Exemple #1
0
// Compute the source rect and return false if it is empty.
static bool compute_source_rect(const SkLayerInfo::BlockInfo& info, const SkMatrix& initialMat,
                                const SkIRect& dstIR, SkIRect* srcIR) {
    SkIRect clipBounds = dstIR;

    SkMatrix totMat = initialMat;
    totMat.preConcat(info.fPreMat);
    totMat.preConcat(info.fLocalMat);

    if (info.fPaint && info.fPaint->getImageFilter()) {
        info.fPaint->getImageFilter()->filterBounds(clipBounds, totMat, &clipBounds);
    }

    if (!info.fSrcBounds.isEmpty()) {
        SkRect r;

        totMat.mapRect(&r, info.fSrcBounds);
        r.roundOut(srcIR);

        if (!srcIR->intersect(clipBounds)) {
            return false;
        }
    } else {
        *srcIR = clipBounds;
    }

    return true;
}
sk_sp<GrFragmentProcessor> SkPerlinNoiseShader::asFragmentProcessor(const AsFPArgs& args) const {
    SkASSERT(args.fContext);

    SkMatrix localMatrix = this->getLocalMatrix();
    if (args.fLocalMatrix) {
        localMatrix.preConcat(*args.fLocalMatrix);
    }

    SkMatrix matrix = *args.fViewMatrix;
    matrix.preConcat(localMatrix);

    if (0 == fNumOctaves) {
        if (kFractalNoise_Type == fType) {
            // Extract the incoming alpha and emit rgba = (a/4, a/4, a/4, a/2)
            // TODO: Either treat the output of this shader as sRGB or allow client to specify a
            // color space of the noise. Either way, this case (and the GLSL) need to convert to
            // the destination.
            sk_sp<GrFragmentProcessor> inner(
                GrConstColorProcessor::Make(GrColor4f::FromGrColor(0x80404040),
                                            GrConstColorProcessor::kModulateRGBA_InputMode));
            return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner));
        }
        // Emit zero.
        return GrConstColorProcessor::Make(GrColor4f::TransparentBlack(),
                                           GrConstColorProcessor::kIgnore_InputMode);
    }

    // Either we don't stitch tiles, either we have a valid tile size
    SkASSERT(!fStitchTiles || !fTileSize.isEmpty());

    SkPerlinNoiseShader::PaintingData* paintingData =
            new PaintingData(fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY, matrix);
    sk_sp<GrTextureProxy> permutationsProxy(GrMakeCachedBitmapProxy(
                                                            args.fContext->resourceProvider(),
                                                            paintingData->getPermutationsBitmap()));
    sk_sp<GrTextureProxy> noiseProxy(GrMakeCachedBitmapProxy(args.fContext->resourceProvider(),
                                                             paintingData->getNoiseBitmap()));

    SkMatrix m = *args.fViewMatrix;
    m.setTranslateX(-localMatrix.getTranslateX() + SK_Scalar1);
    m.setTranslateY(-localMatrix.getTranslateY() + SK_Scalar1);
    if (permutationsProxy && noiseProxy) {
        sk_sp<GrFragmentProcessor> inner(
            GrPerlinNoiseEffect::Make(args.fContext->resourceProvider(),
                                      fType,
                                      fNumOctaves,
                                      fStitchTiles,
                                      paintingData,
                                      std::move(permutationsProxy),
                                      std::move(noiseProxy),
                                      m));
        return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner));
    }
    delete paintingData;
    return nullptr;
}
const GrFragmentProcessor* SkPerlinNoiseShader::asFragmentProcessor(
                                                    GrContext* context,
                                                    const SkMatrix& viewM,
                                                    const SkMatrix* externalLocalMatrix,
                                                    SkFilterQuality) const {
    SkASSERT(context);

    SkMatrix localMatrix = this->getLocalMatrix();
    if (externalLocalMatrix) {
        localMatrix.preConcat(*externalLocalMatrix);
    }

    SkMatrix matrix = viewM;
    matrix.preConcat(localMatrix);

    if (0 == fNumOctaves) {
        if (kFractalNoise_Type == fType) {
            // Extract the incoming alpha and emit rgba = (a/4, a/4, a/4, a/2)
            SkAutoTUnref<const GrFragmentProcessor> inner(
                GrConstColorProcessor::Create(0x80404040,
                                              GrConstColorProcessor::kModulateRGBA_InputMode));
            return GrFragmentProcessor::MulOutputByInputAlpha(inner);
        }
        // Emit zero.
        return GrConstColorProcessor::Create(0x0, GrConstColorProcessor::kIgnore_InputMode);
    }

