blob: 7b421e9b6dc2ed323b238e0fc60dd912898e85b6 [file] [log] [blame]
/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkColorFilterShader.h"
#include "SkReadBuffer.h"
#include "SkWriteBuffer.h"
#include "SkShader.h"
#include "SkString.h"
#if SK_SUPPORT_GPU
#include "GrFragmentProcessor.h"
#endif
SkColorFilterShader::SkColorFilterShader(SkShader* shader, SkColorFilter* filter)
: fShader(SkRef(shader))
, fFilter(SkRef(filter))
{
SkASSERT(shader);
SkASSERT(filter);
}
SkFlattenable* SkColorFilterShader::CreateProc(SkReadBuffer& buffer) {
SkAutoTUnref<SkShader> shader(buffer.readShader());
SkAutoTUnref<SkColorFilter> filter(buffer.readColorFilter());
if (!shader.get() || !filter.get()) {
return nullptr;
}
return new SkColorFilterShader(shader, filter);
}
void SkColorFilterShader::flatten(SkWriteBuffer& buffer) const {
buffer.writeFlattenable(fShader);
buffer.writeFlattenable(fFilter);
}
uint32_t SkColorFilterShader::FilterShaderContext::getFlags() const {
const SkColorFilterShader& filterShader = static_cast<const SkColorFilterShader&>(fShader);
uint32_t shaderF = fShaderContext->getFlags();
uint32_t filterF = filterShader.fFilter->getFlags();
// If the filter does not support a given feature, but sure to clear the corresponding flag
// in the shader flags.
//
if (!(filterF & SkColorFilter::kAlphaUnchanged_Flag)) {
shaderF &= ~SkShader::kOpaqueAlpha_Flag;
}
return shaderF;
}
SkShader::Context* SkColorFilterShader::onCreateContext(const ContextRec& rec,
void* storage) const {
char* shaderContextStorage = (char*)storage + sizeof(FilterShaderContext);
SkShader::Context* shaderContext = fShader->createContext(rec, shaderContextStorage);
if (nullptr == shaderContext) {
return nullptr;
}
return new (storage) FilterShaderContext(*this, shaderContext, rec);
}
size_t SkColorFilterShader::contextSize(const ContextRec& rec) const {
return sizeof(FilterShaderContext) + fShader->contextSize(rec);
}
SkColorFilterShader::FilterShaderContext::FilterShaderContext(
const SkColorFilterShader& filterShader,
SkShader::Context* shaderContext,
const ContextRec& rec)
: INHERITED(filterShader, rec)
, fShaderContext(shaderContext)
{}
SkColorFilterShader::FilterShaderContext::~FilterShaderContext() {
fShaderContext->~Context();
}
void SkColorFilterShader::FilterShaderContext::shadeSpan(int x, int y, SkPMColor result[],
int count) {
const SkColorFilterShader& filterShader = static_cast<const SkColorFilterShader&>(fShader);
fShaderContext->shadeSpan(x, y, result, count);
filterShader.fFilter->filterSpan(result, count, result);
}
void SkColorFilterShader::FilterShaderContext::shadeSpan4f(int x, int y, SkPM4f result[],
int count) {
const SkColorFilterShader& filterShader = static_cast<const SkColorFilterShader&>(fShader);
fShaderContext->shadeSpan4f(x, y, result, count);
filterShader.fFilter->filterSpan4f(result, count, result);
}
#if SK_SUPPORT_GPU
/////////////////////////////////////////////////////////////////////
const GrFragmentProcessor* SkColorFilterShader::asFragmentProcessor(
GrContext* context,
const SkMatrix& viewM,
const SkMatrix* localMatrix,
SkFilterQuality fq) const {
SkAutoTUnref<const GrFragmentProcessor> fp1(fShader->asFragmentProcessor(context, viewM,
localMatrix, fq));
if (!fp1.get()) {
return nullptr;
}
SkAutoTUnref<const GrFragmentProcessor> fp2(fFilter->asFragmentProcessor(context));
if (!fp2.get()) {
return fp1.release();
}
const GrFragmentProcessor* fpSeries[] = { fp1.get(), fp2.get() };
return GrFragmentProcessor::RunInSeries(fpSeries, 2);
}
#endif
#ifndef SK_IGNORE_TO_STRING
void SkColorFilterShader::toString(SkString* str) const {
str->append("SkColorFilterShader: (");
str->append("Shader: ");
fShader->toString(str);
str->append(" Filter: ");
// TODO: add "fFilter->toString(str);" once SkColorFilter::toString is added
this->INHERITED::toString(str);
str->append(")");
}
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////
SkShader* SkShader::newWithColorFilter(SkColorFilter* filter) const {
SkShader* base = const_cast<SkShader*>(this);
if (!filter) {
return SkRef(base);
}
return new SkColorFilterShader(base, filter);
}