1 /*
2 * Copyright 2006 The Android Open Source Project
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "SkBitmapProcShader.h"
9 #include "SkEmptyShader.h"
10 #include "SkReadBuffer.h"
11 #include "SkMallocPixelRef.h"
12 #include "SkPaint.h"
13 #include "SkPicture.h"
14 #include "SkPictureShader.h"
15 #include "SkScalar.h"
16 #include "SkShader.h"
17 #include "SkThread.h"
18 #include "SkWriteBuffer.h"
19
20 //#define SK_TRACK_SHADER_LIFETIME
21
22 #ifdef SK_TRACK_SHADER_LIFETIME
23 static int32_t gShaderCounter;
24 #endif
25
inc_shader_counter()26 static inline void inc_shader_counter() {
27 #ifdef SK_TRACK_SHADER_LIFETIME
28 int32_t prev = sk_atomic_inc(&gShaderCounter);
29 SkDebugf("+++ shader counter %d\n", prev + 1);
30 #endif
31 }
dec_shader_counter()32 static inline void dec_shader_counter() {
33 #ifdef SK_TRACK_SHADER_LIFETIME
34 int32_t prev = sk_atomic_dec(&gShaderCounter);
35 SkDebugf("--- shader counter %d\n", prev - 1);
36 #endif
37 }
38
SkShader(const SkMatrix * localMatrix)39 SkShader::SkShader(const SkMatrix* localMatrix) {
40 inc_shader_counter();
41 if (localMatrix) {
42 fLocalMatrix = *localMatrix;
43 } else {
44 fLocalMatrix.reset();
45 }
46 #ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
47 fGenerationID = 0;
48 #endif
49 }
50
SkShader(SkReadBuffer & buffer)51 SkShader::SkShader(SkReadBuffer& buffer) : INHERITED(buffer) {
52 inc_shader_counter();
53 if (buffer.readBool()) {
54 buffer.readMatrix(&fLocalMatrix);
55 } else {
56 fLocalMatrix.reset();
57 }
58 #ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
59 fGenerationID = 0;
60 #endif
61 }
62
~SkShader()63 SkShader::~SkShader() {
64 dec_shader_counter();
65 }
66
flatten(SkWriteBuffer & buffer) const67 void SkShader::flatten(SkWriteBuffer& buffer) const {
68 this->INHERITED::flatten(buffer);
69 bool hasLocalM = !fLocalMatrix.isIdentity();
70 buffer.writeBool(hasLocalM);
71 if (hasLocalM) {
72 buffer.writeMatrix(fLocalMatrix);
73 }
74 }
75
computeTotalInverse(const ContextRec & rec,SkMatrix * totalInverse) const76 bool SkShader::computeTotalInverse(const ContextRec& rec, SkMatrix* totalInverse) const {
77 SkMatrix total;
78 total.setConcat(*rec.fMatrix, fLocalMatrix);
79
80 const SkMatrix* m = &total;
81 if (rec.fLocalMatrix) {
82 total.setConcat(*m, *rec.fLocalMatrix);
83 m = &total;
84 }
85 return m->invert(totalInverse);
86 }
87
createContext(const ContextRec & rec,void * storage) const88 SkShader::Context* SkShader::createContext(const ContextRec& rec, void* storage) const {
89 if (!this->computeTotalInverse(rec, NULL)) {
90 return NULL;
91 }
92 return this->onCreateContext(rec, storage);
93 }
94
onCreateContext(const ContextRec & rec,void *) const95 SkShader::Context* SkShader::onCreateContext(const ContextRec& rec, void*) const {
96 return NULL;
97 }
98
contextSize() const99 size_t SkShader::contextSize() const {
100 return 0;
101 }
102
Context(const SkShader & shader,const ContextRec & rec)103 SkShader::Context::Context(const SkShader& shader, const ContextRec& rec)
104 : fShader(shader), fCTM(*rec.fMatrix)
105 {
106 // Because the context parameters must be valid at this point, we know that the matrix is
107 // invertible.
