| OLD | NEW |
| 1 | 1 |
| 2 /* | 2 /* |
| 3 * Copyright 2006 The Android Open Source Project | 3 * Copyright 2006 The Android Open Source Project |
| 4 * | 4 * |
| 5 * Use of this source code is governed by a BSD-style license that can be | 5 * Use of this source code is governed by a BSD-style license that can be |
| 6 * found in the LICENSE file. | 6 * found in the LICENSE file. |
| 7 */ | 7 */ |
| 8 | 8 |
| 9 | 9 |
| 10 #include "SkComposeShader.h" | 10 #include "SkComposeShader.h" |
| (...skipping 27 matching lines...) Expand all Loading... |
| 38 } | 38 } |
| 39 fMode = buffer.readXfermode(); | 39 fMode = buffer.readXfermode(); |
| 40 } | 40 } |
| 41 | 41 |
| 42 SkComposeShader::~SkComposeShader() { | 42 SkComposeShader::~SkComposeShader() { |
| 43 SkSafeUnref(fMode); | 43 SkSafeUnref(fMode); |
| 44 fShaderB->unref(); | 44 fShaderB->unref(); |
| 45 fShaderA->unref(); | 45 fShaderA->unref(); |
| 46 } | 46 } |
| 47 | 47 |
| 48 size_t SkComposeShader::contextSize() const { |
| 49 return sizeof(ComposeShaderContext) + fShaderA->contextSize() + fShaderB->co
ntextSize(); |
| 50 } |
| 51 |
| 48 class SkAutoAlphaRestore { | 52 class SkAutoAlphaRestore { |
| 49 public: | 53 public: |
| 50 SkAutoAlphaRestore(SkPaint* paint, uint8_t newAlpha) { | 54 SkAutoAlphaRestore(SkPaint* paint, uint8_t newAlpha) { |
| 51 fAlpha = paint->getAlpha(); | 55 fAlpha = paint->getAlpha(); |
| 52 fPaint = paint; | 56 fPaint = paint; |
| 53 paint->setAlpha(newAlpha); | 57 paint->setAlpha(newAlpha); |
| 54 } | 58 } |
| 55 | 59 |
| 56 ~SkAutoAlphaRestore() { | 60 ~SkAutoAlphaRestore() { |
| 57 fPaint->setAlpha(fAlpha); | 61 fPaint->setAlpha(fAlpha); |
| 58 } | 62 } |
| 59 private: | 63 private: |
| 60 SkPaint* fPaint; | 64 SkPaint* fPaint; |
| 61 uint8_t fAlpha; | 65 uint8_t fAlpha; |
| 62 }; | 66 }; |
| 63 #define SkAutoAlphaRestore(...) SK_REQUIRE_LOCAL_VAR(SkAutoAlphaRestore) | 67 #define SkAutoAlphaRestore(...) SK_REQUIRE_LOCAL_VAR(SkAutoAlphaRestore) |
| 64 | 68 |
| 65 void SkComposeShader::flatten(SkWriteBuffer& buffer) const { | 69 void SkComposeShader::flatten(SkWriteBuffer& buffer) const { |
| 66 this->INHERITED::flatten(buffer); | 70 this->INHERITED::flatten(buffer); |
| 67 buffer.writeFlattenable(fShaderA); | 71 buffer.writeFlattenable(fShaderA); |
| 68 buffer.writeFlattenable(fShaderB); | 72 buffer.writeFlattenable(fShaderB); |
| 69 buffer.writeFlattenable(fMode); | 73 buffer.writeFlattenable(fMode); |
| 70 } | 74 } |
| 71 | 75 |
| 72 /* We call setContext on our two worker shaders. However, we | 76 /* We call setContext on our two worker shaders. However, we |
| 73 always let them see opaque alpha, and if the paint really | 77 always let them see opaque alpha, and if the paint really |
| 74 is translucent, then we apply that after the fact. | 78 is translucent, then we apply that after the fact. |
| 75 | 79 |
| 76 We need to keep the calls to setContext/endContext balanced, since if we | |
| 77 return false, our endContext() will not be called. | |
| 78 */ | 80 */ |
| 79 bool SkComposeShader::setContext(const SkBitmap& device, | 81 bool SkComposeShader::validContext(const SkBitmap& device, |
| 80 const SkPaint& paint, | 82 const SkPaint& paint, |
| 81 const SkMatrix& matrix) { | 83 const SkMatrix& matrix, |
| 82 if (!this->INHERITED::setContext(device, paint, matrix)) { | 84 SkMatrix* totalInverse) const { |
| 85 if (!this->INHERITED::validContext(device, paint, matrix, totalInverse)) { |
| 83 return false; | 86 return false; |
| 84 } | 87 } |
| 85 | 88 |
| 86 // we preconcat our localMatrix (if any) with the device matrix | 89 // we preconcat our localMatrix (if any) with the device matrix |
