本文整理汇总了C++中SkColorFilter类的典型用法代码示例。如果您正苦于以下问题:C++ SkColorFilter类的具体用法?C++ SkColorFilter怎么用?C++ SkColorFilter使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了SkColorFilter类的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DEF_TEST
DEF_TEST(ColorFilter, reporter) {
SkRandom rand;
for (int mode = 0; mode <= SkXfermode::kLastMode; mode++) {
SkColor color = rand.nextU();
// ensure we always get a filter, by avoiding the possibility of a
// special case that would return NULL (if color's alpha is 0 or 0xFF)
color = SkColorSetA(color, 0x7F);
SkColorFilter* cf = SkColorFilter::CreateModeFilter(color,
(SkXfermode::Mode)mode);
// allow for no filter if we're in Dst mode (its a no op)
if (SkXfermode::kDst_Mode == mode && NULL == cf) {
continue;
}
SkAutoUnref aur(cf);
REPORTER_ASSERT(reporter, cf);
SkColor c = ~color;
SkXfermode::Mode m = ILLEGAL_MODE;
SkColor expectedColor = color;
SkXfermode::Mode expectedMode = (SkXfermode::Mode)mode;
// SkDebugf("--- mc [%d %x] ", mode, color);
REPORTER_ASSERT(reporter, cf->asColorMode(&c, &m));
// handle special-case folding by the factory
if (SkXfermode::kClear_Mode == mode) {
if (c != expectedColor) {
expectedColor = 0;
}
if (m != expectedMode) {
expectedMode = SkXfermode::kSrc_Mode;
}
}
// SkDebugf("--- got [%d %x] expected [%d %x]\n", m, c, expectedMode, expectedColor);
REPORTER_ASSERT(reporter, c == expectedColor);
REPORTER_ASSERT(reporter, m == expectedMode);
{
SkColorFilter* cf2 = reincarnate_colorfilter(cf);
SkAutoUnref aur2(cf2);
REPORTER_ASSERT(reporter, cf2);
SkColor c2 = ~color;
SkXfermode::Mode m2 = ILLEGAL_MODE;
REPORTER_ASSERT(reporter, cf2->asColorMode(&c2, &m2));
REPORTER_ASSERT(reporter, c2 == expectedColor);
REPORTER_ASSERT(reporter, m2 == expectedMode);
}
}
test_composecolorfilter_limit(reporter);
}
示例2: blitRect
virtual void blitRect(int x, int y, int width, int height) {
SkASSERT(width > 0 && height > 0);
SK_RESTRICT SkPMColor* dst = fDevice->getAddr32(x, y);
const SK_RESTRICT SkPMColor16* src = fSource->getAddr16(x - fLeft,
y - fTop);
unsigned dstRB = fDevice->rowBytes();
unsigned srcRB = fSource->rowBytes();
SK_RESTRICT SkPMColor* buffer = fBuffer;
SkColorFilter* colorFilter = fColorFilter;
SkXfermode* xfermode = fXfermode;
do {
fillbuffer(buffer, src, width);
if (NULL != colorFilter) {
colorFilter->filterSpan(buffer, width, buffer);
}
if (NULL != xfermode) {
xfermode->xfer32(dst, buffer, width, NULL);
} else {
fProc32(dst, buffer, width, fAlpha);
}
dst = (SK_RESTRICT SkPMColor*)((char*)dst + dstRB);
src = (const SK_RESTRICT SkPMColor16*)((const char*)src + srcRB);
} while (--height != 0);
}
示例3: SkASSERT
void GrDistanceFieldTextContext::flush() {
if (NULL == fDrawTarget) {
return;
}
if (fCurrVertex > 0) {
GrPipelineBuilder pipelineBuilder;
pipelineBuilder.setFromPaint(fPaint, fRenderTarget, fClip);
// setup our sampler state for our text texture/atlas
SkASSERT(SkIsAlign4(fCurrVertex));
// get our current color
SkColor filteredColor;
SkColorFilter* colorFilter = fSkPaint.getColorFilter();
if (colorFilter) {
filteredColor = colorFilter->filterColor(fSkPaint.getColor());
} else {
filteredColor = fSkPaint.getColor();
}
this->setupCoverageEffect(filteredColor);
// Set draw state
if (fUseLCDText) {
// TODO: move supportsRGBCoverage check to setupCoverageEffect and only add LCD
// processor if the xp can support it. For now we will simply assume that if
// fUseLCDText is true, then we have a known color output.
