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 "SkArenaAlloc.h"
9 #include "SkAtomics.h"
10 #include "SkBitmapProcShader.h"
11 #include "SkColorShader.h"
12 #include "SkColorSpaceXformer.h"
13 #include "SkEmptyShader.h"
14 #include "SkMallocPixelRef.h"
15 #include "SkPaint.h"
16 #include "SkPicture.h"
17 #include "SkPictureShader.h"
18 #include "SkPM4fPriv.h"
19 #include "SkRasterPipeline.h"
20 #include "SkReadBuffer.h"
21 #include "SkScalar.h"
22 #include "SkShaderBase.h"
23 #include "SkTLazy.h"
24 #include "SkWriteBuffer.h"
25 #include "../jumper/SkJumper.h"
26
27 #if SK_SUPPORT_GPU
28 #include "GrFragmentProcessor.h"
29 #endif
30
31 //#define SK_TRACK_SHADER_LIFETIME
32
33 #ifdef SK_TRACK_SHADER_LIFETIME
34 static int32_t gShaderCounter;
35 #endif
36
inc_shader_counter()37 static inline void inc_shader_counter() {
38 #ifdef SK_TRACK_SHADER_LIFETIME
39 int32_t prev = sk_atomic_inc(&gShaderCounter);
40 SkDebugf("+++ shader counter %d\n", prev + 1);
41 #endif
42 }
dec_shader_counter()43 static inline void dec_shader_counter() {
44 #ifdef SK_TRACK_SHADER_LIFETIME
45 int32_t prev = sk_atomic_dec(&gShaderCounter);
46 SkDebugf("--- shader counter %d\n", prev - 1);
47 #endif
48 }
49
SkShaderBase(const SkMatrix * localMatrix)50 SkShaderBase::SkShaderBase(const SkMatrix* localMatrix)
51 : fLocalMatrix(localMatrix ? *localMatrix : SkMatrix::I()) {
52 inc_shader_counter();
53 // Pre-cache so future calls to fLocalMatrix.getType() are threadsafe.
54 (void)fLocalMatrix.getType();
55 }
56
~SkShaderBase()57 SkShaderBase::~SkShaderBase() {
58 dec_shader_counter();
59 }
60
flatten(SkWriteBuffer & buffer) const61 void SkShaderBase::flatten(SkWriteBuffer& buffer) const {
62 this->INHERITED::flatten(buffer);
63 bool hasLocalM = !fLocalMatrix.isIdentity();
64 buffer.writeBool(hasLocalM);
65 if (hasLocalM) {
66 buffer.writeMatrix(fLocalMatrix);
67 }
68 }
69
computeTotalInverse(const SkMatrix & ctm,const SkMatrix * outerLocalMatrix,SkMatrix * totalInverse) const70 bool SkShaderBase::computeTotalInverse(const SkMatrix& ctm,
71 const SkMatrix* outerLocalMatrix,
72 SkMatrix* totalInverse) const {
73 SkMatrix total = SkMatrix::Concat(ctm, fLocalMatrix);
74 if (outerLocalMatrix) {
75 total.preConcat(*outerLocalMatrix);
76 }
77
78 return total.invert(totalInverse);
79 }
80
asLuminanceColor(SkColor * colorPtr) const81 bool SkShaderBase::asLuminanceColor(SkColor* colorPtr) const {
82 SkColor storage;
83 if (nullptr == colorPtr) {
84 colorPtr = &storage;
85 }
86 if (this->onAsLuminanceColor(colorPtr)) {
87 *colorPtr = SkColorSetA(*colorPtr, 0xFF); // we only return opaque
88 return true;
89 }
90 return false;
91 }
92
makeContext(const ContextRec & rec,SkArenaAlloc * alloc) const93 SkShaderBase::Context* SkShaderBase::makeContext(const ContextRec& rec, SkArenaAlloc* alloc) const {
94 return this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)
95 ? this->onMakeContext(rec, alloc)
96 : nullptr;
97 }
98
makeBurstPipelineContext(const ContextRec & rec,SkArenaAlloc * alloc) const99 SkShaderBase::Context* SkShaderBase::makeBurstPipelineContext(const ContextRec& rec,
100 SkArenaAlloc* alloc) const {
101
102 SkASSERT(rec.fPreferredDstType == ContextRec::kPM4f_DstType);
103
104 // Always use vanilla stages for perspective.
105 if (rec.fMatrix->hasPerspective() || fLocalMatrix.hasPerspective()) {
106 return nullptr;
107 }
108
109 return this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)
110 ? this->onMakeBurstPipelineContext(rec, alloc)
111 : nullptr;
112 }
113
Context(const SkShaderBase & shader,const ContextRec & rec)114 SkShaderBase::Context::Context(const SkShaderBase& shader, const ContextRec& rec)
115 : fShader(shader), fCTM(*rec.fMatrix)
116 {
117 // We should never use a context for RP-only shaders.
