Beispiel #1
0
DEF_TEST(Color4f_shader, reporter) {
    struct {
        sk_sp<SkShader> (*fFact)();
        bool            fSupports4f;
        float           fTolerance;
    } recs[] = {
        { make_color_sh, true,  1.0f/255   },
        // PMColor 4f gradients are interpolated in 255-multiplied values, so we need a
        // slightly relaxed tolerance to accommodate the cumulative precision deviation.
        { make_grad_sh,  true,  1.001f/255 },
        { make_image_sh, false, 1.0f/255   },
        { make_cf_sh,    true,  1.0f/255   },
    };

    SkPaint paint;
    for (const auto& rec : recs) {
        uint32_t storage[300];
        paint.setShader(rec.fFact());
        // Encourage 4f context selection. At some point we may need
        // to instantiate two separate contexts for optimal 4b/4f selection.
        const SkShader::ContextRec contextRec(paint, SkMatrix::I(), nullptr,
                                              SkShader::ContextRec::kPM4f_DstType);
        SkASSERT(paint.getShader()->contextSize(contextRec) <= sizeof(storage));
        SkShader::Context* ctx = paint.getShader()->createContext(contextRec, storage);
        if (rec.fSupports4f) {
            const int N = 100;
            SkPM4f buffer4f[N];
            ctx->shadeSpan4f(0, 0, buffer4f, N);
            SkPMColor buffer4b[N];
            ctx->shadeSpan(0, 0, buffer4b, N);
            REPORTER_ASSERT(reporter, compare_spans(buffer4f, buffer4b, N, rec.fTolerance));
        }
        ctx->~Context();
    }
}
void
DrawTargetSkia::MaskSurface(const Pattern &aSource,
                            SourceSurface *aMask,
                            Point aOffset,
                            const DrawOptions &aOptions)
{
  MarkChanged();
  AutoPaintSetup paint(mCanvas.get(), aOptions, aSource);

  TempBitmap bitmap = GetBitmapForSurface(aMask);
  if (bitmap.mBitmap.colorType() == kAlpha_8_SkColorType) {
    mCanvas->drawBitmap(bitmap.mBitmap, aOffset.x, aOffset.y, &paint.mPaint);
  } else {
    SkPaint maskPaint;
    TempBitmap tmpBitmap;
    SetPaintPattern(maskPaint, SurfacePattern(aMask, ExtendMode::CLAMP), tmpBitmap);

    SkMatrix transform = maskPaint.getShader()->getLocalMatrix();
    transform.postTranslate(SkFloatToScalar(aOffset.x), SkFloatToScalar(aOffset.y));
    maskPaint.getShader()->setLocalMatrix(transform);

    SkLayerRasterizer::Builder builder;
    builder.addLayer(maskPaint);
    SkAutoTUnref<SkRasterizer> raster(builder.detachRasterizer());
    paint.mPaint.setRasterizer(raster.get());

    IntSize size = aMask->GetSize();
    Rect rect = Rect(aOffset.x, aOffset.y, size.width, size.height);
    mCanvas->drawRect(RectToSkRect(rect), paint.mPaint);
  }
}
Beispiel #3
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void
DrawTargetSkia::MaskSurface(const Pattern &aSource,
                            SourceSurface *aMask,
                            Point aOffset,
                            const DrawOptions &aOptions)
{
  MarkChanged();
  AutoPaintSetup paint(mCanvas.get(), aOptions, aSource);

  SkPaint maskPaint;
  TempBitmap tmpBitmap;
  SetPaintPattern(maskPaint, SurfacePattern(aMask, ExtendMode::CLAMP), tmpBitmap);

  SkMatrix transform = maskPaint.getShader()->getLocalMatrix();
  transform.postTranslate(SkFloatToScalar(aOffset.x), SkFloatToScalar(aOffset.y));
  maskPaint.getShader()->setLocalMatrix(transform);

  SkLayerRasterizer *raster = new SkLayerRasterizer();
  raster->addLayer(maskPaint);
  SkSafeUnref(paint.mPaint.setRasterizer(raster));

