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 "include/core/SkMallocPixelRef.h" 9#include "include/core/SkPaint.h" 10#include "include/core/SkPicture.h" 11#include "include/core/SkScalar.h" 12#include "src/core/SkArenaAlloc.h" 13#include "src/core/SkColorSpacePriv.h" 14#include "src/core/SkColorSpaceXformSteps.h" 15#include "src/core/SkMatrixProvider.h" 16#include "src/core/SkRasterPipeline.h" 17#include "src/core/SkReadBuffer.h" 18#include "src/core/SkTLazy.h" 19#include "src/core/SkVM.h" 20#include "src/core/SkWriteBuffer.h" 21#include "src/shaders/SkBitmapProcShader.h" 22#include "src/shaders/SkColorShader.h" 23#include "src/shaders/SkEmptyShader.h" 24#include "src/shaders/SkImageShader.h" 25#include "src/shaders/SkPictureShader.h" 26#include "src/shaders/SkShaderBase.h" 27#include "src/shaders/SkTransformShader.h" 28 29#if SK_SUPPORT_GPU 30#include "src/gpu/GrFragmentProcessor.h" 31#endif 32 33SkShaderBase::SkShaderBase(const SkMatrix* localMatrix) 34 : fLocalMatrix(localMatrix ? *localMatrix : SkMatrix::I()) { 35 // Pre-cache so future calls to fLocalMatrix.getType() are threadsafe. 36 (void)fLocalMatrix.getType(); 37} 38 39SkShaderBase::~SkShaderBase() {} 40 41void SkShaderBase::flatten(SkWriteBuffer& buffer) const { 42 this->INHERITED::flatten(buffer); 43 bool hasLocalM = !fLocalMatrix.isIdentity(); 44 buffer.writeBool(hasLocalM); 45 if (hasLocalM) { 46 buffer.writeMatrix(fLocalMatrix); 47 } 48} 49 50SkTCopyOnFirstWrite<SkMatrix> 51SkShaderBase::totalLocalMatrix(const SkMatrix* preLocalMatrix) const { 52 SkTCopyOnFirstWrite<SkMatrix> m(fLocalMatrix); 53 54 if (preLocalMatrix) { 55 m.writable()->preConcat(*preLocalMatrix); 56 } 57 58 return m; 59} 60 61bool SkShaderBase::computeTotalInverse(const SkMatrix& ctm, 62 const SkMatrix* outerLocalMatrix, 63 SkMatrix* totalInverse) const { 64 return SkMatrix::Concat(ctm, *this->totalLocalMatrix(outerLocalMatrix)).invert(totalInverse); 65} 66 67bool SkShaderBase::asLuminanceColor(SkColor* colorPtr) const { 68 SkColor storage; 69 if (nullptr == colorPtr) { 70 colorPtr = &storage; 71 } 72 if (this->onAsLuminanceColor(colorPtr)) { 73 *colorPtr = SkColorSetA(*colorPtr, 0xFF); // we only return opaque 74 return true; 75 } 76 return false; 77} 78 79SkShaderBase::Context* SkShaderBase::makeContext(const ContextRec& rec, SkArenaAlloc* alloc) const { 80#ifdef SK_ENABLE_LEGACY_SHADERCONTEXT 81 // We always fall back to raster pipeline when perspective is present. 82 if (rec.fMatrix->hasPerspective() || 83 fLocalMatrix.hasPerspective() || 84 (rec.fLocalMatrix && rec.fLocalMatrix->hasPerspective()) || 85 !this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)) { 86 return nullptr; 87 } 88 89 return this->onMakeContext(rec, alloc); 90#else 91 return nullptr; 92#endif 93} 94 95SkShaderBase::Context::Context(const SkShaderBase& shader, const ContextRec& rec) 96 : fShader(shader), fCTM(*rec.fMatrix) 97{ 98 // We should never use a context with perspective. 99 SkASSERT(!rec.fMatrix->hasPerspective()); 100 SkASSERT(!rec.fLocalMatrix || !rec.fLocalMatrix->hasPerspective()); 101 SkASSERT(!shader.getLocalMatrix().hasPerspective()); 102 103 // Because the context parameters must be valid at this point, we know that the matrix is 104 // invertible. 