| /* |
| * Copyright 2006 The Android Open Source Project |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "include/core/SkMallocPixelRef.h" |
| #include "include/core/SkPaint.h" |
| #include "include/core/SkPicture.h" |
| #include "include/core/SkScalar.h" |
| #include "src/core/SkArenaAlloc.h" |
| #include "src/core/SkColorSpacePriv.h" |
| #include "src/core/SkColorSpaceXformSteps.h" |
| #include "src/core/SkMatrixProvider.h" |
| #include "src/core/SkRasterPipeline.h" |
| #include "src/core/SkReadBuffer.h" |
| #include "src/core/SkTLazy.h" |
| #include "src/core/SkVM.h" |
| #include "src/core/SkWriteBuffer.h" |
| #include "src/shaders/SkBitmapProcShader.h" |
| #include "src/shaders/SkColorShader.h" |
| #include "src/shaders/SkEmptyShader.h" |
| #include "src/shaders/SkImageShader.h" |
| #include "src/shaders/SkPictureShader.h" |
| #include "src/shaders/SkShaderBase.h" |
| |
| #if SK_SUPPORT_GPU |
| #include "src/gpu/GrFragmentProcessor.h" |
| #endif |
| |
| SkShaderBase::SkShaderBase(const SkMatrix* localMatrix) |
| : fLocalMatrix(localMatrix ? *localMatrix : SkMatrix::I()) { |
| // Pre-cache so future calls to fLocalMatrix.getType() are threadsafe. |
| (void)fLocalMatrix.getType(); |
| } |
| |
| SkShaderBase::~SkShaderBase() {} |
| |
| void SkShaderBase::flatten(SkWriteBuffer& buffer) const { |
| this->INHERITED::flatten(buffer); |
| bool hasLocalM = !fLocalMatrix.isIdentity(); |
| buffer.writeBool(hasLocalM); |
| if (hasLocalM) { |
| buffer.writeMatrix(fLocalMatrix); |
| } |
| } |
| |
| SkTCopyOnFirstWrite<SkMatrix> |
| SkShaderBase::totalLocalMatrix(const SkMatrix* preLocalMatrix) const { |
| SkTCopyOnFirstWrite<SkMatrix> m(fLocalMatrix); |
| |
| if (preLocalMatrix) { |
| m.writable()->preConcat(*preLocalMatrix); |
| } |
| |
| return m; |
| } |
| |
| bool SkShaderBase::computeTotalInverse(const SkMatrix& ctm, |
| const SkMatrix* outerLocalMatrix, |
| SkMatrix* totalInverse) const { |
| return SkMatrix::Concat(ctm, *this->totalLocalMatrix(outerLocalMatrix)).invert(totalInverse); |
| } |
| |
| bool SkShaderBase::asLuminanceColor(SkColor* colorPtr) const { |
| SkColor storage; |
| if (nullptr == colorPtr) { |
| colorPtr = &storage; |
| } |
| if (this->onAsLuminanceColor(colorPtr)) { |
| *colorPtr = SkColorSetA(*colorPtr, 0xFF); // we only return opaque |
| return true; |
| } |
| return false; |
| } |
| |
| SkShaderBase::Context* SkShaderBase::makeContext(const ContextRec& rec, SkArenaAlloc* alloc) const { |
| #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT |
| // We always fall back to raster pipeline when perspective is present. |
| if (rec.fMatrix->hasPerspective() || |
| fLocalMatrix.hasPerspective() || |
| (rec.fLocalMatrix && rec.fLocalMatrix->hasPerspective()) || |
| !this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)) { |
| return nullptr; |
| } |
| |
| return this->onMakeContext(rec, alloc); |
| #else |
| return nullptr; |
| #endif |
| } |
| |
| SkShaderBase::Context::Context(const SkShaderBase& shader, const ContextRec& rec) |
| : fShader(shader), fCTM(*rec.fMatrix) |
| { |
| // We should never use a context with perspective. |
| SkASSERT(!rec.fMatrix->hasPerspective()); |
| SkASSERT(!rec.fLocalMatrix || !rec.fLocalMatrix->hasPerspective()); |
| SkASSERT(!shader.getLocalMatrix().hasPerspective()); |
| |