108 SkAssertResult(fShader.computeTotalInverse(rec, &fTotalInverse));
109 fTotalInverseClass = (uint8_t)ComputeMatrixClass(fTotalInverse);
110
111 fPaintAlpha = rec.fPaint->getAlpha();
112 }
113
~Context()114 SkShader::Context::~Context() {}
115
asAShadeProc(void ** ctx)116 SkShader::Context::ShadeProc SkShader::Context::asAShadeProc(void** ctx) {
117 return NULL;
118 }
119
120 #include "SkColorPriv.h"
121
shadeSpan16(int x,int y,uint16_t span16[],int count)122 void SkShader::Context::shadeSpan16(int x, int y, uint16_t span16[], int count) {
123 SkASSERT(span16);
124 SkASSERT(count > 0);
125 SkASSERT(this->canCallShadeSpan16());
126
127 // basically, if we get here, the subclass screwed up
128 SkDEBUGFAIL("kHasSpan16 flag is set, but shadeSpan16() not implemented");
129 }
130
131 #define kTempColorQuadCount 6 // balance between speed (larger) and saving stack-space
132 #define kTempColorCount (kTempColorQuadCount << 2)
133
134 #ifdef SK_CPU_BENDIAN
135 #define SkU32BitShiftToByteOffset(shift) (3 - ((shift) >> 3))
136 #else
137 #define SkU32BitShiftToByteOffset(shift) ((shift) >> 3)
138 #endif
139
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)140 void SkShader::Context::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
141 SkASSERT(count > 0);
142
143 SkPMColor colors[kTempColorCount];
144
145 while ((count -= kTempColorCount) >= 0) {
146 this->shadeSpan(x, y, colors, kTempColorCount);
147 x += kTempColorCount;
148
149 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
150 int quads = kTempColorQuadCount;
151 do {
152 U8CPU a0 = srcA[0];
153 U8CPU a1 = srcA[4];
154 U8CPU a2 = srcA[8];
155 U8CPU a3 = srcA[12];
156 srcA += 4*4;
157 *alpha++ = SkToU8(a0);
158 *alpha++ = SkToU8(a1);
159 *alpha++ = SkToU8(a2);
160 *alpha++ = SkToU8(a3);
161 } while (--quads != 0);
162 }
163 SkASSERT(count < 0);
164 SkASSERT(count + kTempColorCount >= 0);
165 if (count += kTempColorCount) {
166 this->shadeSpan(x, y, colors, count);
167
168 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
169 do {
170 *alpha++ = *srcA;
171 srcA += 4;
172 } while (--count != 0);
173 }
174 #if 0
175 do {
176 int n = count;
177 if (n > kTempColorCount)
178 n = kTempColorCount;
179 SkASSERT(n > 0);
180
181 this->shadeSpan(x, y, colors, n);
182 x += n;
183 count -= n;
184
185 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
186 do {
187 *alpha++ = *srcA;
188 srcA += 4;
189 } while (--n != 0);
190 } while (count > 0);
191 #endif
192 }
193
ComputeMatrixClass(const SkMatrix & mat)194 SkShader::Context::MatrixClass SkShader::Context::ComputeMatrixClass(const SkMatrix& mat) {
195 MatrixClass mc = kLinear_MatrixClass;
196
197 if (mat.hasPerspective()) {
198 if (mat.fixedStepInX(0, NULL, NULL)) {
199 mc = kFixedStepInX_MatrixClass;
200 } else {
201 mc = kPerspective_MatrixClass;
202 }
203 }
204 return mc;
205 }
206
207 //////////////////////////////////////////////////////////////////////////////
208
asABitmap(SkBitmap *,SkMatrix *,TileMode *) const209 SkShader::BitmapType SkShader::asABitmap(SkBitmap*, SkMatrix*, TileMode*) const {
210 return kNone_BitmapType;
211 }
212
asAGradient(GradientInfo * info) const213 SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
214 return kNone_GradientType;
215 }
216