| 87 // before calling our sub-shaders | 90 // before calling our sub-shaders |
| 88 | 91 |
| 89 SkMatrix tmpM; | 92 SkMatrix tmpM; |
| 90 | 93 |
| 91 tmpM.setConcat(matrix, this->getLocalMatrix()); | 94 tmpM.setConcat(matrix, this->getLocalMatrix()); |
| 92 | 95 |
| 96 SkMatrix totalInverseA, totalInverseB; |
| 97 return fShaderA->validContext(device, paint, tmpM, &totalInverseA) && |
| 98 fShaderB->validContext(device, paint, tmpM, &totalInverseB); |
| 99 } |
| 100 |
| 101 SkShader::Context* SkComposeShader::createContext(const SkBitmap& device, const
SkPaint& paint, |
| 102 const SkMatrix& matrix, void*
storage) const { |
| 103 // TODO(dominikg): move this check to SkShader::createContext and the rest t
o onCreateContext()? |
| 104 SkMatrix totalInverse; |
| 105 if (!this->validContext(device, paint, matrix, &totalInverse)) { |
| 106 return NULL; |
| 107 } |
| 108 |
| 109 // we preconcat our localMatrix (if any) with the device matrix |
| 110 // before calling our sub-shaders |
| 111 |
| 112 SkMatrix tmpM; |
| 113 |
| 114 tmpM.setConcat(matrix, this->getLocalMatrix()); |
| 115 |
| 93 SkAutoAlphaRestore restore(const_cast<SkPaint*>(&paint), 0xFF); | 116 SkAutoAlphaRestore restore(const_cast<SkPaint*>(&paint), 0xFF); |
| 94 | 117 |
| 95 bool setContextA = fShaderA->setContext(device, paint, tmpM); | 118 char* aStorage = (char*) storage + sizeof(ComposeShaderContext); |
| 96 bool setContextB = fShaderB->setContext(device, paint, tmpM); | 119 char* bStorage = aStorage + fShaderA->contextSize(); |
| 97 if (!setContextA || !setContextB) { | 120 |
| 98 if (setContextB) { | 121 SkShader::Context* contextA = fShaderA->createContext(device, paint, tmpM, a
Storage); |
| 99 fShaderB->endContext(); | 122 SkShader::Context* contextB = fShaderB->createContext(device, paint, tmpM, b
Storage); |
| 100 } | 123 |
| 101 else if (setContextA) { | 124 // Both functions must succeed; otherwise validContext should have returned |
| 102 fShaderA->endContext(); | 125 // false. |
| 103 } | 126 SkASSERT(contextA); |
| 104 this->INHERITED::endContext(); | 127 SkASSERT(contextB); |
| 105 return false; | 128 |
| 106 } | 129 return SkNEW_PLACEMENT_ARGS(storage, ComposeShaderContext, |
| 107 return true; | 130 (*this, device, paint, matrix, contextA, context
B)); |
| 108 } | 131 } |
| 109 | 132 |
| 110 void SkComposeShader::endContext() { | 133 SkComposeShader::ComposeShaderContext::ComposeShaderContext( |
| 111 fShaderB->endContext(); | 134 const SkComposeShader& shader, const SkBitmap& device, |
| 112 fShaderA->endContext(); | 135 const SkPaint& paint, const SkMatrix& matrix, |
| 113 this->INHERITED::endContext(); | 136 SkShader::Context* contextA, SkShader::Context* contextB) |
| 137 : INHERITED(shader, device, paint, matrix) |
| 138 , fShaderContextA(contextA) |
| 139 , fShaderContextB(contextB) {} |
| 140 |
| 141 SkComposeShader::ComposeShaderContext::~ComposeShaderContext() { |
| 142 fShaderContextA->SkShader::Context::~Context(); |
| 143 fShaderContextB->SkShader::Context::~Context(); |
| 114 } | 144 } |
| 115 | 145 |
| 116 // larger is better (fewer times we have to loop), but we shouldn't | 146 // larger is better (fewer times we have to loop), but we shouldn't |
| 117 // take up too much stack-space (each element is 4 bytes) | 147 // take up too much stack-space (each element is 4 bytes) |
| 118 #define TMP_COLOR_COUNT 64 | 148 #define TMP_COLOR_COUNT 64 |
| 119 | 149 |
| 120 void SkComposeShader::shadeSpan(int x, int y, SkPMColor result[], int count) { | 150 void SkComposeShader::ComposeShaderContext::shadeSpan(int x, int y, SkPMColor re
