/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "src/core/SkCanvasPriv.h" #include "include/core/SkBlendMode.h" #include "include/core/SkColor.h" #include "include/core/SkColorFilter.h" #include "include/core/SkImageFilter.h" #include "include/core/SkMaskFilter.h" #include "include/core/SkMatrix.h" #include "include/core/SkRect.h" #include "include/core/SkRefCnt.h" #include "include/core/SkShader.h" #include "include/private/base/SkAlign.h" #include "include/private/base/SkAssert.h" #include "include/private/base/SkTo.h" #include "src/base/SkAutoMalloc.h" #include "src/core/SkMaskFilterBase.h" #include "src/core/SkReadBuffer.h" #include "src/core/SkWriteBuffer.h" #include "src/core/SkWriter32.h" #include #include SkAutoCanvasMatrixPaint::SkAutoCanvasMatrixPaint(SkCanvas* canvas, const SkMatrix* matrix, const SkPaint* paint, const SkRect& bounds) : fCanvas(canvas) , fSaveCount(canvas->getSaveCount()) { if (paint) { SkRect newBounds = bounds; if (matrix) { matrix->mapRect(&newBounds); } canvas->saveLayer(&newBounds, paint); } else if (matrix) { canvas->save(); } if (matrix) { canvas->concat(*matrix); } } SkAutoCanvasMatrixPaint::~SkAutoCanvasMatrixPaint() { fCanvas->restoreToCount(fSaveCount); } /////////////////////////////////////////////////////////////////////////////////////////////////// bool SkCanvasPriv::ReadLattice(SkReadBuffer& buffer, SkCanvas::Lattice* lattice) { lattice->fXCount = buffer.readInt(); lattice->fXDivs = buffer.skipT(lattice->fXCount); lattice->fYCount = buffer.readInt(); lattice->fYDivs = buffer.skipT(lattice->fYCount); int flagCount = buffer.readInt(); lattice->fRectTypes = nullptr; lattice->fColors = nullptr; if (flagCount) { lattice->fRectTypes = buffer.skipT(flagCount); lattice->fColors = buffer.skipT(flagCount); } lattice->fBounds = buffer.skipT(); return buffer.isValid(); } size_t SkCanvasPriv::WriteLattice(void* buffer, const SkCanvas::Lattice& lattice) { int flagCount = lattice.fRectTypes ? (lattice.fXCount + 1) * (lattice.fYCount + 1) : 0; const size_t size = (1 + lattice.fXCount + 1 + lattice.fYCount + 1) * sizeof(int32_t) + SkAlign4(flagCount * sizeof(SkCanvas::Lattice::RectType)) + SkAlign4(flagCount * sizeof(SkColor)) + sizeof(SkIRect); if (buffer) { SkWriter32 writer(buffer, size); writer.write32(lattice.fXCount); writer.write(lattice.fXDivs, lattice.fXCount * sizeof(uint32_t)); writer.write32(lattice.fYCount); writer.write(lattice.fYDivs, lattice.fYCount * sizeof(uint32_t)); writer.write32(flagCount); writer.writePad(lattice.fRectTypes, flagCount * sizeof(uint8_t)); writer.write(lattice.fColors, flagCount * sizeof(SkColor)); SkASSERT(lattice.fBounds); writer.write(lattice.fBounds, sizeof(SkIRect)); SkASSERT(writer.bytesWritten() == size); } return size; } void SkCanvasPriv::WriteLattice(SkWriteBuffer& buffer, const SkCanvas::Lattice& lattice) { const size_t size = WriteLattice(nullptr, lattice); SkAutoSMalloc<1024> storage(size); WriteLattice(storage.get(), lattice); buffer.writePad32(storage.get(), size); } void SkCanvasPriv::GetDstClipAndMatrixCounts(const SkCanvas::ImageSetEntry set[], int count, int* totalDstClipCount, int* totalMatrixCount) { int dstClipCount = 0; int maxMatrixIndex = -1; for (int i = 0; i < count; ++i) { dstClipCount += 4 * set[i].fHasClip; if (set[i].fMatrixIndex > maxMatrixIndex) { maxMatrixIndex = set[i].fMatrixIndex; } } *totalDstClipCount = dstClipCount; *totalMatrixCount = maxMatrixIndex + 1; } // Attempts to convert an image filter to its equivalent color filter, which if possible, modifies // the paint to compose the image filter's color filter into the paint's color filter slot. Returns // true if the paint has been modified. Requires the paint to have an image filter. bool