  IntSize size = aMask->GetSize();
  Rect rect = Rect(aOffset.x, aOffset.y, size.width, size.height);
  mCanvas->drawRect(RectToSkRect(rect), paint.mPaint);
}
bool SkPaintPriv::ShouldDither(const SkPaint& p, SkColorType dstCT) {
    // The paint dither flag can veto.
    if (!p.isDither()) {
        return false;
    }

    // We always dither 565 or 4444 when requested.
    if (dstCT == kRGB_565_SkColorType || dstCT == kARGB_4444_SkColorType) {
        return true;
    }

    // Otherwise, dither is only needed for non-const paints.
    return p.getImageFilter() || p.getMaskFilter()
        || !p.getShader() || !as_SB(p.getShader())->isConstant();
}
Beispiel #5
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    void onDrawContent(SkCanvas* canvas) override {
        const int nu = 10;
        const int nv = 10;

        SkPaint paint;
        paint.setDither(true);
        paint.setFilterQuality(kLow_SkFilterQuality);

        canvas->translate(DX, DY);

        Patch   patch;

        paint.setShader(fShader0);
        if (fSize0.fX == 0) {
            fSize0.fX = 1;
        }
        if (fSize0.fY == 0) {
            fSize0.fY = 1;
        }
        patch.setBounds(fSize0.fX, fSize0.fY);

        patch.setPatch(fPts);
        drawpatches(canvas, paint, nu, nv, &patch);

        paint.setShader(nullptr);
        paint.setAntiAlias(true);
        paint.setStrokeWidth(SkIntToScalar(5));
        canvas->drawPoints(SkCanvas::kPoints_PointMode, SK_ARRAY_COUNT(fPts), fPts, paint);

        canvas->translate(0, SkIntToScalar(300));

        paint.setAntiAlias(false);
        paint.setShader(fShader1);
        if (true) {
            SkMatrix m;
            m.setSkew(1, 0);
            SkShader* s = SkShader::CreateLocalMatrixShader(paint.getShader(), m);
            paint.setShader(s)->unref();
        }
        if (true) {
            SkMatrix m;
            m.setRotate(fAngle);
            SkShader* s = SkShader::CreateLocalMatrixShader(paint.getShader(), m);
            paint.setShader(s)->unref();
        }
        patch.setBounds(fSize1.fX, fSize1.fY);
        drawpatches(canvas, paint, nu, nv, &patch);
    }
SkPaint SkColorSpaceXformer::apply(const SkPaint& src) {
    const AutoCachePurge autoPurge(this);

    SkPaint dst = src;

    // All SkColorSpaces have the same black point.
    if (src.getColor() & 0xffffff) {
        dst.setColor(this->apply(src.getColor()));
    }

    if (auto shader = src.getShader()) {
        dst.setShader(this->apply(shader));
    }

    if (auto cf = src.getColorFilter()) {
        dst.setColorFilter(this->apply(cf));
    }

    if (auto looper = src.getDrawLooper()) {
        dst.setDrawLooper(looper->makeColorSpace(this));
    }

    if (auto imageFilter = src.getImageFilter()) {
        dst.setImageFilter(this->apply(imageFilter));
    }

    return dst;
}
Beispiel #7
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void GrBlurUtils::drawPathWithMaskFilter(GrContext* context,
                                         GrDrawContext* drawContext,
                                         const GrClip& clip,
                                         const SkPath& origPath,
                                         const SkPaint& paint,
                                         const SkMatrix& origViewMatrix,
                                         const SkMatrix* prePathMatrix,
                                         const SkIRect& clipBounds,
                                         bool pathIsMutable) {
    SkASSERT(!pathIsMutable || origPath.isVolatile());

    GrStyle style(paint);
    // If we have a prematrix, apply it to the path, optimizing for the case
    // where the original path can in fact be modified in place (even though
    // its parameter type is const).

    const SkPath* path = &origPath;
    SkTLazy<SkPath> tmpPath;

