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 "SkBitmapProcShader.h"
9 #include "SkColorShader.h"
10 #include "SkEmptyShader.h"
11 #include "SkReadBuffer.h"
12 #include "SkMallocPixelRef.h"
13 #include "SkPaint.h"
14 #include "SkPicture.h"
15 #include "SkPictureShader.h"
16 #include "SkScalar.h"
17 #include "SkShader.h"
18 #include "SkThread.h"
19 #include "SkWriteBuffer.h"
20 
21 //#define SK_TRACK_SHADER_LIFETIME
22 
23 #ifdef SK_TRACK_SHADER_LIFETIME
24     static int32_t gShaderCounter;
25 #endif
26 
inc_shader_counter()27 static inline void inc_shader_counter() {
28 #ifdef SK_TRACK_SHADER_LIFETIME
29     int32_t prev = sk_atomic_inc(&gShaderCounter);
30     SkDebugf("+++ shader counter %d\n", prev + 1);
31 #endif
32 }
dec_shader_counter()33 static inline void dec_shader_counter() {
34 #ifdef SK_TRACK_SHADER_LIFETIME
35     int32_t prev = sk_atomic_dec(&gShaderCounter);
36     SkDebugf("--- shader counter %d\n", prev - 1);
37 #endif
38 }
39 
SkShader(const SkMatrix * localMatrix)40 SkShader::SkShader(const SkMatrix* localMatrix) {
41     inc_shader_counter();
42     if (localMatrix) {
43         fLocalMatrix = *localMatrix;
44     } else {
45         fLocalMatrix.reset();
46     }
47     // Pre-cache so future calls to fLocalMatrix.getType() are threadsafe.
48     (void)fLocalMatrix.getType();
49 }
50 
~SkShader()51 SkShader::~SkShader() {
52     dec_shader_counter();
53 }
54 
flatten(SkWriteBuffer & buffer) const55 void SkShader::flatten(SkWriteBuffer& buffer) const {
56     this->INHERITED::flatten(buffer);
57     bool hasLocalM = !fLocalMatrix.isIdentity();
58     buffer.writeBool(hasLocalM);
59     if (hasLocalM) {
60         buffer.writeMatrix(fLocalMatrix);
61     }
62 }
63 
computeTotalInverse(const ContextRec & rec,SkMatrix * totalInverse) const64 bool SkShader::computeTotalInverse(const ContextRec& rec, SkMatrix* totalInverse) const {
65     SkMatrix total;
66     total.setConcat(*rec.fMatrix, fLocalMatrix);
67 
68     const SkMatrix* m = &total;
69     if (rec.fLocalMatrix) {
70         total.setConcat(*m, *rec.fLocalMatrix);
71         m = &total;
72     }
73     return m->invert(totalInverse);
74 }
75 
asLuminanceColor(SkColor * colorPtr) const76 bool SkShader::asLuminanceColor(SkColor* colorPtr) const {
77     SkColor storage;
78     if (NULL == colorPtr) {
79         colorPtr = &storage;
80     }
81     if (this->onAsLuminanceColor(colorPtr)) {
82         *colorPtr = SkColorSetA(*colorPtr, 0xFF);   // we only return opaque
83         return true;
84     }
85     return false;
86 }
87 
createContext(const ContextRec & rec,void * storage) const88 SkShader::Context* SkShader::createContext(const ContextRec& rec, void* storage) const {
89     if (!this->computeTotalInverse(rec, NULL)) {
90         return NULL;
91     }
92     return this->onCreateContext(rec, storage);
93 }
94 
onCreateContext(const ContextRec & rec,void *) const95 SkShader::Context* SkShader::onCreateContext(const ContextRec& rec, void*) const {
96     return NULL;
97 }
98 
contextSize() const99 size_t SkShader::contextSize() const {
100     return 0;
101 }
102 
Context(const SkShader & shader,const ContextRec & rec)103 SkShader::Context::Context(const SkShader& shader, const ContextRec& rec)
104     : fShader(shader), fCTM(*rec.fMatrix)
105 {
106     // Because the context parameters must be valid at this point, we know that the matrix is
107     // invertible.
