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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 
     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 }
     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 
     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 
     51 SkShader::~SkShader() {
     52     dec_shader_counter();
     53 }
     54 
     55 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 
     64 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 
     76 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 
     88 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 
     95 SkShader::Context* SkShader::onCreateContext(const ContextRec& rec, void*) const {
     96     return nullptr;
     97 }
     98 
     99 size_t SkShader::contextSize(const ContextRec&) const {
    100     return 0;
    101 }
    102 
    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 
    114 SkShader::Context::~Context() {}
    115 
    116 SkShader::Context::ShadeProc SkShader::Context::asAShadeProc(void** ctx) {
    117     return nullptr;
    118 }
    119 
    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 
    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 
    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 
    215 SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
    216     return kNone_GradientType;
    217 }
    218 
    219 const GrFragmentProcessor* SkShader::asFragmentProcessor(GrContext*, const SkMatrix&,
    220                                                          const SkMatrix*, SkFilterQuality)  const {
    221     return nullptr;
    222 }
    223 
    224 SkShader* SkShader::refAsALocalMatrixShader(SkMatrix*) const {
    225     return nullptr;
    226 }
    227 
    228 SkShader* SkShader::CreateEmptyShader() { return new SkEmptyShader; }
    229 
    230 SkShader* SkShader::CreateColorShader(SkColor color) { return new SkColorShader(color); }
    231 
    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 
    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
    243 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 
    255 SkColorShader::SkColorShader(SkColor c)
    256     : fColor(c) {
    257 }
    258 
    259 bool SkColorShader::isOpaque() const {
    260     return SkColorGetA(fColor) == 255;
    261 }
    262 
    263 SkFlattenable* SkColorShader::CreateProc(SkReadBuffer& buffer) {
    264     return new SkColorShader(buffer.readColor());
    265 }
    266 
    267 void SkColorShader::flatten(SkWriteBuffer& buffer) const {
    268     buffer.writeColor(fColor);
    269 }
    270 
    271 uint32_t SkColorShader::ColorShaderContext::getFlags() const {
    272     return fFlags;
    273 }
    274 
    275 SkShader::Context* SkColorShader::onCreateContext(const ContextRec& rec, void* storage) const {
    276     return new (storage) ColorShaderContext(*this, rec);
    277 }
    278 
    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 
    307 void SkColorShader::ColorShaderContext::shadeSpan(int x, int y, SkPMColor span[], int count) {
    308     sk_memset32(span, fPMColor, count);
    309 }
    310 
    311 void SkColorShader::ColorShaderContext::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
    312     memset(alpha, SkGetPackedA32(fPMColor), count);
    313 }
    314 
    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 
    321 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"
    336 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
    346 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 
    360 SkFlattenable* SkEmptyShader::CreateProc(SkReadBuffer&) {
    361     return SkShader::CreateEmptyShader();
    362 }
    363 
    364 #ifndef SK_IGNORE_TO_STRING
    365 #include "SkEmptyShader.h"
    366 
    367 void SkEmptyShader::toString(SkString* str) const {
    368     str->append("SkEmptyShader: (");
    369 
    370     this->INHERITED::toString(str);
    371 
    372     str->append(")");
    373 }
    374 #endif
    375