    SkMatrix viewMatrix = origViewMatrix;

    if (prePathMatrix) {
        // Styling, blurs, and shading are supposed to be applied *after* the prePathMatrix.
        if (!paint.getMaskFilter() && !paint.getShader() && !style.applies()) {
            viewMatrix.preConcat(*prePathMatrix);
        } else {
            SkPath* result = pathIsMutable ? const_cast<SkPath*>(path) : tmpPath.init();
            pathIsMutable = true;
            path->transform(*prePathMatrix, result);
            path = result;
            result->setIsVolatile(true);
        }
    }
    // at this point we're done with prePathMatrix
    SkDEBUGCODE(prePathMatrix = (const SkMatrix*)0x50FF8001;)
Beispiel #8
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bool SkPaint2GrPaint(GrContext* context, GrRenderTarget* rt, const SkPaint& skPaint,
                     const SkMatrix& viewM, bool constantColor, GrPaint* grPaint) {
    SkShader* shader = skPaint.getShader();
    if (NULL == shader) {
        return SkPaint2GrPaintNoShader(context, rt, skPaint, SkColor2GrColor(skPaint.getColor()),
                                       constantColor, grPaint);
    }

    GrColor paintColor = SkColor2GrColor(skPaint.getColor());

    // Start a new block here in order to preserve our context state after calling
    // asFragmentProcessor(). Since these calls get passed back to the client, we don't really
    // want them messing around with the context.
    {
        // Allow the shader to modify paintColor and also create an effect to be installed as
        // the first color effect on the GrPaint.
        GrFragmentProcessor* fp = NULL;
        if (!shader->asFragmentProcessor(context, skPaint, viewM, NULL, &paintColor,
                                         grPaint->getProcessorDataManager(), &fp)) {
            return false;
        }
        if (fp) {
            grPaint->addColorProcessor(fp)->unref();
            constantColor = false;
        }
    }

    // The grcolor is automatically set when calling asFragmentProcessor.
    // If the shader can be seen as an effect it returns true and adds its effect to the grpaint.
    return SkPaint2GrPaintNoShader(context, rt, skPaint, paintColor, constantColor, grPaint);
}
Beispiel #9
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void SkOverdrawCanvas::onDrawPaint(const SkPaint& paint) {
    if (0 == paint.getColor() && !paint.getColorFilter() && !paint.getShader()) {
        // This is a clear, ignore it.
    } else {
        fList[0]->onDrawPaint(this->overdrawPaint(paint));
    }
}
Beispiel #10
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SkRGB16_Black_Blitter::SkRGB16_Black_Blitter(const SkPixmap& device, const SkPaint& paint)
    : INHERITED(device, paint) {
    SkASSERT(paint.getShader() == nullptr);
    SkASSERT(paint.getColorFilter() == nullptr);
    SkASSERT(paint.isSrcOver());
    SkASSERT(paint.getColor() == SK_ColorBLACK);
}
Beispiel #11
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/* Hit a few SkPicture::Analysis cases not handled elsewhere. */
static void test_analysis(skiatest::Reporter* reporter) {
    SkPictureRecorder recorder;

    SkCanvas* canvas = recorder.beginRecording(100, 100);
    {
        canvas->drawRect(SkRect::MakeWH(10, 10), SkPaint ());
    }
    sk_sp<SkPicture> picture(recorder.finishRecordingAsPicture());
    REPORTER_ASSERT(reporter, !picture->willPlayBackBitmaps());

    canvas = recorder.beginRecording(100, 100);
    {
        SkPaint paint;
        // CreateBitmapShader is too smart for us; an empty (or 1x1) bitmap shader
        // gets optimized into a non-bitmap form, so we create a 2x2 bitmap here.
        SkBitmap bitmap;
        bitmap.allocPixels(SkImageInfo::MakeN32Premul(2, 2));
        bitmap.eraseColor(SK_ColorBLUE);
        *(bitmap.getAddr32(0, 0)) = SK_ColorGREEN;
        paint.setShader(SkShader::MakeBitmapShader(bitmap, SkShader::kClamp_TileMode,
                                                   SkShader::kClamp_TileMode));
        REPORTER_ASSERT(reporter, paint.getShader()->isABitmap());

