProvider& matrices, const SkMatrix* localM, const SkColorInfo& dst, skvm::Uniforms* uniforms, SkArenaAlloc* alloc) const { // Shader subclasses should always act as if the destination were premul or opaque. // SkVMBlitter handles all the coordination of unpremul itself, via premul. SkColorInfo tweaked = dst.alphaType() == kUnpremul_SkAlphaType ? dst.makeAlphaType(kPremul_SkAlphaType) : dst; // Force opaque alpha for all opaque shaders. // // This is primarily nice in that we usually have a 1.0f constant splat // somewhere in the program anyway, and this will let us drop the work the // shader notionally does to produce alpha, p->extract(...), etc. in favor // of that simple hoistable splat. // // More subtly, it makes isOpaque() a parameter to all shader program // generation, guaranteeing that is-opaque bit is mixed into the overall // shader program hash and blitter Key. This makes it safe for us to use // that bit to make decisions when constructing an SkVMBlitter, like doing // SrcOver -> Src strength reduction. if (auto color = this->onProgram(p, device,local, paint, matrices,localM, tweaked, uniforms,alloc)) { if (this->isOpaque()) { color.a = p->splat(1.0f); } return color; } return {}; } // need a cheap way to invert the alpha channel of a shader (i.e. 1 - a) sk_sp SkShaderBase::makeInvertAlpha() const { return this->makeWithColorFilter(SkColorFilters::Blend(0xFFFFFFFF, SkBlendMode::kSrcOut)); } skvm::Coord SkShaderBase::ApplyMatrix(skvm::Builder* p, const SkMatrix& m, skvm::Coord coord, skvm::Uniforms* uniforms) { skvm::F32 x = coord.x, y = coord.y; if (m.isIdentity()) { // That was easy. } else if (m.isTranslate()) { x = p->add(x, p->uniformF(uniforms->pushF(m[2]))); y = p->add(y, p->uniformF(uniforms->pushF(m[5]))); } else if (m.isScaleTranslate()) { x = p->mad(x, p->uniformF(uniforms->pushF(m[0])), p->uniformF(uniforms->pushF(m[2]))); y = p->mad(y, p->uniformF(uniforms->pushF(m[4])), p->uniformF(uniforms->pushF(m[5]))); } else { // Affine or perspective. auto dot = [&,x,y](int row) { return p->mad(x, p->uniformF(uniforms->pushF(m[3*row+0])), p->mad(y, p->uniformF(uniforms->pushF(m[3*row+1])), p->uniformF(uniforms->pushF(m[3*row+2])))); }; x = dot(0); y = dot(1); if (m.hasPerspective()) { x = x * (1.0f / dot(2)); y = y * (1.0f / dot(2)); } } return {x,y}; } /////////////////////////////////////////////////////////////////////////////////////////////////// skvm::Color SkEmptyShader::onProgram(skvm::Builder*, skvm::Coord, skvm::Coord, skvm::Color, const SkMatrixProvider&, const SkMatrix*, const SkColorInfo&, skvm::Uniforms*, SkArenaAlloc*) const { return {}; // signal failure } sk_sp SkEmptyShader::CreateProc(SkReadBuffer&) { return SkShaders::Empty(); }