1
2 /*
3 * Copyright 2006 The Android Open Source Project
4 *
5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file.
7 */
8
9
10 #include "SkScalar.h"
11 #include "SkShader.h"
12 #include "SkPaint.h"
13 #include "SkMallocPixelRef.h"
14
SkShader()15 SkShader::SkShader() : fLocalMatrix(NULL) {
16 SkDEBUGCODE(fInSession = false;)
17 }
18
SkShader(SkFlattenableReadBuffer & buffer)19 SkShader::SkShader(SkFlattenableReadBuffer& buffer)
20 : INHERITED(buffer), fLocalMatrix(NULL) {
21 if (buffer.readBool()) {
22 SkMatrix matrix;
23 SkReadMatrix(&buffer, &matrix);
24 setLocalMatrix(matrix);
25 }
26 SkDEBUGCODE(fInSession = false;)
27 }
28
~SkShader()29 SkShader::~SkShader() {
30 SkASSERT(!fInSession);
31 sk_free(fLocalMatrix);
32 }
33
beginSession()34 void SkShader::beginSession() {
35 SkASSERT(!fInSession);
36 SkDEBUGCODE(fInSession = true;)
37 }
38
endSession()39 void SkShader::endSession() {
40 SkASSERT(fInSession);
41 SkDEBUGCODE(fInSession = false;)
42 }
43
flatten(SkFlattenableWriteBuffer & buffer)44 void SkShader::flatten(SkFlattenableWriteBuffer& buffer) {
45 this->INHERITED::flatten(buffer);
46 buffer.writeBool(fLocalMatrix != NULL);
47 if (fLocalMatrix) {
48 SkWriteMatrix(&buffer, *fLocalMatrix);
49 }
50 }
51
getLocalMatrix(SkMatrix * localM) const52 bool SkShader::getLocalMatrix(SkMatrix* localM) const {
53 if (fLocalMatrix) {
54 if (localM) {
55 *localM = *fLocalMatrix;
56 }
57 return true;
58 } else {
59 if (localM) {
60 localM->reset();
61 }
62 return false;
63 }
64 }
65
setLocalMatrix(const SkMatrix & localM)66 void SkShader::setLocalMatrix(const SkMatrix& localM) {
67 if (localM.isIdentity()) {
68 this->resetLocalMatrix();
69 } else {
70 if (fLocalMatrix == NULL) {
71 fLocalMatrix = (SkMatrix*)sk_malloc_throw(sizeof(SkMatrix));
72 }
73 *fLocalMatrix = localM;
74 }
75 }
76
resetLocalMatrix()77 void SkShader::resetLocalMatrix() {
78 if (fLocalMatrix) {
79 sk_free(fLocalMatrix);
80 fLocalMatrix = NULL;
81 }
82 }
83
setContext(const SkBitmap & device,const SkPaint & paint,const SkMatrix & matrix)84 bool SkShader::setContext(const SkBitmap& device,
85 const SkPaint& paint,
86 const SkMatrix& matrix) {
87 const SkMatrix* m = &matrix;
88 SkMatrix total;
89
90 fDeviceConfig = SkToU8(device.getConfig());
91 fPaintAlpha = paint.getAlpha();
92 if (fLocalMatrix) {
93 total.setConcat(matrix, *fLocalMatrix);
94 m = &total;
95 }
96 if (m->invert(&fTotalInverse)) {
97 fTotalInverseClass = (uint8_t)ComputeMatrixClass(fTotalInverse);
98 return true;
99 }
100 return false;
101 }
102
103 #include "SkColorPriv.h"
104
shadeSpan16(int x,int y,uint16_t span16[],int count)105 void SkShader::shadeSpan16(int x, int y, uint16_t span16[], int count) {
106 SkASSERT(span16);
107 SkASSERT(count > 0);
108 SkASSERT(this->canCallShadeSpan16());
109
110 // basically, if we get here, the subclass screwed up
111 SkDEBUGFAIL("kHasSpan16 flag is set, but shadeSpan16() not implemented");
112 }
113
114 #define kTempColorQuadCount 6 // balance between speed (larger) and saving stack-space
115 #define kTempColorCount (kTempColorQuadCount << 2)
116
117 #ifdef SK_CPU_BENDIAN
118 #define SkU32BitShiftToByteOffset(shift) (3 - ((shift) >> 3))
119 #else
120 #define SkU32BitShiftToByteOffset(shift) ((shift) >> 3)
121 #endif
122
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)123 void SkShader::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
124 SkASSERT(count > 0);
125
126 SkPMColor colors[kTempColorCount];
127
128 while ((count -= kTempColorCount) >= 0) {
129 this->shadeSpan(x, y, colors, kTempColorCount);
130 x += kTempColorCount;
131
132 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
133 int quads = kTempColorQuadCount;
134 do {
