1 /* libs/graphics/sgl/SkShader.cpp
2 **
3 ** Copyright 2006, The Android Open Source Project
4 **
5 ** Licensed under the Apache License, Version 2.0 (the "License");
6 ** you may not use this file except in compliance with the License.
7 ** You may obtain a copy of the License at
8 **
9 ** http://www.apache.org/licenses/LICENSE-2.0
10 **
11 ** Unless required by applicable law or agreed to in writing, software
12 ** distributed under the License is distributed on an "AS IS" BASIS,
13 ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 ** See the License for the specific language governing permissions and
15 ** limitations under the License.
16 */
17
18 #include "SkScalar.h"
19 #include "SkShader.h"
20 #include "SkPaint.h"
21 #include "SkMallocPixelRef.h"
22
SkShader()23 SkShader::SkShader() : fLocalMatrix(NULL) {
24 SkDEBUGCODE(fInSession = false;)
25 }
26
SkShader(SkFlattenableReadBuffer & buffer)27 SkShader::SkShader(SkFlattenableReadBuffer& buffer)
28 : INHERITED(buffer), fLocalMatrix(NULL) {
29 if (buffer.readBool()) {
30 SkMatrix matrix;
31 SkReadMatrix(&buffer, &matrix);
32 setLocalMatrix(matrix);
33 }
34 SkDEBUGCODE(fInSession = false;)
35 }
36
~SkShader()37 SkShader::~SkShader() {
38 SkASSERT(!fInSession);
39 sk_free(fLocalMatrix);
40 }
41
beginSession()42 void SkShader::beginSession() {
43 SkASSERT(!fInSession);
44 SkDEBUGCODE(fInSession = true;)
45 }
46
endSession()47 void SkShader::endSession() {
48 SkASSERT(fInSession);
49 SkDEBUGCODE(fInSession = false;)
50 }
51
flatten(SkFlattenableWriteBuffer & buffer)52 void SkShader::flatten(SkFlattenableWriteBuffer& buffer) {
53 this->INHERITED::flatten(buffer);
54 buffer.writeBool(fLocalMatrix != NULL);
55 if (fLocalMatrix) {
56 SkWriteMatrix(&buffer, *fLocalMatrix);
57 }
58 }
59
getLocalMatrix(SkMatrix * localM) const60 bool SkShader::getLocalMatrix(SkMatrix* localM) const {
61 if (fLocalMatrix) {
62 if (localM) {
63 *localM = *fLocalMatrix;
64 }
65 return true;
66 } else {
67 if (localM) {
68 localM->reset();
69 }
70 return false;
71 }
72 }
73
setLocalMatrix(const SkMatrix & localM)74 void SkShader::setLocalMatrix(const SkMatrix& localM) {
75 if (localM.isIdentity()) {
76 this->resetLocalMatrix();
77 } else {
78 if (fLocalMatrix == NULL) {
79 fLocalMatrix = (SkMatrix*)sk_malloc_throw(sizeof(SkMatrix));
80 }
81 *fLocalMatrix = localM;
82 }
83 }
84
resetLocalMatrix()85 void SkShader::resetLocalMatrix() {
86 if (fLocalMatrix) {
87 sk_free(fLocalMatrix);
88 fLocalMatrix = NULL;
89 }
90 }
91
setContext(const SkBitmap & device,const SkPaint & paint,const SkMatrix & matrix)92 bool SkShader::setContext(const SkBitmap& device,
93 const SkPaint& paint,
94 const SkMatrix& matrix) {
95 const SkMatrix* m = &matrix;
96 SkMatrix total;
97
98 fDeviceConfig = SkToU8(device.getConfig());
99 fPaintAlpha = paint.getAlpha();
100 if (fLocalMatrix) {
101 total.setConcat(matrix, *fLocalMatrix);
102 m = &total;
103 }
104 if (m->invert(&fTotalInverse)) {
105 fTotalInverseClass = (uint8_t)ComputeMatrixClass(fTotalInverse);
106 return true;
107 }
108 return false;
109 }
110
111 #include "SkColorPriv.h"
112
shadeSpan16(int x,int y,uint16_t span16[],int count)113 void SkShader::shadeSpan16(int x, int y, uint16_t span16[], int count) {
114 SkASSERT(span16);
115 SkASSERT(count > 0);
116 SkASSERT(this->canCallShadeSpan16());
117
118 // basically, if we get here, the subclass screwed up
119 SkASSERT(!"kHasSpan16 flag is set, but shadeSpan16() not implemented");
