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      1 /*
      2  * Copyright 2011 Google Inc.
      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 "SkBitmapProcShader.h"
      9 
     10 #include "SkArenaAlloc.h"
     11 #include "SkBitmapProcState.h"
     12 #include "SkBitmapProvider.h"
     13 #include "SkPM4fPriv.h"
     14 #include "SkXfermodePriv.h"
     15 
     16 static bool only_scale_and_translate(const SkMatrix& matrix) {
     17     unsigned mask = SkMatrix::kTranslate_Mask | SkMatrix::kScale_Mask;
     18     return (matrix.getType() & ~mask) == 0;
     19 }
     20 
     21 class BitmapProcInfoContext : public SkShaderBase::Context {
     22 public:
     23     // The info has been allocated elsewhere, but we are responsible for calling its destructor.
     24     BitmapProcInfoContext(const SkShaderBase& shader, const SkShaderBase::ContextRec& rec,
     25                             SkBitmapProcInfo* info)
     26         : INHERITED(shader, rec)
     27         , fInfo(info)
     28     {
     29         fFlags = 0;
     30         if (fInfo->fPixmap.isOpaque() && (255 == this->getPaintAlpha())) {
     31             fFlags |= SkShaderBase::kOpaqueAlpha_Flag;
     32         }
     33 
     34         if (1 == fInfo->fPixmap.height() && only_scale_and_translate(this->getTotalInverse())) {
     35             fFlags |= SkShaderBase::kConstInY32_Flag;
     36         }
     37     }
     38 
     39     uint32_t getFlags() const override { return fFlags; }
     40 
     41 private:
     42     SkBitmapProcInfo*   fInfo;
     43     uint32_t            fFlags;
     44 
     45     typedef SkShaderBase::Context INHERITED;
     46 };
     47 
     48 ///////////////////////////////////////////////////////////////////////////////////////////////////
     49 
     50 class BitmapProcShaderContext : public BitmapProcInfoContext {
     51 public:
     52     BitmapProcShaderContext(const SkShaderBase& shader, const SkShaderBase::ContextRec& rec,
     53                             SkBitmapProcState* state)
     54         : INHERITED(shader, rec, state)
     55         , fState(state)
     56     {}
     57 
     58     void shadeSpan(int x, int y, SkPMColor dstC[], int count) override {
     59         const SkBitmapProcState& state = *fState;
     60         if (state.getShaderProc32()) {
     61             state.getShaderProc32()(&state, x, y, dstC, count);
     62             return;
     63         }
     64 
     65         const int BUF_MAX = 128;
     66         uint32_t buffer[BUF_MAX];
     67         SkBitmapProcState::MatrixProc   mproc = state.getMatrixProc();
     68         SkBitmapProcState::SampleProc32 sproc = state.getSampleProc32();
     69         const int max = state.maxCountForBufferSize(sizeof(buffer[0]) * BUF_MAX);
     70 
     71         SkASSERT(state.fPixmap.addr());
     72 
     73         for (;;) {
     74             int n = SkTMin(count, max);
     75             SkASSERT(n > 0 && n < BUF_MAX*2);
     76             mproc(state, buffer, n, x, y);
     77             sproc(state, buffer, n, dstC);
     78 
     79             if ((count -= n) == 0) {
     80                 break;
     81             }
     82             SkASSERT(count > 0);
     83             x += n;
     84             dstC += n;
     85         }
     86     }
     87 
     88     ShadeProc asAShadeProc(void** ctx) override {
     89         if (fState->getShaderProc32()) {
     90             *ctx = fState;
     91             return (ShadeProc)fState->getShaderProc32();
     92         }
     93         return nullptr;
     94     }
     95 
     96 private:
     97     SkBitmapProcState*  fState;
     98 
     99     typedef BitmapProcInfoContext INHERITED;
    100 };
    101 
    102 ///////////////////////////////////////////////////////////////////////////////////////////////////
    103 #include "SkLinearBitmapPipeline.h"
    104 #include "SkPM4f.h"
    105 
    106 class LinearPipelineContext : public BitmapProcInfoContext {
    107 public:
    108     LinearPipelineContext(const SkShaderBase& shader, const SkShaderBase::ContextRec& rec,
    109                           SkBitmapProcInfo* info, SkArenaAlloc* alloc)
    110         : INHERITED(shader, rec, info), fAllocator{alloc}
    111     {
    112         // Save things off in case we need to build a blitter pipeline.