    // Either we don't stitch tiles, either we have a valid tile size
    SkASSERT(!fStitchTiles || !fTileSize.isEmpty());

    SkPerlinNoiseShader::PaintingData* paintingData =
            new PaintingData(fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY, matrix);
    SkAutoTUnref<GrTexture> permutationsTexture(
        GrRefCachedBitmapTexture(context, paintingData->getPermutationsBitmap(),
                                 GrTextureParams::ClampNoFilter()));
    SkAutoTUnref<GrTexture> noiseTexture(
        GrRefCachedBitmapTexture(context, paintingData->getNoiseBitmap(),
                                 GrTextureParams::ClampNoFilter()));

    SkMatrix m = viewM;
    m.setTranslateX(-localMatrix.getTranslateX() + SK_Scalar1);
    m.setTranslateY(-localMatrix.getTranslateY() + SK_Scalar1);
    if ((permutationsTexture) && (noiseTexture)) {
        SkAutoTUnref<GrFragmentProcessor> inner(
            GrPerlinNoiseEffect::Create(fType,
                                        fNumOctaves,
                                        fStitchTiles,
                                        paintingData,
                                        permutationsTexture, noiseTexture,
                                        m));
        return GrFragmentProcessor::MulOutputByInputAlpha(inner);
    }
    delete paintingData;
    return nullptr;
}
SkPerlinNoiseShader::PerlinNoiseShaderContext::PerlinNoiseShaderContext(
        const SkPerlinNoiseShader& shader, const ContextRec& rec)
    : INHERITED(shader, rec)
{
    SkMatrix newMatrix = *rec.fMatrix;
    newMatrix.preConcat(shader.getLocalMatrix());
    if (rec.fLocalMatrix) {
        newMatrix.preConcat(*rec.fLocalMatrix);
    }
    // This (1,1) translation is due to WebKit's 1 based coordinates for the noise
    // (as opposed to 0 based, usually). The same adjustment is in the setData() function.
    fMatrix.setTranslate(-newMatrix.getTranslateX() + SK_Scalar1, -newMatrix.getTranslateY() + SK_Scalar1);
    fPaintingData = SkNEW_ARGS(PaintingData, (shader.fTileSize, shader.fSeed, shader.fBaseFrequencyX, shader.fBaseFrequencyY, newMatrix));
}
Exemple #5
0
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;)
void Layer::localToAncestor(const Layer* ancestor, SkMatrix* matrix) const {
    if (this == ancestor) {
        matrix->setIdentity();
        return;
    }

    getLocalTransform(matrix);

    // Fixed position layers simply use the root layer's transform.
    if (shouldInheritFromRootTransform()) {
        ASSERT(!ancestor);
        matrix->postConcat(getRootLayer()->getMatrix());
        return;
    }

    // Apply the local and child transforms for every layer between this layer
    // and ancestor.
    ASSERT(isAncestor(ancestor));
    for (const Layer* layer = this->fParent; layer != ancestor; layer = layer->fParent) {
        SkMatrix tmp;
        layer->getLocalTransform(&tmp);
        tmp.preConcat(layer->getChildrenMatrix());
        matrix->postConcat(tmp);
    }

    // If ancestor is not the root layer, apply its child transformation too.
    if (ancestor)
        matrix->postConcat(ancestor->getChildrenMatrix());
}
// https://www.w3.org/TR/SVG/coords.html#TransformAttribute
bool SkSVGAttributeParser::parseTransform(SkSVGTransformType* t) {
    SkMatrix matrix = SkMatrix::I();

    bool parsed = false;
    while (true) {
        SkMatrix m;

        if (!( this->parseMatrixToken(&m)
            || this->parseTranslateToken(&m)
            || this->parseScaleToken(&m)
            || this->parseRotateToken(&m)
            || this->parseSkewXToken(&m)
            || this->parseSkewYToken(&m))) {
            break;
        }

        matrix.preConcat(m);
        parsed = true;
    }

    this->parseWSToken();
    if (!parsed || !this->parseEOSToken()) {
        return false;
    }

    *t = SkSVGTransformType(matrix);
    return true;
}
void GrSWMaskHelper::DrawToTargetWithPathMask(GrTexture* texture,
        GrDrawTarget* target,
        const SkIRect& rect) {
    GrDrawState* drawState = target->drawState();