const GrXPFactory* xpFactory = pipelineBuilder.getXPFactory();
if (!xpFactory->supportsRGBCoverage(0, kRGBA_GrColorComponentFlags)) {
SkDebugf("LCD Text will not draw correctly.\n");
}
SkASSERT(!fCachedGeometryProcessor->hasVertexColor());
} else {
// We're using per-vertex color.
SkASSERT(fCachedGeometryProcessor->hasVertexColor());
}
int nGlyphs = fCurrVertex / kVerticesPerGlyph;
fDrawTarget->setIndexSourceToBuffer(fContext->getQuadIndexBuffer());
fDrawTarget->drawIndexedInstances(&pipelineBuilder,
fCachedGeometryProcessor.get(),
kTriangles_GrPrimitiveType,
nGlyphs,
kVerticesPerGlyph,
kIndicesPerGlyph,
&fVertexBounds);
fDrawTarget->resetVertexSource();
fVertices = NULL;
fTotalVertexCount -= fCurrVertex;
fCurrVertex = 0;
SkSafeSetNull(fCurrTexture);
fVertexBounds.setLargestInverted();
}
}
示例4: SkColorSetARGB
inline GrDrawBatch* GrAtlasTextBlob::createBatch(
const Run::SubRunInfo& info,
int glyphCount, int run, int subRun,
const SkMatrix& viewMatrix, SkScalar x, SkScalar y,
GrColor color,
const SkPaint& skPaint, const SkSurfaceProps& props,
const GrDistanceFieldAdjustTable* distanceAdjustTable,
bool useGammaCorrectDistanceTable,
GrBatchFontCache* cache) {
GrMaskFormat format = info.maskFormat();
GrColor subRunColor;
if (kARGB_GrMaskFormat == format) {
uint8_t paintAlpha = skPaint.getAlpha();
subRunColor = SkColorSetARGB(paintAlpha, paintAlpha, paintAlpha, paintAlpha);
} else {
subRunColor = color;
}
GrAtlasTextBatch* batch;
if (info.drawAsDistanceFields()) {
SkColor filteredColor;
SkColorFilter* colorFilter = skPaint.getColorFilter();
if (colorFilter) {
filteredColor = colorFilter->filterColor(skPaint.getColor());
} else {
filteredColor = skPaint.getColor();
}
bool useBGR = SkPixelGeometryIsBGR(props.pixelGeometry());
batch = GrAtlasTextBatch::CreateDistanceField(glyphCount, cache,
distanceAdjustTable,
useGammaCorrectDistanceTable,
filteredColor, info.hasUseLCDText(), useBGR);
} else {
batch = GrAtlasTextBatch::CreateBitmap(format, glyphCount, cache);
}
GrAtlasTextBatch::Geometry& geometry = batch->geometry();
geometry.fViewMatrix = viewMatrix;
geometry.fBlob = SkRef(this);
geometry.fRun = run;
geometry.fSubRun = subRun;
geometry.fColor = subRunColor;
geometry.fX = x;
geometry.fY = y;
batch->init();
return batch;
}
示例5: SkASSERT
SkColorFilterImageFilter* SkColorFilterImageFilter::Create(SkColorFilter* cf,
SkImageFilter* input) {
SkASSERT(cf);
SkScalar colorMatrix[20], inputMatrix[20];
SkColorFilter* inputColorFilter;
if (input && cf->asColorMatrix(colorMatrix)
&& (inputColorFilter = input->asColorFilter())
&& inputColorFilter->asColorMatrix(inputMatrix)
&& !matrix_needs_clamping(inputMatrix)) {
SkScalar combinedMatrix[20];
mult_color_matrix(inputMatrix, colorMatrix, combinedMatrix);
SkAutoTUnref<SkColorFilter> newCF(SkNEW_ARGS(SkColorMatrixFilter, (combinedMatrix)));
