xref: /aosp_15_r20/external/skia/src/shaders/SkCoordClampShader.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2023 The Android Open Source Project
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/shaders/SkCoordClampShader.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkFlattenable.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTo.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkArenaAlloc.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkEffectPriv.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkRasterPipeline.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkRasterPipelineOpContexts.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkRasterPipelineOpList.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkReadBuffer.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkWriteBuffer.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/shaders/SkShaderBase.h"
20*c8dee2aaSAndroid Build Coastguard Worker 
21*c8dee2aaSAndroid Build Coastguard Worker #include <optional>
22*c8dee2aaSAndroid Build Coastguard Worker 
CreateProc(SkReadBuffer & buffer)23*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkFlattenable> SkCoordClampShader::CreateProc(SkReadBuffer& buffer) {
24*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkShader> shader(buffer.readShader());
25*c8dee2aaSAndroid Build Coastguard Worker     SkRect subset = buffer.readRect();
26*c8dee2aaSAndroid Build Coastguard Worker     if (!buffer.validate(SkToBool(shader))) {
27*c8dee2aaSAndroid Build Coastguard Worker         return nullptr;
28*c8dee2aaSAndroid Build Coastguard Worker     }
29*c8dee2aaSAndroid Build Coastguard Worker     return SkShaders::CoordClamp(std::move(shader), subset);
30*c8dee2aaSAndroid Build Coastguard Worker }
31*c8dee2aaSAndroid Build Coastguard Worker 
flatten(SkWriteBuffer & buffer) const32*c8dee2aaSAndroid Build Coastguard Worker void SkCoordClampShader::flatten(SkWriteBuffer& buffer) const {
33*c8dee2aaSAndroid Build Coastguard Worker     buffer.writeFlattenable(fShader.get());
34*c8dee2aaSAndroid Build Coastguard Worker     buffer.writeRect(fSubset);
35*c8dee2aaSAndroid Build Coastguard Worker }
36*c8dee2aaSAndroid Build Coastguard Worker 
appendStages(const SkStageRec & rec,const SkShaders::MatrixRec & mRec) const37*c8dee2aaSAndroid Build Coastguard Worker bool SkCoordClampShader::appendStages(const SkStageRec& rec,
38*c8dee2aaSAndroid Build Coastguard Worker                                       const SkShaders::MatrixRec& mRec) const {
39*c8dee2aaSAndroid Build Coastguard Worker     std::optional<SkShaders::MatrixRec> childMRec = mRec.apply(rec);
40*c8dee2aaSAndroid Build Coastguard Worker     if (!childMRec.has_value()) {
41*c8dee2aaSAndroid Build Coastguard Worker         return false;
42*c8dee2aaSAndroid Build Coastguard Worker     }
43*c8dee2aaSAndroid Build Coastguard Worker     // Strictly speaking, childMRec's total matrix is not valid. It is only valid inside the subset
44*c8dee2aaSAndroid Build Coastguard Worker     // rectangle. However, we don't mark it as such because we want the "total matrix is valid"
45*c8dee2aaSAndroid Build Coastguard Worker     // behavior in SkImageShader for filtering.
46*c8dee2aaSAndroid Build Coastguard Worker     auto clampCtx = rec.fAlloc->make<SkRasterPipeline_CoordClampCtx>();
47*c8dee2aaSAndroid Build Coastguard Worker     *clampCtx = {fSubset.fLeft, fSubset.fTop, fSubset.fRight, fSubset.fBottom};
48*c8dee2aaSAndroid Build Coastguard Worker     rec.fPipeline->append(SkRasterPipelineOp::clamp_x_and_y, clampCtx);
49*c8dee2aaSAndroid Build Coastguard Worker     return as_SB(fShader)->appendStages(rec, *childMRec);
50*c8dee2aaSAndroid Build Coastguard Worker }
51*c8dee2aaSAndroid Build Coastguard Worker 
SkRegisterCoordClampShaderFlattenable()52*c8dee2aaSAndroid Build Coastguard Worker void SkRegisterCoordClampShaderFlattenable() {
53*c8dee2aaSAndroid Build Coastguard Worker     SK_REGISTER_FLATTENABLE(SkCoordClampShader);
54*c8dee2aaSAndroid Build Coastguard Worker 
55*c8dee2aaSAndroid Build Coastguard Worker     // Previous name
56*c8dee2aaSAndroid Build Coastguard Worker     SkFlattenable::Register("SkShader_CoordClamp", SkCoordClampShader::CreateProc);
57*c8dee2aaSAndroid Build Coastguard Worker }
58*c8dee2aaSAndroid Build Coastguard Worker 
CoordClamp(sk_sp<SkShader> shader,const SkRect & subset)59*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> SkShaders::CoordClamp(sk_sp<SkShader> shader, const SkRect& subset) {
60*c8dee2aaSAndroid Build Coastguard Worker     if (!shader) {
61*c8dee2aaSAndroid Build Coastguard Worker         return nullptr;
62*c8dee2aaSAndroid Build Coastguard Worker     }
63*c8dee2aaSAndroid Build Coastguard Worker     if (!subset.isSorted()) {
64*c8dee2aaSAndroid Build Coastguard Worker         return nullptr;
65*c8dee2aaSAndroid Build Coastguard Worker     }
66*c8dee2aaSAndroid Build Coastguard Worker     return sk_make_sp<SkCoordClampShader>(std::move(shader), subset);
67*c8dee2aaSAndroid Build Coastguard Worker }
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