xref: /aosp_15_r20/external/skia/modules/sksg/src/SkSGRenderNode.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1 /*
2  * Copyright 2017 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "modules/sksg/include/SkSGRenderNode.h"
9 
10 #include "include/core/SkBlendMode.h"
11 #include "include/core/SkCanvas.h"
12 #include "include/core/SkColor.h"
13 #include "include/core/SkImageFilter.h"
14 #include "include/core/SkPaint.h"
15 #include "include/core/SkPoint.h"
16 #include "include/core/SkRect.h"
17 #include "include/effects/SkImageFilters.h"
18 #include "include/private/base/SkAssert.h"
19 #include "include/private/base/SkFloatingPoint.h"
20 #include "include/private/base/SkTo.h"
21 #include "modules/sksg/src/SkSGNodePriv.h"
22 
23 namespace sksg {
24 
25 namespace {
26 
27 enum Flags : uint8_t {
28     kInvisible_Flag = 1 << 0,
29 };
30 
31 } // namespace
32 
RenderNode(uint32_t inval_traits)33 RenderNode::RenderNode(uint32_t inval_traits) : INHERITED(inval_traits) {}
34 
isVisible() const35 bool RenderNode::isVisible() const {
36     return !(fNodeFlags & kInvisible_Flag);
37 }
38 
setVisible(bool v)39 void RenderNode::setVisible(bool v) {
40     if (v == this->isVisible()) {
41         return;
42     }
43 
44     this->invalidate();
45     fNodeFlags = v ? (fNodeFlags & ~kInvisible_Flag)
46                    : (fNodeFlags | kInvisible_Flag);
47 }
48 
render(SkCanvas * canvas,const RenderContext * ctx) const49 void RenderNode::render(SkCanvas* canvas, const RenderContext* ctx) const {
50     SkASSERT(!this->hasInval());
51     if (this->isVisible() && !this->bounds().isEmpty()) {
52         this->onRender(canvas, ctx);
53     }
54     SkASSERT(!this->hasInval());
55 }
56 
nodeAt(const SkPoint & p) const57 const RenderNode* RenderNode::nodeAt(const SkPoint& p) const {
58     return this->bounds().contains(p.x(), p.y()) ? this->onNodeAt(p) : nullptr;
59 }
60 
ScaleAlpha(SkAlpha alpha,float opacity)61 static SkAlpha ScaleAlpha(SkAlpha alpha, float opacity) {
62    return SkToU8(sk_float_round2int(alpha * opacity));
63 }
64 
LocalShader(const sk_sp<SkShader> & shader,const SkMatrix & base,const SkMatrix & ctm)65 static sk_sp<SkShader> LocalShader(const sk_sp<SkShader>& shader,
66                                    const SkMatrix& base,
67                                    const SkMatrix& ctm) {
68     // Mask filters / shaders are declared to operate under a specific transform, but due to the
69     // deferral mechanism, other transformations might have been pushed to the state.
70     // We want to undo these transforms (T):
71     //
72     //   baseCTM x T = ctm
73     //
74     //   =>  T = Inv(baseCTM) x ctm
75     //
76     //   =>  Inv(T) = Inv(Inv(baseCTM) x ctm)
77     //
78     //   =>  Inv(T) = Inv(ctm) x baseCTM
79 
80     SkMatrix lm;
81     if (base != ctm && ctm.invert(&lm)) {
82         lm.preConcat(base);
83     } else {
84         lm = SkMatrix::I();
85     }
86 
87     // Note: this doesn't play ball with existing shader local matrices (what we really want is
88     // SkShader::makeWithPostLocalMatrix).  Probably a good signal that the whole mechanism is
89     // contrived and should be redesigned (use SkCanvas::clipShader when available, drop shader
90     // "effects" completely, etc).
91     return shader->makeWithLocalMatrix(lm);
92 }
93 
requiresIsolation() const94 bool RenderNode::RenderContext::requiresIsolation() const {
95     // Note: fShader is never applied on isolation layers.
