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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 "SkComposeShader.h"
11 #include "SkColorFilter.h"
12 #include "SkColorPriv.h"
13 #include "SkColorShader.h"
14 #include "SkReadBuffer.h"
15 #include "SkWriteBuffer.h"
16 #include "SkXfermode.h"
17 #include "SkString.h"
18 
19 ///////////////////////////////////////////////////////////////////////////////
20 
SkComposeShader(SkShader * sA,SkShader * sB,SkXfermode * mode)21 SkComposeShader::SkComposeShader(SkShader* sA, SkShader* sB, SkXfermode* mode) {
22     fShaderA = sA;  sA->ref();
23     fShaderB = sB;  sB->ref();
24     // mode may be null
25     fMode = mode;
26     SkSafeRef(mode);
27 }
28 
SkComposeShader(SkReadBuffer & buffer)29 SkComposeShader::SkComposeShader(SkReadBuffer& buffer) :
30     INHERITED(buffer) {
31     fShaderA = buffer.readShader();
32     if (NULL == fShaderA) {
33         fShaderA = SkNEW_ARGS(SkColorShader, ((SkColor)0));
34     }
35     fShaderB = buffer.readShader();
36     if (NULL == fShaderB) {
37         fShaderB = SkNEW_ARGS(SkColorShader, ((SkColor)0));
38     }
39     fMode = buffer.readXfermode();
40 }
41 
~SkComposeShader()42 SkComposeShader::~SkComposeShader() {
43     SkSafeUnref(fMode);
44     fShaderB->unref();
45     fShaderA->unref();
46 }
47 
contextSize() const48 size_t SkComposeShader::contextSize() const {
49     return sizeof(ComposeShaderContext) + fShaderA->contextSize() + fShaderB->contextSize();
50 }
51 
52 class SkAutoAlphaRestore {
53 public:
SkAutoAlphaRestore(SkPaint * paint,uint8_t newAlpha)54     SkAutoAlphaRestore(SkPaint* paint, uint8_t newAlpha) {
55         fAlpha = paint->getAlpha();
56         fPaint = paint;
57         paint->setAlpha(newAlpha);
58     }
59 
~SkAutoAlphaRestore()60     ~SkAutoAlphaRestore() {
61         fPaint->setAlpha(fAlpha);
62     }
63 private:
64     SkPaint*    fPaint;
65     uint8_t     fAlpha;
66 };
67 #define SkAutoAlphaRestore(...) SK_REQUIRE_LOCAL_VAR(SkAutoAlphaRestore)
68 
flatten(SkWriteBuffer & buffer) const69 void SkComposeShader::flatten(SkWriteBuffer& buffer) const {
70     this->INHERITED::flatten(buffer);
71     buffer.writeFlattenable(fShaderA);
72     buffer.writeFlattenable(fShaderB);
73     buffer.writeFlattenable(fMode);
74 }
75 
safe_call_destructor(T * obj)76 template <typename T> void safe_call_destructor(T* obj) {
77     if (obj) {
78         obj->~T();
79     }
80 }
81 
onCreateContext(const ContextRec & rec,void * storage) const82 SkShader::Context* SkComposeShader::onCreateContext(const ContextRec& rec, void* storage) const {
83     char* aStorage = (char*) storage + sizeof(ComposeShaderContext);
84     char* bStorage = aStorage + fShaderA->contextSize();
85 
86     // we preconcat our localMatrix (if any) with the device matrix
87     // before calling our sub-shaders
88     SkMatrix tmpM;
89     tmpM.setConcat(*rec.fMatrix, this->getLocalMatrix());
90 
91     // Our sub-shaders need to see opaque, so by combining them we don't double-alphatize the
92     // result. ComposeShader itself will respect the alpha, and post-apply it after calling the
93     // sub-shaders.