return SkNEW_ARGS(SkColorFilterImageFilter, (newCF, input->getInput(0)));
} else {
return SkNEW_ARGS(SkColorFilterImageFilter, (cf, input));
}
}
示例6: SkASSERT
SkColorFilterImageFilter* SkColorFilterImageFilter::Create(SkColorFilter* cf,
SkImageFilter* input, const CropRect* cropRect) {
SkASSERT(cf);
SkScalar colorMatrix[20], inputMatrix[20];
SkColorFilter* inputColorFilter;
if (input && cf->asColorMatrix(colorMatrix)
&& input->asColorFilter(&inputColorFilter)
&& (NULL != inputColorFilter)) {
SkAutoUnref autoUnref(inputColorFilter);
if (inputColorFilter->asColorMatrix(inputMatrix) && !matrix_needs_clamping(inputMatrix)) {
SkScalar combinedMatrix[20];
mult_color_matrix(colorMatrix, inputMatrix, combinedMatrix);
SkAutoTUnref<SkColorFilter> newCF(SkColorMatrixFilter::Create(combinedMatrix));
return SkNEW_ARGS(SkColorFilterImageFilter, (newCF, input->getInput(0), cropRect));
}
}
return SkNEW_ARGS(SkColorFilterImageFilter, (cf, input, cropRect));
}
示例7: autoUnref
SkColorFilterImageFilter* SkColorFilterImageFilter::Create(SkColorFilter* cf,
SkImageFilter* input, const CropRect* cropRect, uint32_t uniqueID) {
if (NULL == cf) {
return NULL;
}
SkColorFilter* inputColorFilter;
if (input && input->asColorFilter(&inputColorFilter) && inputColorFilter) {
SkAutoUnref autoUnref(inputColorFilter);
// Try to collapse two consecutive matrix filters
SkScalar colorMatrix[20], inputMatrix[20];
if (cf->asColorMatrix(colorMatrix) && inputColorFilter->asColorMatrix(inputMatrix)
&& !matrix_needs_clamping(inputMatrix)) {
SkScalar combinedMatrix[20];
mult_color_matrix(colorMatrix, inputMatrix, combinedMatrix);
SkAutoTUnref<SkColorFilter> newCF(SkColorMatrixFilter::Create(combinedMatrix));
return SkNEW_ARGS(SkColorFilterImageFilter, (newCF, input->getInput(0), cropRect, 0));
}
// Try to collapse two consecutive table filters
SkBitmap colorTable, inputTable;
if (cf->asComponentTable(&colorTable) && inputColorFilter->asComponentTable(&inputTable)) {
uint8_t combinedTable[4 * 256];
SkAutoLockPixels colorLock(colorTable);
SkAutoLockPixels inputLock(inputTable);
combine_color_tables(colorTable.getAddr8(0, 0), inputTable.getAddr8(0, 0),
combinedTable);
SkAutoTUnref<SkColorFilter> newCF(SkTableColorFilter::CreateARGB(
&combinedTable[256 * 0],
&combinedTable[256 * 1],
&combinedTable[256 * 2],
&combinedTable[256 * 3])
);
return SkNEW_ARGS(SkColorFilterImageFilter, (newCF, input->getInput(0), cropRect, 0));
}
}
return SkNEW_ARGS(SkColorFilterImageFilter, (cf, input, cropRect, uniqueID));
}
示例8: skpaint_to_grpaint_impl
//.........这里部分代码省略.........
// There is a blend between the primitive color and the shader color. The shader sees
// the opaque paint color. The shader's output is blended using the provided mode by
// the primitive color. The blended color is then modulated by the paint's alpha.
