Adding isOpaque method to skia shader classes
REVIEW=http://codereview.appspot.com/5451102/ TEST=unit test ShaderOpacity git-svn-id: http://skia.googlecode.com/svn/trunk@2840 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -53,6 +53,7 @@
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'../tests/RefDictTest.cpp',
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'../tests/RegionTest.cpp',
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'../tests/ScalarTest.cpp',
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'../tests/ShaderOpacityTest.cpp',
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'../tests/Sk64Test.cpp',
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'../tests/skia_test.cpp',
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'../tests/SortTest.cpp',
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@ -34,6 +34,7 @@ public:
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virtual uint32_t getFlags() SK_OVERRIDE;
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virtual uint8_t getSpan16Alpha() const SK_OVERRIDE;
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virtual bool isOpaque() const SK_OVERRIDE;
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virtual bool setContext(const SkBitmap& device, const SkPaint& paint,
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const SkMatrix& matrix) SK_OVERRIDE;
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virtual void shadeSpan(int x, int y, SkPMColor span[], int count) SK_OVERRIDE;
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@ -96,6 +96,15 @@ public:
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*/
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virtual uint32_t getFlags() { return 0; }
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/**
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* Returns true if the shader is guaranteed to produce only opaque
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* colors, subject to the SkPaint using the shader to apply an opaque
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* alpha value. Subclasses should override this to allow some
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* optimizations. isOpaque() can be called at any time, unlike getFlags,
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* which only works properly when the context is set.
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*/
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virtual bool isOpaque() const { return false; }
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/**
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* Return the alpha associated with the data returned by shadeSpan16(). If
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* kHasSpan16_Flag is not set, this value is meaningless.
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@ -81,6 +81,10 @@ static bool only_scale_and_translate(const SkMatrix& matrix) {
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return (matrix.getType() & ~mask) == 0;
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}
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bool SkBitmapProcShader::isOpaque() const {
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return fRawBitmap.isOpaque();
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}
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bool SkBitmapProcShader::setContext(const SkBitmap& device,
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const SkPaint& paint,
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const SkMatrix& matrix) {
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@ -18,6 +18,7 @@ public:
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SkBitmapProcShader(const SkBitmap& src, TileMode tx, TileMode ty);
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// overrides from SkShader
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virtual bool isOpaque() const SK_OVERRIDE;
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virtual bool setContext(const SkBitmap&, const SkPaint&, const SkMatrix&);
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virtual uint32_t getFlags() { return fFlags; }
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virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count);
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@ -221,6 +221,13 @@ SkColorShader::SkColorShader(SkColor c) {
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SkColorShader::~SkColorShader() {}
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bool SkColorShader::isOpaque() const {
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if (fInheritColor) {
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return true; // using paint's alpha
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}
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return SkColorGetA(fColor) == 255;
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}
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SkColorShader::SkColorShader(SkFlattenableReadBuffer& b) : INHERITED(b) {
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fFlags = 0; // computed in setContext
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@ -119,6 +119,7 @@ public:
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// overrides
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virtual bool setContext(const SkBitmap&, const SkPaint&, const SkMatrix&) SK_OVERRIDE;
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virtual uint32_t getFlags() SK_OVERRIDE { return fFlags; }
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virtual bool isOpaque() const SK_OVERRIDE;
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protected:
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Gradient_Shader(SkFlattenableReadBuffer& );
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@ -161,7 +162,8 @@ private:
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kStorageSize = kColorStorageCount * (sizeof(SkColor) + sizeof(Rec))
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};
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SkColor fStorage[(kStorageSize + 3) >> 2];
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SkColor* fOrigColors;
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SkColor* fOrigColors; // original colors, before modulation by paint in setContext
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bool fColorsAreOpaque;
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mutable uint16_t* fCache16; // working ptr. If this is NULL, we need to recompute the cache values
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mutable SkPMColor* fCache32; // working ptr. If this is NULL, we need to recompute the cache values
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@ -174,6 +176,7 @@ private:
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static void Build32bitCache(SkPMColor[], SkColor c0, SkColor c1, int count,
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U8CPU alpha);
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void setCacheAlpha(U8CPU alpha) const;
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void initCommon();
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typedef SkShader INHERITED;
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};
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@ -302,7 +305,7 @@ Gradient_Shader::Gradient_Shader(const SkColor colors[], const SkScalar pos[],
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}
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}
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}
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fFlags = 0;
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this->initCommon();
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}
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Gradient_Shader::Gradient_Shader(SkFlattenableReadBuffer& buffer) :
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@ -336,7 +339,7 @@ Gradient_Shader::Gradient_Shader(SkFlattenableReadBuffer& buffer) :
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}
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}
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SkReadMatrix(&buffer, &fPtsToUnit);
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fFlags = 0;
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this->initCommon();
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}
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Gradient_Shader::~Gradient_Shader() {
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@ -350,6 +353,15 @@ Gradient_Shader::~Gradient_Shader() {
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SkSafeUnref(fMapper);
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}
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void Gradient_Shader::initCommon() {
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fFlags = 0;
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unsigned colorAlpha = 0xFF;
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for (int i = 0; i < fColorCount; i++) {
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colorAlpha &= SkColorGetA(fOrigColors[i]);
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}
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fColorsAreOpaque = colorAlpha == 0xFF;
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}
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void Gradient_Shader::flatten(SkFlattenableWriteBuffer& buffer) {
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this->INHERITED::flatten(buffer);
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buffer.writeFlattenable(fMapper);
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@ -366,6 +378,10 @@ void Gradient_Shader::flatten(SkFlattenableWriteBuffer& buffer) {
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SkWriteMatrix(&buffer, fPtsToUnit);
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}
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bool Gradient_Shader::isOpaque() const {
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return fColorsAreOpaque;
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}
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bool Gradient_Shader::setContext(const SkBitmap& device,
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const SkPaint& paint,
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const SkMatrix& matrix) {
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@ -384,23 +400,14 @@ bool Gradient_Shader::setContext(const SkBitmap& device,
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// now convert our colors in to PMColors
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unsigned paintAlpha = this->getPaintAlpha();
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unsigned colorAlpha = 0xFF;
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// FIXME: record colorAlpha in constructor, since this is not affected
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// by setContext()
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for (int i = 0; i < fColorCount; i++) {
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SkColor src = fOrigColors[i];
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unsigned sa = SkColorGetA(src);
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colorAlpha &= sa;
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}
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fFlags = this->INHERITED::getFlags();
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if ((colorAlpha & paintAlpha) == 0xFF) {
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if (fColorsAreOpaque && paintAlpha == 0xFF) {
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fFlags |= kOpaqueAlpha_Flag;
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}
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// we can do span16 as long as our individual colors are opaque,
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// regardless of the paint's alpha
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if (0xFF == colorAlpha) {
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if (fColorsAreOpaque) {
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fFlags |= kHasSpan16_Flag;
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}
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119
tests/ShaderOpacityTest.cpp
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119
tests/ShaderOpacityTest.cpp
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@ -0,0 +1,119 @@
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/*
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* Copyright 2011 Google Inc.