    GrDrawState::AutoViewMatrixRestore avmr;
    if (!avmr.setIdentity(drawState)) {
        return;
    }
    GrDrawState::AutoRestoreEffects are(drawState);

    SkRect dstRect = SkRect::MakeLTRB(SK_Scalar1 * rect.fLeft,
                                      SK_Scalar1 * rect.fTop,
                                      SK_Scalar1 * rect.fRight,
                                      SK_Scalar1 * rect.fBottom);

    // We want to use device coords to compute the texture coordinates. We set our matrix to be
    // equal to the view matrix followed by a translation so that the top-left of the device bounds
    // maps to 0,0, and then a scaling matrix to normalized coords. We apply this matrix to the
    // vertex positions rather than local coords.
    SkMatrix maskMatrix;
    maskMatrix.setIDiv(texture->width(), texture->height());
    maskMatrix.preTranslate(SkIntToScalar(-rect.fLeft), SkIntToScalar(-rect.fTop));
    maskMatrix.preConcat(drawState->getViewMatrix());

    drawState->addCoverageEffect(
        GrSimpleTextureEffect::Create(texture,
                                      maskMatrix,
                                      GrTextureParams::kNone_FilterMode,
                                      kPosition_GrCoordSet))->unref();

    target->drawSimpleRect(dstRect);
}
Exemple #9
0
static void flattenPaint(const SkDraw& d, SkPaint* paint) {
    if (paint->getShader()) {
        SkMatrix local = paint->getShader()->getLocalMatrix();
        local.preConcat(*d.fMatrix);
        paint->getShader()->setLocalMatrix(local);
    }
}
void GrSWMaskHelper::DrawToTargetWithShapeMask(sk_sp<GrTextureProxy> proxy,
                                               GrRenderTargetContext* renderTargetContext,
                                               GrPaint&& paint,
                                               const GrUserStencilSettings& userStencilSettings,
                                               const GrClip& clip,
                                               const SkMatrix& viewMatrix,
                                               const SkIPoint& textureOriginInDeviceSpace,
                                               const SkIRect& deviceSpaceRectToDraw) {
    SkMatrix invert;
    if (!viewMatrix.invert(&invert)) {
        return;
    }

    GrResourceProvider* resourceProvider = renderTargetContext->resourceProvider();

    SkRect dstRect = SkRect::Make(deviceSpaceRectToDraw);

    // We use device coords to compute the texture coordinates. We take the device coords and apply
    // a translation so that the top-left of the device bounds maps to 0,0, and then a scaling
    // matrix to normalized coords.
    SkMatrix maskMatrix = SkMatrix::MakeTrans(SkIntToScalar(-textureOriginInDeviceSpace.fX),
                                              SkIntToScalar(-textureOriginInDeviceSpace.fY));
    maskMatrix.preConcat(viewMatrix);
    std::unique_ptr<GrLegacyMeshDrawOp> op = GrRectOpFactory::MakeNonAAFill(
            paint.getColor(), SkMatrix::I(), dstRect, nullptr, &invert);
    paint.addCoverageFragmentProcessor(GrSimpleTextureEffect::Make(
            resourceProvider, std::move(proxy), nullptr, maskMatrix,
            GrSamplerParams::kNone_FilterMode));
    GrPipelineBuilder pipelineBuilder(std::move(paint), GrAAType::kNone);
    pipelineBuilder.setUserStencil(&userStencilSettings);
    renderTargetContext->addLegacyMeshDrawOp(std::move(pipelineBuilder), clip, std::move(op));
}
void Matrix::NativePreConcat(
    /* [in] */ Int64 objHandle,
    /* [in] */ Int64 otherHandle)
{
    SkMatrix* obj = reinterpret_cast<SkMatrix*>(objHandle);
    SkMatrix* other = reinterpret_cast<SkMatrix*>(otherHandle);
    obj->preConcat(*other);
}
Exemple #12
0
const GrFragmentProcessor* SkImageShader::asFragmentProcessor(GrContext* context,
        const SkMatrix& viewM,
        const SkMatrix* localMatrix,
        SkFilterQuality filterQuality,
        GrProcessorDataManager* mgr) const {
    SkMatrix matrix;
    matrix.setIDiv(fImage->width(), fImage->height());

