gfx/skia/trunk/src/core/SkComposeShader.cpp

Sat, 03 Jan 2015 20:18:00 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Sat, 03 Jan 2015 20:18:00 +0100
branch
TOR_BUG_3246
changeset 7
129ffea94266
permissions
-rw-r--r--

Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.

michael@0 1
michael@0 2 /*
michael@0 3 * Copyright 2006 The Android Open Source Project
michael@0 4 *
michael@0 5 * Use of this source code is governed by a BSD-style license that can be
michael@0 6 * found in the LICENSE file.
michael@0 7 */
michael@0 8
michael@0 9
michael@0 10 #include "SkComposeShader.h"
michael@0 11 #include "SkColorFilter.h"
michael@0 12 #include "SkColorPriv.h"
michael@0 13 #include "SkColorShader.h"
michael@0 14 #include "SkReadBuffer.h"
michael@0 15 #include "SkWriteBuffer.h"
michael@0 16 #include "SkXfermode.h"
michael@0 17 #include "SkString.h"
michael@0 18
michael@0 19 ///////////////////////////////////////////////////////////////////////////////
michael@0 20
michael@0 21 SkComposeShader::SkComposeShader(SkShader* sA, SkShader* sB, SkXfermode* mode) {
michael@0 22 fShaderA = sA; sA->ref();
michael@0 23 fShaderB = sB; sB->ref();
michael@0 24 // mode may be null
michael@0 25 fMode = mode;
michael@0 26 SkSafeRef(mode);
michael@0 27 }
michael@0 28
michael@0 29 SkComposeShader::SkComposeShader(SkReadBuffer& buffer) :
michael@0 30 INHERITED(buffer) {
michael@0 31 fShaderA = buffer.readShader();
michael@0 32 if (NULL == fShaderA) {
michael@0 33 fShaderA = SkNEW_ARGS(SkColorShader, (0));
michael@0 34 }
michael@0 35 fShaderB = buffer.readShader();
michael@0 36 if (NULL == fShaderB) {
michael@0 37 fShaderB = SkNEW_ARGS(SkColorShader, (0));
michael@0 38 }
michael@0 39 fMode = buffer.readXfermode();
michael@0 40 }
michael@0 41
michael@0 42 SkComposeShader::~SkComposeShader() {
michael@0 43 SkSafeUnref(fMode);
michael@0 44 fShaderB->unref();
michael@0 45 fShaderA->unref();
michael@0 46 }
michael@0 47
michael@0 48 class SkAutoAlphaRestore {
michael@0 49 public:
michael@0 50 SkAutoAlphaRestore(SkPaint* paint, uint8_t newAlpha) {
michael@0 51 fAlpha = paint->getAlpha();
michael@0 52 fPaint = paint;
michael@0 53 paint->setAlpha(newAlpha);
michael@0 54 }
michael@0 55
michael@0 56 ~SkAutoAlphaRestore() {
michael@0 57 fPaint->setAlpha(fAlpha);
michael@0 58 }
michael@0 59 private:
michael@0 60 SkPaint* fPaint;
michael@0 61 uint8_t fAlpha;
michael@0 62 };
michael@0 63 #define SkAutoAlphaRestore(...) SK_REQUIRE_LOCAL_VAR(SkAutoAlphaRestore)
michael@0 64
michael@0 65 void SkComposeShader::flatten(SkWriteBuffer& buffer) const {
michael@0 66 this->INHERITED::flatten(buffer);
michael@0 67 buffer.writeFlattenable(fShaderA);
michael@0 68 buffer.writeFlattenable(fShaderB);
michael@0 69 buffer.writeFlattenable(fMode);
michael@0 70 }
michael@0 71
michael@0 72 /* We call setContext on our two worker shaders. However, we
michael@0 73 always let them see opaque alpha, and if the paint really
michael@0 74 is translucent, then we apply that after the fact.
michael@0 75
michael@0 76 We need to keep the calls to setContext/endContext balanced, since if we
michael@0 77 return false, our endContext() will not be called.
michael@0 78 */
michael@0 79 bool SkComposeShader::setContext(const SkBitmap& device,
michael@0 80 const SkPaint& paint,
michael@0 81 const SkMatrix& matrix) {
michael@0 82 if (!this->INHERITED::setContext(device, paint, matrix)) {
michael@0 83 return false;
michael@0 84 }
michael@0 85
michael@0 86 // we preconcat our localMatrix (if any) with the device matrix
michael@0 87 // before calling our sub-shaders
michael@0 88
michael@0 89 SkMatrix tmpM;
michael@0 90
michael@0 91 tmpM.setConcat(matrix, this->getLocalMatrix());
