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

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/skia/trunk/src/core/SkComposeShader.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,194 @@
     1.4 +
     1.5 +/*
     1.6 + * Copyright 2006 The Android Open Source Project
     1.7 + *
     1.8 + * Use of this source code is governed by a BSD-style license that can be
     1.9 + * found in the LICENSE file.
    1.10 + */
    1.11 +
    1.12 +
    1.13 +#include "SkComposeShader.h"
    1.14 +#include "SkColorFilter.h"
    1.15 +#include "SkColorPriv.h"
    1.16 +#include "SkColorShader.h"
    1.17 +#include "SkReadBuffer.h"
    1.18 +#include "SkWriteBuffer.h"
    1.19 +#include "SkXfermode.h"
    1.20 +#include "SkString.h"
    1.21 +
    1.22 +///////////////////////////////////////////////////////////////////////////////
    1.23 +
    1.24 +SkComposeShader::SkComposeShader(SkShader* sA, SkShader* sB, SkXfermode* mode) {
    1.25 +    fShaderA = sA;  sA->ref();
    1.26 +    fShaderB = sB;  sB->ref();
    1.27 +    // mode may be null
    1.28 +    fMode = mode;
    1.29 +    SkSafeRef(mode);
    1.30 +}
    1.31 +
    1.32 +SkComposeShader::SkComposeShader(SkReadBuffer& buffer) :
    1.33 +    INHERITED(buffer) {
    1.34 +    fShaderA = buffer.readShader();
    1.35 +    if (NULL == fShaderA) {
    1.36 +        fShaderA = SkNEW_ARGS(SkColorShader, (0));
    1.37 +    }
    1.38 +    fShaderB = buffer.readShader();
    1.39 +    if (NULL == fShaderB) {
    1.40 +        fShaderB = SkNEW_ARGS(SkColorShader, (0));
    1.41 +    }
    1.42 +    fMode = buffer.readXfermode();
    1.43 +}
    1.44 +
    1.45 +SkComposeShader::~SkComposeShader() {
    1.46 +    SkSafeUnref(fMode);
    1.47 +    fShaderB->unref();
    1.48 +    fShaderA->unref();
    1.49 +}
    1.50 +
    1.51 +class SkAutoAlphaRestore {
    1.52 +public:
    1.53 +    SkAutoAlphaRestore(SkPaint* paint, uint8_t newAlpha) {
    1.54 +        fAlpha = paint->getAlpha();
    1.55 +        fPaint = paint;
    1.56 +        paint->setAlpha(newAlpha);
    1.57 +    }
    1.58 +
    1.59 +    ~SkAutoAlphaRestore() {
    1.60 +        fPaint->setAlpha(fAlpha);
    1.61 +    }
    1.62 +private:
    1.63 +    SkPaint*    fPaint;
    1.64 +    uint8_t     fAlpha;
    1.65 +};
    1.66 +#define SkAutoAlphaRestore(...) SK_REQUIRE_LOCAL_VAR(SkAutoAlphaRestore)
    1.67 +
    1.68 +void SkComposeShader::flatten(SkWriteBuffer& buffer) const {
    1.69 +    this->INHERITED::flatten(buffer);
    1.70 +    buffer.writeFlattenable(fShaderA);
    1.71 +    buffer.writeFlattenable(fShaderB);
    1.72 +    buffer.writeFlattenable(fMode);
    1.73 +}
    1.74 +
    1.75 +/*  We call setContext on our two worker shaders. However, we
    1.76 +    always let them see opaque alpha, and if the paint really
    1.77 +    is translucent, then we apply that after the fact.
    1.78 +
    1.79 +    We need to keep the calls to setContext/endContext balanced, since if we
    1.80 +    return false, our endContext() will not be called.
