/*
* 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 "SkScalar.h"
#include "SkShader.h"
#include "SkPaint.h"
#include "SkMallocPixelRef.h"
SkShader::SkShader() : fLocalMatrix(NULL) {
SkDEBUGCODE(fInSession = false;)
}
SkShader::SkShader(SkFlattenableReadBuffer& buffer)
: INHERITED(buffer), fLocalMatrix(NULL) {
if (buffer.readBool()) {
SkMatrix matrix;
SkReadMatrix(&buffer, &matrix);
setLocalMatrix(matrix);
}
SkDEBUGCODE(fInSession = false;)
}
SkShader::~SkShader() {
SkASSERT(!fInSession);
sk_free(fLocalMatrix);
}
void SkShader::beginSession() {
SkASSERT(!fInSession);
SkDEBUGCODE(fInSession = true;)
}
void SkShader::endSession() {
SkASSERT(fInSession);
SkDEBUGCODE(fInSession = false;)
}
void SkShader::flatten(SkFlattenableWriteBuffer& buffer) {
this->INHERITED::flatten(buffer);
buffer.writeBool(fLocalMatrix != NULL);
if (fLocalMatrix) {
SkWriteMatrix(&buffer, *fLocalMatrix);
}
}
bool SkShader::getLocalMatrix(SkMatrix* localM) const {
if (fLocalMatrix) {
if (localM) {
*localM = *fLocalMatrix;
}
return true;
} else {
if (localM) {
localM->reset();
}
return false;
}
}
void SkShader::setLocalMatrix(const SkMatrix& localM) {
if (localM.isIdentity()) {
this->resetLocalMatrix();
} else {
if (fLocalMatrix == NULL) {
fLocalMatrix = (SkMatrix*)sk_malloc_throw(sizeof(SkMatrix));
}
*fLocalMatrix = localM;
}
}
void SkShader::resetLocalMatrix() {
if (fLocalMatrix) {
sk_free(fLocalMatrix);
fLocalMatrix = NULL;
}
}
bool SkShader::setContext(const SkBitmap& device,
const SkPaint& paint,
const SkMatrix& matrix) {
const SkMatrix* m = &matrix;
SkMatrix total;
fDeviceConfig = SkToU8(device.getConfig());
fPaintAlpha = paint.getAlpha();
if (fLocalMatrix) {
total.setConcat(matrix, *fLocalMatrix);
m = &total;
}
if (m->invert(&fTotalInverse)) {
fTotalInverseClass = (uint8_t)ComputeMatrixClass(fTotalInverse);
return true;
}
return false;
}
#include "SkColorPriv.h"
void SkShader::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::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::MatrixClass SkShader::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*, SkScalar*) const {
return kNone_BitmapType;
}
SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
return kNone_GradientType;
}
SkShader* SkShader::CreateBitmapShader(const SkBitmap& src,
TileMode tmx, TileMode tmy) {
return SkShader::CreateBitmapShader(src, tmx, tmy, NULL, 0);
}
//////////////////////////////////////////////////////////////////////////////
#include "SkColorShader.h"
#include "SkUtils.h"
SkColorShader::SkColorShader() {
fFlags = 0;
fInheritColor = true;
}
SkColorShader::SkColorShader(SkColor c) {
fFlags = 0;
fColor = c;
fInheritColor = false;
}
SkColorShader::~SkColorShader() {}
bool SkColorShader::isOpaque() const {
if (fInheritColor) {
return true; // using paint's alpha
}
return SkColorGetA(fColor) == 255;
}
SkColorShader::SkColorShader(SkFlattenableReadBuffer& b) : INHERITED(b) {
fFlags = 0; // computed in setContext
fInheritColor = b.readU8();
if (fInheritColor) {
return;
}
fColor = b.readU32();
}
void SkColorShader::flatten(SkFlattenableWriteBuffer& buffer) {
this->INHERITED::flatten(buffer);
buffer.write8(fInheritColor);
if (fInheritColor) {
return;
}
buffer.write32(fColor);
}
SkFlattenable* SkColorShader::CreateProc(SkFlattenableReadBuffer& buffer) {
return SkNEW_ARGS(SkColorShader, (buffer));
}
SkFlattenable::Factory SkColorShader::getFactory() {
return CreateProc;
}
uint32_t SkColorShader::getFlags() {
return fFlags;
}
uint8_t SkColorShader::getSpan16Alpha() const {
return SkGetPackedA32(fPMColor);
}
bool SkColorShader::setContext(const SkBitmap& device, const SkPaint& paint,
const SkMatrix& matrix) {
if (!this->INHERITED::setContext(device, paint, matrix)) {
return false;
}
unsigned a;
if (fInheritColor) {
fColor = paint.getColor();
a = SkColorGetA(fColor);
} else {
a = SkAlphaMul(SkColorGetA(fColor), SkAlpha255To256(paint.getAlpha()));
}
unsigned r = SkColorGetR(fColor);
unsigned g = SkColorGetG(fColor);
unsigned b = SkColorGetB(fColor);
// 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 (paint.isDither() == false) {
fFlags |= kHasSpan16_Flag;
}
}
return true;
}
void SkColorShader::shadeSpan(int x, int y, SkPMColor span[], int count) {
sk_memset32(span, fPMColor, count);
}
void SkColorShader::shadeSpan16(int x, int y, uint16_t span[], int count) {
sk_memset16(span, fColor16, count);
}
void SkColorShader::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[],
SkScalar* twoPointRadialParams) 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;
}
///////////////////////////////////////////////////////////////////////////////
#include "SkEmptyShader.h"
SkEmptyShader::SkEmptyShader(SkFlattenableReadBuffer& b) : INHERITED(b) {}
uint32_t SkEmptyShader::getFlags() { return 0; }
uint8_t SkEmptyShader::getSpan16Alpha() const { return 0; }
bool SkEmptyShader::setContext(const SkBitmap&, const SkPaint&,
const SkMatrix&) { return false; }
void SkEmptyShader::shadeSpan(int x, int y, SkPMColor span[], int count) {
SkDEBUGFAIL("should never get called, since setContext() returned false");
}
void SkEmptyShader::shadeSpan16(int x, int y, uint16_t span[], int count) {
SkDEBUGFAIL("should never get called, since setContext() returned false");
}
void SkEmptyShader::shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) {
SkDEBUGFAIL("should never get called, since setContext() returned false");
}
SkFlattenable::Factory SkEmptyShader::getFactory() { return NULL; }
void SkEmptyShader::flatten(SkFlattenableWriteBuffer& buffer) {
this->INHERITED::flatten(buffer);
}