    113         fSrcPixmap = info->fPixmap;
    114         fAlpha = SkColorGetA(info->fPaintColor) / 255.0f;
    115         fFilterQuality = info->fFilterQuality;
    116         fMatrixTypeMask = info->fRealInvMatrix.getType();
    117 
    118         fShaderPipeline = alloc->make<SkLinearBitmapPipeline>(
    119             info->fRealInvMatrix, info->fFilterQuality,
    120             info->fTileModeX, info->fTileModeY,
    121             info->fPaintColor,
    122             info->fPixmap,
    123             fAllocator);
    124     }
    125 
    126     void shadeSpan4f(int x, int y, SkPM4f dstC[], int count) override {
    127         fShaderPipeline->shadeSpan4f(x, y, dstC, count);
    128     }
    129 
    130     void shadeSpan(int x, int y, SkPMColor dstC[], int count) override {
    131         const int N = 128;
    132         SkPM4f  tmp[N];
    133 
    134         while (count > 0) {
    135             const int n = SkTMin(count, N);
    136             fShaderPipeline->shadeSpan4f(x, y, tmp, n);
    137             // now convert to SkPMColor
    138             for (int i = 0; i < n; ++i) {
    139                 dstC[i] = Sk4f_toL32(tmp[i].to4f_pmorder());
    140             }
    141             dstC += n;
    142             x += n;
    143             count -= n;
    144         }
    145     }
    146 
    147 private:
    148     // Store the allocator from the context creation incase we are asked to build a blitter.
    149     SkArenaAlloc*           fAllocator;
    150     SkLinearBitmapPipeline* fShaderPipeline;
    151     SkPixmap                fSrcPixmap;
    152     float                   fAlpha;
    153     SkMatrix::TypeMask      fMatrixTypeMask;
    154     SkFilterQuality         fFilterQuality;
    155 
    156     typedef BitmapProcInfoContext INHERITED;
    157 };
    158 
    159 ///////////////////////////////////////////////////////////////////////////////////////////////////
    160 
    161 static bool choose_linear_pipeline(const SkShaderBase::ContextRec& rec, const SkImageInfo& srcInfo) {
    162     // If we get here, we can reasonably use either context, respect the caller's preference
    163     //
    164     bool needsPremul = srcInfo.alphaType() == kUnpremul_SkAlphaType;
    165     bool needsSwizzle = srcInfo.bytesPerPixel() == 4 && srcInfo.colorType() != kN32_SkColorType;
    166     return SkShaderBase::ContextRec::kPM4f_DstType == rec.fPreferredDstType
    167            || needsPremul || needsSwizzle;
    168 }
    169 
    170 size_t SkBitmapProcLegacyShader::ContextSize(const ContextRec& rec, const SkImageInfo& srcInfo) {
    171     size_t size0 = sizeof(BitmapProcShaderContext) + sizeof(SkBitmapProcState);
    172     size_t size1 = sizeof(LinearPipelineContext) + sizeof(SkBitmapProcInfo);
    173     size_t s = SkTMax(size0, size1);
    174     return s;
    175 }
    176 
    177 SkShaderBase::Context* SkBitmapProcLegacyShader::MakeContext(
    178     const SkShaderBase& shader, TileMode tmx, TileMode tmy,
    179     const SkBitmapProvider& provider, const ContextRec& rec, SkArenaAlloc* alloc)
    180 {
    181     SkMatrix totalInverse;
    182     // Do this first, so we know the matrix can be inverted.
    183     if (!shader.computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, &totalInverse)) {
    184         return nullptr;
    185     }
    186 
    187     // Decide if we can/want to use the new linear pipeline
    188     bool useLinearPipeline = choose_linear_pipeline(rec, provider.info());
    189 
    190     if (useLinearPipeline) {
    191         SkBitmapProcInfo* info = alloc->make<SkBitmapProcInfo>(provider, tmx, tmy);
    192         if (!info->init(totalInverse, *rec.fPaint)) {
    193             return nullptr;
    194         }
    195 
    196         return alloc->make<LinearPipelineContext>(shader, rec, info, alloc);
    197     } else {
    198         SkBitmapProcState* state = alloc->make<SkBitmapProcState>(provider, tmx, tmy);
    199         if (!state->setup(totalInverse, *rec.fPaint)) {
    200             return nullptr;
    201         }
    202         return alloc->make<BitmapProcShaderContext>(shader, rec, state);
    203     }
    204 }
    205