// The geometry processor will insert the primitive color to start the color chain, so
// the GrPaint color will be ignored.
GrColor shaderInput = SkColorToOpaqueGrColor(skPaint.getColor());
shaderFP = GrFragmentProcessor::OverrideInput(shaderFP, shaderInput);
aufp.reset(shaderFP);
if (primitiveIsSrc) {
shaderFP = GrXfermodeFragmentProcessor::CreateFromDstProcessor(shaderFP,
*primColorMode);
} else {
shaderFP = GrXfermodeFragmentProcessor::CreateFromSrcProcessor(shaderFP,
*primColorMode);
}
aufp.reset(shaderFP);
// The above may return null if compose results in a pass through of the prim color.
if (shaderFP) {
grPaint->addColorFragmentProcessor(shaderFP);
}
GrColor paintAlpha = SkColorAlphaToGrColor(skPaint.getColor());
if (GrColor_WHITE != paintAlpha) {
grPaint->addColorFragmentProcessor(GrConstColorProcessor::Create(
paintAlpha, GrConstColorProcessor::kModulateRGBA_InputMode))->unref();
}
} else {
// The shader's FP sees the paint unpremul color
grPaint->setColor(SkColorToUnpremulGrColor(skPaint.getColor()));
grPaint->addColorFragmentProcessor(shaderFP);
}
} else {
if (primColorMode) {
// There is a blend between the primitive color and the paint color. The blend considers
// the opaque paint color. The paint's alpha is applied to the post-blended color.
SkAutoTUnref<const GrFragmentProcessor> processor(
GrConstColorProcessor::Create(SkColorToOpaqueGrColor(skPaint.getColor()),
GrConstColorProcessor::kIgnore_InputMode));
if (primitiveIsSrc) {
processor.reset(GrXfermodeFragmentProcessor::CreateFromDstProcessor(processor,
*primColorMode));
} else {
processor.reset(GrXfermodeFragmentProcessor::CreateFromSrcProcessor(processor,
*primColorMode));
}
if (processor) {
grPaint->addColorFragmentProcessor(processor);
}
grPaint->setColor(SkColorToOpaqueGrColor(skPaint.getColor()));
GrColor paintAlpha = SkColorAlphaToGrColor(skPaint.getColor());
if (GrColor_WHITE != paintAlpha) {
grPaint->addColorFragmentProcessor(GrConstColorProcessor::Create(
paintAlpha, GrConstColorProcessor::kModulateRGBA_InputMode))->unref();
}
} else {
// No shader, no primitive color.
grPaint->setColor(SkColorToPremulGrColor(skPaint.getColor()));
applyColorFilterToPaintColor = true;
}
}
SkColorFilter* colorFilter = skPaint.getColorFilter();
if (colorFilter) {
if (applyColorFilterToPaintColor) {
grPaint->setColor(SkColorToPremulGrColor(colorFilter->filterColor(skPaint.getColor())));
} else {
SkAutoTUnref<const GrFragmentProcessor> cfFP(
colorFilter->asFragmentProcessor(context));
if (cfFP) {
grPaint->addColorFragmentProcessor(cfFP);
} else {
return false;
}
}
}
SkXfermode* mode = skPaint.getXfermode();
GrXPFactory* xpFactory = nullptr;
if (!SkXfermode::AsXPFactory(mode, &xpFactory)) {
// Fall back to src-over
// return false here?
