/* * 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 "SkComposeShader.h" #include "SkColorFilter.h" #include "SkColorPriv.h" #include "SkColorShader.h" #include "SkReadBuffer.h" #include "SkWriteBuffer.h" #include "SkXfermode.h" #include "SkString.h" /////////////////////////////////////////////////////////////////////////////// SkComposeShader::SkComposeShader(SkShader* sA, SkShader* sB, SkXfermode* mode) { fShaderA = sA; sA->ref(); fShaderB = sB; sB->ref(); // mode may be null fMode = mode; SkSafeRef(mode); } SkComposeShader::~SkComposeShader() { SkSafeUnref(fMode); fShaderB->unref(); fShaderA->unref(); } size_t SkComposeShader::contextSize() const { return sizeof(ComposeShaderContext) + fShaderA->contextSize() + fShaderB->contextSize(); } class SkAutoAlphaRestore { public: SkAutoAlphaRestore(SkPaint* paint, uint8_t newAlpha) { fAlpha = paint->getAlpha(); fPaint = paint; paint->setAlpha(newAlpha); } ~SkAutoAlphaRestore() { fPaint->setAlpha(fAlpha); } private: SkPaint* fPaint; uint8_t fAlpha; }; #define SkAutoAlphaRestore(...) SK_REQUIRE_LOCAL_VAR(SkAutoAlphaRestore) SkFlattenable* SkComposeShader::CreateProc(SkReadBuffer& buffer) { SkAutoTUnref<SkShader> shaderA(buffer.readShader()); SkAutoTUnref<SkShader> shaderB(buffer.readShader()); SkAutoTUnref<SkXfermode> mode(buffer.readXfermode()); if (!shaderA.get() || !shaderB.get()) { return NULL; } return SkNEW_ARGS(SkComposeShader, (shaderA, shaderB, mode)); } void SkComposeShader::flatten(SkWriteBuffer& buffer) const { buffer.writeFlattenable(fShaderA); buffer.writeFlattenable(fShaderB); buffer.writeFlattenable(fMode); } template <typename T> void safe_call_destructor(T* obj) { if (obj) { obj->~T(); } } SkShader::Context* SkComposeShader::onCreateContext(const ContextRec& rec, void* storage) const { char* aStorage = (char*) storage + sizeof(ComposeShaderContext); char* bStorage = aStorage + fShaderA->contextSize(); // 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; SkShader::Context* contextA = fShaderA->createContext(newRec, aStorage); SkShader::Context* contextB = fShaderB->createContext(newRec, bStorage); if (!contextA || !contextB) { safe_call_destructor(contextA); safe_call_destructor(contextB); return NULL; } return SkNEW_PLACEMENT_ARGS(storage, ComposeShaderContext, (*this, rec, contextA, contextB)); } SkComposeShader::ComposeShaderContext::ComposeShaderContext( const SkComposeShader& shader, const ContextRec& rec, SkShader::Context* contextA, SkShader::Context* contextB) : INHERITED(shader, rec) , fShaderContextA(contextA) , fShaderContextB(contextB) {} SkComposeShader::ComposeShaderContext::~ComposeShaderContext() { fShaderContextA->~Context(); fShaderContextB->~Context(); } bool SkComposeShader::asACompose(ComposeRec* rec) const { if (rec) { rec->fShaderA = fShaderA; rec->fShaderB = fShaderB; rec->fMode = fMode; } 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) { SkShader::Context* shaderContextA = fShaderContextA; SkShader::Context* shaderContextB = fShaderContextB; SkXfermode* mode = static_cast<const SkComposeShader&>(fShader).fMode; unsigned scale = SkAlpha255To256(this->getPaintAlpha()); #ifdef SK_BUILD_FOR_ANDROID scale = 256; // ugh -- maintain old bug/behavior for now #endif SkPMColor tmp[TMP_COLOR_COUNT]; if (NULL == mode) { // 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); mode->xfer32(result, tmp, n, NULL); 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); } } #ifndef SK_IGNORE_TO_STRING void SkComposeShader::toString(SkString* str) const { str->append("SkComposeShader: ("); str->append("ShaderA: "); fShaderA->toString(str); str->append(" ShaderB: "); fShaderB->toString(str); str->append(" Xfermode: "); fMode->toString(str); this->INHERITED::toString(str); str->append(")"); } #endif