SkCanvasPriv::ImageToColorFilter(SkPaint* paint) { SkASSERT(SkToBool(paint) && paint->getImageFilter()); // An image filter logically runs after any mask filter and the src-over blending against the // layer's transparent black initial content. Moving the image filter (as a color filter) into // the color filter slot causes it to run before the mask filter or blending. // // Src-over blending against transparent black is a no-op, so skipping the layer and drawing the // output of the color filter-image filter with the original blender is valid. // // If there's also a mask filter on the paint, it will operate on an alpha-only layer that's // then shaded with the paint's effects. Moving the CF-IF into the paint's color filter slot // will mean that the CF-IF operates on the output of the original CF *before* it's combined // with the coverage value. Under normal circumstances the CF-IF evaluates the color after // coverage has been multiplied into the alpha channel. // // Some color filters may behave the same, e.g. cf(color)*coverage == cf(color*coverage), but // that's hard to detect so we disable the optimization when both image filters and mask filters // are present. if (paint->getMaskFilter()) { return false; } SkColorFilter* imgCFPtr; if (!paint->getImageFilter()->asAColorFilter(&imgCFPtr)) { return false; } sk_sp imgCF(imgCFPtr); SkColorFilter* paintCF = paint->getColorFilter(); if (paintCF) { // The paint has both a colorfilter(paintCF) and an imagefilter-that-is-a-colorfilter(imgCF) // and we need to combine them into a single colorfilter. imgCF = imgCF->makeComposed(sk_ref_sp(paintCF)); } paint->setColorFilter(std::move(imgCF)); paint->setImageFilter(nullptr); return true; } AutoLayerForImageFilter::AutoLayerForImageFilter(SkCanvas* canvas, const SkPaint& paint, const SkRect* rawBounds, bool skipMaskFilterLayer) : fPaint(paint) , fCanvas(canvas) , fTempLayersForFilters(0) { SkDEBUGCODE(fSaveCount = canvas->getSaveCount();) // Depending on the original paint, this will add 0, 1, or 2 layers that apply the // filter effects to a temporary layer that rasterized the remaining effects. Image filters // are applied to the result of any mask filter, so its layer is added first in the stack. // // If present on the original paint, the image filter layer's restore paint steals the blender // and the image filter so that the draw's paint will never have an image filter. if (fPaint.getImageFilter() && !SkCanvasPriv::ImageToColorFilter(&fPaint)) { this->addImageFilterLayer(rawBounds); } // If present on the original paint, the mask filter layer's restore paint steals all shading // effects and the draw's paint shading is updated to draw a solid opaque color (thus encoding // coverage into the alpha channel). The draw's paint preserves all geometric effects that have // to be applied before the mask filter. The layer's restore paint adds an image filter // representing the mask filter. if (fPaint.getMaskFilter() && !skipMaskFilterLayer) { this->addMaskFilterLayer(rawBounds); } // When the original paint has both an image filter and a mask filter, this will create two // internal layers and perform two restores when finished. This actually creates one fewer // offscreen passes compared to directly composing the mask filter's output with an // SkImageFilters::Shader node and passing that into the rest of the image filter. } AutoLayerForImageFilter::~AutoLayerForImageFilter() { for (int i = 0; i < fTempLayersForFilters; ++i) { fCanvas->fSaveCount -= 1; fCanvas->internalRestore(); } // Negative save count occurs when this layer was moved. SkASSERT(fSaveCount < 0 || fCanvas->getSaveCount() == fSaveCount); } AutoLayerForImageFilter::AutoLayerForImageFilter(AutoLayerForImageFilter&& other) { *this = std::move(other); } AutoLayerForImageFilter& AutoLayerForImageFilter::operator=(AutoLayerForImageFilter&& other) { fPaint = std::move(other.fPaint); fCanvas = other.fCanvas; fTempLayersForFilters = other.fTempLayersForFilters; SkDEBUGCODE(fSaveCount = other.fSaveCount;) other.fTempLayersForFilters = 0; SkDEBUGCODE(other.fSaveCount = -1;) return *this; } void AutoLayerForImageFilter::addImageFilterLayer(const SkRect* drawBounds) { // Shouldn't be adding a layer if there was no image filter to begin with. SkASSERT(fPaint.getImageFilter()); // The restore paint for an image filter layer simply takes the image filter and blending off // the original paint. The blending is applied post image filter because otherwise it'd be // applied with the new layer's transparent dst and not be very interesting. SkPaint restorePaint; restorePaint.setImageFilter(fPaint.refImageFilter()); restorePaint.setBlender(fPaint.refBlender()); // Remove the restorePaint fields from our "working" paint, leaving all other shading and // geometry effects to be rendered into the layer. If there happens to be a mask filter, this // paint will still trigger a second layer for that filter. fPaint.setImageFilter(nullptr); fPaint.setBlendMode(SkBlendMode::kSrcOver); this->addLayer(restorePaint, drawBounds, /*coverageOnly=*/false); } void AutoLayerForImageFilter::addMaskFilterLayer(const SkRect* drawBounds) { // Shouldn't be adding a layer if there was no mask filter to begin with. SkASSERT(fPaint.getMaskFilter()); // Image filters are evaluated after mask filters so any filter should have been converted to // a layer and removed from fPaint already. SkASSERT(!fPaint.getImageFilter()); // TODO: Eventually all SkMaskFilters will implement this method so this can switch to an assert sk_sp maskFilterAsImageFilter = as_MFB(fPaint.getMaskFilter())->asImageFilter(fCanvas->getTotalMatrix()); if (!maskFilterAsImageFilter) { // This is a legacy mask filter that can be handled by raster and Ganesh directly, but will // be ignored by Graphite. Return now, leaving the paint with the mask filter so that the // underlying SkDevice can handle it if it will. return; } // The restore paint for the coverage layer takes over all shading effects that had been on the // original paint, which will be applied to the alpha-only output image from the mask filter // converted to an image filter. SkPaint restorePaint; restorePaint.setColor4f(fPaint.getColor4f()); restorePaint.setShader(fPaint.refShader()); restorePaint.setColorFilter(fPaint.refColorFilter()); restorePaint.setBlender(fPaint.refBlender()); restorePaint.setDither(fPaint.isDither()); restorePaint.setImageFilter(maskFilterAsImageFilter); // Remove all shading effects from the "working" paint so that the layer's alpha channel // will correspond to the coverage. This leaves the original style and AA settings that // contribute to coverage (including any path effect). fPaint.setColor4f(SkColors::kWhite); fPaint.setShader(nullptr); fPaint.setColorFilter(nullptr); fPaint.setMaskFilter(nullptr); fPaint.setDither(false); fPaint.setBlendMode(SkBlendMode::kSrcOver); this->addLayer(restorePaint, drawBounds, /*coverageOnly=*/true); } void AutoLayerForImageFilter::addLayer(const SkPaint& restorePaint, const SkRect* drawBounds, bool coverageOnly) { SkRect storage; const SkRect* contentBounds = nullptr; if (drawBounds && fPaint.canComputeFastBounds()) { // The content bounds will include all paint outsets except for those that have been // extracted into 'restorePaint' or a previously added layer. contentBounds = &fPaint.computeFastBounds(*drawBounds, &storage); } fCanvas->fSaveCount += 1; fCanvas->internalSaveLayer(SkCanvas::SaveLayerRec(contentBounds, &restorePaint), SkCanvas::kFullLayer_SaveLayerStrategy, coverageOnly); fTempLayersForFilters += 1; }