xpFactory = GrPorterDuffXPFactory::Create(SkXfermode::kSrcOver_Mode);
}
SkASSERT(xpFactory);
grPaint->setXPFactory(xpFactory)->unref();
#ifndef SK_IGNORE_GPU_DITHER
if (skPaint.isDither() && grPaint->numColorFragmentProcessors() > 0) {
grPaint->addColorFragmentProcessor(GrDitherEffect::Create())->unref();
}
#endif
return true;
}
示例9: changes_alpha
static bool changes_alpha(const SkPaint& paint) {
SkColorFilter* cf = paint.getColorFilter();
return cf && !(cf->getFlags() & SkColorFilter::kAlphaUnchanged_Flag);
}
示例10: SkPaint2GrPaintNoShader
bool SkPaint2GrPaintNoShader(GrContext* context, GrRenderTarget* rt, const SkPaint& skPaint,
GrColor paintColor, bool constantColor, GrPaint* grPaint) {
grPaint->setDither(skPaint.isDither());
grPaint->setAntiAlias(skPaint.isAntiAlias());
SkXfermode* mode = skPaint.getXfermode();
GrXPFactory* xpFactory = NULL;
if (!SkXfermode::AsXPFactory(mode, &xpFactory)) {
// Fall back to src-over
// return false here?
xpFactory = GrPorterDuffXPFactory::Create(SkXfermode::kSrcOver_Mode);
}
SkASSERT(xpFactory);
grPaint->setXPFactory(xpFactory)->unref();
//set the color of the paint to the one of the parameter
grPaint->setColor(paintColor);
SkColorFilter* colorFilter = skPaint.getColorFilter();
if (colorFilter) {
// if the source color is a constant then apply the filter here once rather than per pixel
// in a shader.
if (constantColor) {
SkColor filtered = colorFilter->filterColor(skPaint.getColor());
grPaint->setColor(SkColor2GrColor(filtered));
} else {
SkTDArray<GrFragmentProcessor*> array;
// return false if failed?
if (colorFilter->asFragmentProcessors(context, grPaint->getProcessorDataManager(),
&array)) {
for (int i = 0; i < array.count(); ++i) {
grPaint->addColorProcessor(array[i]);
array[i]->unref();
}
}
}
}
#ifndef SK_IGNORE_GPU_DITHER
// If the dither flag is set, then we need to see if the underlying context
// supports it. If not, then install a dither effect.
if (skPaint.isDither() && grPaint->numColorStages() > 0) {
// What are we rendering into?
SkASSERT(rt);
// Suspect the dithering flag has no effect on these configs, otherwise
// fall back on setting the appropriate state.
if (GrPixelConfigIs8888(rt->config()) ||
GrPixelConfigIs8888(rt->config())) {
// The dither flag is set and the target is likely
// not going to be dithered by the GPU.
SkAutoTUnref<GrFragmentProcessor> fp(GrDitherEffect::Create());
if (fp.get()) {
grPaint->addColorProcessor(fp);
grPaint->setDither(false);
}
}
}
#endif
return true;
}
示例11: SkPM4f_from_SkColor
SkBlitter* SkRasterPipelineBlitter::Create(const SkPixmap& dst,
const SkPaint& paint,
const SkMatrix& ctm,
SkArenaAlloc* alloc) {
auto blitter = alloc->make<SkRasterPipelineBlitter>(
dst,
paint.getBlendMode(),
SkPM4f_from_SkColor(paint.getColor(), dst.colorSpace()));
SkBlendMode* blend = &blitter->fBlend;
SkPM4f* paintColor = &blitter->fPaintColor;
SkRasterPipeline* pipeline = &blitter->fShader;
SkShader* shader = paint.getShader();
SkColorFilter* colorFilter = paint.getColorFilter();
// TODO: all temporary
if (!supported(dst.info()) || !SkBlendMode_AppendStages(*blend)) {
return nullptr;
}
bool is_opaque = paintColor->a() == 1.0f,
is_constant = true;
if (shader) {
pipeline->append(SkRasterPipeline::seed_shader, &blitter->fCurrentY);
if (!shader->appendStages(pipeline, dst.colorSpace(), alloc, ctm, paint)) {
return nullptr;
}
if (!is_opaque) {
pipeline->append(SkRasterPipeline::scale_1_float,