asNewEffect(GrContext * context,const SkPaint & paint,const SkMatrix * localMatrixOrNull,GrColor * grColor,GrEffectRef ** grEffect) const217 bool SkShader::asNewEffect(GrContext* context, const SkPaint& paint,
218 const SkMatrix* localMatrixOrNull, GrColor* grColor,
219 GrEffectRef** grEffect) const {
220 return false;
221 }
222
refAsALocalMatrixShader(SkMatrix *) const223 SkShader* SkShader::refAsALocalMatrixShader(SkMatrix*) const {
224 return NULL;
225 }
226
CreateEmptyShader()227 SkShader* SkShader::CreateEmptyShader() {
228 return SkNEW(SkEmptyShader);
229 }
230
CreateBitmapShader(const SkBitmap & src,TileMode tmx,TileMode tmy,const SkMatrix * localMatrix)231 SkShader* SkShader::CreateBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
232 const SkMatrix* localMatrix) {
233 return ::CreateBitmapShader(src, tmx, tmy, localMatrix, NULL);
234 }
235
CreatePictureShader(SkPicture * src,TileMode tmx,TileMode tmy,const SkMatrix * localMatrix)236 SkShader* SkShader::CreatePictureShader(SkPicture* src, TileMode tmx, TileMode tmy,
237 const SkMatrix* localMatrix) {
238 return SkPictureShader::Create(src, tmx, tmy, localMatrix);
239 }
240
241 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const242 void SkShader::toString(SkString* str) const {
243 if (!fLocalMatrix.isIdentity()) {
244 str->append(" ");
245 fLocalMatrix.toString(str);
246 }
247 }
248 #endif
249
250 //////////////////////////////////////////////////////////////////////////////
251
252 #include "SkColorShader.h"
253 #include "SkUtils.h"
254
SkColorShader(SkColor c)255 SkColorShader::SkColorShader(SkColor c)
256 : fColor(c) {
257 }
258
isOpaque() const259 bool SkColorShader::isOpaque() const {
260 return SkColorGetA(fColor) == 255;
261 }
262
SkColorShader(SkReadBuffer & b)263 SkColorShader::SkColorShader(SkReadBuffer& b) : INHERITED(b) {
264 // V25_COMPATIBILITY_CODE We had a boolean to make the color shader inherit the paint's
265 // color. We don't support that any more.
266 if (b.isVersionLT(SkReadBuffer::kColorShaderNoBool_Version)) {
267 if (b.readBool()) {
268 SkDEBUGFAIL("We shouldn't have pictures that recorded the inherited case.");
269 fColor = SK_ColorWHITE;
270 return;
271 }
272 }
273 fColor = b.readColor();
274 }
275
flatten(SkWriteBuffer & buffer) const276 void SkColorShader::flatten(SkWriteBuffer& buffer) const {
277 this->INHERITED::flatten(buffer);
278 buffer.writeColor(fColor);
279 }
280
getFlags() const281 uint32_t SkColorShader::ColorShaderContext::getFlags() const {
282 return fFlags;
283 }
284
getSpan16Alpha() const285 uint8_t SkColorShader::ColorShaderContext::getSpan16Alpha() const {
286 return SkGetPackedA32(fPMColor);
287 }
288
onCreateContext(const ContextRec & rec,void * storage) const289 SkShader::Context* SkColorShader::onCreateContext(const ContextRec& rec, void* storage) const {
290 return SkNEW_PLACEMENT_ARGS(storage, ColorShaderContext, (*this, rec));
291 }
292
ColorShaderContext(const SkColorShader & shader,const ContextRec & rec)293 SkColorShader::ColorShaderContext::ColorShaderContext(const SkColorShader& shader,
294 const ContextRec& rec)
295 : INHERITED(shader, rec)
296 {
297 SkColor color = shader.fColor;
298 unsigned a = SkAlphaMul(SkColorGetA(color), SkAlpha255To256(rec.fPaint->getAlpha()));
299
300 unsigned r = SkColorGetR(color);
301 unsigned g = SkColorGetG(color);
302 unsigned b = SkColorGetB(color);
303