135 U8CPU a0 = srcA[0];
136 U8CPU a1 = srcA[4];
137 U8CPU a2 = srcA[8];
138 U8CPU a3 = srcA[12];
139 srcA += 4*4;
140 *alpha++ = SkToU8(a0);
141 *alpha++ = SkToU8(a1);
142 *alpha++ = SkToU8(a2);
143 *alpha++ = SkToU8(a3);
144 } while (--quads != 0);
145 }
146 SkASSERT(count < 0);
147 SkASSERT(count + kTempColorCount >= 0);
148 if (count += kTempColorCount) {
149 this->shadeSpan(x, y, colors, count);
150
151 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
152 do {
153 *alpha++ = *srcA;
154 srcA += 4;
155 } while (--count != 0);
156 }
157 #if 0
158 do {
159 int n = count;
160 if (n > kTempColorCount)
161 n = kTempColorCount;
162 SkASSERT(n > 0);
163
164 this->shadeSpan(x, y, colors, n);
165 x += n;
166 count -= n;
167
168 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
169 do {
170 *alpha++ = *srcA;
171 srcA += 4;
172 } while (--n != 0);
173 } while (count > 0);
174 #endif
175 }
176
ComputeMatrixClass(const SkMatrix & mat)177 SkShader::MatrixClass SkShader::ComputeMatrixClass(const SkMatrix& mat) {
178 MatrixClass mc = kLinear_MatrixClass;
179
180 if (mat.hasPerspective()) {
181 if (mat.fixedStepInX(0, NULL, NULL)) {
182 mc = kFixedStepInX_MatrixClass;
183 } else {
184 mc = kPerspective_MatrixClass;
185 }
186 }
187 return mc;
188 }
189
190 //////////////////////////////////////////////////////////////////////////////
191
asABitmap(SkBitmap *,SkMatrix *,TileMode *,SkScalar *) const192 SkShader::BitmapType SkShader::asABitmap(SkBitmap*, SkMatrix*,
193 TileMode*, SkScalar*) const {
194 return kNone_BitmapType;
195 }
196
asAGradient(GradientInfo * info) const197 SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
198 return kNone_GradientType;
199 }
200
CreateBitmapShader(const SkBitmap & src,TileMode tmx,TileMode tmy)201 SkShader* SkShader::CreateBitmapShader(const SkBitmap& src,
202 TileMode tmx, TileMode tmy) {
203 return SkShader::CreateBitmapShader(src, tmx, tmy, NULL, 0);
204 }
205
206 //////////////////////////////////////////////////////////////////////////////
207
208 #include "SkColorShader.h"
209 #include "SkUtils.h"
210
SkColorShader()211 SkColorShader::SkColorShader() {
212 fFlags = 0;
213 fInheritColor = true;
214 }
215
SkColorShader(SkColor c)216 SkColorShader::SkColorShader(SkColor c) {
217 fFlags = 0;
218 fColor = c;
219 fInheritColor = false;
220 }
221
~SkColorShader()222 SkColorShader::~SkColorShader() {}
223
isOpaque() const224 bool SkColorShader::isOpaque() const {
225 if (fInheritColor) {
226 return true; // using paint's alpha
227 }
228 return SkColorGetA(fColor) == 255;
229 }
230
SkColorShader(SkFlattenableReadBuffer & b)231 SkColorShader::SkColorShader(SkFlattenableReadBuffer& b) : INHERITED(b) {
232 fFlags = 0; // computed in setContext
233
234 fInheritColor = b.readU8();
235 if (fInheritColor) {
236 return;
237 }
238 fColor = b.readU32();
239 }
240
flatten(SkFlattenableWriteBuffer & buffer)241 void SkColorShader::flatten(SkFlattenableWriteBuffer& buffer) {
242 this->INHERITED::flatten(buffer);
243 buffer.write8(fInheritColor);
244 if (fInheritColor) {
245 return;
246 }
247 buffer.write32(fColor);
248 }
249
CreateProc(SkFlattenableReadBuffer & buffer)250 SkFlattenable* SkColorShader::CreateProc(SkFlattenableReadBuffer& buffer) {
251 return SkNEW_ARGS(SkColorShader, (buffer));
252 }
253
getFactory()254 SkFlattenable::Factory SkColorShader::getFactory() {
255 return CreateProc;
256 }
257
getFlags()258 uint32_t SkColorShader::getFlags() {
259 return fFlags;
260 }
261
getSpan16Alpha() const262 uint8_t SkColorShader::getSpan16Alpha() const {
263 return SkGetPackedA32(fPMColor);
264 }
265
setContext(const SkBitmap & device,const SkPaint & paint,const SkMatrix & matrix)266 bool SkColorShader::setContext(const SkBitmap& device, const SkPaint& paint,
