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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 "SkAtomics.h"
9 #include "SkBitmapProcShader.h"
10 #include "SkColorShader.h"
11 #include "SkEmptyShader.h"
12 #include "SkMallocPixelRef.h"
13 #include "SkPaint.h"
14 #include "SkPicture.h"
15 #include "SkPictureShader.h"
16 #include "SkReadBuffer.h"
17 #include "SkScalar.h"
18 #include "SkShader.h"
19 #include "SkWriteBuffer.h"
20 
21 //#define SK_TRACK_SHADER_LIFETIME
22 
23 #ifdef SK_TRACK_SHADER_LIFETIME
24     static int32_t gShaderCounter;
25 #endif
26 
inc_shader_counter()27 static inline void inc_shader_counter() {
28 #ifdef SK_TRACK_SHADER_LIFETIME
29     int32_t prev = sk_atomic_inc(&gShaderCounter);
30     SkDebugf("+++ shader counter %d\n", prev + 1);
31 #endif
32 }
dec_shader_counter()33 static inline void dec_shader_counter() {
34 #ifdef SK_TRACK_SHADER_LIFETIME
35     int32_t prev = sk_atomic_dec(&gShaderCounter);
36     SkDebugf("--- shader counter %d\n", prev - 1);
37 #endif
38 }
39 
SkShader(const SkMatrix * localMatrix)40 SkShader::SkShader(const SkMatrix* localMatrix) {
41     inc_shader_counter();
42     if (localMatrix) {
43         fLocalMatrix = *localMatrix;
44     } else {
45         fLocalMatrix.reset();
46     }
47     // Pre-cache so future calls to fLocalMatrix.getType() are threadsafe.
48     (void)fLocalMatrix.getType();
49 }
50 
~SkShader()51 SkShader::~SkShader() {
52     dec_shader_counter();
53 }
54 
flatten(SkWriteBuffer & buffer) const55 void SkShader::flatten(SkWriteBuffer& buffer) const {
56     this->INHERITED::flatten(buffer);
57     bool hasLocalM = !fLocalMatrix.isIdentity();
58     buffer.writeBool(hasLocalM);
59     if (hasLocalM) {
60         buffer.writeMatrix(fLocalMatrix);
61     }
62 }
63 
computeTotalInverse(const ContextRec & rec,SkMatrix * totalInverse) const64 bool SkShader::computeTotalInverse(const ContextRec& rec, SkMatrix* totalInverse) const {
65     SkMatrix total;
66     total.setConcat(*rec.fMatrix, fLocalMatrix);
67 
68     const SkMatrix* m = &total;
69     if (rec.fLocalMatrix) {
70         total.setConcat(*m, *rec.fLocalMatrix);
71         m = &total;
72     }
73     return m->invert(totalInverse);
74 }
75 
asLuminanceColor(SkColor * colorPtr) const76 bool SkShader::asLuminanceColor(SkColor* colorPtr) const {
77     SkColor storage;
78     if (nullptr == colorPtr) {
79         colorPtr = &storage;
80     }
81     if (this->onAsLuminanceColor(colorPtr)) {
82         *colorPtr = SkColorSetA(*colorPtr, 0xFF);   // we only return opaque
83         return true;
84     }
85     return false;
86 }
87 
createContext(const ContextRec & rec,void * storage) const88 SkShader::Context* SkShader::createContext(const ContextRec& rec, void* storage) const {
89     if (!this->computeTotalInverse(rec, nullptr)) {
90         return nullptr;
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 nullptr;
97 }
98 
contextSize(const ContextRec &) const99 size_t SkShader::contextSize(const ContextRec&) 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 nullptr;
118 }
119 
shadeSpan4f(int x,int y,SkPM4f dst[],int count)120 void SkShader::Context::shadeSpan4f(int x, int y, SkPM4f dst[], int count) {
121     const int N = 128;
122     SkPMColor tmp[N];
123     while (count > 0) {
124         int n = SkTMin(count, N);
125         this->shadeSpan(x, y, tmp, n);
126         for (int i = 0; i < n; ++i) {
127             dst[i] = SkPM4f::FromPMColor(tmp[i]);
128         }
129         dst += n;
130         x += n;
131         count -= n;
132     }
133 }
134 
135 #include "SkColorPriv.h"
136 
137 #define kTempColorQuadCount 6   // balance between speed (larger) and saving stack-space
138 #define kTempColorCount     (kTempColorQuadCount << 2)
139 
140 #ifdef SK_CPU_BENDIAN
141     #define SkU32BitShiftToByteOffset(shift)    (3 - ((shift) >> 3))
142 #else
143     #define SkU32BitShiftToByteOffset(shift)    ((shift) >> 3)
144 #endif
145 
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)146 void SkShader::Context::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
147     SkASSERT(count > 0);
148 
