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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 "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