304 // we want this before we apply any alpha
305 fColor16 = SkPack888ToRGB16(r, g, b);
306
307 if (a != 255) {
308 r = SkMulDiv255Round(r, a);
309 g = SkMulDiv255Round(g, a);
310 b = SkMulDiv255Round(b, a);
311 }
312 fPMColor = SkPackARGB32(a, r, g, b);
313
314 fFlags = kConstInY32_Flag;
315 if (255 == a) {
316 fFlags |= kOpaqueAlpha_Flag;
317 if (rec.fPaint->isDither() == false) {
318 fFlags |= kHasSpan16_Flag;
319 }
320 }
321 }
322
shadeSpan(int x,int y,SkPMColor span[],int count)323 void SkColorShader::ColorShaderContext::shadeSpan(int x, int y, SkPMColor span[], int count) {
324 sk_memset32(span, fPMColor, count);
325 }
326
shadeSpan16(int x,int y,uint16_t span[],int count)327 void SkColorShader::ColorShaderContext::shadeSpan16(int x, int y, uint16_t span[], int count) {
328 sk_memset16(span, fColor16, count);
329 }
330
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)331 void SkColorShader::ColorShaderContext::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
332 memset(alpha, SkGetPackedA32(fPMColor), count);
333 }
334
335 // if we had a asAColor method, that would be more efficient...
asABitmap(SkBitmap * bitmap,SkMatrix * matrix,TileMode modes[]) const336 SkShader::BitmapType SkColorShader::asABitmap(SkBitmap* bitmap, SkMatrix* matrix,
337 TileMode modes[]) const {
338 return kNone_BitmapType;
339 }
340
asAGradient(GradientInfo * info) const341 SkShader::GradientType SkColorShader::asAGradient(GradientInfo* info) const {
342 if (info) {
343 if (info->fColors && info->fColorCount >= 1) {
344 info->fColors[0] = fColor;
345 }
346 info->fColorCount = 1;
347 info->fTileMode = SkShader::kRepeat_TileMode;
348 }
349 return kColor_GradientType;
350 }
351
352 #if SK_SUPPORT_GPU
353
354 #include "SkGr.h"
355
asNewEffect(GrContext * context,const SkPaint & paint,const SkMatrix * localMatrix,GrColor * grColor,GrEffectRef ** grEffect) const356 bool SkColorShader::asNewEffect(GrContext* context, const SkPaint& paint,
357 const SkMatrix* localMatrix, GrColor* grColor,
358 GrEffectRef** grEffect) const {
359 *grEffect = NULL;
360 SkColor skColor = fColor;
361 U8CPU newA = SkMulDiv255Round(SkColorGetA(fColor), paint.getAlpha());
362 *grColor = SkColor2GrColor(SkColorSetA(skColor, newA));
363 return true;
364 }
365
366 #else
367
asNewEffect(GrContext * context,const SkPaint & paint,const SkMatrix * localMatrix,GrColor * grColor,GrEffectRef ** grEffect) const368 bool SkColorShader::asNewEffect(GrContext* context, const SkPaint& paint,
369 const SkMatrix* localMatrix, GrColor* grColor,
370 GrEffectRef** grEffect) const {
371 SkDEBUGFAIL("Should not call in GPU-less build");
372 return false;
373 }
374
375 #endif
376
377 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const378 void SkColorShader::toString(SkString* str) const {
379 str->append("SkColorShader: (");
380
381 str->append("Color: ");
382 str->appendHex(fColor);
383
384 this->INHERITED::toString(str);
385
386 str->append(")");
387 }
388 #endif
389
390 ///////////////////////////////////////////////////////////////////////////////
391
392 #ifndef SK_IGNORE_TO_STRING
393 #include "SkEmptyShader.h"
394
toString(SkString * str) const395 void SkEmptyShader::toString(SkString* str) const {
396 str->append("SkEmptyShader: (");
397
398 this->INHERITED::toString(str);
399
400 str->append(")");
401 }
402 #endif
403