94     SkPaint opaquePaint(*rec.fPaint);
95     opaquePaint.setAlpha(0xFF);
96 
97     ContextRec newRec(rec);
98     newRec.fMatrix = &tmpM;
99     newRec.fPaint = &opaquePaint;
100 
101     SkShader::Context* contextA = fShaderA->createContext(newRec, aStorage);
102     SkShader::Context* contextB = fShaderB->createContext(newRec, bStorage);
103     if (!contextA || !contextB) {
104         safe_call_destructor(contextA);
105         safe_call_destructor(contextB);
106         return NULL;
107     }
108 
109     return SkNEW_PLACEMENT_ARGS(storage, ComposeShaderContext, (*this, rec, contextA, contextB));
110 }
111 
ComposeShaderContext(const SkComposeShader & shader,const ContextRec & rec,SkShader::Context * contextA,SkShader::Context * contextB)112 SkComposeShader::ComposeShaderContext::ComposeShaderContext(
113         const SkComposeShader& shader, const ContextRec& rec,
114         SkShader::Context* contextA, SkShader::Context* contextB)
115     : INHERITED(shader, rec)
116     , fShaderContextA(contextA)
117     , fShaderContextB(contextB) {}
118 
~ComposeShaderContext()119 SkComposeShader::ComposeShaderContext::~ComposeShaderContext() {
120     fShaderContextA->~Context();
121     fShaderContextB->~Context();
122 }
123 
asACompose(ComposeRec * rec) const124 bool SkComposeShader::asACompose(ComposeRec* rec) const {
125     if (rec) {
126         rec->fShaderA = fShaderA;
127         rec->fShaderB = fShaderB;
128         rec->fMode = fMode;
129     }
130     return true;
131 }
132 
133 
134 // larger is better (fewer times we have to loop), but we shouldn't
135 // take up too much stack-space (each element is 4 bytes)
136 #define TMP_COLOR_COUNT     64
137 
shadeSpan(int x,int y,SkPMColor result[],int count)138 void SkComposeShader::ComposeShaderContext::shadeSpan(int x, int y, SkPMColor result[], int count) {
139     SkShader::Context* shaderContextA = fShaderContextA;
140     SkShader::Context* shaderContextB = fShaderContextB;
141     SkXfermode*        mode = static_cast<const SkComposeShader&>(fShader).fMode;
142     unsigned           scale = SkAlpha255To256(this->getPaintAlpha());
143 
144 #ifdef SK_BUILD_FOR_ANDROID
145     scale = 256;    // ugh -- maintain old bug/behavior for now
146 #endif
147 
148     SkPMColor   tmp[TMP_COLOR_COUNT];
149 
150     if (NULL == mode) {   // implied SRC_OVER
151         // TODO: when we have a good test-case, should use SkBlitRow::Proc32
152         // for these loops
153         do {
154             int n = count;
155             if (n > TMP_COLOR_COUNT) {
156                 n = TMP_COLOR_COUNT;
157             }
158 
159             shaderContextA->shadeSpan(x, y, result, n);
160             shaderContextB->shadeSpan(x, y, tmp, n);
161 
162             if (256 == scale) {
163                 for (int i = 0; i < n; i++) {
164                     result[i] = SkPMSrcOver(tmp[i], result[i]);
165                 }
166             } else {
167                 for (int i = 0; i < n; i++) {
168                     result[i] = SkAlphaMulQ(SkPMSrcOver(tmp[i], result[i]),
169                                             scale);
170                 }
171             }
172 
173             result += n;
174             x += n;
175             count -= n;
176         } while (count > 0);
177     } else {    // use mode for the composition
178         do {
179             int n = count;
180             if (n > TMP_COLOR_COUNT) {
181                 n = TMP_COLOR_COUNT;
182             }
183 
184             shaderContextA->shadeSpan(x, y, result, n);
185             shaderContextB->shadeSpan(x, y, tmp, n);
186             mode->xfer32(result, tmp, n, NULL);
187 
188             if (256 != scale) {
189                 for (int i = 0; i < n; i++) {
190                     result[i] = SkAlphaMulQ(result[i], scale);
191                 }
192             }
193 
194             result += n;
195             x += n;
196             count -= n;
197         } while (count > 0);
198     }
199 }
200 
201 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const202 void SkComposeShader::toString(SkString* str) const {
203     str->append("SkComposeShader: (");
204 
205     str->append("ShaderA: ");
206     fShaderA->toString(str);
207     str->append(" ShaderB: ");
208     fShaderB->toString(str);
209     str->append(" Xfermode: ");
210     fMode->toString(str);
211 
212     this->INHERITED::toString(str);
213 
214     str->append(")");
215 }
216 #endif
217