        canvas->drawRect(SkRect::MakeWH(10, 10), paint);
    }
    REPORTER_ASSERT(reporter, recorder.finishRecordingAsPicture()->willPlayBackBitmaps());
}
Beispiel #12
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bool SkPaintToGrPaintWithTexture(GrContext* context,
                                 const SkPaint& paint,
                                 const SkMatrix& viewM,
                                 const GrFragmentProcessor* fp,
                                 bool textureIsAlphaOnly,
                                 GrPaint* grPaint) {
    SkAutoTUnref<const GrFragmentProcessor> shaderFP;
    if (textureIsAlphaOnly) {
        if (const SkShader* shader = paint.getShader()) {
            shaderFP.reset(shader->asFragmentProcessor(context,
                                                       viewM,
                                                       nullptr,
                                                       paint.getFilterQuality()));
            if (!shaderFP) {
                return false;
            }
            const GrFragmentProcessor* fpSeries[] = { shaderFP.get(), fp };
            shaderFP.reset(GrFragmentProcessor::RunInSeries(fpSeries, 2));
        } else {
            shaderFP.reset(GrFragmentProcessor::MulOutputByInputUnpremulColor(fp));
        }
    } else {
        shaderFP.reset(GrFragmentProcessor::MulOutputByInputAlpha(fp));
    }

    return SkPaintToGrPaintReplaceShader(context, paint, shaderFP.get(), grPaint);
}
Beispiel #13
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bool SkPaintToGrPaintWithTexture(GrContext* context,
                                 const GrColorSpaceInfo& colorSpaceInfo,
                                 const SkPaint& paint,
                                 const SkMatrix& viewM,
                                 std::unique_ptr<GrFragmentProcessor> fp,
                                 bool textureIsAlphaOnly,
                                 GrPaint* grPaint) {
    std::unique_ptr<GrFragmentProcessor> shaderFP;
    if (textureIsAlphaOnly) {
        if (const auto* shader = as_SB(paint.getShader())) {
            shaderFP = shader->asFragmentProcessor(GrFPArgs(
                    context, &viewM, nullptr, paint.getFilterQuality(), &colorSpaceInfo));
            if (!shaderFP) {
                return false;
            }
            std::unique_ptr<GrFragmentProcessor> fpSeries[] = { std::move(shaderFP), std::move(fp) };
            shaderFP = GrFragmentProcessor::RunInSeries(fpSeries, 2);
        } else {
            shaderFP = GrFragmentProcessor::MakeInputPremulAndMulByOutput(std::move(fp));
        }
    } else {
        shaderFP = GrFragmentProcessor::MulChildByInputAlpha(std::move(fp));
    }

    return SkPaintToGrPaintReplaceShader(context, colorSpaceInfo, paint, std::move(shaderFP),
                                         grPaint);
}
SkRGB16_Black_Blitter::SkRGB16_Black_Blitter(const SkBitmap& device, const SkPaint& paint)
    : INHERITED(device, paint) {
    SkASSERT(paint.getShader() == NULL);
    SkASSERT(paint.getColorFilter() == NULL);
    SkASSERT(paint.getXfermode() == NULL);
    SkASSERT(paint.getColor() == SK_ColorBLACK);
}
Beispiel #15
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static void apply_paint_shader(const SkPaint& paint, Json::Value* target, bool sendBinaries) {
    SkFlattenable* shader = paint.getShader();
    if (shader != nullptr) {
        Json::Value jsonShader;
        flatten(shader, &jsonShader, sendBinaries);
        (*target)[SKJSONCANVAS_ATTRIBUTE_SHADER] = jsonShader;
    }
}
Beispiel #16
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 void addBitmapFromPaint(const SkPaint& paint) {
     SkShader* shader = paint.getShader();
     if (shader) {
         SkBitmap bm;
         if (shader->asABitmap(&bm, NULL, NULL)) {
             fPRSet->add(bm.pixelRef());
         }
     }
 }
Beispiel #17
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// Regression test for leaking refs held by optional arguments.
DEF_TEST(Recorder_RefLeaking, r) {
    // We use SaveLayer to test:
    //   - its SkRect argument is optional and SkRect is POD.  Just testing that that works.
    //   - its SkPaint argument is optional and SkPaint is not POD.  The bug was here.

