/*
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* Copyright 2006 The Android Open Source Project
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "SkArenaAlloc.h"
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#include "SkBitmapProcShader.h"
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#include "SkColorShader.h"
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#include "SkColorSpacePriv.h"
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#include "SkColorSpaceXformer.h"
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#include "SkEmptyShader.h"
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#include "SkMallocPixelRef.h"
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#include "SkPaint.h"
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#include "SkPicture.h"
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#include "SkPictureShader.h"
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#include "SkRasterPipeline.h"
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#include "SkReadBuffer.h"
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#include "SkScalar.h"
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#include "SkShaderBase.h"
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#include "SkTLazy.h"
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#include "SkWriteBuffer.h"
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#if SK_SUPPORT_GPU
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#include "GrFragmentProcessor.h"
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#endif
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SkShaderBase::SkShaderBase(const SkMatrix* localMatrix)
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: fLocalMatrix(localMatrix ? *localMatrix : SkMatrix::I()) {
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// Pre-cache so future calls to fLocalMatrix.getType() are threadsafe.
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(void)fLocalMatrix.getType();
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}
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SkShaderBase::~SkShaderBase() {}
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void SkShaderBase::flatten(SkWriteBuffer& buffer) const {
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this->INHERITED::flatten(buffer);
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bool hasLocalM = !fLocalMatrix.isIdentity();
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buffer.writeBool(hasLocalM);
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if (hasLocalM) {
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buffer.writeMatrix(fLocalMatrix);
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}
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}
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SkTCopyOnFirstWrite<SkMatrix>
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SkShaderBase::totalLocalMatrix(const SkMatrix* preLocalMatrix,
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const SkMatrix* postLocalMatrix) const {
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SkTCopyOnFirstWrite<SkMatrix> m(fLocalMatrix);
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if (preLocalMatrix) {
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m.writable()->preConcat(*preLocalMatrix);
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}
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if (postLocalMatrix) {
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m.writable()->postConcat(*postLocalMatrix);
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}
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return m;
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}
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bool SkShaderBase::computeTotalInverse(const SkMatrix& ctm,
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const SkMatrix* outerLocalMatrix,
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SkMatrix* totalInverse) const {
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return SkMatrix::Concat(ctm, *this->totalLocalMatrix(outerLocalMatrix)).invert(totalInverse);
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}
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bool SkShaderBase::asLuminanceColor(SkColor* colorPtr) const {
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SkColor storage;
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if (nullptr == colorPtr) {
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colorPtr = &storage;
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}
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if (this->onAsLuminanceColor(colorPtr)) {
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*colorPtr = SkColorSetA(*colorPtr, 0xFF); // we only return opaque
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return true;
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}
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return false;
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}
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SkShaderBase::Context* SkShaderBase::makeContext(const ContextRec& rec, SkArenaAlloc* alloc) const {
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#ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
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// We always fall back to raster pipeline when perspective is present.
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if (rec.fMatrix->hasPerspective() ||
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fLocalMatrix.hasPerspective() ||
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(rec.fLocalMatrix && rec.fLocalMatrix->hasPerspective()) ||
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!this->computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, nullptr)) {
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return nullptr;
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}
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return this->onMakeContext(rec, alloc);
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#else
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return nullptr;
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#endif
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}
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SkShaderBase::Context::Context(const SkShaderBase& shader, const ContextRec& rec)
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: fShader(shader), fCTM(*rec.fMatrix)
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{
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// We should never use a context with perspective.
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SkASSERT(!rec.fMatrix->hasPerspective());
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SkASSERT(!rec.fLocalMatrix || !rec.fLocalMatrix->hasPerspective());
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SkASSERT(!shader.getLocalMatrix().hasPerspective());
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// Because the context parameters must be valid at this point, we know that the matrix is
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// invertible.