    SkMatrix lmInverse;
    if (!this->getLocalMatrix().invert(&lmInverse)) {
        return nullptr;
    }
    if (localMatrix) {
        SkMatrix inv;
        if (!localMatrix->invert(&inv)) {
            return nullptr;
        }
        lmInverse.postConcat(inv);
    }
    matrix.preConcat(lmInverse);

    SkShader::TileMode tm[] = { fTileModeX, fTileModeY };

    // Must set wrap and filter on the sampler before requesting a texture. In two places below
    // we check the matrix scale factors to determine how to interpret the filter quality setting.
    // This completely ignores the complexity of the drawVertices case where explicit local coords
    // are provided by the caller.
    bool doBicubic;
    GrTextureParams::FilterMode textureFilterMode =
        GrSkFilterQualityToGrFilterMode(filterQuality, viewM, this->getLocalMatrix(), &doBicubic);
    GrTextureParams params(tm, textureFilterMode);

    SkImageUsageType usageType;
    if (kClamp_TileMode == fTileModeX && kClamp_TileMode == fTileModeY) {
        usageType = kUntiled_SkImageUsageType;
    } else if (GrTextureParams::kNone_FilterMode == textureFilterMode) {
        usageType = kTiled_Unfiltered_SkImageUsageType;
    } else {
        usageType = kTiled_Filtered_SkImageUsageType;
    }

    SkAutoTUnref<GrTexture> texture(as_IB(fImage)->asTextureRef(context, usageType));
    if (!texture) {
        return nullptr;
    }

    SkAutoTUnref<GrFragmentProcessor> inner;
    if (doBicubic) {
        inner.reset(GrBicubicEffect::Create(mgr, texture, matrix, tm));
    } else {
        inner.reset(GrSimpleTextureEffect::Create(mgr, texture, matrix, params));
    }

    if (GrPixelConfigIsAlphaOnly(texture->config())) {
        return SkRef(inner.get());
    }
    return GrFragmentProcessor::MulOuputByInputAlpha(inner);
}
bool SkNormalMapSourceImpl::computeNormTotalInverse(const SkShaderBase::ContextRec& rec,
                                                    SkMatrix* normTotalInverse) const {
    SkMatrix total = SkMatrix::Concat(*rec.fMatrix, fMapShader->getLocalMatrix());
    if (rec.fLocalMatrix) {
        total.preConcat(*rec.fLocalMatrix);
    }

    return total.invert(normTotalInverse);
}
Exemple #14
0
void SkSVGDevice::drawBitmap(const SkDraw& draw, const SkBitmap& bitmap,
                             const SkMatrix& matrix, const SkPaint& paint) {
    SkMatrix adjustedMatrix = *draw.fMatrix;
    adjustedMatrix.preConcat(matrix);
    SkDraw adjustedDraw(draw);
    adjustedDraw.fMatrix = &adjustedMatrix;

    drawBitmapCommon(adjustedDraw, bitmap, paint);
}
bool SkBitmapProcShader::asFragmentProcessor(GrContext* context, const SkPaint& paint,
                                             const SkMatrix& viewM,
                                             const SkMatrix* localMatrix, GrColor* paintColor,
                                             GrProcessorDataManager* procDataManager,
                                             GrFragmentProcessor** fp) const {
    SkMatrix matrix;
    matrix.setIDiv(fRawBitmap.width(), fRawBitmap.height());

    SkMatrix lmInverse;
    if (!this->getLocalMatrix().invert(&lmInverse)) {
        return false;
    }
    if (localMatrix) {
        SkMatrix inv;
        if (!localMatrix->invert(&inv)) {
            return false;
        }
        lmInverse.postConcat(inv);
    }
    matrix.preConcat(lmInverse);

    SkShader::TileMode tm[] = {
        (TileMode)fTileModeX,
        (TileMode)fTileModeY,
    };

    // Must set wrap and filter on the sampler before requesting a texture. In two places below
    // we check the matrix scale factors to determine how to interpret the filter quality setting.
    // This completely ignores the complexity of the drawVertices case where explicit local coords
    // are provided by the caller.
    bool doBicubic;
    GrTextureParams::FilterMode textureFilterMode =
            GrSkFilterQualityToGrFilterMode(paint.getFilterQuality(), viewM, this->getLocalMatrix(),
                                            &doBicubic);
    GrTextureParams params(tm, textureFilterMode);
    SkAutoTUnref<GrTexture> texture(GrRefCachedBitmapTexture(context, fRawBitmap, &params));

    if (!texture) {
        SkErrorInternals::SetError( kInternalError_SkError,
                                    "Couldn't convert bitmap to texture.");
        return false;
    }

