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| 1 /* | 1 /* |
| 2 * Copyright 2014 Google Inc. | 2 * Copyright 2014 Google Inc. |
| 3 * | 3 * |
| 4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
| 5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
| 6 */ | 6 */ |
| 7 | 7 |
| 8 #include "SkPictureShader.h" | 8 #include "SkPictureShader.h" |
| 9 | 9 |
| 10 #include "SkBitmap.h" | 10 #include "SkBitmap.h" |
| (...skipping 123 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 134 } | 134 } |
| 135 | 135 |
| 136 void SkPictureShader::flatten(SkWriteBuffer& buffer) const { | 136 void SkPictureShader::flatten(SkWriteBuffer& buffer) const { |
| 137 buffer.writeMatrix(this->getLocalMatrix()); | 137 buffer.writeMatrix(this->getLocalMatrix()); |
| 138 buffer.write32(fTmx); | 138 buffer.write32(fTmx); |
| 139 buffer.write32(fTmy); | 139 buffer.write32(fTmy); |
| 140 buffer.writeRect(fTile); | 140 buffer.writeRect(fTile); |
| 141 fPicture->flatten(buffer); | 141 fPicture->flatten(buffer); |
| 142 } | 142 } |
| 143 | 143 |
| 144 SkShader* SkPictureShader::refBitmapShader(const SkMatrix& matrix, const SkMatri
x* localM) const { | 144 SkShader* SkPictureShader::refBitmapShader(const SkMatrix& matrix, const SkMatri
x* localM, |
| 145 const int maxTextureSize) const { |
| 145 SkASSERT(fPicture && !fPicture->cullRect().isEmpty()); | 146 SkASSERT(fPicture && !fPicture->cullRect().isEmpty()); |
| 146 | 147 |
| 147 SkMatrix m; | 148 SkMatrix m; |
| 148 m.setConcat(matrix, this->getLocalMatrix()); | 149 m.setConcat(matrix, this->getLocalMatrix()); |
| 149 if (localM) { | 150 if (localM) { |
| 150 m.preConcat(*localM); | 151 m.preConcat(*localM); |
| 151 } | 152 } |
| 152 | 153 |
| 153 // Use a rotation-invariant scale | 154 // Use a rotation-invariant scale |
| 154 SkPoint scale; | 155 SkPoint scale; |
| 155 // | 156 // |
| 156 // TODO: replace this with decomposeScale() -- but beware LayoutTest rebasel
ines! | 157 // TODO: replace this with decomposeScale() -- but beware LayoutTest rebasel
ines! |
| 157 // | 158 // |
| 158 if (!SkDecomposeUpper2x2(m, NULL, &scale, NULL)) { | 159 if (!SkDecomposeUpper2x2(m, NULL, &scale, NULL)) { |
| 159 // Decomposition failed, use an approximation. | 160 // Decomposition failed, use an approximation. |
| 160 scale.set(SkScalarSqrt(m.getScaleX() * m.getScaleX() + m.getSkewX() * m.
getSkewX()), | 161 scale.set(SkScalarSqrt(m.getScaleX() * m.getScaleX() + m.getSkewX() * m.
getSkewX()), |
| 161 SkScalarSqrt(m.getScaleY() * m.getScaleY() + m.getSkewY() * m.
getSkewY())); | 162 SkScalarSqrt(m.getScaleY() * m.getScaleY() + m.getSkewY() * m.