120 }
121
122 #define kTempColorQuadCount 6 // balance between speed (larger) and saving stack-space
123 #define kTempColorCount (kTempColorQuadCount << 2)
124
125 #ifdef SK_CPU_BENDIAN
126 #define SkU32BitShiftToByteOffset(shift) (3 - ((shift) >> 3))
127 #else
128 #define SkU32BitShiftToByteOffset(shift) ((shift) >> 3)
129 #endif
130
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)131 void SkShader::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
132 SkASSERT(count > 0);
133
134 SkPMColor colors[kTempColorCount];
135
136 while ((count -= kTempColorCount) >= 0) {
137 this->shadeSpan(x, y, colors, kTempColorCount);
138 x += kTempColorCount;
139
140 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
141 int quads = kTempColorQuadCount;
142 do {
143 U8CPU a0 = srcA[0];
144 U8CPU a1 = srcA[4];
145 U8CPU a2 = srcA[8];
146 U8CPU a3 = srcA[12];
147 srcA += 4*4;
148 *alpha++ = SkToU8(a0);
149 *alpha++ = SkToU8(a1);
150 *alpha++ = SkToU8(a2);
151 *alpha++ = SkToU8(a3);
152 } while (--quads != 0);
153 }
154 SkASSERT(count < 0);
155 SkASSERT(count + kTempColorCount >= 0);
156 if (count += kTempColorCount) {
157 this->shadeSpan(x, y, colors, count);
158
159 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
160 do {
161 *alpha++ = *srcA;
162 srcA += 4;
163 } while (--count != 0);
164 }
165 #if 0
166 do {
167 int n = count;
168 if (n > kTempColorCount)
169 n = kTempColorCount;
170 SkASSERT(n > 0);
171
172 this->shadeSpan(x, y, colors, n);
173 x += n;
174 count -= n;
175
176 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
177 do {
178 *alpha++ = *srcA;
179 srcA += 4;
180 } while (--n != 0);
181 } while (count > 0);
182 #endif
183 }
184
ComputeMatrixClass(const SkMatrix & mat)185 SkShader::MatrixClass SkShader::ComputeMatrixClass(const SkMatrix& mat) {
186 MatrixClass mc = kLinear_MatrixClass;
187
188 if (mat.hasPerspective()) {
189 if (mat.fixedStepInX(0, NULL, NULL)) {
190 mc = kFixedStepInX_MatrixClass;
191 } else {
192 mc = kPerspective_MatrixClass;
193 }
194 }
195 return mc;
196 }
197
198 //////////////////////////////////////////////////////////////////////////////
199
asABitmap(SkBitmap *,SkMatrix *,TileMode *,SkScalar *) const200 SkShader::BitmapType SkShader::asABitmap(SkBitmap*, SkMatrix*,
201 TileMode*, SkScalar*) const {
202 return kNone_BitmapType;
203 }
204
asAGradient(GradientInfo * info) const205 SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
206 return kNone_GradientType;
207 }
208
CreateBitmapShader(const SkBitmap & src,TileMode tmx,TileMode tmy)209 SkShader* SkShader::CreateBitmapShader(const SkBitmap& src,
210 TileMode tmx, TileMode tmy) {
211 return SkShader::CreateBitmapShader(src, tmx, tmy, NULL, 0);
212 }
213
214 //////////////////////////////////////////////////////////////////////////////
215
216 #include "SkColorShader.h"
217 #include "SkUtils.h"
218
SkColorShader()219 SkColorShader::SkColorShader() {
220 fFlags = 0;
221 fInheritColor = true;
222 fAsABitmapPixelRef = NULL;
223 }
224
SkColorShader(SkColor c)225 SkColorShader::SkColorShader(SkColor c) {
226 fFlags = 0;
227 fColor = c;
228 fInheritColor = false;
229 fAsABitmapPixelRef = NULL;
230 }
231
~SkColorShader()232 SkColorShader::~SkColorShader() {
233 SkSafeUnref(fAsABitmapPixelRef);
234 }
235
SkColorShader(SkFlattenableReadBuffer & b)236 SkColorShader::SkColorShader(SkFlattenableReadBuffer& b) : INHERITED(b) {
237 fFlags = 0; // computed in setContext