    *paintColor = (kAlpha_8_SkColorType == fRawBitmap.colorType()) ?
                                                SkColor2GrColor(paint.getColor()) :
                                                SkColor2GrColorJustAlpha(paint.getColor());

    if (doBicubic) {
        *fp = GrBicubicEffect::Create(procDataManager, texture, matrix, tm);
    } else {
        *fp = GrSimpleTextureEffect::Create(procDataManager, texture, matrix, params);
    }

    return true;
}
void SkMatrixClipStateMgr::writeDeltaMat(int currentMatID, int desiredMatID) {
    const SkMatrix& current = this->lookupMat(currentMatID);
    const SkMatrix& desired = this->lookupMat(desiredMatID);

    SkMatrix delta;
    bool result = current.invert(&delta);
    if (result) {
        delta.preConcat(desired);
    }
    fPicRecord->recordConcat(delta);
}
Exemple #17
0
SkMatrix Viewer::computeMatrix() {
    SkMatrix m;
    m.reset();

    if (fZoomLevel) {
        SkPoint center;
        //m = this->getLocalMatrix();//.invert(&m);
        m.mapXY(fZoomCenterX, fZoomCenterY, &center);
        SkScalar cx = center.fX;
        SkScalar cy = center.fY;

        m.setTranslate(-cx, -cy);
        m.postScale(fZoomScale, fZoomScale);
        m.postTranslate(cx, cy);
    }

    m.preConcat(fGesture.localM());
    m.preConcat(fGesture.globalM());

    return m;
}
SkShader* SkPictureShader::refBitmapShader(const SkMatrix& matrix, const SkMatrix* localM) const {
    SkASSERT(fPicture && fPicture->width() > 0 && fPicture->height() > 0);

    SkMatrix m;
    m.setConcat(matrix, this->getLocalMatrix());
    if (localM) {
        m.preConcat(*localM);
    }

    // Use a rotation-invariant scale
    SkPoint scale;
    if (!SkDecomposeUpper2x2(m, NULL, &scale, NULL)) {
        // Decomposition failed, use an approximation.
        scale.set(SkScalarSqrt(m.getScaleX() * m.getScaleX() + m.getSkewX() * m.getSkewX()),
                  SkScalarSqrt(m.getScaleY() * m.getScaleY() + m.getSkewY() * m.getSkewY()));
    }
    SkSize scaledSize = SkSize::Make(scale.x() * fPicture->width(), scale.y() * fPicture->height());

    SkISize tileSize = scaledSize.toRound();
    if (tileSize.isEmpty()) {
        return NULL;
    }

    // The actual scale, compensating for rounding.
    SkSize tileScale = SkSize::Make(SkIntToScalar(tileSize.width()) / fPicture->width(),
                                    SkIntToScalar(tileSize.height()) / fPicture->height());

    SkAutoMutexAcquire ama(fCachedBitmapShaderMutex);

    if (!fCachedBitmapShader || tileScale != fCachedTileScale) {
        SkBitmap bm;
        if (!bm.allocN32Pixels(tileSize.width(), tileSize.height())) {
            return NULL;
        }
        bm.eraseColor(SK_ColorTRANSPARENT);

        SkCanvas canvas(bm);
        canvas.scale(tileScale.width(), tileScale.height());
        canvas.drawPicture(fPicture);

        fCachedTileScale = tileScale;

        SkMatrix shaderMatrix = this->getLocalMatrix();
        shaderMatrix.preScale(1 / tileScale.width(), 1 / tileScale.height());
        fCachedBitmapShader.reset(CreateBitmapShader(bm, fTmx, fTmy, &shaderMatrix));
    }

    // Increment the ref counter inside the mutex to ensure the returned pointer is still valid.
    // Otherwise, the pointer may have been overwritten on a different thread before the object's
    // ref count was incremented.
    fCachedBitmapShader.get()->ref();
    return fCachedBitmapShader;
}
Exemple #19
0
void GrLayerHoister::DrawLayersToAtlas(GrContext* context,
                                       const SkTDArray<GrHoistedLayer>& atlased) {
    if (atlased.count() > 0) {
        // All the atlased layers are rendered into the same GrTexture
        SkAutoTUnref<SkSurface> surface(SkSurface::NewRenderTargetDirect(
                                        atlased[0].fLayer->texture()->asRenderTarget(), NULL));