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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 "Test.h"
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#include "SkShader.h"
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#include "SkGradientShader.h"
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#include "SkColorShader.h"
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static void test_bitmap(skiatest::Reporter* reporter) {
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SkBitmap bmp;
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bmp.setConfig(SkBitmap::kARGB_8888_Config, 2, 2);
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// test 1: bitmap without pixel data
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SkShader* shader = SkShader::CreateBitmapShader(bmp,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, !shader->isOpaque());
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shader->unref();
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// From this point on, we have pixels
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bmp.allocPixels();
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// test 2: not opaque by default
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shader = SkShader::CreateBitmapShader(bmp,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, !shader->isOpaque());
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shader->unref();
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// test 3: explicitly opaque
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bmp.setIsOpaque(true);
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shader = SkShader::CreateBitmapShader(bmp,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, shader->isOpaque());
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shader->unref();
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// test 4: explicitly not opaque
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bmp.setIsOpaque(false);
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shader = SkShader::CreateBitmapShader(bmp,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, !shader->isOpaque());
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shader->unref();
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}
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static void test_gradient(skiatest::Reporter* reporter)
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{
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SkPoint pts[2];
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pts[0].iset(0, 0);
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pts[1].iset(1, 0);
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SkColor colors[2];
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SkScalar pos[2] = {SkIntToScalar(0), SkIntToScalar(1)};
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int count = 2;
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SkShader::TileMode mode = SkShader::kClamp_TileMode;
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// test 1: all opaque
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colors[0] = SkColorSetARGB(0xFF, 0, 0, 0);
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colors[1] = SkColorSetARGB(0xFF, 0, 0, 0);
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SkShader* grad = SkGradientShader::CreateLinear(pts, colors, pos, count,
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mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, grad->isOpaque());
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grad->unref();
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// test 2: all 0 alpha
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colors[0] = SkColorSetARGB(0, 0, 0, 0);
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colors[1] = SkColorSetARGB(0, 0, 0, 0);
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grad = SkGradientShader::CreateLinear(pts, colors, pos, count, mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, !grad->isOpaque());
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grad->unref();
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// test 3: one opaque, one transparent
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colors[0] = SkColorSetARGB(0xFF, 0, 0, 0);
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colors[1] = SkColorSetARGB(0x40, 0, 0, 0);
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grad = SkGradientShader::CreateLinear(pts, colors, pos, count, mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, !grad->isOpaque());
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grad->unref();
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// test 4: test 3, swapped
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colors[0] = SkColorSetARGB(0x40, 0, 0, 0);
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colors[1] = SkColorSetARGB(0xFF, 0, 0, 0);
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grad = SkGradientShader::CreateLinear(pts, colors, pos, count, mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, !grad->isOpaque());
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grad->unref();
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}
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static void test_color(skiatest::Reporter* reporter)
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{
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SkColorShader colorShader1(SkColorSetARGB(0,0,0,0));
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REPORTER_ASSERT(reporter, !colorShader1.isOpaque());
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SkColorShader colorShader2(SkColorSetARGB(0xFF,0,0,0));
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REPORTER_ASSERT(reporter, colorShader2.isOpaque());
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SkColorShader colorShader3(SkColorSetARGB(0x7F,0,0,0));
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REPORTER_ASSERT(reporter, !colorShader3.isOpaque());
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// with inherrited color, shader must declare itself as opaque,
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// since lack of opacity will depend solely on the paint
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SkColorShader colorShader4;
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REPORTER_ASSERT(reporter, colorShader4.isOpaque());
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}
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static void test_shader_opacity(skiatest::Reporter* reporter)
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{
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test_gradient(reporter);
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test_color(reporter);
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test_bitmap(reporter);
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}
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#include "TestClassDef.h"
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DEFINE_TESTCLASS("ShaderOpacity", ShaderOpacityTestClass, test_shader_opacity)
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