    SkRect bounds = SkRect::MakeWH(320, 240);
    SkPaint paint;
    paint.setShader(SkShader::CreateEmptyShader())->unref();

    REPORTER_ASSERT(r, paint.getShader()->unique());
    {
        SkRecord record;
        SkRecorder recorder(&record, 1920, 1080);
        recorder.saveLayer(&bounds, &paint);
        REPORTER_ASSERT(r, !paint.getShader()->unique());
    }
    REPORTER_ASSERT(r, paint.getShader()->unique());
}
Beispiel #18
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static bool fold_opacity_layer_color_to_paint(const SkPaint& layerPaint,
                                              bool isSaveLayer,
                                              SkPaint* paint) {
    // We assume layerPaint is always from a saveLayer.  If isSaveLayer is
    // true, we assume paint is too.

    // The alpha folding can proceed if the filter layer paint does not have properties which cause
    // the resulting filter layer to be "blended" in complex ways to the parent layer. For example,
    // looper drawing unmodulated filter layer twice and then modulating the result produces
    // different image to drawing modulated filter layer twice.
    // TODO: most likely the looper and only some xfer modes are the hard constraints
    if (paint->getXfermode() || paint->getLooper()) {
        return false;
    }

    if (!isSaveLayer && paint->getImageFilter()) {
        // For normal draws, the paint color is used as one input for the color for the draw. Image
        // filter will operate on the result, and thus we can not change the input.
        // For layer saves, the image filter is applied to the layer contents. The layer is then
        // modulated with the paint color, so it's fine to proceed with the fold for saveLayer
        // paints with image filters.
        return false;
    }

    if (paint->getColorFilter()) {
        // Filter input depends on the paint color.

        // Here we could filter the color if we knew the draw is going to be uniform color.  This
        // should be detectable as drawPath/drawRect/.. without a shader being uniform, while
        // drawBitmap/drawSprite or a shader being non-uniform. However, current matchers don't
        // give the type out easily, so just do not optimize that at the moment.
        return false;
    }

    const uint32_t layerColor = layerPaint.getColor();
    // The layer paint color must have only alpha component.
    if (SK_ColorTRANSPARENT != SkColorSetA(layerColor, SK_AlphaTRANSPARENT)) {
        return false;
    }

    // The layer paint can not have any effects.
    if (layerPaint.getPathEffect() ||
        layerPaint.getShader()      ||
        layerPaint.getXfermode()    ||
        layerPaint.getMaskFilter()  ||
        layerPaint.getColorFilter() ||
        layerPaint.getRasterizer()  ||
        layerPaint.getLooper()      ||
        layerPaint.getImageFilter()) {
        return false;
    }

    paint->setAlpha(SkMulDiv255Round(paint->getAlpha(), SkColorGetA(layerColor)));

    return true;
}
Beispiel #19
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 static bool HasAnyEffect(const SkPaint& paint) {
     return paint.getPathEffect()  ||
            paint.getShader()      ||
            paint.getXfermode()    ||
            paint.getMaskFilter()  ||
            paint.getColorFilter() ||
            paint.getRasterizer()  ||
            paint.getLooper()      ||
            paint.getImageFilter();
 }
// Is the supplied paint simply a color?
static bool is_simple(const SkPaint& p) {
    return NULL == p.getPathEffect() &&
           NULL == p.getShader() &&
           NULL == p.getXfermode() &&
           NULL == p.getMaskFilter() &&
           NULL == p.getColorFilter() &&
           NULL == p.getRasterizer() &&
           NULL == p.getLooper() &&
           NULL == p.getImageFilter();
}
 void addBitmapFromPaint(const SkPaint& paint) {
     SkShader* shader = paint.getShader();
     if (shader) {
         SkBitmap bm;
         // Check whether the shader is a gradient in order to short-circuit
         // call to asABitmap to prevent generation of bitmaps from
         // gradient shaders, which implement asABitmap.
         if (SkShader::kNone_GradientType == shader->asAGradient(NULL) &&
             shader->asABitmap(&bm, NULL, NULL)) {
             fPRSet->add(bm.pixelRef());
         }
     }
 }
    virtual void onDraw(SkCanvas* canvas) {
        canvas->translate(10, 10);