        SkCanvas* atlasCanvas = surface->getCanvas();

        SkPaint clearPaint;
        clearPaint.setColor(SK_ColorTRANSPARENT);
        clearPaint.setXfermode(SkXfermode::Create(SkXfermode::kSrc_Mode))->unref();

        for (int i = 0; i < atlased.count(); ++i) {
            const GrCachedLayer* layer = atlased[i].fLayer;
            const SkPicture* pict = atlased[i].fPicture;
            const SkIPoint offset = atlased[i].fOffset;
            SkDEBUGCODE(const SkPaint* layerPaint = layer->paint();)

            SkASSERT(!layerPaint || !layerPaint->getImageFilter());

            atlasCanvas->save();

            // Add a rect clip to make sure the rendering doesn't
            // extend beyond the boundaries of the atlased sub-rect
            SkRect bound = SkRect::MakeXYWH(SkIntToScalar(layer->rect().fLeft),
                                            SkIntToScalar(layer->rect().fTop),
                                            SkIntToScalar(layer->rect().width()),
                                            SkIntToScalar(layer->rect().height()));
            atlasCanvas->clipRect(bound);

            // Since 'clear' doesn't respect the clip we need to draw a rect
            atlasCanvas->drawRect(bound, clearPaint);

            // '-offset' maps the layer's top/left to the origin.
            // Since this layer is atlased, the top/left corner needs
            // to be offset to the correct location in the backing texture.
            SkMatrix initialCTM;
            initialCTM.setTranslate(SkIntToScalar(-offset.fX), SkIntToScalar(-offset.fY));
            initialCTM.preTranslate(bound.fLeft, bound.fTop);
            initialCTM.preConcat(atlased[i].fPreMat);

            atlasCanvas->setMatrix(initialCTM);
            atlasCanvas->concat(atlased[i].fLocalMat);

            SkRecordPartialDraw(*pict->fRecord.get(), atlasCanvas, bound,
                                layer->start() + 1, layer->stop(), initialCTM);

            atlasCanvas->restore();
        }

        atlasCanvas->flush();
    }
Exemple #20
0
SkGLDevice::TexCache* SkGLDevice::setupGLPaintShader(const SkPaint& paint) {
    SkGL::SetPaint(paint);
    
    SkShader* shader = paint.getShader();
    if (NULL == shader) {
        return NULL;
    }
    
    if (!shader->setContext(this->accessBitmap(false), paint, this->matrix())) {
        return NULL;
    }
    
    SkBitmap bitmap;
    SkMatrix matrix;
    SkShader::TileMode tileModes[2];
    if (!shader->asABitmap(&bitmap, &matrix, tileModes)) {
        return NULL;
    }
    
    bitmap.lockPixels();
    if (!bitmap.readyToDraw()) {
        return NULL;
    }
    
    // see if we've already cached the bitmap from the shader
    SkPoint max;
    GLuint name;
    TexCache* cache = SkGLDevice::LockTexCache(bitmap, &name, &max);
    // the lock has already called glBindTexture for us
    SkGL::SetTexParams(paint.isFilterBitmap(), tileModes[0], tileModes[1]);
    
    // since our texture coords will be in local space, we wack the texture
    // matrix to map them back into 0...1 before we load it
    SkMatrix localM;
    if (shader->getLocalMatrix(&localM)) {
        SkMatrix inverse;
        if (localM.invert(&inverse)) {
            matrix.preConcat(inverse);
        }
    }
    
    matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height());
    glMatrixMode(GL_TEXTURE);
    SkGL::LoadMatrix(matrix);
    glMatrixMode(GL_MODELVIEW);
    
    // since we're going to use a shader/texture, we don't want the color,
    // just its alpha
    SkGL::SetAlpha(paint.getAlpha());
    // report that we have setup the texture
    return cache;
}
static CGAffineTransform matrix_to_transform(CGContextRef cg, const SkMatrix& ctm) {
    SkMatrix matrix;
    matrix.setScale(1, -1);
    matrix.postTranslate(0, SkIntToScalar(CGBitmapContextGetHeight(cg)));
    matrix.preConcat(ctm);

    return CGAffineTransformMake(matrix[SkMatrix::kMScaleX],
                                 matrix[SkMatrix::kMSkewY],
                                 matrix[SkMatrix::kMSkewX],
                                 matrix[SkMatrix::kMScaleY],
                                 matrix[SkMatrix::kMTransX],
                                 matrix[SkMatrix::kMTransY]);
}
Exemple #22
0
bool SkPerlinNoiseShader::asFragmentProcessor(GrContext* context, const SkPaint& paint,
                                              const SkMatrix& viewM,
                                              const SkMatrix* externalLocalMatrix,
                                              GrColor* paintColor, GrFragmentProcessor** fp) const {
    SkASSERT(context);

