SkShader.cpp revision 74b8cb15e4fb330e8d10856f6620e8b92b39a9ce
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 "SkReadBuffer.h"
10#include "SkMallocPixelRef.h"
11#include "SkPaint.h"
12#include "SkPicture.h"
13#include "SkPictureShader.h"
14#include "SkScalar.h"
15#include "SkShader.h"
16#include "SkWriteBuffer.h"
17
18SkShader::SkShader(const SkMatrix* localMatrix) {
19    if (localMatrix) {
20        fLocalMatrix = *localMatrix;
21    } else {
22        fLocalMatrix.reset();
23    }
24}
25
26SkShader::SkShader(SkReadBuffer& buffer)
27        : INHERITED(buffer) {
28    if (buffer.readBool()) {
29        buffer.readMatrix(&fLocalMatrix);
30    } else {
31        fLocalMatrix.reset();
32    }
33}
34
35SkShader::~SkShader() {
36}
37
38void SkShader::flatten(SkWriteBuffer& buffer) const {
39    this->INHERITED::flatten(buffer);
40    bool hasLocalM = this->hasLocalMatrix();
41    buffer.writeBool(hasLocalM);
42    if (hasLocalM) {
43        buffer.writeMatrix(fLocalMatrix);
44    }
45}
46
47bool SkShader::computeTotalInverse(const SkMatrix& matrix, SkMatrix* totalInverse) const {
48    const SkMatrix* m = &matrix;
49    SkMatrix        total;
50
51    if (this->hasLocalMatrix()) {
52        total.setConcat(matrix, this->getLocalMatrix());
53        m = &total;
54    }
55
56    return m->invert(totalInverse);
57}
58
59bool SkShader::validContext(const ContextRec& rec, SkMatrix* totalInverse) const {
60    return this->computeTotalInverse(*rec.fMatrix, totalInverse);
61}
62
63SkShader::Context* SkShader::createContext(const ContextRec&, void* storage) const {
64    return NULL;
65}
66
67size_t SkShader::contextSize() const {
68    return 0;
69}
70
71SkShader::Context::Context(const SkShader& shader, const ContextRec& rec)
72    : fShader(shader)
73{
74    SkASSERT(fShader.validContext(rec));
75
76    // Because the context parameters must be valid at this point, we know that the matrix is
77    // invertible.
78    SkAssertResult(fShader.computeTotalInverse(*rec.fMatrix, &fTotalInverse));
79    fTotalInverseClass = (uint8_t)ComputeMatrixClass(fTotalInverse);
80
81    fPaintAlpha = rec.fPaint->getAlpha();
82}
83
84SkShader::Context::~Context() {}
85
86SkShader::Context::ShadeProc SkShader::Context::asAShadeProc(void** ctx) {
87    return NULL;
88}
89
90#include "SkColorPriv.h"
91
92void SkShader::Context::shadeSpan16(int x, int y, uint16_t span16[], int count) {
93    SkASSERT(span16);
94    SkASSERT(count > 0);
95    SkASSERT(this->canCallShadeSpan16());
96
97    // basically, if we get here, the subclass screwed up
98    SkDEBUGFAIL("kHasSpan16 flag is set, but shadeSpan16() not implemented");
99}
100
101#define kTempColorQuadCount 6   // balance between speed (larger) and saving stack-space
102#define kTempColorCount     (kTempColorQuadCount << 2)
103
104#ifdef SK_CPU_BENDIAN
105    #define SkU32BitShiftToByteOffset(shift)    (3 - ((shift) >> 3))
106#else
107    #define SkU32BitShiftToByteOffset(shift)    ((shift) >> 3)
108#endif
109
110void SkShader::Context::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
111    SkASSERT(count > 0);
112
113    SkPMColor   colors[kTempColorCount];
114
115    while ((count -= kTempColorCount) >= 0) {
116        this->shadeSpan(x, y, colors, kTempColorCount);
117        x += kTempColorCount;
118
119        const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
120        int quads = kTempColorQuadCount;
121        do {
122            U8CPU a0 = srcA[0];
123            U8CPU a1 = srcA[4];
124            U8CPU a2 = srcA[8];
125            U8CPU a3 = srcA[12];
126            srcA += 4*4;
127            *alpha++ = SkToU8(a0);
128            *alpha++ = SkToU8(a1);
129            *alpha++ = SkToU8(a2);
130            *alpha++ = SkToU8(a3);
131        } while (--quads != 0);
132    }
133    SkASSERT(count < 0);
134    SkASSERT(count + kTempColorCount >= 0);
135    if (count += kTempColorCount) {
136        this->shadeSpan(x, y, colors, count);
137
138        const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
139        do {
140            *alpha++ = *srcA;
141            srcA += 4;
142        } while (--count != 0);
143    }
144#if 0
145    do {
146        int n = count;
147        if (n > kTempColorCount)
148            n = kTempColorCount;
149        SkASSERT(n > 0);
150
151        this->shadeSpan(x, y, colors, n);
152        x += n;
153        count -= n;
154
155        const uint8_t* srcA = (const uint8_t*)colors + SkU32BitShiftToByteOffset(SK_A32_SHIFT);
156        do {
157            *alpha++ = *srcA;
158            srcA += 4;
159        } while (--n != 0);
160    } while (count > 0);
161#endif
162}
163
164SkShader::Context::MatrixClass SkShader::Context::ComputeMatrixClass(const SkMatrix& mat) {
165    MatrixClass mc = kLinear_MatrixClass;
166
167    if (mat.hasPerspective()) {
168        if (mat.fixedStepInX(0, NULL, NULL)) {
169            mc = kFixedStepInX_MatrixClass;
170        } else {
171            mc = kPerspective_MatrixClass;
172        }
173    }
174    return mc;
175}
176
177//////////////////////////////////////////////////////////////////////////////
178