267 const SkMatrix& matrix) {
268 if (!this->INHERITED::setContext(device, paint, matrix)) {
269 return false;
270 }
271
272 unsigned a;
273
274 if (fInheritColor) {
275 fColor = paint.getColor();
276 a = SkColorGetA(fColor);
277 } else {
278 a = SkAlphaMul(SkColorGetA(fColor), SkAlpha255To256(paint.getAlpha()));
279 }
280
281 unsigned r = SkColorGetR(fColor);
282 unsigned g = SkColorGetG(fColor);
283 unsigned b = SkColorGetB(fColor);
284
285 // we want this before we apply any alpha
286 fColor16 = SkPack888ToRGB16(r, g, b);
287
288 if (a != 255) {
289 r = SkMulDiv255Round(r, a);
290 g = SkMulDiv255Round(g, a);
291 b = SkMulDiv255Round(b, a);
292 }
293 fPMColor = SkPackARGB32(a, r, g, b);
294
295 fFlags = kConstInY32_Flag;
296 if (255 == a) {
297 fFlags |= kOpaqueAlpha_Flag;
298 if (paint.isDither() == false) {
299 fFlags |= kHasSpan16_Flag;
300 }
301 }
302
303 return true;
304 }
305
shadeSpan(int x,int y,SkPMColor span[],int count)306 void SkColorShader::shadeSpan(int x, int y, SkPMColor span[], int count) {
307 sk_memset32(span, fPMColor, count);
308 }
309
shadeSpan16(int x,int y,uint16_t span[],int count)310 void SkColorShader::shadeSpan16(int x, int y, uint16_t span[], int count) {
311 sk_memset16(span, fColor16, count);
312 }
313
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)314 void SkColorShader::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
315 memset(alpha, SkGetPackedA32(fPMColor), count);
316 }
317
318 // if we had a asAColor method, that would be more efficient...
asABitmap(SkBitmap * bitmap,SkMatrix * matrix,TileMode modes[],SkScalar * twoPointRadialParams) const319 SkShader::BitmapType SkColorShader::asABitmap(SkBitmap* bitmap, SkMatrix* matrix,
320 TileMode modes[],
321 SkScalar* twoPointRadialParams) const {
322 return kNone_BitmapType;
323 }
324
asAGradient(GradientInfo * info) const325 SkShader::GradientType SkColorShader::asAGradient(GradientInfo* info) const {
326 if (info) {
327 if (info->fColors && info->fColorCount >= 1) {
328 info->fColors[0] = fColor;
329 }
330 info->fColorCount = 1;
331 info->fTileMode = SkShader::kRepeat_TileMode;
332 }
333 return kColor_GradientType;
334 }
335
336 ///////////////////////////////////////////////////////////////////////////////
337
338 #include "SkEmptyShader.h"
339
SkEmptyShader(SkFlattenableReadBuffer & b)340 SkEmptyShader::SkEmptyShader(SkFlattenableReadBuffer& b) : INHERITED(b) {}
341
getFlags()342 uint32_t SkEmptyShader::getFlags() { return 0; }
getSpan16Alpha() const343 uint8_t SkEmptyShader::getSpan16Alpha() const { return 0; }
344
setContext(const SkBitmap &,const SkPaint &,const SkMatrix &)345 bool SkEmptyShader::setContext(const SkBitmap&, const SkPaint&,
346 const SkMatrix&) { return false; }
347
shadeSpan(int x,int y,SkPMColor span[],int count)348 void SkEmptyShader::shadeSpan(int x, int y, SkPMColor span[], int count) {
349 SkDEBUGFAIL("should never get called, since setContext() returned false");
350 }
351
shadeSpan16(int x,int y,uint16_t span[],int count)352 void SkEmptyShader::shadeSpan16(int x, int y, uint16_t span[], int count) {
353 SkDEBUGFAIL("should never get called, since setContext() returned false");
354 }
355
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)356 void SkEmptyShader::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
357 SkDEBUGFAIL("should never get called, since setContext() returned false");
358 }
359
getFactory()360 SkFlattenable::Factory SkEmptyShader::getFactory() { return NULL; }
361
flatten(SkFlattenableWriteBuffer & buffer)362 void SkEmptyShader::flatten(SkFlattenableWriteBuffer& buffer) {
363 this->INHERITED::flatten(buffer);
364 }
365
366