118 SkASSERT(!shader.isRasterPipelineOnly());
119 // ... or for perspective.
120 SkASSERT(!rec.fMatrix->hasPerspective());
121 SkASSERT(!rec.fLocalMatrix || !rec.fLocalMatrix->hasPerspective());
122
123 // Because the context parameters must be valid at this point, we know that the matrix is
124 // invertible.
125 SkAssertResult(fShader.computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, &fTotalInverse));
126
127 fPaintAlpha = rec.fPaint->getAlpha();
128 }
129
~Context()130 SkShaderBase::Context::~Context() {}
131
asAShadeProc(void ** ctx)132 SkShaderBase::Context::ShadeProc SkShaderBase::Context::asAShadeProc(void** ctx) {
133 return nullptr;
134 }
135
shadeSpan4f(int x,int y,SkPM4f dst[],int count)136 void SkShaderBase::Context::shadeSpan4f(int x, int y, SkPM4f dst[], int count) {
137 const int N = 128;
138 SkPMColor tmp[N];
139 while (count > 0) {
140 int n = SkTMin(count, N);
141 this->shadeSpan(x, y, tmp, n);
142 for (int i = 0; i < n; ++i) {
143 dst[i] = SkPM4f::FromPMColor(tmp[i]);
144 }
145 dst += n;
146 x += n;
147 count -= n;
148 }
149 }
150
151 #include "SkColorPriv.h"
152
153 #define kTempColorQuadCount 6 // balance between speed (larger) and saving stack-space
154 #define kTempColorCount (kTempColorQuadCount << 2)
155
156 #ifdef SK_CPU_BENDIAN
157 #define SkU32BitShiftToByteOffset(shift) (3 - ((shift) >> 3))
158 #else
159 #define SkU32BitShiftToByteOffset(shift) ((shift) >> 3)
160 #endif
161
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)162 void SkShaderBase::Context::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
163 SkASSERT(count > 0);
164
165 SkPMColor colors[kTempColorCount];
166
167 while ((count -= kTempColorCount) >= 0) {
168 this->shadeSpan(x, y, colors, kTempColorCount);
169 x += kTempColorCount;
170
171 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
172 int quads = kTempColorQuadCount;
173 do {
174 U8CPU a0 = srcA[0];
175 U8CPU a1 = srcA[4];
176 U8CPU a2 = srcA[8];
177 U8CPU a3 = srcA[12];
178 srcA += 4*4;
179 *alpha++ = SkToU8(a0);
180 *alpha++ = SkToU8(a1);
181 *alpha++ = SkToU8(a2);
182 *alpha++ = SkToU8(a3);
183 } while (--quads != 0);
184 }
185 SkASSERT(count < 0);
186 SkASSERT(count + kTempColorCount >= 0);
187 if (count += kTempColorCount) {
188 this->shadeSpan(x, y, colors, count);
189
190 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
191 do {
192 *alpha++ = *srcA;
193 srcA += 4;
194 } while (--count != 0);
195 }
196 #if 0
197 do {
198 int n = count;
199 if (n > kTempColorCount)
200 n = kTempColorCount;
201 SkASSERT(n > 0);
202
203 this->shadeSpan(x, y, colors, n);
204 x += n;
205 count -= n;
206
207 const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
208 do {
209 *alpha++ = *srcA;
210 srcA += 4;
211 } while (--n != 0);
212 } while (count > 0);
213 #endif
214 }
215
216 //////////////////////////////////////////////////////////////////////////////
217
getLocalMatrix() const218 const SkMatrix& SkShader::getLocalMatrix() const {
219 return as_SB(this)->getLocalMatrix();
220 }
221
222 #ifdef SK_SUPPORT_LEGACY_SHADER_ISABITMAP
isABitmap(SkBitmap * outTexture,SkMatrix * outMatrix,TileMode xy[2]) const223 bool SkShader::isABitmap(SkBitmap* outTexture, SkMatrix* outMatrix, TileMode xy[2]) const {
224 return as_SB(this)->onIsABitmap(outTexture, outMatrix, xy);
225 }
226 #endif
227
isAImage(SkMatrix * localMatrix,TileMode xy[2]) const228 SkImage* SkShader::isAImage(SkMatrix* localMatrix, TileMode xy[2]) const {
229 return as_SB(this)->onIsAImage(localMatrix, xy);
230 }
231
asAGradient(GradientInfo * info) const232 SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
233 return kNone_GradientType;
234 }
235
236 #if SK_SUPPORT_GPU
asFragmentProcessor(const AsFPArgs &) const237 sk_sp<GrFragmentProcessor> SkShaderBase::asFragmentProcessor(const AsFPArgs&) const {
238 return nullptr;
239 }
240 #endif
241