        SkPaint paint;
        install(&paint, SkPerlinNoiseShader::kFractalNoise_Type, 0.1f, 0.1f, 2, 0, false);

        const SkScalar w = SkIntToScalar(fSize.width());
        const SkScalar h = SkIntToScalar(fSize.height());

        SkRect r = SkRect::MakeWH(w, h);
        canvas->drawRect(r, paint);

        canvas->save();
        canvas->translate(w * 5/4, 0);
        canvas->drawRect(r, paint);
        canvas->restore();

        canvas->save();
        canvas->translate(0, h + 10);
        canvas->scale(2, 2);
        canvas->drawRect(r, paint);
        canvas->restore();

        canvas->save();
        canvas->translate(w + 100, h + 10);
        canvas->scale(2, 2);
        canvas->drawRect(r, paint);
        canvas->restore();

        // The next row should draw the same as the previous, even though we are using a local
        // matrix instead of the canvas.

        canvas->translate(0, h * 2 + 10);

        SkMatrix lm;
        lm.setScale(2, 2);
        paint.setShader(paint.getShader()->newWithLocalMatrix(lm))->unref();
        r.fRight += r.width();
        r.fBottom += r.height();

        canvas->save();
        canvas->translate(0, h + 10);
        canvas->drawRect(r, paint);
        canvas->restore();

        canvas->save();
        canvas->translate(w + 100, h + 10);
        canvas->drawRect(r, paint);
        canvas->restore();
    }
Beispiel #23
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static uint16_t compute_nondef(const SkPaint& paint, PaintUsage usage) {
    // kRespectsStroke_PaintUsage is only valid if other bits are also set
    SkASSERT(0 != (usage & ~kRespectsStroke_PaintUsage));

    const SkScalar kTextSize_Default    = 12;
    const SkScalar kTextScaleX_Default  = 1;
    const SkScalar kTextSkewX_Default   = 0;
    const SkScalar kStrokeWidth_Default = 0;
    const SkScalar kStrokeMiter_Default = 4;
    const SkColor  kColor_Default       = SK_ColorBLACK;

    unsigned bits = (paint.getColor() != kColor_Default) ? kColor_NonDef : 0;

    if (usage & kText_PaintUsage) {
        bits |= (paint.getTextSize() != kTextSize_Default       ? kTextSize_NonDef : 0);
        bits |= (paint.getTextScaleX() != kTextScaleX_Default   ? kTextScaleX_NonDef : 0);
        bits |= (paint.getTextSkewX() != kTextSkewX_Default     ? kTextSkewX_NonDef : 0);
        bits |= (paint.getTypeface()                            ? kTypeface_NonDef : 0);
    }

    // TODO: kImage_PaintUsage only needs the shader/maskfilter IF its colortype is kAlpha_8

    if (usage & (kVertices_PaintUsage | kDrawPaint_PaintUsage | kImage_PaintUsage |
                 kText_PaintUsage | kGeometry_PaintUsage | kTextBlob_PaintUsage)) {
        bits |= (paint.getShader()      ? kShader_NonDef : 0);
    }

    if (usage & (kText_PaintUsage | kGeometry_PaintUsage | kTextBlob_PaintUsage)) {
        bits |= (paint.getPathEffect()  ? kPathEffect_NonDef : 0);
        bits |= (paint.getRasterizer()  ? kRasterizer_NonDef : 0);

        if (paint.getStyle() != SkPaint::kFill_Style || (usage & kRespectsStroke_PaintUsage)) {
            bits |= (paint.getStrokeWidth() != kStrokeWidth_Default ? kStrokeWidth_NonDef : 0);
            bits |= (paint.getStrokeMiter() != kStrokeMiter_Default ? kStrokeMiter_NonDef : 0);
        }
    }

    if (usage &
        (kText_PaintUsage | kGeometry_PaintUsage | kImage_PaintUsage | kTextBlob_PaintUsage))
    {
        bits |= (paint.getMaskFilter()  ? kMaskFilter_NonDef : 0);
    }

    bits |= (paint.getColorFilter() ? kColorFilter_NonDef : 0);
    bits |= (paint.getImageFilter() ? kImageFilter_NonDef : 0);
    bits |= (paint.getDrawLooper()  ? kDrawLooper_NonDef : 0);

