/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkLocalMatrixShader.h"
#include "SkTLazy.h"
#if SK_SUPPORT_GPU
#include "GrFragmentProcessor.h"
#endif
#if SK_SUPPORT_GPU
std::unique_ptr<GrFragmentProcessor> SkLocalMatrixShader::asFragmentProcessor(
const GrFPArgs& args) const {
return as_SB(fProxyShader)->asFragmentProcessor(
GrFPArgs::WithPreLocalMatrix(args, this->getLocalMatrix()));
}
#endif
sk_sp<SkFlattenable> SkLocalMatrixShader::CreateProc(SkReadBuffer& buffer) {
SkMatrix lm;
buffer.readMatrix(&lm);
auto baseShader(buffer.readShader());
if (!baseShader) {
return nullptr;
}
return baseShader->makeWithLocalMatrix(lm);
}
void SkLocalMatrixShader::flatten(SkWriteBuffer& buffer) const {
buffer.writeMatrix(this->getLocalMatrix());
buffer.writeFlattenable(fProxyShader.get());
}
#ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
SkShaderBase::Context* SkLocalMatrixShader::onMakeContext(
const ContextRec& rec, SkArenaAlloc* alloc) const
{
SkTCopyOnFirstWrite<SkMatrix> lm(this->getLocalMatrix());
if (rec.fLocalMatrix) {
lm.writable()->preConcat(*rec.fLocalMatrix);
}
ContextRec newRec(rec);
newRec.fLocalMatrix = lm;
return as_SB(fProxyShader)->makeContext(newRec, alloc);
}
#endif
SkImage* SkLocalMatrixShader::onIsAImage(SkMatrix* outMatrix, enum TileMode* mode) const {
SkMatrix imageMatrix;
SkImage* image = fProxyShader->isAImage(&imageMatrix, mode);
if (image && outMatrix) {
// Local matrix must be applied first so it is on the right side of the concat.
*outMatrix = SkMatrix::Concat(imageMatrix, this->getLocalMatrix());
}
return image;
}
bool SkLocalMatrixShader::onAppendStages(const StageRec& rec) const {
SkTCopyOnFirstWrite<SkMatrix> lm(this->getLocalMatrix());
if (rec.fLocalM) {
lm.writable()->preConcat(*rec.fLocalM);
}
StageRec newRec = rec;
newRec.fLocalM = lm;
return as_SB(fProxyShader)->appendStages(newRec);
}
sk_sp<SkShader> SkShader::makeWithLocalMatrix(const SkMatrix& localMatrix) const {
if (localMatrix.isIdentity()) {
return sk_ref_sp(const_cast<SkShader*>(this));
}
const SkMatrix* lm = &localMatrix;
sk_sp<SkShader> baseShader;
SkMatrix otherLocalMatrix;
sk_sp<SkShader> proxy(as_SB(this)->makeAsALocalMatrixShader(&otherLocalMatrix));
if (proxy) {
otherLocalMatrix.preConcat(localMatrix);
lm = &otherLocalMatrix;
baseShader = proxy;
} else {
baseShader = sk_ref_sp(const_cast<SkShader*>(this));
}
return sk_make_sp<SkLocalMatrixShader>(std::move(baseShader), *lm);
}