/*
* 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 "SkBitmapProcShader.h"
#include "SkColorShader.h"
#include "SkEmptyShader.h"
#include "SkReadBuffer.h"
#include "SkMallocPixelRef.h"
#include "SkPaint.h"
#include "SkPicture.h"
#include "SkPictureShader.h"
#include "SkScalar.h"
#include "SkShader.h"
#include "SkThread.h"
#include "SkWriteBuffer.h"
//#define SK_TRACK_SHADER_LIFETIME
#ifdef SK_TRACK_SHADER_LIFETIME
static int32_t gShaderCounter;
#endif
static inline void inc_shader_counter() {
#ifdef SK_TRACK_SHADER_LIFETIME
int32_t prev = sk_atomic_inc(&gShaderCounter);
SkDebugf("+++ shader counter %d\n", prev + 1);
#endif
}
static inline void dec_shader_counter() {
#ifdef SK_TRACK_SHADER_LIFETIME
int32_t prev = sk_atomic_dec(&gShaderCounter);
SkDebugf("--- shader counter %d\n", prev - 1);
#endif
}
SkShader::SkShader(const SkMatrix* localMatrix) {
inc_shader_counter();
if (localMatrix) {
fLocalMatrix = *localMatrix;
} else {
fLocalMatrix.reset();
}
// Pre-cache so future calls to fLocalMatrix.getType() are threadsafe.
(void)fLocalMatrix.getType();
}
SkShader::~SkShader() {
dec_shader_counter();
}
void SkShader::flatten(SkWriteBuffer& buffer) const {
this->INHERITED::flatten(buffer);
bool hasLocalM = !fLocalMatrix.isIdentity();
buffer.writeBool(hasLocalM);
if (hasLocalM) {
buffer.writeMatrix(fLocalMatrix);
}
}
bool SkShader::computeTotalInverse(const ContextRec& rec, SkMatrix* totalInverse) const {
SkMatrix total;
total.setConcat(*rec.fMatrix, fLocalMatrix);
const SkMatrix* m = &total;
if (rec.fLocalMatrix) {
total.setConcat(*m, *rec.fLocalMatrix);
m = &total;
}
return m->invert(totalInverse);
}
bool SkShader::asLuminanceColor(SkColor* colorPtr) const {
SkColor storage;
if (NULL == colorPtr) {
colorPtr = &storage;
}
if (this->onAsLuminanceColor(colorPtr)) {
*colorPtr = SkColorSetA(*colorPtr, 0xFF); // we only return opaque
return true;
}
return false;
}
SkShader::Context* SkShader::createContext(const ContextRec& rec, void* storage) const {
if (!this->computeTotalInverse(rec, NULL)) {
return NULL;
}
return this->onCreateContext(rec, storage);
}
SkShader::Context* SkShader::onCreateContext(const ContextRec& rec, void*) const {
return NULL;
}
size_t SkShader::contextSize() const {
return 0;
}
SkShader::Context::Context(const SkShader& shader, const ContextRec& rec)
: fShader(shader), fCTM(*rec.fMatrix)
{
// Because the context parameters must be valid at this point, we know that the matrix is
// invertible.