108     SkAssertResult(fShader.computeTotalInverse(rec, &fTotalInverse));
109     fTotalInverseClass = (uint8_t)ComputeMatrixClass(fTotalInverse);
110 
111     fPaintAlpha = rec.fPaint->getAlpha();
112 }
113 
~Context()114 SkShader::Context::~Context() {}
115 
asAShadeProc(void ** ctx)116 SkShader::Context::ShadeProc SkShader::Context::asAShadeProc(void** ctx) {
117     return NULL;
118 }
119 
120 #include "SkColorPriv.h"
121 
shadeSpan16(int x,int y,uint16_t span16[],int count)122 void SkShader::Context::shadeSpan16(int x, int y, uint16_t span16[], int count) {
123     SkASSERT(span16);
124     SkASSERT(count > 0);
125     SkASSERT(this->canCallShadeSpan16());
126 
127     // basically, if we get here, the subclass screwed up
128     SkDEBUGFAIL("kHasSpan16 flag is set, but shadeSpan16() not implemented");
129 }
130 
131 #define kTempColorQuadCount 6   // balance between speed (larger) and saving stack-space
132 #define kTempColorCount     (kTempColorQuadCount << 2)
133 
134 #ifdef SK_CPU_BENDIAN
135     #define SkU32BitShiftToByteOffset(shift)    (3 - ((shift) >> 3))
136 #else
137     #define SkU32BitShiftToByteOffset(shift)    ((shift) >> 3)
138 #endif
139 
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)140 void SkShader::Context::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
141     SkASSERT(count > 0);
142 
143     SkPMColor   colors[kTempColorCount];
144 
145     while ((count -= kTempColorCount) >= 0) {
146         this->shadeSpan(x, y, colors, kTempColorCount);
147         x += kTempColorCount;
148 
149         const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
150         int quads = kTempColorQuadCount;
151         do {
152             U8CPU a0 = srcA[0];
153             U8CPU a1 = srcA[4];
154             U8CPU a2 = srcA[8];
155             U8CPU a3 = srcA[12];
156             srcA += 4*4;
157             *alpha++ = SkToU8(a0);
158             *alpha++ = SkToU8(a1);
159             *alpha++ = SkToU8(a2);
160             *alpha++ = SkToU8(a3);
161         } while (--quads != 0);
162     }
163     SkASSERT(count < 0);
164     SkASSERT(count + kTempColorCount >= 0);
165     if (count += kTempColorCount) {
166         this->shadeSpan(x, y, colors, count);
167 
168         const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
169         do {
170             *alpha++ = *srcA;
171             srcA += 4;
172         } while (--count != 0);
173     }
174 #if 0
175     do {
176         int n = count;
177         if (n > kTempColorCount)
178             n = kTempColorCount;
179         SkASSERT(n > 0);
180 
181         this->shadeSpan(x, y, colors, n);
182         x += n;
183         count -= n;
184 
185         const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
186         do {
187             *alpha++ = *srcA;
188             srcA += 4;
189         } while (--n != 0);
190     } while (count > 0);
191 #endif
192 }
193 
ComputeMatrixClass(const SkMatrix & mat)194 SkShader::Context::MatrixClass SkShader::Context::ComputeMatrixClass(const SkMatrix& mat) {
195     MatrixClass mc = kLinear_MatrixClass;
196 
197     if (mat.hasPerspective()) {
198         if (mat.fixedStepInX(0, NULL, NULL)) {
199             mc = kFixedStepInX_MatrixClass;
200         } else {
201             mc = kPerspective_MatrixClass;
202         }
203     }
204     return mc;
205 }
206 
207 //////////////////////////////////////////////////////////////////////////////
208 
asABitmap(SkBitmap *,SkMatrix *,TileMode *) const209 SkShader::BitmapType SkShader::asABitmap(SkBitmap*, SkMatrix*, TileMode*) const {
210     return kNone_BitmapType;
211 }
212 
asAGradient(GradientInfo * info) const213 SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
