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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