    return SkToU16(bits);
}
Beispiel #24
0
void GrBlurUtils::drawPathWithMaskFilter(GrContext* context,
                                         GrDrawContext* drawContext,
                                         const GrClip& clip,
                                         const SkPath& origSrcPath,
                                         const SkPaint& paint,
                                         const SkMatrix& origViewMatrix,
                                         const SkMatrix* prePathMatrix,
                                         const SkIRect& clipBounds,
                                         bool pathIsMutable) {
    SkASSERT(!pathIsMutable || origSrcPath.isVolatile());

    GrStrokeInfo strokeInfo(paint);
    // comment out the line below to determine if it is the reason that the chrome mac perf bot
    // has begun crashing
    // strokeInfo.setResScale(SkDraw::ComputeResScaleForStroking(origViewMatrix));

    // If we have a prematrix, apply it to the path, optimizing for the case
    // where the original path can in fact be modified in place (even though
    // its parameter type is const).
    SkPath* pathPtr = const_cast<SkPath*>(&origSrcPath);
    SkTLazy<SkPath> tmpPath;
    SkTLazy<SkPath> effectPath;
    SkPathEffect* pathEffect = paint.getPathEffect();

    SkMatrix viewMatrix = origViewMatrix;

    if (prePathMatrix) {
        // stroking, path effects, and blurs are supposed to be applied *after* the prePathMatrix.
        // The pre-path-matrix also should not affect shading.
        if (!paint.getMaskFilter() && !pathEffect && !paint.getShader() &&
            (strokeInfo.isFillStyle() || strokeInfo.isHairlineStyle())) {
            viewMatrix.preConcat(*prePathMatrix);
        } else {
            SkPath* result = pathPtr;

            if (!pathIsMutable) {
                result = tmpPath.init();
                result->setIsVolatile(true);
                pathIsMutable = true;
            }
            // should I push prePathMatrix on our MV stack temporarily, instead
            // of applying it here? See SkDraw.cpp
            pathPtr->transform(*prePathMatrix, result);
            pathPtr = result;
        }
    }
    // at this point we're done with prePathMatrix
    SkDEBUGCODE(prePathMatrix = (const SkMatrix*)0x50FF8001;)
Beispiel #25
0
void SkBaseDevice::drawTextRSXform(const void* text, size_t len,
                                   const SkRSXform xform[], const SkPaint& paint) {
    CountTextProc proc = nullptr;
    switch (paint.getTextEncoding()) {
        case SkPaint::kUTF8_TextEncoding:
            proc = SkUTF8_CountUTF8Bytes;
            break;
        case SkPaint::kUTF16_TextEncoding:
            proc = count_utf16;
            break;
        case SkPaint::kUTF32_TextEncoding:
            proc = return_4;
            break;
        case SkPaint::kGlyphID_TextEncoding:
            proc = return_2;
            break;
    }

    SkPaint localPaint(paint);
    SkShader* shader = paint.getShader();

    SkMatrix localM, currM;
    const void* stopText = (const char*)text + len;
    while ((const char*)text < (const char*)stopText) {
        localM.setRSXform(*xform++);
        currM.setConcat(this->ctm(), localM);
        SkAutoDeviceCTMRestore adc(this, currM);

        // We want to rotate each glyph by the rsxform, but we don't want to rotate "space"
        // (i.e. the shader that cares about the ctm) so we have to undo our little ctm trick
        // with a localmatrixshader so that the shader draws as if there was no change to the ctm.
        if (shader) {
            SkMatrix inverse;
            if (localM.invert(&inverse)) {
                localPaint.setShader(shader->makeWithLocalMatrix(inverse));
            } else {
                localPaint.setShader(nullptr);  // can't handle this xform
            }
        }

        int subLen = proc((const char*)text);
        this->drawText(text, subLen, 0, 0, localPaint);
        text = (const char*)text + subLen;
    }
}
Beispiel #26
0
bool NeedsDeepCopy(const SkPaint& paint) {
    /*
     *  The types below are not yet immutable/reentrant-safe, and so we return
     *  true if instances of them are present in the paint.
     *
     *  Eventually we hope this list will be empty, and we can always return
     *  false.
     */
    return false
#ifdef SK_SUPPORT_LEGACY_SHADER_LOCALMATRIX
           || paint.getShader()
#endif
#ifdef SK_SUPPORT_LEGACY_LAYERRASTERIZER_API
           || paint.getRasterizer()
#endif
           || paint.getImageFilter()
           ;
}
Beispiel #27
0
Resources SkSVGDevice::AutoElement::addResources(const SkDraw& draw, const SkPaint& paint) {
    Resources resources(paint);

