/* * Copyright 2019 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "include/core/SkAlphaType.h" #include "include/core/SkColor.h" #include "include/core/SkMaskFilter.h" #include "include/core/SkMatrix.h" #include "include/core/SkPaint.h" #include "include/core/SkPath.h" #include "include/core/SkPixmap.h" #include "include/core/SkPoint.h" #include "include/core/SkRSXform.h" #include "include/core/SkRect.h" #include "include/core/SkRefCnt.h" #include "include/core/SkScalar.h" #include "include/core/SkShader.h" #include "include/core/SkSurfaceProps.h" #include "src/base/SkArenaAlloc.h" #include "src/core/SkBlendModePriv.h" #include "src/core/SkBlenderBase.h" #include "src/core/SkColorSpacePriv.h" #include "src/core/SkColorSpaceXformSteps.h" #include "src/core/SkCoreBlitters.h" #include "src/core/SkDraw.h" #include "src/core/SkEffectPriv.h" #include "src/core/SkRasterClip.h" #include "src/core/SkRasterPipeline.h" #include "src/core/SkRasterPipelineOpContexts.h" #include "src/core/SkRasterPipelineOpList.h" #include "src/core/SkScan.h" #include "src/core/SkSurfacePriv.h" #include "src/shaders/SkShaderBase.h" #include "src/shaders/SkTransformShader.h" #include #include class SkBlender; class SkBlitter; enum class SkBlendMode; static void fill_rect(const SkMatrix& ctm, const SkRasterClip& rc, const SkRect& r, SkBlitter* blitter, SkPath* scratchPath) { if (ctm.rectStaysRect()) { SkRect dr; ctm.mapRect(&dr, r); SkScan::FillRect(dr, rc, blitter); } else { SkPoint pts[4]; r.toQuad(pts); ctm.mapPoints(pts, pts, 4); scratchPath->rewind(); scratchPath->addPoly(pts, 4, true); SkScan::FillPath(*scratchPath, rc, blitter); } } static void load_color(SkRasterPipeline_UniformColorCtx* ctx, const float rgba[]) { // only need one of these. can I query the pipeline to know if its lowp or highp? ctx->rgba[0] = SkScalarRoundToInt(rgba[0]*255); ctx->r = rgba[0]; ctx->rgba[1] = SkScalarRoundToInt(rgba[1]*255); ctx->g = rgba[1]; ctx->rgba[2] = SkScalarRoundToInt(rgba[2]*255); ctx->b = rgba[2]; ctx->rgba[3] = SkScalarRoundToInt(rgba[3]*255); ctx->a = rgba[3]; } void SkDraw::drawAtlas(const SkRSXform xform[], const SkRect textures[], const SkColor colors[], int count, sk_sp blender, const SkPaint& paint) { sk_sp atlasShader = paint.refShader(); if (!atlasShader) { return; } SkSTArenaAlloc<256> alloc; SkPaint p(paint); p.setAntiAlias(false); // we never respect this for drawAtlas(or drawVertices) p.setStyle(SkPaint::kFill_Style); p.setShader(nullptr); p.setMaskFilter(nullptr); // The RSXForms can't contain perspective - only the CTM can. const bool perspective = fCTM->hasPerspective(); auto transformShader = alloc.make(*as_SB(atlasShader), perspective); SkRasterPipeline pipeline(&alloc); SkSurfaceProps props = SkSurfacePropsCopyOrDefault(fProps); SkStageRec rec = {&pipeline, &alloc, fDst.colorType(), fDst.colorSpace(), p.getColor4f(), props}; // We pass an identity matrix here rather than the CTM. The CTM gets folded into the // per-triangle matrix. if (!as_SB(transformShader)->appendRootStages(rec, SkMatrix::I())) { return; } SkRasterPipeline_UniformColorCtx* uniformCtx = nullptr; SkColorSpaceXformSteps steps(sk_srgb_singleton(), kUnpremul_SkAlphaType, rec.fDstCS, kUnpremul_SkAlphaType); if (colors) { // we will late-bind the values in ctx, once for each color in the loop uniformCtx = alloc.make(); rec.fPipeline->append(SkRasterPipelineOp::uniform_color_dst, uniformCtx); std::optional bm = as_BB(blender)->asBlendMode(); if (!bm.has_value()) { return; } SkBlendMode_AppendStages(*bm, rec.fPipeline); } bool isOpaque = !colors && transformShader->isOpaque(); if (p.getAlphaf() != 1) { rec.fPipeline->append(SkRasterPipelineOp::scale_1_float, alloc.make(p.getAlphaf())); isOpaque = false; } auto blitter = SkCreateRasterPipelineBlitter(fDst, p, pipeline, isOpaque, &alloc, fRC->clipShader()); if (!blitter) { return; } SkPath scratchPath; for (int i = 0; i < count; ++i) { if (colors) { SkColor4f c4 = SkColor4f::FromColor(colors[i]); steps.apply(c4.vec()); load_color(uniformCtx, c4.premul().vec()); } SkMatrix mx; mx.setRSXform(xform[i]); mx.preTranslate(-textures[i].fLeft, -textures[i].fTop); mx.postConcat(*fCTM); SkMatrix inv; if (!mx.invert(&inv)) { return; } if (transformShader->update(inv)) { fill_rect(mx, *fRC, textures[i], blitter, &scratchPath); } } }