michael@0 92
michael@0 93 SkAutoAlphaRestore restore(const_cast<SkPaint*>(&paint), 0xFF);
michael@0 94
michael@0 95 bool setContextA = fShaderA->setContext(device, paint, tmpM);
michael@0 96 bool setContextB = fShaderB->setContext(device, paint, tmpM);
michael@0 97 if (!setContextA || !setContextB) {
michael@0 98 if (setContextB) {
michael@0 99 fShaderB->endContext();
michael@0 100 }
michael@0 101 else if (setContextA) {
michael@0 102 fShaderA->endContext();
michael@0 103 }
michael@0 104 this->INHERITED::endContext();
michael@0 105 return false;
michael@0 106 }
michael@0 107 return true;
michael@0 108 }
michael@0 109
michael@0 110 void SkComposeShader::endContext() {
michael@0 111 fShaderB->endContext();
michael@0 112 fShaderA->endContext();
michael@0 113 this->INHERITED::endContext();
michael@0 114 }
michael@0 115
michael@0 116 // larger is better (fewer times we have to loop), but we shouldn't
michael@0 117 // take up too much stack-space (each element is 4 bytes)
michael@0 118 #define TMP_COLOR_COUNT 64
michael@0 119
michael@0 120 void SkComposeShader::shadeSpan(int x, int y, SkPMColor result[], int count) {
michael@0 121 SkShader* shaderA = fShaderA;
michael@0 122 SkShader* shaderB = fShaderB;
michael@0 123 SkXfermode* mode = fMode;
michael@0 124 unsigned scale = SkAlpha255To256(this->getPaintAlpha());
michael@0 125
michael@0 126 SkPMColor tmp[TMP_COLOR_COUNT];
michael@0 127
michael@0 128 if (NULL == mode) { // implied SRC_OVER
michael@0 129 // TODO: when we have a good test-case, should use SkBlitRow::Proc32
michael@0 130 // for these loops
michael@0 131 do {
michael@0 132 int n = count;
michael@0 133 if (n > TMP_COLOR_COUNT) {
michael@0 134 n = TMP_COLOR_COUNT;
michael@0 135 }
michael@0 136
michael@0 137 shaderA->shadeSpan(x, y, result, n);
michael@0 138 shaderB->shadeSpan(x, y, tmp, n);
michael@0 139
michael@0 140 if (256 == scale) {
michael@0 141 for (int i = 0; i < n; i++) {
michael@0 142 result[i] = SkPMSrcOver(tmp[i], result[i]);
michael@0 143 }
michael@0 144 } else {
michael@0 145 for (int i = 0; i < n; i++) {
michael@0 146 result[i] = SkAlphaMulQ(SkPMSrcOver(tmp[i], result[i]),
michael@0 147 scale);
michael@0 148 }
michael@0 149 }
michael@0 150
michael@0 151 result += n;
michael@0 152 x += n;
michael@0 153 count -= n;
michael@0 154 } while (count > 0);
michael@0 155 } else { // use mode for the composition
michael@0 156 do {
michael@0 157 int n = count;
michael@0 158 if (n > TMP_COLOR_COUNT) {
michael@0 159 n = TMP_COLOR_COUNT;
michael@0 160 }
michael@0 161
michael@0 162 shaderA->shadeSpan(x, y, result, n);
michael@0 163 shaderB->shadeSpan(x, y, tmp, n);
michael@0 164 mode->xfer32(result, tmp, n, NULL);
michael@0 165
michael@0 166 if (256 == scale) {
michael@0 167 for (int i = 0; i < n; i++) {
michael@0 168 result[i] = SkAlphaMulQ(result[i], scale);
michael@0 169 }
michael@0 170 }
michael@0 171
michael@0 172 result += n;
michael@0 173 x += n;
michael@0 174 count -= n;
michael@0 175 } while (count > 0);
michael@0 176 }
michael@0 177 }
michael@0 178
michael@0 179 #ifndef SK_IGNORE_TO_STRING
michael@0 180 void SkComposeShader::toString(SkString* str) const {
michael@0 181 str->append("SkComposeShader: (");
michael@0 182
michael@0 183 str->append("ShaderA: ");
michael@0 184 fShaderA->toString(str);
michael@0 185 str->append(" ShaderB: ");
michael@0 186 fShaderB->toString(str);
michael@0 187 str->append(" Xfermode: ");
michael@0 188 fMode->toString(str);
michael@0 189
michael@0 190 this->INHERITED::toString(str);
michael@0 191
michael@0 192 str->append(")");
michael@0 193 }
michael@0 194 #endif

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