experiment: force composeshade to always be rasterpipeline
Bug: skia:
Change-Id: I7dd3f652f3ce05c48cc41b0bbbb54b96d17d721a
Reviewed-on: https://skia-review.googlesource.com/18529
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Mike Reed <reed@google.com>
diff --git a/src/shaders/SkComposeShader.cpp b/src/shaders/SkComposeShader.cpp
index d66bdf4..4455f49 100644
--- a/src/shaders/SkComposeShader.cpp
+++ b/src/shaders/SkComposeShader.cpp
@@ -55,45 +55,11 @@
buffer.write32((int)fMode);
}
-SkShaderBase::Context* SkComposeShader::onMakeContext(
- const ContextRec& rec, SkArenaAlloc* alloc) const
-{
- // we preconcat our localMatrix (if any) with the device matrix
- // before calling our sub-shaders
- SkMatrix tmpM;
- tmpM.setConcat(*rec.fMatrix, this->getLocalMatrix());
-
- // Our sub-shaders need to see opaque, so by combining them we don't double-alphatize the
- // result. ComposeShader itself will respect the alpha, and post-apply it after calling the
- // sub-shaders.
- SkPaint opaquePaint(*rec.fPaint);
- opaquePaint.setAlpha(0xFF);
-
- ContextRec newRec(rec);
- newRec.fMatrix = &tmpM;
- newRec.fPaint = &opaquePaint;
-
- SkShaderBase::Context* contextA = as_SB(fShaderA)->makeContext(newRec, alloc);
- SkShaderBase::Context* contextB = as_SB(fShaderB)->makeContext(newRec, alloc);
- if (!contextA || !contextB) {
- return nullptr;
- }
-
- return alloc->make<ComposeShaderContext>(*this, rec, contextA, contextB);
-}
-
sk_sp<SkShader> SkComposeShader::onMakeColorSpace(SkColorSpaceXformer* xformer) const {
return SkShader::MakeComposeShader(xformer->apply(fShaderA.get()),
xformer->apply(fShaderB.get()), fMode);
}
-SkComposeShader::ComposeShaderContext::ComposeShaderContext(
- const SkComposeShader& shader, const ContextRec& rec,
- SkShaderBase::Context* contextA, SkShaderBase::Context* contextB)
- : INHERITED(shader, rec)
- , fShaderContextA(contextA)
- , fShaderContextB(contextB) {}
-
bool SkComposeShader::asACompose(ComposeRec* rec) const {
if (rec) {
rec->fShaderA = fShaderA.get();
@@ -104,7 +70,7 @@
}
bool SkComposeShader::isRasterPipelineOnly() const {
- return as_SB(fShaderA)->isRasterPipelineOnly() || as_SB(fShaderB)->isRasterPipelineOnly();
+ return true;
}
bool SkComposeShader::onAppendStages(SkRasterPipeline* pipeline, SkColorSpace* dstCS,
@@ -141,100 +107,6 @@
return true;
}
-// larger is better (fewer times we have to loop), but we shouldn't
-// take up too much stack-space (each element is 4 bytes)
-#define TMP_COLOR_COUNT 64
-
-void SkComposeShader::ComposeShaderContext::shadeSpan(int x, int y, SkPMColor result[], int count) {
- auto* shaderContextA = fShaderContextA;
- auto* shaderContextB = fShaderContextB;
- SkBlendMode mode = static_cast<const SkComposeShader&>(fShader).fMode;
- unsigned scale = SkAlpha255To256(this->getPaintAlpha());
-
- SkPMColor tmp[TMP_COLOR_COUNT];
-
- SkXfermode* xfer = SkXfermode::Peek(mode);
- if (nullptr == xfer) { // implied SRC_OVER
- // TODO: when we have a good test-case, should use SkBlitRow::Proc32
- // for these loops
- do {
- int n = count;
- if (n > TMP_COLOR_COUNT) {
- n = TMP_COLOR_COUNT;
- }
-
- shaderContextA->shadeSpan(x, y, result, n);
- shaderContextB->shadeSpan(x, y, tmp, n);
-
- if (256 == scale) {
- for (int i = 0; i < n; i++) {
- result[i] = SkPMSrcOver(tmp[i], result[i]);
- }
- } else {
- for (int i = 0; i < n; i++) {
- result[i] = SkAlphaMulQ(SkPMSrcOver(tmp[i], result[i]),
- scale);
- }
- }
-
- result += n;
- x += n;
- count -= n;
- } while (count > 0);
- } else { // use mode for the composition
- do {
- int n = count;
- if (n > TMP_COLOR_COUNT) {
- n = TMP_COLOR_COUNT;
- }
-
- shaderContextA->shadeSpan(x, y, result, n);
- shaderContextB->shadeSpan(x, y, tmp, n);
- xfer->xfer32(result, tmp, n, nullptr);
-
- if (256 != scale) {
- for (int i = 0; i < n; i++) {
- result[i] = SkAlphaMulQ(result[i], scale);
- }
- }
-
- result += n;
- x += n;
- count -= n;
- } while (count > 0);
- }
-}
-
-void SkComposeShader::ComposeShaderContext::shadeSpan4f(int x, int y, SkPM4f result[], int count) {
- auto* shaderContextA = fShaderContextA;
- auto* shaderContextB = fShaderContextB;
- SkBlendMode mode = static_cast<const SkComposeShader&>(fShader).fMode;
- unsigned alpha = this->getPaintAlpha();
- Sk4f scale(alpha * (1.0f / 255));
-
- SkPM4f tmp[TMP_COLOR_COUNT];
-
- SkXfermodeProc4f xfer = SkXfermode::GetProc4f(mode);
- do {
- int n = SkTMin(count, TMP_COLOR_COUNT);
-
- shaderContextA->shadeSpan4f(x, y, result, n);
- shaderContextB->shadeSpan4f(x, y, tmp, n);
- if (255 == alpha) {
- for (int i = 0; i < n; ++i) {
- result[i] = xfer(tmp[i], result[i]);
- }
- } else {
- for (int i = 0; i < n; ++i) {
- (xfer(tmp[i], result[i]).to4f() * scale).store(result + i);
- }
- }
- result += n;
- x += n;
- count -= n;
- } while (count > 0);
-}
-
#if SK_SUPPORT_GPU
#include "effects/GrConstColorProcessor.h"