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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(*rec.fMatrix));
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 
shadeSpan4f(int x,int y,SkPM4f dst[],int count)132 void SkShaderBase::Context::shadeSpan4f(int x, int y, SkPM4f dst[], int count) {
133     const int N = 128;
134     SkPMColor tmp[N];
135     while (count > 0) {
136         int n = SkTMin(count, N);
137         this->shadeSpan(x, y, tmp, n);
138         for (int i = 0; i < n; ++i) {
139             dst[i] = SkPM4f::FromPMColor(tmp[i]);
140         }
141         dst += n;
142         x += n;
143         count -= n;
144     }
145 }
146 
getLocalMatrix() const147 const SkMatrix& SkShader::getLocalMatrix() const {
148     return as_SB(this)->getLocalMatrix();
149 }
150 
151 #ifdef SK_SUPPORT_LEGACY_SHADER_ISABITMAP
isABitmap(SkBitmap * outTexture,SkMatrix * outMatrix,TileMode xy[2]) const152 bool SkShader::isABitmap(SkBitmap* outTexture, SkMatrix* outMatrix, TileMode xy[2]) const {
153     return  as_SB(this)->onIsABitmap(outTexture, outMatrix, xy);
154 }
155 #endif
156 
isAImage(SkMatrix * localMatrix,TileMode xy[2]) const157 SkImage* SkShader::isAImage(SkMatrix* localMatrix, TileMode xy[2]) const {
158     return as_SB(this)->onIsAImage(localMatrix, xy);
159 }
160 
asAGradient(GradientInfo * info) const161 SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
162     return kNone_GradientType;
163 }
164 
165 #if SK_SUPPORT_GPU
asFragmentProcessor(const GrFPArgs &) const166 std::unique_ptr<GrFragmentProcessor> SkShaderBase::asFragmentProcessor(const GrFPArgs&) const {
167     return nullptr;
168 }
169 #endif
170 
makeAsALocalMatrixShader(SkMatrix *) const171 sk_sp<SkShader> SkShader::makeAsALocalMatrixShader(SkMatrix*) const {
172     return nullptr;
173 }
174 
MakeEmptyShader()175 sk_sp<SkShader> SkShader::MakeEmptyShader() { return sk_make_sp<SkEmptyShader>(); }
176 
MakeColorShader(SkColor color)177 sk_sp<SkShader> SkShader::MakeColorShader(SkColor color) { return sk_make_sp<SkColorShader>(color); }
178 
MakeBitmapShader(const SkBitmap & src,TileMode tmx,TileMode tmy,const SkMatrix * localMatrix)179 sk_sp<SkShader> SkShader::MakeBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
180                                            const SkMatrix* localMatrix) {
181     if (localMatrix && !localMatrix->invert(nullptr)) {
182         return nullptr;
183     }
184     return SkMakeBitmapShader(src, tmx, tmy, localMatrix, kIfMutable_SkCopyPixelsMode);
185 }
186 
MakePictureShader(sk_sp<SkPicture> src,TileMode tmx,TileMode tmy,const SkMatrix * localMatrix,const SkRect * tile)187 sk_sp<SkShader> SkShader::MakePictureShader(sk_sp<SkPicture> src, TileMode tmx, TileMode tmy,
188                                             const SkMatrix* localMatrix, const SkRect* tile) {
189     if (localMatrix && !localMatrix->invert(nullptr)) {
190         return nullptr;
191     }
192     return SkPictureShader::Make(std::move(src), tmx, tmy, localMatrix, tile);
193 }
194 
195 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const196 void SkShaderBase::toString(SkString* str) const {
197     if (!fLocalMatrix.isIdentity()) {
198         str->append(" ");
199         fLocalMatrix.toString(str);
200     }
201 }
202 #endif
203 
appendStages(const StageRec & rec) const204 bool SkShaderBase::appendStages(const StageRec& rec) const {
205     return this->onAppendStages(rec);
206 }
207 
onAppendStages(const StageRec & rec) const208 bool SkShaderBase::onAppendStages(const StageRec& rec) const {
209     // SkShader::Context::shadeSpan4f() handles the paint opacity internally,
210     // but SkRasterPipelineBlitter applies it as a separate stage.
211     // We skip the internal shadeSpan4f() step by forcing the paint opaque.
212     SkTCopyOnFirstWrite<SkPaint> opaquePaint(rec.fPaint);
213     if (rec.fPaint.getAlpha() != SK_AlphaOPAQUE) {
214         opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE);
215     }
216 
217     ContextRec cr(*opaquePaint, rec.fCTM, rec.fLocalM, ContextRec::kPM4f_DstType, rec.fDstCS);
218 
219     struct CallbackCtx : SkJumper_CallbackCtx {
220         sk_sp<SkShader> shader;
221         Context*        ctx;
222     };
223     auto cb = rec.fAlloc->make<CallbackCtx>();
224     cb->shader = rec.fDstCS ? SkColorSpaceXformer::Make(sk_ref_sp(rec.fDstCS))->apply(this)
225                             : sk_ref_sp((SkShader*)this);
226     cb->ctx = as_SB(cb->shader)->makeContext(cr, rec.fAlloc);
227     cb->fn  = [](SkJumper_CallbackCtx* self, int active_pixels) {
228         auto c = (CallbackCtx*)self;
229         int x = (int)c->rgba[0],
230         y = (int)c->rgba[1];
231         c->ctx->shadeSpan4f(x,y, (SkPM4f*)c->rgba, active_pixels);
232     };
233 
234     if (cb->ctx) {
235         rec.fPipeline->append_seed_shader();
236         rec.fPipeline->append(SkRasterPipeline::callback, cb);
237         return true;
238     }
239     return false;
240 }
241 
242 ///////////////////////////////////////////////////////////////////////////////////////////////////
243 
CreateProc(SkReadBuffer &)244 sk_sp<SkFlattenable> SkEmptyShader::CreateProc(SkReadBuffer&) {
245     return SkShader::MakeEmptyShader();
246 }
247 
248 #ifndef SK_IGNORE_TO_STRING
249 #include "SkEmptyShader.h"
250 
toString(SkString * str) const251 void SkEmptyShader::toString(SkString* str) const {
252     str->append("SkEmptyShader: (");
253 
254     this->INHERITED::toString(str);
255 
256     str->append(")");
257 }
258 #endif
259