105 SkAssertResult(fShader.computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, &fTotalInverse)); 106 107 fPaintAlpha = rec.fPaintAlpha; 108} 109 110SkShaderBase::Context::~Context() {} 111 112bool SkShaderBase::ContextRec::isLegacyCompatible(SkColorSpace* shaderColorSpace) const { 113 // In legacy pipelines, shaders always produce premul (or opaque) and the destination is also 114 // always premul (or opaque). (And those "or opaque" caveats won't make any difference here.) 115 SkAlphaType shaderAT = kPremul_SkAlphaType, 116 dstAT = kPremul_SkAlphaType; 117 return 0 == SkColorSpaceXformSteps{shaderColorSpace, shaderAT, 118 fDstColorSpace, dstAT}.flags.mask(); 119} 120 121SkImage* SkShader::isAImage(SkMatrix* localMatrix, SkTileMode xy[2]) const { 122 return as_SB(this)->onIsAImage(localMatrix, xy); 123} 124 125SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const { 126 return kNone_GradientType; 127} 128 129#if SK_SUPPORT_GPU 130std::unique_ptr<GrFragmentProcessor> SkShaderBase::asFragmentProcessor(const GrFPArgs&) const { 131 return nullptr; 132} 133#endif 134 135sk_sp<SkShader> SkShaderBase::makeAsALocalMatrixShader(SkMatrix*) const { 136 return nullptr; 137} 138 139SkUpdatableShader* SkShaderBase::updatableShader(SkArenaAlloc* alloc) const { 140 if (auto updatable = this->onUpdatableShader(alloc)) { 141 return updatable; 142 } 143 144 return alloc->make<SkTransformShader>(*as_SB(this)); 145} 146 147SkUpdatableShader* SkShaderBase::onUpdatableShader(SkArenaAlloc* alloc) const { 148 return nullptr; 149} 150 151sk_sp<SkShader> SkShaders::Empty() { return sk_make_sp<SkEmptyShader>(); } 152sk_sp<SkShader> SkShaders::Color(SkColor color) { return sk_make_sp<SkColorShader>(color); } 153 154sk_sp<SkShader> SkBitmap::makeShader(SkTileMode tmx, SkTileMode tmy, 155 const SkSamplingOptions& sampling, 156 const SkMatrix* lm) const { 157 if (lm && !lm->invert(nullptr)) { 158 return nullptr; 159 } 160 return SkImageShader::Make(SkMakeImageFromRasterBitmap(*this, kIfMutable_SkCopyPixelsMode), 161 tmx, tmy, sampling, lm); 162} 163 164bool SkShaderBase::appendStages(const SkStageRec& rec) const { 165 return this->onAppendStages(rec); 166} 167 168bool SkShaderBase::onAppendStages(const SkStageRec& rec) const { 169 // SkShader::Context::shadeSpan() handles the paint opacity internally, 170 // but SkRasterPipelineBlitter applies it as a separate stage. 171 // We skip the internal shadeSpan() step by forcing the paint opaque. 172 SkTCopyOnFirstWrite<SkPaint> opaquePaint(rec.fPaint); 173 if (rec.fPaint.getAlpha() != SK_AlphaOPAQUE) { 174 opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE); 175 } 176 177 ContextRec cr(*opaquePaint, rec.fMatrixProvider.localToDevice(), rec.fLocalM, rec.fDstColorType, 178 sk_srgb_singleton()); 179 180 struct CallbackCtx : SkRasterPipeline_CallbackCtx { 181 sk_sp<const SkShader> shader; 182 Context* ctx; 183 }; 184 auto cb = rec.fAlloc->make<CallbackCtx>(); 185 cb->shader = sk_ref_sp(this); 186 cb->ctx = as_SB(this)->makeContext(cr, rec.fAlloc); 187 cb->fn = [](SkRasterPipeline_CallbackCtx* self, int active_pixels) { 188 auto c = (CallbackCtx*)self; 189 int x = (int)c->rgba[0], 190 y = (int)c->rgba[1]; 191 SkPMColor tmp[SkRasterPipeline_kMaxStride]; 192 c->ctx->shadeSpan(x,y, tmp, active_pixels); 193 194 for (int i = 0; i < active_pixels; i++) { 195 auto rgba_4f = SkPMColor4f::FromPMColor(tmp[i]); 196 memcpy(c->rgba + 4*i, rgba_4f.vec(), 4*sizeof(float)); 197 } 198 }; 199 200 if (cb->ctx) { 201 rec.fPipeline->append(SkRasterPipeline::seed_shader); 202 