149     SkPMColor   colors[kTempColorCount];
150 
151     while ((count -= kTempColorCount) >= 0) {
152         this->shadeSpan(x, y, colors, kTempColorCount);
153         x += kTempColorCount;
154 
155         const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
156         int quads = kTempColorQuadCount;
157         do {
158             U8CPU a0 = srcA[0];
159             U8CPU a1 = srcA[4];
160             U8CPU a2 = srcA[8];
161             U8CPU a3 = srcA[12];
162             srcA += 4*4;
163             *alpha++ = SkToU8(a0);
164             *alpha++ = SkToU8(a1);
165             *alpha++ = SkToU8(a2);
166             *alpha++ = SkToU8(a3);
167         } while (--quads != 0);
168     }
169     SkASSERT(count < 0);
170     SkASSERT(count + kTempColorCount >= 0);
171     if (count += kTempColorCount) {
172         this->shadeSpan(x, y, colors, count);
173 
174         const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
175         do {
176             *alpha++ = *srcA;
177             srcA += 4;
178         } while (--count != 0);
179     }
180 #if 0
181     do {
182         int n = count;
183         if (n > kTempColorCount)
184             n = kTempColorCount;
185         SkASSERT(n > 0);
186 
187         this->shadeSpan(x, y, colors, n);
188         x += n;
189         count -= n;
190 
191         const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
192         do {
193             *alpha++ = *srcA;
194             srcA += 4;
195         } while (--n != 0);
196     } while (count > 0);
197 #endif
198 }
199 
ComputeMatrixClass(const SkMatrix & mat)200 SkShader::Context::MatrixClass SkShader::Context::ComputeMatrixClass(const SkMatrix& mat) {
201     MatrixClass mc = kLinear_MatrixClass;
202 
203     if (mat.hasPerspective()) {
204         if (mat.isFixedStepInX()) {
205             mc = kFixedStepInX_MatrixClass;
206         } else {
207             mc = kPerspective_MatrixClass;
208         }
209     }
210     return mc;
211 }
212 
213 //////////////////////////////////////////////////////////////////////////////
214 
asAGradient(GradientInfo * info) const215 SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
216     return kNone_GradientType;
217 }
218 
asFragmentProcessor(GrContext *,const SkMatrix &,const SkMatrix *,SkFilterQuality) const219 const GrFragmentProcessor* SkShader::asFragmentProcessor(GrContext*, const SkMatrix&,
220                                                          const SkMatrix*, SkFilterQuality)  const {
221     return nullptr;
222 }
223 
refAsALocalMatrixShader(SkMatrix *) const224 SkShader* SkShader::refAsALocalMatrixShader(SkMatrix*) const {
225     return nullptr;
226 }
227 
CreateEmptyShader()228 SkShader* SkShader::CreateEmptyShader() { return new SkEmptyShader; }
229 
CreateColorShader(SkColor color)230 SkShader* SkShader::CreateColorShader(SkColor color) { return new SkColorShader(color); }
231 
CreateBitmapShader(const SkBitmap & src,TileMode tmx,TileMode tmy,const SkMatrix * localMatrix)232 SkShader* SkShader::CreateBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
233                                        const SkMatrix* localMatrix) {
234     return SkCreateBitmapShader(src, tmx, tmy, localMatrix, nullptr);
235 }
236 
CreatePictureShader(const SkPicture * src,TileMode tmx,TileMode tmy,const SkMatrix * localMatrix,const SkRect * tile)237 SkShader* SkShader::CreatePictureShader(const SkPicture* src, TileMode tmx, TileMode tmy,
238                                         const SkMatrix* localMatrix, const SkRect* tile) {
239     return SkPictureShader::Create(src, tmx, tmy, localMatrix, tile);
240 }
241 
242 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const243 void SkShader::toString(SkString* str) const {
244     if (!fLocalMatrix.isIdentity()) {
245         str->append(" ");
246         fLocalMatrix.toString(str);
247     }
248 }
249 #endif
250 
251 //////////////////////////////////////////////////////////////////////////////
252 
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 
CreateProc(SkReadBuffer & buffer)263 SkFlattenable* SkColorShader::CreateProc(SkReadBuffer& buffer) {