getSkewY())); |
| 162 } | 163 } |
| 163 SkSize scaledSize = SkSize::Make(SkScalarAbs(scale.x() * fTile.width()), | 164 SkSize scaledSize = SkSize::Make(SkScalarAbs(scale.x() * fTile.width()), |
| 164 SkScalarAbs(scale.y() * fTile.height())); | 165 SkScalarAbs(scale.y() * fTile.height())); |
| 165 | 166 |
| 166 // Clamp the tile size to about 4M pixels | 167 // Clamp the tile size to about 4M pixels |
| 167 static const SkScalar kMaxTileArea = 2048 * 2048; | 168 static const SkScalar kMaxTileArea = 2048 * 2048; |
| 168 SkScalar tileArea = SkScalarMul(scaledSize.width(), scaledSize.height()); | 169 SkScalar tileArea = SkScalarMul(scaledSize.width(), scaledSize.height()); |
| 169 if (tileArea > kMaxTileArea) { | 170 if (tileArea > kMaxTileArea) { |
| 170 SkScalar clampScale = SkScalarSqrt(SkScalarDiv(kMaxTileArea, tileArea)); | 171 SkScalar clampScale = SkScalarSqrt(SkScalarDiv(kMaxTileArea, tileArea)); |
| 171 scaledSize.set(SkScalarMul(scaledSize.width(), clampScale), | 172 scaledSize.set(SkScalarMul(scaledSize.width(), clampScale), |
| 172 SkScalarMul(scaledSize.height(), clampScale)); | 173 SkScalarMul(scaledSize.height(), clampScale)); |
| 173 } | 174 } |
| 175 #if SK_SUPPORT_GPU |
| 176 // Scale down the tile size if larger than maxTextureSize for GPU Path or it
should fail on create texture |
| 177 if (maxTextureSize) { |
| 178 if (scaledSize.width() > maxTextureSize || scaledSize.height() > maxText
ureSize) { |
| 179 SkScalar downScale = SkScalarDiv(maxTextureSize, |
| 180 SkMax32(scaledSize.width(), scaledSi
ze.height())); |
| 181 scaledSize.set(SkScalarMul(scaledSize.width(), downScale), |
| 182 SkScalarMul(scaledSize.height(), downScale)); |
| 183 } |
| 184 } |
| 185 #endif |
| 174 | 186 |
| 175 SkISize tileSize = scaledSize.toRound(); | 187 SkISize tileSize = scaledSize.toRound(); |
| 176 if (tileSize.isEmpty()) { | 188 if (tileSize.isEmpty()) { |
| 177 return NULL; | 189 return NULL; |
| 178 } | 190 } |
| 179 | 191 |
| 180 // The actual scale, compensating for rounding & clamping. | 192 // The actual scale, compensating for rounding & clamping. |
| 181 SkSize tileScale = SkSize::Make(SkIntToScalar(tileSize.width()) / fTile.widt
h(), | 193 SkSize tileScale = SkSize::Make(SkIntToScalar(tileSize.width()) / fTile.widt
h(), |
| 182 SkIntToScalar(tileSize.height()) / fTile.hei
ght()); | 194 SkIntToScalar(tileSize.height()) / fTile.hei
ght()); |
| 183 | 195 |
| (...skipping 108 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 292 | 304 |
| 293 this->INHERITED::toString(str); | 305 this->INHERITED::toString(str); |
| 294 } | 306 } |
| 295 #endif | 307 #endif |
| 296 | 308 |
| 297 #if SK_SUPPORT_GPU | 309 #if SK_SUPPORT_GPU |
| 298 bool SkPictureShader::asFragmentProcessor(GrContext* context, const SkPaint& pai
nt, | 310 bool SkPictureShader::asFragmentProcessor(GrContext* context, const SkPaint& pai
nt, |
| 299 const SkMatrix& viewM, const SkMatrix*
localMatrix, | 311 const SkMatrix& viewM, const SkMatrix*
localMatrix, |
| 300 GrColor* paintColor, | 312 GrColor* paintColor, |
| 301 GrFragmentProcessor** fp) const { | 313 GrFragmentProcessor** fp) const { |
| 302 SkAutoTUnref<SkShader> bitmapShader(this->refBitmapShader(viewM, localMatrix
)); | 314 int maxTextureSize = 0; |
| 315 if (context) { |
| 316 maxTextureSize = context->getMaxTextureSize(); |
| 317 } |
| 318 SkAutoTUnref<SkShader> bitmapShader(this->refBitmapShader(viewM, localMatrix
, maxTextureSize)); |
| 303 if (!bitmapShader) { | 319 if (!bitmapShader) { |
| 304 return false; | 320 return false; |
| 305 } | 321 } |
| 306 return bitmapShader->asFragmentProcessor(context, paint, viewM, NULL, paintC
olor, fp); | 322 return bitmapShader->asFragmentProcessor(context, paint, viewM, NULL, paintC
olor, fp); |
| 307 } | 323 } |
| 308 #else | 324 #else |
| 309 bool SkPictureShader::asFragmentProcessor(GrContext*, const SkPaint&, const SkMa
trix&, | 325 bool SkPictureShader::asFragmentProcessor(GrContext*, const SkPaint&, const SkMa
trix&, |
| 310 const SkMatrix*, GrColor*, | 326 const SkMatrix*, GrColor*, |
| 311 GrFragmentProcessor**) const { | 327 GrFragmentProcessor**) const { |
| 312 SkDEBUGFAIL("Should not call in GPU-less build"); | 328 SkDEBUGFAIL("Should not call in GPU-less build"); |
| 313 return false; | 329 return false; |
| 314 } | 330 } |
| 315 #endif | 331 #endif |
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