1 
2 /*
3  * Copyright 2006 The Android Open Source Project
4  *
5  * Use of this source code is governed by a BSD-style license that can be
6  * found in the LICENSE file.
7  */
8 
9 
10 #include "SkComposeShader.h"
11 #include "SkColorFilter.h"
12 #include "SkColorPriv.h"
13 #include "SkColorShader.h"
14 #include "SkReadBuffer.h"
15 #include "SkWriteBuffer.h"
16 #include "SkXfermode.h"
17 #include "SkString.h"
18 
19 ///////////////////////////////////////////////////////////////////////////////
20 
SkComposeShader(SkShader * sA,SkShader * sB,SkXfermode * mode)21 SkComposeShader::SkComposeShader(SkShader* sA, SkShader* sB, SkXfermode* mode) {
22     fShaderA = sA;  sA->ref();
23     fShaderB = sB;  sB->ref();
24     // mode may be null
25     fMode = mode;
26     SkSafeRef(mode);
27 }
28 
~SkComposeShader()29 SkComposeShader::~SkComposeShader() {
30     SkSafeUnref(fMode);
31     fShaderB->unref();
32     fShaderA->unref();
33 }
34 
contextSize() const35 size_t SkComposeShader::contextSize() const {
36     return sizeof(ComposeShaderContext) + fShaderA->contextSize() + fShaderB->contextSize();
37 }
38 
39 class SkAutoAlphaRestore {
40 public:
SkAutoAlphaRestore(SkPaint * paint,uint8_t newAlpha)41     SkAutoAlphaRestore(SkPaint* paint, uint8_t newAlpha) {
42         fAlpha = paint->getAlpha();
43         fPaint = paint;
44         paint->setAlpha(newAlpha);
45     }
46 
~SkAutoAlphaRestore()47     ~SkAutoAlphaRestore() {
48         fPaint->setAlpha(fAlpha);
49     }
50 private:
51     SkPaint*    fPaint;
52     uint8_t     fAlpha;
53 };
54 #define SkAutoAlphaRestore(...) SK_REQUIRE_LOCAL_VAR(SkAutoAlphaRestore)
55 
CreateProc(SkReadBuffer & buffer)56 SkFlattenable* SkComposeShader::CreateProc(SkReadBuffer& buffer) {
57     SkAutoTUnref<SkShader> shaderA(buffer.readShader());
58     SkAutoTUnref<SkShader> shaderB(buffer.readShader());
59     SkAutoTUnref<SkXfermode> mode(buffer.readXfermode());
60     if (!shaderA.get() || !shaderB.get()) {
61         return NULL;
62     }
63     return SkNEW_ARGS(SkComposeShader, (shaderA, shaderB, mode));
64 }
65 
flatten(SkWriteBuffer & buffer) const66 void SkComposeShader::flatten(SkWriteBuffer& buffer) const {
67     buffer.writeFlattenable(fShaderA);
68     buffer.writeFlattenable(fShaderB);
69     buffer.writeFlattenable(fMode);
70 }
71 
safe_call_destructor(T * obj)72 template <typename T> void safe_call_destructor(T* obj) {
73     if (obj) {
74         obj->~T();
75     }
76 }
77 
onCreateContext(const ContextRec & rec,void * storage) const78 SkShader::Context* SkComposeShader::onCreateContext(const ContextRec& rec, void* storage) const {
79     char* aStorage = (char*) storage + sizeof(ComposeShaderContext);
80     char* bStorage = aStorage + fShaderA->contextSize();
81 
82     // we preconcat our localMatrix (if any) with the device matrix
83     // before calling our sub-shaders
84     SkMatrix tmpM;
85     tmpM.setConcat(*rec.fMatrix, this->getLocalMatrix());
86 
87     // Our sub-shaders need to see opaque, so by combining them we don't double-alphatize the
88     // result. ComposeShader itself will respect the alpha, and post-apply it after calling the
89     // sub-shaders.