214     return kNone_GradientType;
215 }
216 
asFragmentProcessor(GrContext *,const SkPaint &,const SkMatrix &,const SkMatrix *,GrColor *,GrFragmentProcessor **) const217 bool SkShader::asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix&, const SkMatrix*,
218                                    GrColor*, GrFragmentProcessor**)  const {
219     return false;
220 }
221 
refAsALocalMatrixShader(SkMatrix *) const222 SkShader* SkShader::refAsALocalMatrixShader(SkMatrix*) const {
223     return NULL;
224 }
225 
CreateEmptyShader()226 SkShader* SkShader::CreateEmptyShader() {
227     return SkNEW(SkEmptyShader);
228 }
229 
CreateColorShader(SkColor color)230 SkShader* SkShader::CreateColorShader(SkColor color) {
231     return SkNEW_ARGS(SkColorShader, (color));
232 }
233 
CreateBitmapShader(const SkBitmap & src,TileMode tmx,TileMode tmy,const SkMatrix * localMatrix)234 SkShader* SkShader::CreateBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
235                                        const SkMatrix* localMatrix) {
236     return SkCreateBitmapShader(src, tmx, tmy, localMatrix, NULL);
237 }
238 
CreatePictureShader(const SkPicture * src,TileMode tmx,TileMode tmy,const SkMatrix * localMatrix,const SkRect * tile)239 SkShader* SkShader::CreatePictureShader(const SkPicture* src, TileMode tmx, TileMode tmy,
240                                         const SkMatrix* localMatrix, const SkRect* tile) {
241     return SkPictureShader::Create(src, tmx, tmy, localMatrix, tile);
242 }
243 
244 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const245 void SkShader::toString(SkString* str) const {
246     if (!fLocalMatrix.isIdentity()) {
247         str->append(" ");
248         fLocalMatrix.toString(str);
249     }
250 }
251 #endif
252 
253 //////////////////////////////////////////////////////////////////////////////
254 
255 #include "SkUtils.h"
256 
SkColorShader(SkColor c)257 SkColorShader::SkColorShader(SkColor c)
258     : fColor(c) {
259 }
260 
isOpaque() const261 bool SkColorShader::isOpaque() const {
262     return SkColorGetA(fColor) == 255;
263 }
264 
CreateProc(SkReadBuffer & buffer)265 SkFlattenable* SkColorShader::CreateProc(SkReadBuffer& buffer) {
266     return SkNEW_ARGS(SkColorShader, (buffer.readColor()));
267 }
268 
flatten(SkWriteBuffer & buffer) const269 void SkColorShader::flatten(SkWriteBuffer& buffer) const {
270     buffer.writeColor(fColor);
271 }
272 
getFlags() const273 uint32_t SkColorShader::ColorShaderContext::getFlags() const {
274     return fFlags;
275 }
276 
getSpan16Alpha() const277 uint8_t SkColorShader::ColorShaderContext::getSpan16Alpha() const {
278     return SkGetPackedA32(fPMColor);
279 }
280 
onCreateContext(const ContextRec & rec,void * storage) const281 SkShader::Context* SkColorShader::onCreateContext(const ContextRec& rec, void* storage) const {
282     return SkNEW_PLACEMENT_ARGS(storage, ColorShaderContext, (*this, rec));
283 }
284 
ColorShaderContext(const SkColorShader & shader,const ContextRec & rec)285 SkColorShader::ColorShaderContext::ColorShaderContext(const SkColorShader& shader,
286                                                       const ContextRec& rec)
287     : INHERITED(shader, rec)
288 {
289     SkColor color = shader.fColor;
290     unsigned a = SkAlphaMul(SkColorGetA(color), SkAlpha255To256(rec.fPaint->getAlpha()));
291 
292     unsigned r = SkColorGetR(color);
293     unsigned g = SkColorGetG(color);
294     unsigned b = SkColorGetB(color);
295 
296     // we want this before we apply any alpha
297     fColor16 = SkPack888ToRGB16(r, g, b);
298 
299     if (a != 255) {
300         r = SkMulDiv255Round(r, a);
301         g = SkMulDiv255Round(g, a);