96     return ScaleAlpha(SK_AlphaOPAQUE, fOpacity) != SK_AlphaOPAQUE
97         || fColorFilter
98         || fMaskShader
99         || fBlender;
100 }
101 
modulatePaint(const SkMatrix & ctm,SkPaint * paint,bool is_layer_paint) const102 void RenderNode::RenderContext::modulatePaint(const SkMatrix& ctm, SkPaint* paint,
103                                               bool is_layer_paint) const {
104     paint->setAlpha(ScaleAlpha(paint->getAlpha(), fOpacity));
105     paint->setColorFilter(SkColorFilters::Compose(fColorFilter, paint->refColorFilter()));
106     if (fShader) {
107         paint->setShader(LocalShader(fShader, fShaderCTM, ctm));
108     }
109     if (fBlender) {
110         paint->setBlender(fBlender);
111     }
112 
113     // Only apply the shader mask for regular paints.  Isolation layers require
114     // special handling on restore.
115     if (!is_layer_paint && fMaskShader) {
116         paint->setShader(SkShaders::Blend(SkBlendMode::kSrcIn,
117                                           LocalShader(fMaskShader, fMaskCTM, ctm),
118                                           paint->refShader()));
119     }
120 }
121 
ScopedRenderContext(SkCanvas * canvas,const RenderContext * ctx)122 RenderNode::ScopedRenderContext::ScopedRenderContext(SkCanvas* canvas, const RenderContext* ctx)
123     : fCanvas(canvas)
124     , fCtx(ctx ? *ctx : RenderContext())
125     , fRestoreCount(canvas->getSaveCount()) {}
126 
~ScopedRenderContext()127 RenderNode::ScopedRenderContext::~ScopedRenderContext() {
128     if (fRestoreCount >= 0) {
129         if (fMaskShader) {
130             SkPaint mask_paint;
131             mask_paint.setBlendMode(SkBlendMode::kDstIn);
132             mask_paint.setShader(std::move(fMaskShader));
133             fCanvas->drawPaint(mask_paint);
134         }
135         fCanvas->restoreToCount(fRestoreCount);
136     }
137 }
138 
139 RenderNode::ScopedRenderContext&&
modulateOpacity(float opacity)140 RenderNode::ScopedRenderContext::modulateOpacity(float opacity) {
141     SkASSERT(opacity >= 0 && opacity <= 1);
142     fCtx.fOpacity *= opacity;
143     return std::move(*this);
144 }
145 
146 RenderNode::ScopedRenderContext&&
modulateColorFilter(sk_sp<SkColorFilter> cf)147 RenderNode::ScopedRenderContext::modulateColorFilter(sk_sp<SkColorFilter> cf) {
148     fCtx.fColorFilter = SkColorFilters::Compose(std::move(fCtx.fColorFilter), std::move(cf));
149     return std::move(*this);
150 }
151 
152 RenderNode::ScopedRenderContext&&
modulateShader(sk_sp<SkShader> sh,const SkMatrix & shader_ctm)153 RenderNode::ScopedRenderContext::modulateShader(sk_sp<SkShader> sh, const SkMatrix& shader_ctm) {
154     // Topmost shader takes precedence.