90     SkPaint opaquePaint(*rec.fPaint);
91     opaquePaint.setAlpha(0xFF);
92 
93     ContextRec newRec(rec);
94     newRec.fMatrix = &tmpM;
95     newRec.fPaint = &opaquePaint;
96 
97     SkShader::Context* contextA = fShaderA->createContext(newRec, aStorage);
98     SkShader::Context* contextB = fShaderB->createContext(newRec, bStorage);
99     if (!contextA || !contextB) {
100         safe_call_destructor(contextA);
101         safe_call_destructor(contextB);
102         return NULL;
103     }
104 
105     return SkNEW_PLACEMENT_ARGS(storage, ComposeShaderContext, (*this, rec, contextA, contextB));
106 }
107 
ComposeShaderContext(const SkComposeShader & shader,const ContextRec & rec,SkShader::Context * contextA,SkShader::Context * contextB)108 SkComposeShader::ComposeShaderContext::ComposeShaderContext(
109         const SkComposeShader& shader, const ContextRec& rec,
110         SkShader::Context* contextA, SkShader::Context* contextB)
111     : INHERITED(shader, rec)
112     , fShaderContextA(contextA)
113     , fShaderContextB(contextB) {}
114 
~ComposeShaderContext()115 SkComposeShader::ComposeShaderContext::~ComposeShaderContext() {
116     fShaderContextA->~Context();
117     fShaderContextB->~Context();
118 }
119 
asACompose(ComposeRec * rec) const120 bool SkComposeShader::asACompose(ComposeRec* rec) const {
121     if (rec) {
122         rec->fShaderA = fShaderA;
123         rec->fShaderB = fShaderB;
124         rec->fMode = fMode;
125     }
126     return true;
127 }
128 
129 
130 // larger is better (fewer times we have to loop), but we shouldn't
131 // take up too much stack-space (each element is 4 bytes)
132 #define TMP_COLOR_COUNT     64
133 
shadeSpan(int x,int y,SkPMColor result[],int count)134 void SkComposeShader::ComposeShaderContext::shadeSpan(int x, int y, SkPMColor result[], int count) {
135     SkShader::Context* shaderContextA = fShaderContextA;
136     SkShader::Context* shaderContextB = fShaderContextB;
137     SkXfermode*        mode = static_cast<const SkComposeShader&>(fShader).fMode;
138     unsigned           scale = SkAlpha255To256(this->getPaintAlpha());
139 
140 #ifdef SK_BUILD_FOR_ANDROID
141     scale = 256;    // ugh -- maintain old bug/behavior for now
142 #endif
143 
144     SkPMColor   tmp[TMP_COLOR_COUNT];
145 
146     if (NULL == mode) {   // implied SRC_OVER
147         // TODO: when we have a good test-case, should use SkBlitRow::Proc32
148         // for these loops
149         do {
150             int n = count;
151             if (n > TMP_COLOR_COUNT) {
152                 n = TMP_COLOR_COUNT;
153             }
154 
155             shaderContextA->shadeSpan(x, y, result, n);
156             shaderContextB->shadeSpan(x, y, tmp, n);
157 
158             if (256 == scale) {
159                 for (int i = 0; i < n; i++) {
160                     result[i] = SkPMSrcOver(tmp[i], result[i]);
161                 }
162             } else {
163                 for (int i = 0; i < n; i++) {
164                     result[i] = SkAlphaMulQ(SkPMSrcOver(tmp[i], result[i]),
165                                             scale);
166                 }
167             }
168 
169             result += n;
170             x += n;
171             count -= n;
172         } while (count > 0);
173     } else {    // use mode for the composition
174         do {
175             int n = count;
176             if (n > TMP_COLOR_COUNT) {
177                 n = TMP_COLOR_COUNT;
178             }
179 
180             shaderContextA->shadeSpan(x, y, result, n);
181             shaderContextB->shadeSpan(x, y, tmp, n);
182             mode->xfer32(result, tmp, n, NULL);
183 
184             if (256 != scale) {
185                 for (int i = 0; i < n; i++) {
186                     result[i] = SkAlphaMulQ(result[i], scale);
187                 }
188             }
189 
190             result += n;
191             x += n;
192             count -= n;
193         } while (count > 0);
194     }
195 }
196 
197 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const198 void SkComposeShader::toString(SkString* str) const {
199     str->append("SkComposeShader: (");
200 
201     str->append("ShaderA: ");
202     fShaderA->toString(str);
203     str->append(" ShaderB: ");
204     fShaderB->toString(str);
205     str->append(" Xfermode: ");
206     fMode->toString(str);
207 
208     this->INHERITED::toString(str);
209 
210     str->append(")");
211 }
212 #endif
213