    *paintColor = SkColor2GrColorJustAlpha(paint.getColor());

    SkMatrix localMatrix = this->getLocalMatrix();
    if (externalLocalMatrix) {
        localMatrix.preConcat(*externalLocalMatrix);
    }

    SkMatrix matrix = viewM;
    matrix.preConcat(localMatrix);

    if (0 == fNumOctaves) {
        if (kFractalNoise_Type == fType) {
            uint32_t alpha = paint.getAlpha() >> 1;
            uint32_t rgb = alpha >> 1;
            *paintColor = GrColorPackRGBA(rgb, rgb, rgb, alpha);
        } else {
Exemple #23
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static void testinvert() {
    SkMatrix matrix;

    const float vals[] = { 0,9,.000001,10000,0,0 };
    setmatrix6(&matrix, vals);

    const float vals2[] = { 0,100,71,9,0,7 };
    SkMatrix tmp;
    setmatrix6(&tmp, vals2);
    
    matrix.preConcat(tmp);
    matrix.dump();

    SkMatrix inverse;
    matrix.invert(&inverse);
    inverse.dump();
    
    matrix.preConcat(inverse);
    matrix.dump();

//    o2dContext.setTransform(0,9,.000001,10000,0,0);
//    o2dContext.transform(0,100,71,9,0,7);
//    o2dContext.setTransform(0,6,95,4,1,0);
}
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;)
Exemple #25
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void GrLayerHoister::DrawLayersToAtlas(GrContext* context,
                                       const SkTDArray<GrHoistedLayer>& atlased) {
    if (atlased.count() > 0) {
        // All the atlased layers are rendered into the same GrTexture
        SkSurfaceProps props(0, kUnknown_SkPixelGeometry);
        SkAutoTUnref<SkSurface> surface(SkSurface::NewRenderTargetDirect(
                                        atlased[0].fLayer->texture()->asRenderTarget(), &props));

        SkCanvas* atlasCanvas = surface->getCanvas();

        for (int i = 0; i < atlased.count(); ++i) {
            const GrCachedLayer* layer = atlased[i].fLayer;
            const SkBigPicture* pict = atlased[i].fPicture->asSkBigPicture();
            if (!pict) {
                // TODO: can we assume / assert this?
                continue;
            }
            const SkIPoint offset = SkIPoint::Make(layer->srcIR().fLeft, layer->srcIR().fTop);
            SkDEBUGCODE(const SkPaint* layerPaint = layer->paint();)

            SkASSERT(!layerPaint || !layerPaint->getImageFilter());
            SkASSERT(!layer->filter());

            atlasCanvas->save();

            // Add a rect clip to make sure the rendering doesn't
            // extend beyond the boundaries of the atlased sub-rect
            const SkRect bound = SkRect::Make(layer->rect());
            atlasCanvas->clipRect(bound);
            atlasCanvas->clear(0);

            // '-offset' maps the layer's top/left to the origin.
            // Since this layer is atlased, the top/left corner needs
            // to be offset to the correct location in the backing texture.
            SkMatrix initialCTM;
            initialCTM.setTranslate(SkIntToScalar(-offset.fX), SkIntToScalar(-offset.fY));
            initialCTM.preTranslate(bound.fLeft, bound.fTop);
            initialCTM.preConcat(atlased[i].fPreMat);

            atlasCanvas->setMatrix(initialCTM);
            atlasCanvas->concat(atlased[i].fLocalMat);

            pict->partialPlayback(atlasCanvas, layer->start() + 1, layer->stop(), initialCTM);
            atlasCanvas->restore();
        }

        atlasCanvas->flush();
    }
Exemple #26
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sk_sp<GrFragmentProcessor> SkImageShader::asFragmentProcessor(const AsFPArgs& args) const {
    SkMatrix matrix;
    matrix.setIDiv(fImage->width(), fImage->height());

    SkMatrix lmInverse;
    if (!this->getLocalMatrix().invert(&lmInverse)) {
        return nullptr;
    }
    if (args.fLocalMatrix) {
        SkMatrix inv;
        if (!args.fLocalMatrix->invert(&inv)) {
            return nullptr;
        }
        lmInverse.postConcat(inv);
    }
    matrix.preConcat(lmInverse);

