1 /*
2 * Copyright 2011 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "src/shaders/SkBitmapProcShader.h"
9
10 #include "include/core/SkColor.h"
11 #include "include/core/SkMatrix.h"
12 #include "include/core/SkPixmap.h"
13 #include "include/private/base/SkAssert.h"
14 #include "src/base/SkArenaAlloc.h"
15 #include "src/core/SkBitmapProcState.h"
16
17 #include <algorithm>
18 #include <cstdint>
19
20 enum class SkTileMode;
21
22 class BitmapProcShaderContext : public SkShaderBase::Context {
23 public:
BitmapProcShaderContext(const SkShaderBase & shader,const SkShaderBase::ContextRec & rec,SkBitmapProcState * state)24 BitmapProcShaderContext(const SkShaderBase& shader, const SkShaderBase::ContextRec& rec,
25 SkBitmapProcState* state)
26 : INHERITED(shader, rec)
27 , fState(state)
28 , fFlags(0)
29 {
30 if (fState->fPixmap.isOpaque() && (255 == this->getPaintAlpha())) {
31 fFlags |= SkShaderBase::kOpaqueAlpha_Flag;
32 }
33 }
34
getFlags() const35 uint32_t getFlags() const override { return fFlags; }
36
shadeSpan(int x,int y,SkPMColor dstC[],int count)37 void shadeSpan(int x, int y, SkPMColor dstC[], int count) override {
38 const SkBitmapProcState& state = *fState;
39 if (state.getShaderProc32()) {
40 state.getShaderProc32()(&state, x, y, dstC, count);
41 return;
42 }
43
44 const int BUF_MAX = 128;
45 uint32_t buffer[BUF_MAX];
46 SkBitmapProcState::MatrixProc mproc = state.getMatrixProc();
47 SkBitmapProcState::SampleProc32 sproc = state.getSampleProc32();
48 const int max = state.maxCountForBufferSize(sizeof(buffer[0]) * BUF_MAX);
49
50 SkASSERT(state.fPixmap.addr());
51
52 for (;;) {
53 int n = std::min(count, max);
54 SkASSERT(n > 0 && n < BUF_MAX*2);
55 mproc(state, buffer, n, x, y);
56 sproc(state, buffer, n, dstC);
57
58 if ((count -= n) == 0) {
59 break;
60 }
61 SkASSERT(count > 0);
62 x += n;
63 dstC += n;
64 }
65 }
66
67 private:
68 SkBitmapProcState* fState;
69 uint32_t fFlags;
70
71 using INHERITED = SkShaderBase::Context;
72 };
73
74 ///////////////////////////////////////////////////////////////////////////////////////////////////
75
MakeContext(const SkShaderBase & shader,SkTileMode tmx,SkTileMode tmy,const SkSamplingOptions & sampling,const SkImage_Base * image,const ContextRec & rec,SkArenaAlloc * alloc)76 SkShaderBase::Context* SkBitmapProcLegacyShader::MakeContext(
77 const SkShaderBase& shader, SkTileMode tmx, SkTileMode tmy, const SkSamplingOptions& sampling,
78 const SkImage_Base* image, const ContextRec& rec, SkArenaAlloc* alloc)
79 {
80 SkMatrix totalInverse;
81 // Do this first, so we know the matrix can be inverted.
82 if (!rec.fMatrixRec.totalInverse(&totalInverse)) {
83 return nullptr;
84 }
85
86 SkBitmapProcState* state = alloc->make<SkBitmapProcState>(image, tmx, tmy);
87 if (!state->setup(totalInverse, rec.fPaintAlpha, sampling)) {
88 return nullptr;
89 }
90 return alloc->make<BitmapProcShaderContext>(shader, rec, state);
91 }
92