makeAsALocalMatrixShader(SkMatrix *) const242 sk_sp<SkShader> SkShader::makeAsALocalMatrixShader(SkMatrix*) const {
243 return nullptr;
244 }
245
MakeEmptyShader()246 sk_sp<SkShader> SkShader::MakeEmptyShader() { return sk_make_sp<SkEmptyShader>(); }
247
MakeColorShader(SkColor color)248 sk_sp<SkShader> SkShader::MakeColorShader(SkColor color) { return sk_make_sp<SkColorShader>(color); }
249
MakeBitmapShader(const SkBitmap & src,TileMode tmx,TileMode tmy,const SkMatrix * localMatrix)250 sk_sp<SkShader> SkShader::MakeBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
251 const SkMatrix* localMatrix) {
252 if (localMatrix && !localMatrix->invert(nullptr)) {
253 return nullptr;
254 }
255 return SkMakeBitmapShader(src, tmx, tmy, localMatrix, kIfMutable_SkCopyPixelsMode);
256 }
257
MakePictureShader(sk_sp<SkPicture> src,TileMode tmx,TileMode tmy,const SkMatrix * localMatrix,const SkRect * tile)258 sk_sp<SkShader> SkShader::MakePictureShader(sk_sp<SkPicture> src, TileMode tmx, TileMode tmy,
259 const SkMatrix* localMatrix, const SkRect* tile) {
260 if (localMatrix && !localMatrix->invert(nullptr)) {
261 return nullptr;
262 }
263 return SkPictureShader::Make(std::move(src), tmx, tmy, localMatrix, tile);
264 }
265
266 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const267 void SkShaderBase::toString(SkString* str) const {
268 if (!fLocalMatrix.isIdentity()) {
269 str->append(" ");
270 fLocalMatrix.toString(str);
271 }
272 }
273 #endif
274
appendStages(SkRasterPipeline * p,SkColorSpace * dstCS,SkArenaAlloc * alloc,const SkMatrix & ctm,const SkPaint & paint,const SkMatrix * localM) const275 bool SkShaderBase::appendStages(SkRasterPipeline* p,
276 SkColorSpace* dstCS,
277 SkArenaAlloc* alloc,
278 const SkMatrix& ctm,
279 const SkPaint& paint,
280 const SkMatrix* localM) const {
281 return this->onAppendStages(p, dstCS, alloc, ctm, paint, localM);
282 }
283
onAppendStages(SkRasterPipeline * p,SkColorSpace * dstCS,SkArenaAlloc * alloc,const SkMatrix & ctm,const SkPaint & paint,const SkMatrix * localM) const284 bool SkShaderBase::onAppendStages(SkRasterPipeline* p,
285 SkColorSpace* dstCS,
286 SkArenaAlloc* alloc,
287 const SkMatrix& ctm,
288 const SkPaint& paint,
289 const SkMatrix* localM) const {
290 // SkShader::Context::shadeSpan4f() handles the paint opacity internally,
291 // but SkRasterPipelineBlitter applies it as a separate stage.
292 // We skip the internal shadeSpan4f() step by forcing the paint opaque.
293 SkTCopyOnFirstWrite<SkPaint> opaquePaint(paint);
294 if (paint.getAlpha() != SK_AlphaOPAQUE) {
295 opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE);
296 }
297
298 ContextRec rec(*opaquePaint, ctm, localM, ContextRec::kPM4f_DstType, dstCS);
299
300 struct CallbackCtx : SkJumper_CallbackCtx {
301 sk_sp<SkShader> shader;
302 Context* ctx;
303 };
304 auto cb = alloc->make<CallbackCtx>();
305 cb->shader = dstCS ? SkColorSpaceXformer::Make(sk_ref_sp(dstCS))->apply(this)
306 : sk_ref_sp((SkShader*)this);
307 cb->ctx = as_SB(cb->shader)->makeContext(rec, alloc);
308 cb->fn = [](SkJumper_CallbackCtx* self, int active_pixels) {
309 auto c = (CallbackCtx*)self;
310 int x = (int)c->rgba[0],
311 y = (int)c->rgba[1];
312 c->ctx->shadeSpan4f(x,y, (SkPM4f*)c->rgba, active_pixels);
313 };
314
315 if (cb->ctx) {
316 p->append(SkRasterPipeline::seed_shader);
317 p->append(SkRasterPipeline::callback, cb);
318 return true;
319 }
320 return false;
321 }
322
323 ///////////////////////////////////////////////////////////////////////////////////////////////////
324
CreateProc(SkReadBuffer &)325 sk_sp<SkFlattenable> SkEmptyShader::CreateProc(SkReadBuffer&) {
326 return SkShader::MakeEmptyShader();
327 }
328
329 #ifndef SK_IGNORE_TO_STRING
330 #include "SkEmptyShader.h"
331
toString(SkString * str) const332 void SkEmptyShader::toString(SkString* str) const {
333 str->append("SkEmptyShader: (");
334
335 this->INHERITED::toString(str);
336
337 str->append(")");
338 }
339 #endif
340