302         b = SkMulDiv255Round(b, a);
303     }
304     fPMColor = SkPackARGB32(a, r, g, b);
305 
306     fFlags = kConstInY32_Flag;
307     if (255 == a) {
308         fFlags |= kOpaqueAlpha_Flag;
309         if (rec.fPaint->isDither() == false) {
310             fFlags |= kHasSpan16_Flag;
311         }
312     }
313 }
314 
shadeSpan(int x,int y,SkPMColor span[],int count)315 void SkColorShader::ColorShaderContext::shadeSpan(int x, int y, SkPMColor span[], int count) {
316     sk_memset32(span, fPMColor, count);
317 }
318 
shadeSpan16(int x,int y,uint16_t span[],int count)319 void SkColorShader::ColorShaderContext::shadeSpan16(int x, int y, uint16_t span[], int count) {
320     sk_memset16(span, fColor16, count);
321 }
322 
shadeSpanAlpha(int x,int y,uint8_t alpha[],int count)323 void SkColorShader::ColorShaderContext::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
324     memset(alpha, SkGetPackedA32(fPMColor), count);
325 }
326 
327 // if we had a asAColor method, that would be more efficient...
asABitmap(SkBitmap * bitmap,SkMatrix * matrix,TileMode modes[]) const328 SkShader::BitmapType SkColorShader::asABitmap(SkBitmap* bitmap, SkMatrix* matrix,
329                                               TileMode modes[]) const {
330     return kNone_BitmapType;
331 }
332 
asAGradient(GradientInfo * info) const333 SkShader::GradientType SkColorShader::asAGradient(GradientInfo* info) const {
334     if (info) {
335         if (info->fColors && info->fColorCount >= 1) {
336             info->fColors[0] = fColor;
337         }
338         info->fColorCount = 1;
339         info->fTileMode = SkShader::kRepeat_TileMode;
340     }
341     return kColor_GradientType;
342 }
343 
344 #if SK_SUPPORT_GPU
345 
346 #include "SkGr.h"
347 
asFragmentProcessor(GrContext *,const SkPaint & paint,const SkMatrix &,const SkMatrix *,GrColor * paintColor,GrFragmentProcessor ** fp) const348 bool SkColorShader::asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix&,
349                                         const SkMatrix*, GrColor* paintColor,
350                                         GrFragmentProcessor** fp) const {
351     *fp = NULL;
352     SkColor skColor = fColor;
353     U8CPU newA = SkMulDiv255Round(SkColorGetA(fColor), paint.getAlpha());
354     *paintColor = SkColor2GrColor(SkColorSetA(skColor, newA));
355     return true;
356 }
357 
358 #else
359 
asFragmentProcessor(GrContext *,const SkPaint &,const SkMatrix &,const SkMatrix *,GrColor *,GrFragmentProcessor **) const360 bool SkColorShader::asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix&,
361                                         const SkMatrix*, GrColor*,
362                                         GrFragmentProcessor**) const {
363     SkDEBUGFAIL("Should not call in GPU-less build");
364     return false;
365 }
366 
367 #endif
368 
369 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const370 void SkColorShader::toString(SkString* str) const {
371     str->append("SkColorShader: (");
372 
373     str->append("Color: ");
374     str->appendHex(fColor);
375 
376     this->INHERITED::toString(str);
377 
378     str->append(")");
379 }
380 #endif
381 
382 ///////////////////////////////////////////////////////////////////////////////
383 
CreateProc(SkReadBuffer &)384 SkFlattenable* SkEmptyShader::CreateProc(SkReadBuffer&) {
385     return SkShader::CreateEmptyShader();
386 }
387 
388 #ifndef SK_IGNORE_TO_STRING
389 #include "SkEmptyShader.h"
390 
toString(SkString * str) const391 void SkEmptyShader::toString(SkString* str) const {
392     str->append("SkEmptyShader: (");
393 
394     this->INHERITED::toString(str);
395 
396     str->append(")");
397 }
398 #endif
399