| // Because the context parameters must be valid at this point, we know that the matrix is |
| // invertible. |
| SkAssertResult(fShader.computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, &fTotalInverse)); |
| |
| fPaintAlpha = rec.fPaintAlpha; |
| } |
| |
| SkShaderBase::Context::~Context() {} |
| |
| bool SkShaderBase::ContextRec::isLegacyCompatible(SkColorSpace* shaderColorSpace) const { |
| // In legacy pipelines, shaders always produce premul (or opaque) and the destination is also |
| // always premul (or opaque). (And those "or opaque" caveats won't make any difference here.) |
| SkAlphaType shaderAT = kPremul_SkAlphaType, |
| dstAT = kPremul_SkAlphaType; |
| return 0 == SkColorSpaceXformSteps{shaderColorSpace, shaderAT, |
| fDstColorSpace, dstAT}.flags.mask(); |
| } |
| |
| SkImage* SkShader::isAImage(SkMatrix* localMatrix, SkTileMode xy[2]) const { |
| return as_SB(this)->onIsAImage(localMatrix, xy); |
| } |
| |
| SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const { |
| return kNone_GradientType; |
| } |
| |
| #if SK_SUPPORT_GPU |
| std::unique_ptr<GrFragmentProcessor> SkShaderBase::asFragmentProcessor(const GrFPArgs&) const { |
| return nullptr; |
| } |
| #endif |
| |
| sk_sp<SkShader> SkShaderBase::makeAsALocalMatrixShader(SkMatrix*) const { |
| return nullptr; |
| } |
| |
| sk_sp<SkShader> SkShaders::Empty() { return sk_make_sp<SkEmptyShader>(); } |
| sk_sp<SkShader> SkShaders::Color(SkColor color) { return sk_make_sp<SkColorShader>(color); } |
| |
| sk_sp<SkShader> SkBitmap::makeShader(SkTileMode tmx, SkTileMode tmy, |
| const SkSamplingOptions& sampling, |
| const SkMatrix* lm) const { |
| if (lm && !lm->invert(nullptr)) { |
| return nullptr; |
| } |
| return SkImageShader::Make(SkMakeImageFromRasterBitmap(*this, kIfMutable_SkCopyPixelsMode), |
| tmx, tmy, sampling, lm); |
| } |
| |
| bool SkShaderBase::appendStages(const SkStageRec& rec) const { |
| return this->onAppendStages(rec); |
| } |
| |
| bool SkShaderBase::onAppendStages(const SkStageRec& rec) const { |
| // SkShader::Context::shadeSpan() handles the paint opacity internally, |
| // but SkRasterPipelineBlitter applies it as a separate stage. |
| // We skip the internal shadeSpan() step by forcing the paint opaque. |
| SkTCopyOnFirstWrite<SkPaint> opaquePaint(rec.fPaint); |
| if (rec.fPaint.getAlpha() != SK_AlphaOPAQUE) { |
| opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE); |
| } |
| |
| ContextRec cr(*opaquePaint, rec.fMatrixProvider.localToDevice(), rec.fLocalM, rec.fDstColorType, |
| sk_srgb_singleton()); |
| |
| struct CallbackCtx : SkRasterPipeline_CallbackCtx { |
| sk_sp<const SkShader> shader; |
| Context* ctx; |
| }; |
| auto cb = rec.fAlloc->make<CallbackCtx>(); |
| cb->shader = sk_ref_sp(this); |
| cb->ctx = as_SB(this)->makeContext(cr, rec.fAlloc); |
| cb->fn = [](SkRasterPipeline_CallbackCtx* self, int active_pixels) { |
| auto c = (CallbackCtx*)self; |
| int x = (int)c->rgba[0], |
| y = (int)c->rgba[1]; |
| SkPMColor tmp[SkRasterPipeline_kMaxStride]; |
| c->ctx->shadeSpan(x,y, tmp, active_pixels); |
| |
| for (int i = 0; i < active_pixels; i++) { |
| auto rgba_4f = SkPMColor4f::FromPMColor(tmp[i]); |
| memcpy(c->rgba + 4*i, rgba_4f.vec(), 4*sizeof(float)); |
| } |
| }; |
| |
| if (cb->ctx) { |
| rec.fPipeline->append(SkRasterPipeline::seed_shader); |
| rec.fPipeline->append(SkRasterPipeline::callback, cb); |