    SkShader::TileMode tm[] = { fTileModeX, fTileModeY };

    // Must set wrap and filter on the sampler before requesting a texture. In two places below
    // we check the matrix scale factors to determine how to interpret the filter quality setting.
    // This completely ignores the complexity of the drawVertices case where explicit local coords
    // are provided by the caller.
    bool doBicubic;
    GrTextureParams::FilterMode textureFilterMode =
        GrSkFilterQualityToGrFilterMode(args.fFilterQuality, *args.fViewMatrix, this->getLocalMatrix(),
                                        &doBicubic);
    GrTextureParams params(tm, textureFilterMode);
    SkAutoTUnref<GrTexture> texture(as_IB(fImage)->asTextureRef(args.fContext, params,
                                    args.fGammaTreatment));
    if (!texture) {
        return nullptr;
    }

    sk_sp<GrFragmentProcessor> inner;
    if (doBicubic) {
        inner = GrBicubicEffect::Make(texture, nullptr, matrix, tm);
    } else {
        inner = GrSimpleTextureEffect::Make(texture, nullptr, matrix, params);
    }

    if (GrPixelConfigIsAlphaOnly(texture->config())) {
        return inner;
    }
    return sk_sp<GrFragmentProcessor>(GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner)));
}
Exemple #27
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/*
 [0]	9.9999997e-005	float
 [1]	9.0000003e-006	float
 [2]	7.0000001e-006	float
 [3]	1000000.0	float
 [4]	90639.000	float
 [5]	70000.000	float
 [6]	0.00000000	float
 [7]	0.00000000	float
 [8]	1.0000000	float
 */
static void testinvert2() {
    const float val[] = {
        9.9999997e-005, 9.0000003e-006, 7.0000001e-006,
        1000000.0, 90639.000, 70000.000
    };
    SkMatrix matrix;
    setmatrix6(&matrix, val);
    matrix.dump();

    SkMatrix inverse;
    matrix.invert(&inverse);
    inverse.dump();

    matrix.preConcat(inverse);
    matrix.dump();
    // result is that matrix[3] is 49550 instead of 0 :(
}
sk_sp<SkShader> SkShader::makeWithLocalMatrix(const SkMatrix& localMatrix) const {
    if (localMatrix.isIdentity()) {
        return sk_ref_sp(const_cast<SkShader*>(this));
    }

    const SkMatrix* lm = &localMatrix;

    SkShader* baseShader = const_cast<SkShader*>(this);
    SkMatrix otherLocalMatrix;
    SkAutoTUnref<SkShader> proxy(this->refAsALocalMatrixShader(&otherLocalMatrix));
    if (proxy) {
        otherLocalMatrix.preConcat(localMatrix);
        lm = &otherLocalMatrix;
        baseShader = proxy.get();
    }

    return sk_make_sp<SkLocalMatrixShader>(baseShader, *lm);
}
Exemple #29
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void SkLayer::localToGlobal(SkMatrix* matrix) const {
    this->getLocalTransform(matrix);

    if (this->isInheritFromRootTransform()) {
        matrix->postConcat(this->getRootLayer()->getMatrix());
        return;
    }

    const SkLayer* layer = this;
    while (layer->fParent != NULL) {
        layer = layer->fParent;

        SkMatrix tmp;
        layer->getLocalTransform(&tmp);
        tmp.preConcat(layer->getChildrenMatrix());
        matrix->postConcat(tmp);
    }
}
sk_sp<GrGeometryProcessor> GrDefaultGeoProcFactory::MakeForDeviceSpace(
                                                                     const Color& color,
                                                                     const Coverage& coverage,
                                                                     const LocalCoords& localCoords,
                                                                     const SkMatrix& viewMatrix) {
    SkMatrix invert = SkMatrix::I();
    if (LocalCoords::kUnused_Type != localCoords.fType) {
        SkASSERT(LocalCoords::kUsePosition_Type == localCoords.fType);
        if (!viewMatrix.isIdentity() && !viewMatrix.invert(&invert)) {
            return nullptr;
        }

        if (localCoords.hasLocalMatrix()) {
            invert.preConcat(*localCoords.fMatrix);
        }
    }

    LocalCoords inverted(LocalCoords::kUsePosition_Type, &invert);
    return Make(color, coverage, inverted, SkMatrix::I());
}