179SkShader::BitmapType SkShader::asABitmap(SkBitmap*, SkMatrix*, TileMode*) const {
180    return kNone_BitmapType;
181}
182
183SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
184    return kNone_GradientType;
185}
186
187GrEffectRef* SkShader::asNewEffect(GrContext*, const SkPaint&) const {
188    return NULL;
189}
190
191SkShader* SkShader::CreateBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
192                                       const SkMatrix* localMatrix) {
193    return ::CreateBitmapShader(src, tmx, tmy, localMatrix, NULL);
194}
195
196SkShader* SkShader::CreatePictureShader(SkPicture* src, TileMode tmx, TileMode tmy,
197                                       const SkMatrix* localMatrix) {
198    return SkPictureShader::Create(src, tmx, tmy, localMatrix);
199}
200
201#ifndef SK_IGNORE_TO_STRING
202void SkShader::toString(SkString* str) const {
203    if (this->hasLocalMatrix()) {
204        str->append(" ");
205        this->getLocalMatrix().toString(str);
206    }
207}
208#endif
209
210//////////////////////////////////////////////////////////////////////////////
211
212#include "SkColorShader.h"
213#include "SkUtils.h"
214
215SkColorShader::SkColorShader(SkColor c)
216    : fColor(c) {
217}
218
219bool SkColorShader::isOpaque() const {
220    return SkColorGetA(fColor) == 255;
221}
222
223SkColorShader::SkColorShader(SkReadBuffer& b) : INHERITED(b) {
224    // V25_COMPATIBILITY_CODE We had a boolean to make the color shader inherit the paint's
225    // color. We don't support that any more.
226    if (b.pictureVersion() < 26 && 0 != b.pictureVersion()) {
227        if (b.readBool()) {
228            SkDEBUGFAIL("We shouldn't have pictures that recorded the inherited case.");
229            fColor = SK_ColorWHITE;
230            return;
231        }
232    }
233    fColor = b.readColor();
234}
235
236void SkColorShader::flatten(SkWriteBuffer& buffer) const {
237    this->INHERITED::flatten(buffer);
238    buffer.writeColor(fColor);
239}
240
241uint32_t SkColorShader::ColorShaderContext::getFlags() const {
242    return fFlags;
243}
244
245uint8_t SkColorShader::ColorShaderContext::getSpan16Alpha() const {
246    return SkGetPackedA32(fPMColor);
247}
248
249SkShader::Context* SkColorShader::createContext(const ContextRec& rec, void* storage) const {
250    if (!this->validContext(rec)) {
251        return NULL;
252    }
253
254    return SkNEW_PLACEMENT_ARGS(storage, ColorShaderContext, (*this, rec));
255}
256
257SkColorShader::ColorShaderContext::ColorShaderContext(const SkColorShader& shader,
258                                                      const ContextRec& rec)
259    : INHERITED(shader, rec)
260{
261    SkColor color = shader.fColor;
262    unsigned a = SkAlphaMul(SkColorGetA(color), SkAlpha255To256(rec.fPaint->getAlpha()));
263
264    unsigned r = SkColorGetR(color);
265    unsigned g = SkColorGetG(color);
266    unsigned b = SkColorGetB(color);
267
268    // we want this before we apply any alpha
269    fColor16 = SkPack888ToRGB16(r, g, b);
270
271    if (a != 255) {
272        r = SkMulDiv255Round(r, a);
273        g = SkMulDiv255Round(g, a);
274        b = SkMulDiv255Round(b, a);
275    }
276    fPMColor = SkPackARGB32(a, r, g, b);
277
278    fFlags = kConstInY32_Flag;
279    if (255 == a) {
280        fFlags |= kOpaqueAlpha_Flag;
281        if (rec.fPaint->isDither() == false) {
282            fFlags |= kHasSpan16_Flag;
283        }
284    }
285}
286
287void SkColorShader::ColorShaderContext::shadeSpan(int x, int y, SkPMColor span[], int count) {
288    sk_memset32(span, fPMColor, count);
289}
290
291void SkColorShader::ColorShaderContext::shadeSpan16(int x, int y, uint16_t span[], int count) {
292    sk_memset16(span, fColor16, count);
293}
294
295void SkColorShader::ColorShaderContext::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
296    memset(alpha, SkGetPackedA32(fPMColor), count);
297}
298
299// if we had a asAColor method, that would be more efficient...
300SkShader::BitmapType SkColorShader::asABitmap(SkBitmap* bitmap, SkMatrix* matrix,
301                                              TileMode modes[]) const {
302    return kNone_BitmapType;
303}
304
305SkShader::GradientType SkColorShader::asAGradient(GradientInfo* info) const {
306    if (info) {
307        if (info->fColors && info->fColorCount >= 1) {
308            info->fColors[0] = fColor;
309        }
310        info->fColorCount = 1;
311        info->fTileMode = SkShader::kRepeat_TileMode;
312    }
313    return kColor_GradientType;
314}
315
316#ifndef SK_IGNORE_TO_STRING
317void SkColorShader::toString(SkString* str) const {
318    str->append("SkColorShader: (");
319
320    str->append("Color: ");
321    str->appendHex(fColor);
322
323    this->INHERITED::toString(str);
324
325    str->append(")");
326}
327#endif
328
329///////////////////////////////////////////////////////////////////////////////
330
331#ifndef SK_IGNORE_TO_STRING
332#include "SkEmptyShader.h"
333
334void SkEmptyShader::toString(SkString* str) const {
335    str->append("SkEmptyShader: (");
336
337    this->INHERITED::toString(str);
338
339    str->append(")");
340}
341#endif
342