238 fAsABitmapPixelRef = NULL;
239
240 fInheritColor = b.readU8();
241 if (fInheritColor) {
242 return;
243 }
244 fColor = b.readU32();
245 }
246
flatten(SkFlattenableWriteBuffer & buffer)247 void SkColorShader::flatten(SkFlattenableWriteBuffer& buffer) {
248 this->INHERITED::flatten(buffer);
249 buffer.write8(fInheritColor);
250 if (fInheritColor) {
251 return;
252 }
253 buffer.write32(fColor);
254 }
255
getSpan16Alpha() const256 uint8_t SkColorShader::getSpan16Alpha() const {
257 return SkGetPackedA32(fPMColor);
258 }
259
setContext(const SkBitmap & device,const SkPaint & paint,const SkMatrix & matrix)260 bool SkColorShader::setContext(const SkBitmap& device, const SkPaint& paint,
261 const SkMatrix& matrix) {
262 if (!this->INHERITED::setContext(device, paint, matrix)) {
263 return false;
264 }
265
266 unsigned a;
267
268 if (fInheritColor) {
269 fColor = paint.getColor();
270 a = SkColorGetA(fColor);
271 } else {
272 a = SkAlphaMul(SkColorGetA(fColor), SkAlpha255To256(paint.getAlpha()));
273 }
274
275 unsigned r = SkColorGetR(fColor);
276 unsigned g = SkColorGetG(fColor);
277 unsigned b = SkColorGetB(fColor);
278
279 // we want this before we apply any alpha
280 fColor16 = SkPack888ToRGB16(r, g, b);
281
282 if (a != 255) {
283 r = SkMulDiv255Round(r, a);
284 g = SkMulDiv255Round(g, a);
285 b = SkMulDiv255Round(b, a);
286 }
287 fPMColor = SkPackARGB32(a, r, g, b);
288
289 fFlags = kConstInY32_Flag;
290 if (255 == a) {
291 fFlags |= kOpaqueAlpha_Flag;
292 if (paint.isDither() == false) {
293 fFlags |= kHasSpan16_Flag;
294 }
295 }
296
297 return true;
298 }
299
shadeSpan(int x,int y,SkPMColor span[],int count)300 void SkColorShader::shadeSpan(int x, int y, SkPMColor span[], int count) {
301 sk_memset32(span, fPMColor, count);
302 }
303
shadeSpan16(int x,int y,uint16_t span[],int count)304 void SkColorShader::shadeSpan16(int x, int y, uint16_t span[], int count) {
305 sk_memset16(span, fColor16, count);
306 }
307
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)308 void SkColorShader::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
309 memset(alpha, SkGetPackedA32(fPMColor), count);
310 }
311
312 // if we had a asAColor method, that would be more efficient...
asABitmap(SkBitmap * bitmap,SkMatrix * matrix,TileMode modes[],SkScalar * twoPointRadialParams) const313 SkShader::BitmapType SkColorShader::asABitmap(SkBitmap* bitmap, SkMatrix* matrix,
314 TileMode modes[],
315 SkScalar* twoPointRadialParams) const {
316 // we cache the pixelref, since its generateID is used in the texture cache
317 if (NULL == fAsABitmapPixelRef) {
318 SkPMColor* storage = (SkPMColor*)sk_malloc_throw(sizeof(SkPMColor));
319 *storage = fPMColor;
320 fAsABitmapPixelRef = new SkMallocPixelRef(storage, sizeof(SkPMColor),
321 NULL);
322 }
323
324 if (bitmap) {
325 bitmap->setConfig(SkBitmap::kARGB_8888_Config, 1, 1);
326 bitmap->setPixelRef(fAsABitmapPixelRef);
327 }
328 if (matrix) {
329 matrix->reset();
330 }
331 if (modes) {
332 modes[0] = modes[1] = SkShader::kRepeat_TileMode;
333 }
334 return kDefault_BitmapType;
335 }
336
asAGradient(GradientInfo * info) const337 SkShader::GradientType SkColorShader::asAGradient(GradientInfo* info) const {
338 if (info) {
339 if (info->fColors && info->fColorCount >= 1) {
340 info->fColors[0] = fColor;
341 }
342 info->fColorCount = 1;
343 info->fTileMode = SkShader::kRepeat_TileMode;
344 }
345 return kColor_GradientType;
346 }
347