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SkAssertResult(fShader.computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, &fTotalInverse));
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fPaintAlpha = rec.fPaint->getAlpha();
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}
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SkShaderBase::Context::~Context() {}
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bool SkShaderBase::ContextRec::isLegacyCompatible(SkColorSpace* shaderColorSpace) const {
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return sk_can_use_legacy_blits(shaderColorSpace, fDstColorSpace);
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}
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const SkMatrix& SkShader::getLocalMatrix() const {
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return as_SB(this)->getLocalMatrix();
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}
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SkImage* SkShader::isAImage(SkMatrix* localMatrix, TileMode xy[2]) const {
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return as_SB(this)->onIsAImage(localMatrix, xy);
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}
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SkShader::GradientType SkShader::asAGradient(GradientInfo* info) const {
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return kNone_GradientType;
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}
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#if SK_SUPPORT_GPU
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std::unique_ptr<GrFragmentProcessor> SkShaderBase::asFragmentProcessor(const GrFPArgs&) const {
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return nullptr;
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}
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#endif
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sk_sp<SkShader> SkShader::makeAsALocalMatrixShader(SkMatrix*) const {
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return nullptr;
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}
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sk_sp<SkShader> SkShader::MakeEmptyShader() { return sk_make_sp<SkEmptyShader>(); }
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sk_sp<SkShader> SkShader::MakeColorShader(SkColor color) { return sk_make_sp<SkColorShader>(color); }
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sk_sp<SkShader> SkShader::MakeBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
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const SkMatrix* localMatrix) {
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if (localMatrix && !localMatrix->invert(nullptr)) {
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return nullptr;
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}
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return SkMakeBitmapShader(src, tmx, tmy, localMatrix, kIfMutable_SkCopyPixelsMode);
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}
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sk_sp<SkShader> SkShader::MakePictureShader(sk_sp<SkPicture> src, TileMode tmx, TileMode tmy,
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const SkMatrix* localMatrix, const SkRect* tile) {
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if (localMatrix && !localMatrix->invert(nullptr)) {
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return nullptr;
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}
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return SkPictureShader::Make(std::move(src), tmx, tmy, localMatrix, tile);
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}
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bool SkShaderBase::appendStages(const StageRec& rec) const {
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return this->onAppendStages(rec);
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}
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bool SkShaderBase::onAppendStages(const StageRec& rec) const {
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// SkShader::Context::shadeSpan() handles the paint opacity internally,
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// but SkRasterPipelineBlitter applies it as a separate stage.
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// We skip the internal shadeSpan() step by forcing the paint opaque.
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SkTCopyOnFirstWrite<SkPaint> opaquePaint(rec.fPaint);
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if (rec.fPaint.getAlpha() != SK_AlphaOPAQUE) {
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opaquePaint.writable()->setAlpha(SK_AlphaOPAQUE);
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}
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ContextRec cr(*opaquePaint, rec.fCTM, rec.fLocalM, rec.fDstColorType, rec.fDstCS);
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struct CallbackCtx : SkRasterPipeline_CallbackCtx {
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sk_sp<SkShader> shader;
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Context* ctx;
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};
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auto cb = rec.fAlloc->make<CallbackCtx>();
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cb->shader = rec.fDstCS ? SkColorSpaceXformer::Make(sk_ref_sp(rec.fDstCS))->apply(this)
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: sk_ref_sp((SkShader*)this);
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cb->ctx = as_SB(cb->shader)->makeContext(cr, rec.fAlloc);
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cb->fn = [](SkRasterPipeline_CallbackCtx* self, int active_pixels) {
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auto c = (CallbackCtx*)self;
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int x = (int)c->rgba[0],
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y = (int)c->rgba[1];
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SkPMColor tmp[SkRasterPipeline_kMaxStride];
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c->ctx->shadeSpan(x,y, tmp, active_pixels);
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for (int i = 0; i < active_pixels; i++) {
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auto rgba_4f = SkPMColor4f::FromPMColor(tmp[i]);
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memcpy(c->rgba + 4*i, rgba_4f.vec(), 4*sizeof(float));
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}
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};
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if (cb->ctx) {
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rec.fPipeline->append(SkRasterPipeline::seed_shader);
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rec.fPipeline->append(SkRasterPipeline::callback, cb);
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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sk_sp<SkFlattenable> SkEmptyShader::CreateProc(SkReadBuffer&) {
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return SkShader::MakeEmptyShader();
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}
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