SkAssertResult(fShader.computeTotalInverse(rec, &fTotalInverse));
fTotalInverseClass = (uint8_t)ComputeMatrixClass(fTotalInverse);
fPaintAlpha = rec.fPaint->getAlpha();
}
SkShader::Context::~Context() {}
SkShader::Context::ShadeProc SkShader::Context::asAShadeProc(void** ctx) {
return NULL;
}
#include "SkColorPriv.h"
void SkShader::Context::shadeSpan16(int x, int y, uint16_t span16[], int count) {
SkASSERT(span16);
SkASSERT(count > 0);
SkASSERT(this->canCallShadeSpan16());
// basically, if we get here, the subclass screwed up
SkDEBUGFAIL("kHasSpan16 flag is set, but shadeSpan16() not implemented");
}
#define kTempColorQuadCount 6 // balance between speed (larger) and saving stack-space
#define kTempColorCount (kTempColorQuadCount << 2)
#ifdef SK_CPU_BENDIAN
#define SkU32BitShiftToByteOffset(shift) (3 - ((shift) >> 3))
#else
#define SkU32BitShiftToByteOffset(shift) ((shift) >> 3)
#endif
void SkShader::Context::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
SkASSERT(count > 0);
SkPMColor colors[kTempColorCount];
while ((count -= kTempColorCount) >= 0) {
this->shadeSpan(x, y, colors, kTempColorCount);
x += kTempColorCount;
const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
int quads = kTempColorQuadCount;
do {
U8CPU a0 = srcA[0];
U8CPU a1 = srcA[4];
U8CPU a2 = srcA[8];
U8CPU a3 = srcA[12];
srcA += 4*4;
*alpha++ = SkToU8(a0);
*alpha++ = SkToU8(a1);
*alpha++ = SkToU8(a2);
*alpha++ = SkToU8(a3);
} while (--quads != 0);
}
SkASSERT(count < 0);
SkASSERT(count + kTempColorCount >= 0);
if (count += kTempColorCount) {
this->shadeSpan(x, y, colors, count);
const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
do {
*alpha++ = *srcA;
srcA += 4;
} while (--count != 0);
}
#if 0
do {
int n = count;
if (n > kTempColorCount)
n = kTempColorCount;
SkASSERT(n > 0);
this->shadeSpan(x, y, colors, n);
x += n;
count -= n;
const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
do {
*alpha++ = *srcA;
srcA += 4;
} while (--n != 0);
} while (count > 0);
#endif
}
SkShader::Context::MatrixClass SkShader::Context::ComputeMatrixClass(const SkMatrix& mat) {
MatrixClass mc = kLinear_MatrixClass;
if (mat.hasPerspective()) {
if (mat.fixedStepInX(0, NULL, NULL)) {
mc = kFixedStepInX_MatrixClass;
} else {
mc = kPerspective_MatrixClass;
}
}
return mc;
}
//////////////////////////////////////////////////////////////////////////////
SkShader::BitmapType SkShader::asABitmap(SkBitmap*, SkMatrix*, TileMode*) const {
return kNone_BitmapType;
}
SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
return kNone_GradientType;
}
bool SkShader::asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix&, const SkMatrix*,
GrColor*, GrFragmentProcessor**) const {
return false;
}
SkShader* SkShader::refAsALocalMatrixShader(SkMatrix*) const {
return NULL;
}
SkShader* SkShader::CreateEmptyShader() {
return SkNEW(SkEmptyShader);
}
SkShader* SkShader::CreateColorShader(SkColor color) {
return SkNEW_ARGS(SkColorShader, (color));
}
SkShader* SkShader::CreateBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
const SkMatrix* localMatrix) {
return SkCreateBitmapShader(src, tmx, tmy, localMatrix, NULL);
}
SkShader* SkShader::CreatePictureShader(const SkPicture* src, TileMode tmx, TileMode tmy,
const SkMatrix* localMatrix, const SkRect* tile) {
return SkPictureShader::Create(src, tmx, tmy, localMatrix, tile);
}
#ifndef SK_IGNORE_TO_STRING
void SkShader::toString(SkString* str) const {
if (!fLocalMatrix.isIdentity()) {
str->append(" ");
fLocalMatrix.toString(str);
}
}
#endif