rec.fPipeline->append(SkRasterPipeline::callback, cb); 203 rec.fAlloc->make<SkColorSpaceXformSteps>(sk_srgb_singleton(), kPremul_SkAlphaType, 204 rec.fDstCS, kPremul_SkAlphaType) 205 ->apply(rec.fPipeline); 206 return true; 207 } 208 return false; 209} 210 211skvm::Color SkShaderBase::program(skvm::Builder* p, 212 skvm::Coord device, skvm::Coord local, skvm::Color paint, 213 const SkMatrixProvider& matrices, const SkMatrix* localM, 214 const SkColorInfo& dst, 215 skvm::Uniforms* uniforms, SkArenaAlloc* alloc) const { 216 // Shader subclasses should always act as if the destination were premul or opaque. 217 // SkVMBlitter handles all the coordination of unpremul itself, via premul. 218 SkColorInfo tweaked = dst.alphaType() == kUnpremul_SkAlphaType 219 ? dst.makeAlphaType(kPremul_SkAlphaType) 220 : dst; 221 222 // Force opaque alpha for all opaque shaders. 223 // 224 // This is primarily nice in that we usually have a 1.0f constant splat 225 // somewhere in the program anyway, and this will let us drop the work the 226 // shader notionally does to produce alpha, p->extract(...), etc. in favor 227 // of that simple hoistable splat. 228 // 229 // More subtly, it makes isOpaque() a parameter to all shader program 230 // generation, guaranteeing that is-opaque bit is mixed into the overall 231 // shader program hash and blitter Key. This makes it safe for us to use 232 // that bit to make decisions when constructing an SkVMBlitter, like doing 233 // SrcOver -> Src strength reduction. 234 if (auto color = this->onProgram(p, device,local, paint, matrices,localM, tweaked, 235 uniforms,alloc)) { 236 if (this->isOpaque()) { 237 color.a = p->splat(1.0f); 238 } 239 return color; 240 } 241 return {}; 242} 243 244// need a cheap way to invert the alpha channel of a shader (i.e. 1 - a) 245sk_sp<SkShader> SkShaderBase::makeInvertAlpha() const { 246 return this->makeWithColorFilter(SkColorFilters::Blend(0xFFFFFFFF, SkBlendMode::kSrcOut)); 247} 248 249 250skvm::Coord SkShaderBase::ApplyMatrix(skvm::Builder* p, const SkMatrix& m, 251 skvm::Coord coord, skvm::Uniforms* uniforms) { 252 skvm::F32 x = coord.x, 253 y = coord.y; 254 if (m.isIdentity()) { 255 // That was easy. 256 } else if (m.isTranslate()) { 257 x = p->add(x, p->uniformF(uniforms->pushF(m[2]))); 258 y = p->add(y, p->uniformF(uniforms->pushF(m[5]))); 259 } else if (m.isScaleTranslate()) { 260 x = p->mad(x, p->uniformF(uniforms->pushF(m[0])), p->uniformF(uniforms->pushF(m[2]))); 261 y = p->mad(y, p->uniformF(uniforms->pushF(m[4])), p->uniformF(uniforms->pushF(m[5]))); 262 } else { // Affine or perspective. 263 auto dot = [&,x,y](int row) { 264 return p->mad(x, p->uniformF(uniforms->pushF(m[3*row+0])), 265 p->mad(y, p->uniformF(uniforms->pushF(m[3*row+1])), 266 p->uniformF(uniforms->pushF(m[3*row+2])))); 267 }; 268 x = dot(0); 269 y = dot(1); 270 if (m.hasPerspective()) { 271 x = x * (1.0f / dot(2)); 272 y = y * (1.0f / dot(2)); 273 } 274 } 275 return {x,y}; 276} 277 278/////////////////////////////////////////////////////////////////////////////////////////////////// 279 280skvm::Color SkEmptyShader::onProgram(skvm::Builder*, skvm::Coord, skvm::Coord, skvm::Color, 281 const SkMatrixProvider&, const SkMatrix*, const SkColorInfo&, 282 skvm::Uniforms*, SkArenaAlloc*) const { 283 return {}; // signal failure 284} 285 286sk_sp<SkFlattenable> SkEmptyShader::CreateProc(SkReadBuffer&) { 287 return SkShaders::Empty(); 288} 289