    1.81 + */
    1.82 +bool SkComposeShader::setContext(const SkBitmap& device,
    1.83 +                                 const SkPaint& paint,
    1.84 +                                 const SkMatrix& matrix) {
    1.85 +    if (!this->INHERITED::setContext(device, paint, matrix)) {
    1.86 +        return false;
    1.87 +    }
    1.88 +
    1.89 +    // we preconcat our localMatrix (if any) with the device matrix
    1.90 +    // before calling our sub-shaders
    1.91 +
    1.92 +    SkMatrix tmpM;
    1.93 +
    1.94 +    tmpM.setConcat(matrix, this->getLocalMatrix());
    1.95 +
    1.96 +    SkAutoAlphaRestore  restore(const_cast<SkPaint*>(&paint), 0xFF);
    1.97 +
    1.98 +    bool setContextA = fShaderA->setContext(device, paint, tmpM);
    1.99 +    bool setContextB = fShaderB->setContext(device, paint, tmpM);
   1.100 +    if (!setContextA || !setContextB) {
   1.101 +        if (setContextB) {
   1.102 +            fShaderB->endContext();
   1.103 +        }
   1.104 +        else if (setContextA) {
   1.105 +            fShaderA->endContext();
   1.106 +        }
   1.107 +        this->INHERITED::endContext();
   1.108 +        return false;
   1.109 +    }
   1.110 +    return true;
   1.111 +}
   1.112 +
   1.113 +void SkComposeShader::endContext() {
   1.114 +    fShaderB->endContext();
   1.115 +    fShaderA->endContext();
   1.116 +    this->INHERITED::endContext();
   1.117 +}
   1.118 +
   1.119 +// larger is better (fewer times we have to loop), but we shouldn't
   1.120 +// take up too much stack-space (each element is 4 bytes)
   1.121 +#define TMP_COLOR_COUNT     64
   1.122 +
   1.123 +void SkComposeShader::shadeSpan(int x, int y, SkPMColor result[], int count) {
   1.124 +    SkShader*   shaderA = fShaderA;
   1.125 +    SkShader*   shaderB = fShaderB;
   1.126 +    SkXfermode* mode = fMode;
   1.127 +    unsigned    scale = SkAlpha255To256(this->getPaintAlpha());
   1.128 +
   1.129 +    SkPMColor   tmp[TMP_COLOR_COUNT];
   1.130 +
   1.131 +    if (NULL == mode) {   // implied SRC_OVER
   1.132 +        // TODO: when we have a good test-case, should use SkBlitRow::Proc32
   1.133 +        // for these loops
   1.134 +        do {
   1.135 +            int n = count;
   1.136 +            if (n > TMP_COLOR_COUNT) {
   1.137 +                n = TMP_COLOR_COUNT;
   1.138 +            }
   1.139 +
   1.140 +            shaderA->shadeSpan(x, y, result, n);
   1.141 +            shaderB->shadeSpan(x, y, tmp, n);
   1.142 +
   1.143 +            if (256 == scale) {
   1.144 +                for (int i = 0; i < n; i++) {
   1.145 +                    result[i] = SkPMSrcOver(tmp[i], result[i]);
   1.146 +                }
   1.147 +            } else {
   1.148 +                for (int i = 0; i < n; i++) {
   1.149 +                    result[i] = SkAlphaMulQ(SkPMSrcOver(tmp[i], result[i]),
   1.150 +                                            scale);
   1.151 +                }
   1.152 +            }
   1.153 +
   1.154 +            result += n;
   1.155 +            x += n;
   1.156 +            count -= n;
   1.157 +        } while (count > 0);
   1.158 +    } else {    // use mode for the composition
   1.159 +        do {
   1.160 +            int n = count;
   1.161 +            if (n > TMP_COLOR_COUNT) {
   1.162 +                n = TMP_COLOR_COUNT;
   1.163 +            }
   1.164 +
   1.165 +            shaderA->shadeSpan(x, y, result, n);
   1.166 +            shaderB->shadeSpan(x, y, tmp, n);
   1.167 +            mode->xfer32(result, tmp, n, NULL);
   1.168 +
   1.169 +            if (256 == scale) {
   1.170 +                for (int i = 0; i < n; i++) {
   1.171 +                    result[i] = SkAlphaMulQ(result[i], scale);
   1.172 +                }
   1.173 +            }
   1.174 +
   1.175 +            result += n;
   1.176 +            x += n;
   1.177 +            count -= n;
   1.178 +        } while (count > 0);
   1.179 +    }
   1.180 +}
   1.181 +
   1.182 +#ifndef SK_IGNORE_TO_STRING
   1.183 +void SkComposeShader::toString(SkString* str) const {
   1.184 +    str->append("SkComposeShader: (");
   1.185 +
   1.186 +    str->append("ShaderA: ");
   1.187 +    fShaderA->toString(str);
   1.188 +    str->append(" ShaderB: ");
   1.189 +    fShaderB->toString(str);
   1.190 +    str->append(" Xfermode: ");
   1.191 +    fMode->toString(str);
   1.192 +
   1.193 +    this->INHERITED::toString(str);
   1.194 +
   1.195 +    str->append(")");
   1.196 +}
   1.197 +#endif

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