//////////////////////////////////////////////////////////////////////////////
#include "SkUtils.h"
SkColorShader::SkColorShader(SkColor c)
: fColor(c) {
}
bool SkColorShader::isOpaque() const {
return SkColorGetA(fColor) == 255;
}
SkFlattenable* SkColorShader::CreateProc(SkReadBuffer& buffer) {
return SkNEW_ARGS(SkColorShader, (buffer.readColor()));
}
void SkColorShader::flatten(SkWriteBuffer& buffer) const {
buffer.writeColor(fColor);
}
uint32_t SkColorShader::ColorShaderContext::getFlags() const {
return fFlags;
}
uint8_t SkColorShader::ColorShaderContext::getSpan16Alpha() const {
return SkGetPackedA32(fPMColor);
}
SkShader::Context* SkColorShader::onCreateContext(const ContextRec& rec, void* storage) const {
return SkNEW_PLACEMENT_ARGS(storage, ColorShaderContext, (*this, rec));
}
SkColorShader::ColorShaderContext::ColorShaderContext(const SkColorShader& shader,
const ContextRec& rec)
: INHERITED(shader, rec)
{
SkColor color = shader.fColor;
unsigned a = SkAlphaMul(SkColorGetA(color), SkAlpha255To256(rec.fPaint->getAlpha()));
unsigned r = SkColorGetR(color);
unsigned g = SkColorGetG(color);
unsigned b = SkColorGetB(color);
// we want this before we apply any alpha
fColor16 = SkPack888ToRGB16(r, g, b);
if (a != 255) {
r = SkMulDiv255Round(r, a);
g = SkMulDiv255Round(g, a);
b = SkMulDiv255Round(b, a);
}
fPMColor = SkPackARGB32(a, r, g, b);
fFlags = kConstInY32_Flag;
if (255 == a) {
fFlags |= kOpaqueAlpha_Flag;
if (rec.fPaint->isDither() == false) {
fFlags |= kHasSpan16_Flag;
}
}
}
void SkColorShader::ColorShaderContext::shadeSpan(int x, int y, SkPMColor span[], int count) {
sk_memset32(span, fPMColor, count);
}
void SkColorShader::ColorShaderContext::shadeSpan16(int x, int y, uint16_t span[], int count) {
sk_memset16(span, fColor16, count);
}
void SkColorShader::ColorShaderContext::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
memset(alpha, SkGetPackedA32(fPMColor), count);
}
// if we had a asAColor method, that would be more efficient...
SkShader::BitmapType SkColorShader::asABitmap(SkBitmap* bitmap, SkMatrix* matrix,
TileMode modes[]) const {
return kNone_BitmapType;
}
SkShader::GradientType SkColorShader::asAGradient(GradientInfo* info) const {
if (info) {
if (info->fColors && info->fColorCount >= 1) {
info->fColors[0] = fColor;
}
info->fColorCount = 1;
info->fTileMode = SkShader::kRepeat_TileMode;
}
return kColor_GradientType;
}
#if SK_SUPPORT_GPU
#include "SkGr.h"
bool SkColorShader::asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix&,
const SkMatrix*, GrColor* paintColor,
GrFragmentProcessor** fp) const {
*fp = NULL;
SkColor skColor = fColor;
U8CPU newA = SkMulDiv255Round(SkColorGetA(fColor), paint.getAlpha());
*paintColor = SkColor2GrColor(SkColorSetA(skColor, newA));
return true;
}
#else
bool SkColorShader::asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix&,
const SkMatrix*, GrColor*,
GrFragmentProcessor**) const {
SkDEBUGFAIL("Should not call in GPU-less build");
return false;
}
#endif
#ifndef SK_IGNORE_TO_STRING
void SkColorShader::toString(SkString* str) const {
str->append("SkColorShader: (");
str->append("Color: ");
str->appendHex(fColor);
this->INHERITED::toString(str);
str->append(")");
}
#endif
///////////////////////////////////////////////////////////////////////////////
SkFlattenable* SkEmptyShader::CreateProc(SkReadBuffer&) {
return SkShader::CreateEmptyShader();
}
#ifndef SK_IGNORE_TO_STRING
#include "SkEmptyShader.h"
void SkEmptyShader::toString(SkString* str) const {
str->append("SkEmptyShader: (");
this->INHERITED::toString(str);
str->append(")");
}
#endif