| rec.fAlloc->make<SkColorSpaceXformSteps>(sk_srgb_singleton(), kPremul_SkAlphaType, |
| rec.fDstCS, kPremul_SkAlphaType) |
| ->apply(rec.fPipeline); |
| return true; |
| } |
| return false; |
| } |
| |
| skvm::Color SkShaderBase::program(skvm::Builder* p, |
| skvm::Coord device, skvm::Coord local, skvm::Color paint, |
| const SkMatrixProvider& matrices, const SkMatrix* localM, |
| const SkColorInfo& dst, |
| skvm::Uniforms* uniforms, SkArenaAlloc* alloc) const { |
| // Shader subclasses should always act as if the destination were premul or opaque. |
| // SkVMBlitter handles all the coordination of unpremul itself, via premul. |
| SkColorInfo tweaked = dst.alphaType() == kUnpremul_SkAlphaType |
| ? dst.makeAlphaType(kPremul_SkAlphaType) |
| : dst; |
| |
| // Force opaque alpha for all opaque shaders. |
| // |
| // This is primarily nice in that we usually have a 1.0f constant splat |
| // somewhere in the program anyway, and this will let us drop the work the |
| // shader notionally does to produce alpha, p->extract(...), etc. in favor |
| // of that simple hoistable splat. |
| // |
| // More subtly, it makes isOpaque() a parameter to all shader program |
| // generation, guaranteeing that is-opaque bit is mixed into the overall |
| // shader program hash and blitter Key. This makes it safe for us to use |
| // that bit to make decisions when constructing an SkVMBlitter, like doing |
| // SrcOver -> Src strength reduction. |
| if (auto color = this->onProgram(p, device,local, paint, matrices,localM, tweaked, |
| uniforms,alloc)) { |
| if (this->isOpaque()) { |
| color.a = p->splat(1.0f); |
| } |
| return color; |
| } |
| return {}; |
| } |
| |
| // need a cheap way to invert the alpha channel of a shader (i.e. 1 - a) |
| sk_sp<SkShader> SkShaderBase::makeInvertAlpha() const { |
| return this->makeWithColorFilter(SkColorFilters::Blend(0xFFFFFFFF, SkBlendMode::kSrcOut)); |
| } |
| |
| |
| skvm::Coord SkShaderBase::ApplyMatrix(skvm::Builder* p, const SkMatrix& m, |
| skvm::Coord coord, skvm::Uniforms* uniforms) { |
| skvm::F32 x = coord.x, |
| y = coord.y; |
| if (m.isIdentity()) { |
| // That was easy. |
| } else if (m.isTranslate()) { |
| x = p->add(x, p->uniformF(uniforms->pushF(m[2]))); |
| y = p->add(y, p->uniformF(uniforms->pushF(m[5]))); |
| } else if (m.isScaleTranslate()) { |
| x = p->mad(x, p->uniformF(uniforms->pushF(m[0])), p->uniformF(uniforms->pushF(m[2]))); |
| y = p->mad(y, p->uniformF(uniforms->pushF(m[4])), p->uniformF(uniforms->pushF(m[5]))); |
| } else { // Affine or perspective. |
| auto dot = [&,x,y](int row) { |
| return p->mad(x, p->uniformF(uniforms->pushF(m[3*row+0])), |
| p->mad(y, p->uniformF(uniforms->pushF(m[3*row+1])), |
| p->uniformF(uniforms->pushF(m[3*row+2])))); |
| }; |
| x = dot(0); |
| y = dot(1); |
| if (m.hasPerspective()) { |
| x = x * (1.0f / dot(2)); |
| y = y * (1.0f / dot(2)); |
| } |
| } |
| return {x,y}; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////////////////////////// |
| |
| skvm::Color SkEmptyShader::onProgram(skvm::Builder*, skvm::Coord, skvm::Coord, skvm::Color, |
| const SkMatrixProvider&, const SkMatrix*, const SkColorInfo&, |
| skvm::Uniforms*, SkArenaAlloc*) const { |
| return {}; // signal failure |
| } |
| |
| sk_sp<SkFlattenable> SkEmptyShader::CreateProc(SkReadBuffer&) { |
| return SkShaders::Empty(); |
| } |