    // FIXME: this is a weak heuristic and we end up with LOTS of redundant clips.
    bool hasClip   = !draw.fClipStack->isWideOpen();
    bool hasShader = SkToBool(paint.getShader());

    if (hasClip || hasShader) {
        AutoElement defs("defs", fWriter);

        if (hasClip) {
            this->addClipResources(draw, &resources);
        }

        if (hasShader) {
            this->addShaderResources(paint, &resources);
        }
    }

    return resources;
}
PassRefPtr<JSONObject> LoggingCanvas::objectForSkPaint(const SkPaint& paint)
{
    RefPtr<JSONObject> paintItem = JSONObject::create();
    paintItem->setNumber("textSize", paint.getTextSize());
    paintItem->setNumber("textScaleX", paint.getTextScaleX());
    paintItem->setNumber("textSkewX", paint.getTextSkewX());
    if (SkShader* shader = paint.getShader())
        paintItem->setObject("shader", objectForSkShader(*shader));
    paintItem->setString("color", stringForSkColor(paint.getColor()));
    paintItem->setNumber("strokeWidth", paint.getStrokeWidth());
    paintItem->setNumber("strokeMiter", paint.getStrokeMiter());
    paintItem->setString("flags", stringForSkPaintFlags(paint));
    paintItem->setString("filterLevel", filterQualityName(paint.getFilterQuality()));
    paintItem->setString("textAlign", textAlignName(paint.getTextAlign()));
    paintItem->setString("strokeCap", strokeCapName(paint.getStrokeCap()));
    paintItem->setString("strokeJoin", strokeJoinName(paint.getStrokeJoin()));
    paintItem->setString("styleName", styleName(paint.getStyle()));
    paintItem->setString("textEncoding", textEncodingName(paint.getTextEncoding()));
    paintItem->setString("hinting", hintingName(paint.getHinting()));
    return paintItem.release();
}
int SkFontHost::ComputeGammaFlag(const SkPaint& paint)
{
    if (paint.getShader() == NULL)
    {
        SkColor c = paint.getColor();
        int r = SkColorGetR(c);
        int g = SkColorGetG(c);
        int b = SkColorGetB(c);
        int luminance = (r * 2 + g * 5 + b) >> 3;

        if (luminance <= BLACK_GAMMA_THRESHOLD)
        {
            //    printf("------ black gamma for [%d %d %d]\n", r, g, b);
            return SkScalerContext::kGammaForBlack_Flag;
        }
        if (luminance >= WHITE_GAMMA_THRESHOLD)
        {
            //    printf("------ white gamma for [%d %d %d]\n", r, g, b);
            return SkScalerContext::kGammaForWhite_Flag;
        }
    }
Beispiel #30
0
// Returns true if all pixels painted will be opaque.
static inline bool paintIsOpaque(const SkPaint& paint, const SkBitmap* bitmap = 0, bool checkFillOnly = false)
{
    if (paint.getAlpha() < 0xFF)
        return false;
    if (!checkFillOnly && paint.getStyle() != SkPaint::kFill_Style && paint.isAntiAlias())
        return false;
    SkShader* shader = paint.getShader();
    if (shader && !shader->isOpaque())
        return false;
    if (bitmap && !bitmap->isOpaque())
        return false;
    if (paint.getLooper())
        return false;
    if (paint.getImageFilter())
        return false;
    if (paint.getMaskFilter())
        return false;
    SkColorFilter* colorFilter = paint.getColorFilter();
    if (colorFilter && !(colorFilter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag))
        return false;
    return true;
}