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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 
     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 }
     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 
     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 
     57 SkShaderBase::~SkShaderBase() {
     58     dec_shader_counter();
     59 }
     60 
     61 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 
     70 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 
     81 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 
     93 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 
     99 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 
    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 
    130 SkShaderBase::Context::~Context() {}
    131 
    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 
    147 const SkMatrix& SkShader::getLocalMatrix() const {
    148     return as_SB(this)->getLocalMatrix();
    149 }
    150 
    151 #ifdef SK_SUPPORT_LEGACY_SHADER_ISABITMAP
    152 bool SkShader::isABitmap(SkBitmap* outTexture, SkMatrix* outMatrix, TileMode xy[2]) const {
    153     return  as_SB(this)->onIsABitmap(outTexture, outMatrix, xy);
    154 }
    155 #endif
    156 
    157 SkImage* SkShader::isAImage(SkMatrix* localMatrix, TileMode xy[2]) const {
    158     return as_SB(this)->onIsAImage(localMatrix, xy);
    159 }
    160 
    161 SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
    162     return kNone_GradientType;
    163 }
    164 
    165 #if SK_SUPPORT_GPU
    166 std::unique_ptr<GrFragmentProcessor> SkShaderBase::asFragmentProcessor(const GrFPArgs&) const {
    167     return nullptr;
    168 }
    169 #endif
    170 
    171 sk_sp<SkShader> SkShader::makeAsALocalMatrixShader(SkMatrix*) const {
    172     return nullptr;
    173 }
    174 
    175 sk_sp<SkShader> SkShader::MakeEmptyShader() { return sk_make_sp<SkEmptyShader>(); }
    176 
    177 sk_sp<SkShader> SkShader::MakeColorShader(SkColor color) { return sk_make_sp<SkColorShader>(color); }
    178 
    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 
    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
    196 void SkShaderBase::toString(SkString* str) const {
    197     if (!fLocalMatrix.isIdentity()) {
    198         str->append(" ");
    199         fLocalMatrix.toString(str);
    200     }
    201 }
    202 #endif
    203 
    204 bool SkShaderBase::appendStages(const StageRec& rec) const {
    205     return this->onAppendStages(rec);
    206 }
    207 
    208 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 
    244 sk_sp<SkFlattenable> SkEmptyShader::CreateProc(SkReadBuffer&) {
    245     return SkShader::MakeEmptyShader();
    246 }
    247 
    248 #ifndef SK_IGNORE_TO_STRING
    249 #include "SkEmptyShader.h"
    250 
    251 void SkEmptyShader::toString(SkString* str) const {
    252     str->append("SkEmptyShader: (");
    253 
    254     this->INHERITED::toString(str);
    255 
    256     str->append(")");
    257 }
    258 #endif
    259