264     return new SkColorShader(buffer.readColor());
265 }
266 
flatten(SkWriteBuffer & buffer) const267 void SkColorShader::flatten(SkWriteBuffer& buffer) const {
268     buffer.writeColor(fColor);
269 }
270 
getFlags() const271 uint32_t SkColorShader::ColorShaderContext::getFlags() const {
272     return fFlags;
273 }
274 
onCreateContext(const ContextRec & rec,void * storage) const275 SkShader::Context* SkColorShader::onCreateContext(const ContextRec& rec, void* storage) const {
276     return new (storage) ColorShaderContext(*this, rec);
277 }
278 
ColorShaderContext(const SkColorShader & shader,const ContextRec & rec)279 SkColorShader::ColorShaderContext::ColorShaderContext(const SkColorShader& shader,
280                                                       const ContextRec& rec)
281     : INHERITED(shader, rec)
282 {
283     SkColor color = shader.fColor;
284     unsigned a = SkAlphaMul(SkColorGetA(color), SkAlpha255To256(rec.fPaint->getAlpha()));
285 
286     unsigned r = SkColorGetR(color);
287     unsigned g = SkColorGetG(color);
288     unsigned b = SkColorGetB(color);
289 
290     if (a != 255) {
291         r = SkMulDiv255Round(r, a);
292         g = SkMulDiv255Round(g, a);
293         b = SkMulDiv255Round(b, a);
294     }
295     fPMColor = SkPackARGB32(a, r, g, b);
296 
297     SkColor4f c4 = SkColor4f::FromColor(shader.fColor);
298     c4.fA *= rec.fPaint->getAlpha() / 255.0f;
299     fPM4f = c4.premul();
300 
301     fFlags = kConstInY32_Flag;
302     if (255 == a) {
303         fFlags |= kOpaqueAlpha_Flag;
304     }
305 }
306 
shadeSpan(int x,int y,SkPMColor span[],int count)307 void SkColorShader::ColorShaderContext::shadeSpan(int x, int y, SkPMColor span[], int count) {
308     sk_memset32(span, fPMColor, count);
309 }
310 
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)311 void SkColorShader::ColorShaderContext::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
312     memset(alpha, SkGetPackedA32(fPMColor), count);
313 }
314 
shadeSpan4f(int x,int y,SkPM4f span[],int count)315 void SkColorShader::ColorShaderContext::shadeSpan4f(int x, int y, SkPM4f span[], int count) {
316     for (int i = 0; i < count; ++i) {
317         span[i] = fPM4f;
318     }
319 }
320 
asAGradient(GradientInfo * info) const321 SkShader::GradientType SkColorShader::asAGradient(GradientInfo* info) const {
322     if (info) {
323         if (info->fColors && info->fColorCount >= 1) {
324             info->fColors[0] = fColor;
325         }
326         info->fColorCount = 1;
327         info->fTileMode = SkShader::kRepeat_TileMode;
328     }
329     return kColor_GradientType;
330 }
331 
332 #if SK_SUPPORT_GPU
333 
334 #include "SkGr.h"
335 #include "effects/GrConstColorProcessor.h"
asFragmentProcessor(GrContext *,const SkMatrix &,const SkMatrix *,SkFilterQuality) const336 const GrFragmentProcessor* SkColorShader::asFragmentProcessor(GrContext*, const SkMatrix&,
337                                                               const SkMatrix*,
338                                                               SkFilterQuality) const {
339     GrColor color = SkColorToPremulGrColor(fColor);
340     return GrConstColorProcessor::Create(color, GrConstColorProcessor::kModulateA_InputMode);
341 }
342 
343 #endif
344 
345 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const346 void SkColorShader::toString(SkString* str) const {
347     str->append("SkColorShader: (");
348 
349     str->append("Color: ");
350     str->appendHex(fColor);
351 
352     this->INHERITED::toString(str);
353 
354     str->append(")");
355 }
356 #endif
357 
358 ///////////////////////////////////////////////////////////////////////////////
359 
CreateProc(SkReadBuffer &)360 SkFlattenable* SkEmptyShader::CreateProc(SkReadBuffer&) {
361     return SkShader::CreateEmptyShader();
362 }
363 
364 #ifndef SK_IGNORE_TO_STRING
365 #include "SkEmptyShader.h"
366 
toString(SkString * str) const367 void SkEmptyShader::toString(SkString* str) const {
368     str->append("SkEmptyShader: (");
369 
370     this->INHERITED::toString(str);
371 
372     str->append(")");
373 }
374 #endif
375