155     if (!fCtx.fShader) {
156         fCtx.fShader = std::move(sh);
157         fCtx.fShaderCTM = shader_ctm;
158     }
159 
160     return std::move(*this);
161 }
162 
163 RenderNode::ScopedRenderContext&&
modulateMaskShader(sk_sp<SkShader> ms,const SkMatrix & ctm)164 RenderNode::ScopedRenderContext::modulateMaskShader(sk_sp<SkShader> ms, const SkMatrix& ctm) {
165     if (fCtx.fMaskShader) {
166         // As we compose mask filters, use the relative transform T for the inner mask:
167         //
168         //   maskCTM x T = ctm
169         //
170         //   => T = Inv(maskCTM) x ctm
171         //
172         SkMatrix invMaskCTM;
173         if (ms && fCtx.fMaskCTM.invert(&invMaskCTM)) {
174             const auto relative_transform = SkMatrix::Concat(invMaskCTM, ctm);
175             fCtx.fMaskShader = SkShaders::Blend(SkBlendMode::kSrcIn,
176                                                 std::move(fCtx.fMaskShader),
177                                                 ms->makeWithLocalMatrix(relative_transform));
178         }
179     } else {
180         fCtx.fMaskShader = std::move(ms);
181         fCtx.fMaskCTM    = ctm;
182     }
183 
184     return std::move(*this);
185 }
186 
187 RenderNode::ScopedRenderContext&&
modulateBlender(sk_sp<SkBlender> blender)188 RenderNode::ScopedRenderContext::modulateBlender(sk_sp<SkBlender> blender) {
189     fCtx.fBlender = std::move(blender);
190     return std::move(*this);
191 }
192 
193 RenderNode::ScopedRenderContext&&
setIsolation(const SkRect & bounds,const SkMatrix & ctm,bool isolation)194 RenderNode::ScopedRenderContext::setIsolation(const SkRect& bounds, const SkMatrix& ctm,
195                                               bool isolation) {
196     if (isolation && fCtx.requiresIsolation()) {
197         SkPaint layer_paint;
198         fCtx.modulatePaint(ctm, &layer_paint, /*is_layer_paint = */true);
199         fCanvas->saveLayer(bounds, &layer_paint);
200 
201         // Fetch the mask shader for restore.
202         if (fCtx.fMaskShader) {
203             fMaskShader = LocalShader(fCtx.fMaskShader, fCtx.fMaskCTM, ctm);
204         }
205 
206         // Reset only the props applied via isolation layers.
207         fCtx.fColorFilter = nullptr;
208         fCtx.fMaskShader  = nullptr;
209         fCtx.fBlender     = nullptr;
210         fCtx.fOpacity     = 1;
211     }
212 
213     return std::move(*this);
214 }
215 
216 RenderNode::ScopedRenderContext&&
setFilterIsolation(const SkRect & bounds,const SkMatrix & ctm,sk_sp<SkImageFilter> filter)217 RenderNode::ScopedRenderContext::setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm,
218                                                     sk_sp<SkImageFilter> filter) {
219     if (filter) {
220         SkPaint layer_paint;
221         fCtx.modulatePaint(ctm, &layer_paint);
222         // shaders and image filters are not composable, so we convert the shader to an
223         // image filter and blend them together
224         if (layer_paint.getShader()) {
225             filter = SkImageFilters::Blend(SkBlendMode::kSrcIn, std::move(filter),
226             SkImageFilters::Shader(layer_paint.refShader()));
227         }
228         SkASSERT(!layer_paint.getImageFilter());
229         layer_paint.setImageFilter(std::move(filter));
230         fCanvas->saveLayer(bounds, &layer_paint);
231         fCtx = RenderContext();
232     }
233 
234     return std::move(*this);
235 }
236 
CustomRenderNode(std::vector<sk_sp<RenderNode>> && children)237 CustomRenderNode::CustomRenderNode(std::vector<sk_sp<RenderNode>>&& children)
238     : INHERITED(kOverrideDamage_Trait)  // We cannot make any assumptions - override conservatively.
239     , fChildren(std::move(children)) {
240     for (const auto& child : fChildren) {
241         this->observeInval(child);
242     }
243 }
244 
~CustomRenderNode()245 CustomRenderNode::~CustomRenderNode() {
246     for (const auto& child : fChildren) {
247         this->unobserveInval(child);
248     }
249 }
250 
hasChildrenInval() const251 bool CustomRenderNode::hasChildrenInval() const {
252     for (const auto& child : fChildren) {
253         if (NodePriv::HasInval(child)) {
254             return true;
255         }
256     }
257 
258     return false;
259 }
260 
261 } // namespace sksg
262