sult[], int count) { |
| 121 SkShader* shaderA = fShaderA; | 151 SkShader::Context* shaderContextA = fShaderContextA; |
| 122 SkShader* shaderB = fShaderB; | 152 SkShader::Context* shaderContextB = fShaderContextB; |
| 123 SkXfermode* mode = fMode; | 153 SkXfermode* mode = static_cast<const SkComposeShader&>(fShader).fMode
; |
| 124 unsigned scale = SkAlpha255To256(this->getPaintAlpha()); | 154 unsigned scale = SkAlpha255To256(this->getPaintAlpha()); |
| 125 | 155 |
| 126 SkPMColor tmp[TMP_COLOR_COUNT]; | 156 SkPMColor tmp[TMP_COLOR_COUNT]; |
| 127 | 157 |
| 128 if (NULL == mode) { // implied SRC_OVER | 158 if (NULL == mode) { // implied SRC_OVER |
| 129 // TODO: when we have a good test-case, should use SkBlitRow::Proc32 | 159 // TODO: when we have a good test-case, should use SkBlitRow::Proc32 |
| 130 // for these loops | 160 // for these loops |
| 131 do { | 161 do { |
| 132 int n = count; | 162 int n = count; |
| 133 if (n > TMP_COLOR_COUNT) { | 163 if (n > TMP_COLOR_COUNT) { |
| 134 n = TMP_COLOR_COUNT; | 164 n = TMP_COLOR_COUNT; |
| 135 } | 165 } |
| 136 | 166 |
| 137 shaderA->shadeSpan(x, y, result, n); | 167 shaderContextA->shadeSpan(x, y, result, n); |
| 138 shaderB->shadeSpan(x, y, tmp, n); | 168 shaderContextB->shadeSpan(x, y, tmp, n); |
| 139 | 169 |
| 140 if (256 == scale) { | 170 if (256 == scale) { |
| 141 for (int i = 0; i < n; i++) { | 171 for (int i = 0; i < n; i++) { |
| 142 result[i] = SkPMSrcOver(tmp[i], result[i]); | 172 result[i] = SkPMSrcOver(tmp[i], result[i]); |
| 143 } | 173 } |
| 144 } else { | 174 } else { |
| 145 for (int i = 0; i < n; i++) { | 175 for (int i = 0; i < n; i++) { |
| 146 result[i] = SkAlphaMulQ(SkPMSrcOver(tmp[i], result[i]), | 176 result[i] = SkAlphaMulQ(SkPMSrcOver(tmp[i], result[i]), |
| 147 scale); | 177 scale); |
| 148 } | 178 } |
| 149 } | 179 } |
| 150 | 180 |
| 151 result += n; | 181 result += n; |
| 152 x += n; | 182 x += n; |
| 153 count -= n; | 183 count -= n; |
| 154 } while (count > 0); | 184 } while (count > 0); |
| 155 } else { // use mode for the composition | 185 } else { // use mode for the composition |
| 156 do { | 186 do { |
| 157 int n = count; | 187 int n = count; |
| 158 if (n > TMP_COLOR_COUNT) { | 188 if (n > TMP_COLOR_COUNT) { |
| 159 n = TMP_COLOR_COUNT; | 189 n = TMP_COLOR_COUNT; |
| 160 } | 190 } |
| 161 | 191 |
| 162 shaderA->shadeSpan(x, y, result, n); | 192 shaderContextA->shadeSpan(x, y, result, n); |
| 163 shaderB->shadeSpan(x, y, tmp, n); | 193 shaderContextB->shadeSpan(x, y, tmp, n); |
| 164 mode->xfer32(result, tmp, n, NULL); | 194 mode->xfer32(result, tmp, n, NULL); |
| 165 | 195 |
| 166 if (256 == scale) { | 196 if (256 == scale) { |
| 167 for (int i = 0; i < n; i++) { | 197 for (int i = 0; i < n; i++) { |
| 168 result[i] = SkAlphaMulQ(result[i], scale); | 198 result[i] = SkAlphaMulQ(result[i], scale); |
| 169 } | 199 } |
| 170 } | 200 } |
| 171 | 201 |
| 172 result += n; | 202 result += n; |
| 173 x += n; | 203 x += n; |
| (...skipping 11 matching lines...) Expand all Loading... |
| 185 str->append(" ShaderB: "); | 215 str->append(" ShaderB: "); |
| 186 fShaderB->toString(str); | 216 fShaderB->toString(str); |
| 187 str->append(" Xfermode: "); | 217 str->append(" Xfermode: "); |
| 188 fMode->toString(str); | 218 fMode->toString(str); |
| 189 | 219 |
| 190 this->INHERITED::toString(str); | 220 this->INHERITED::toString(str); |
| 191 | 221 |
| 192 str->append(")"); | 222 str->append(")"); |
| 193 } | 223 } |
| 194 #endif | 224 #endif |
| OLD | NEW |