&paintColor->fVec[SkPM4f::A]);
}
is_opaque = is_opaque && shader->isOpaque();
is_constant = shader->isConstant();
} else {
pipeline->append(SkRasterPipeline::constant_color, paintColor);
}
if (colorFilter) {
if (!colorFilter->appendStages(pipeline, dst.colorSpace(), alloc, is_opaque)) {
return nullptr;
}
is_opaque = is_opaque && (colorFilter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag);
}
if (is_constant) {
pipeline->append(SkRasterPipeline::store_f32, &paintColor);
pipeline->run(0,1);
*pipeline = SkRasterPipeline();
pipeline->append(SkRasterPipeline::constant_color, paintColor);
is_opaque = paintColor->a() == 1.0f;
}
if (is_opaque && *blend == SkBlendMode::kSrcOver) {
*blend = SkBlendMode::kSrc;
}
if (is_constant && *blend == SkBlendMode::kSrc) {
SkRasterPipeline p;
p.extend(*pipeline);
blitter->fDstPtr = &blitter->fMemsetColor;
blitter->append_store(&p);
p.run(0,1);
blitter->fCanMemsetInBlitH = true;
}
return blitter;
}
示例12: set_vertex_attributes
void GrDistanceFieldTextContext::flush() {
if (NULL == fDrawTarget) {
return;
}
if (fCurrVertex > 0) {
GrDrawState drawState;
drawState.setFromPaint(fPaint, fContext->getMatrix(), fContext->getRenderTarget());
bool useColorVerts = !fUseLCDText;
set_vertex_attributes(&drawState, useColorVerts);
// setup our sampler state for our text texture/atlas
SkASSERT(SkIsAlign4(fCurrVertex));
// get our current color
SkColor filteredColor;
SkColorFilter* colorFilter = fSkPaint.getColorFilter();
if (colorFilter) {
filteredColor = colorFilter->filterColor(fSkPaint.getColor());
} else {
filteredColor = fSkPaint.getColor();
}
this->setupCoverageEffect(filteredColor);
// Effects could be stored with one of the cache objects (atlas?)
drawState.setGeometryProcessor(fCachedGeometryProcessor.get());
// Set draw state
if (fUseLCDText) {
GrColor colorNoPreMul = skcolor_to_grcolor_nopremultiply(filteredColor);
if (kOne_GrBlendCoeff != fPaint.getSrcBlendCoeff() ||
kISA_GrBlendCoeff != fPaint.getDstBlendCoeff() ||
fPaint.numColorStages()) {
SkDebugf("LCD Text will not draw correctly.\n");
}
SkASSERT(!drawState.hasColorVertexAttribute());
// We don't use the GrPaint's color in this case because it's been premultiplied by
// alpha. Instead we feed in a non-premultiplied color, and multiply its alpha by
// the mask texture color. The end result is that we get
// mask*paintAlpha*paintColor + (1-mask*paintAlpha)*dstColor
int a = SkColorGetA(fSkPaint.getColor());
// paintAlpha
drawState.setColor(SkColorSetARGB(a, a, a, a));
// paintColor
drawState.setBlendConstant(colorNoPreMul);
drawState.setBlendFunc(kConstC_GrBlendCoeff, kISC_GrBlendCoeff);
} else {
if (0xFF == GrColorUnpackA(fPaint.getColor())) {
drawState.setHint(GrDrawState::kVertexColorsAreOpaque_Hint, true);
}
// set back to normal in case we took LCD path previously.
drawState.setBlendFunc(fPaint.getSrcBlendCoeff(), fPaint.getDstBlendCoeff());
// We're using per-vertex color.
SkASSERT(drawState.hasColorVertexAttribute());
}
int nGlyphs = fCurrVertex / kVerticesPerGlyph;
fDrawTarget->setIndexSourceToBuffer(fContext->getQuadIndexBuffer());
fDrawTarget->drawIndexedInstances(&drawState,
kTriangles_GrPrimitiveType,
nGlyphs,
kVerticesPerGlyph,
kIndicesPerGlyph,
&fVertexBounds);
fDrawTarget->resetVertexSource();
fVertices = NULL;
fTotalVertexCount -= fCurrVertex;
fCurrVertex = 0;
SkSafeSetNull(fCurrTexture);
fVertexBounds.setLargestInverted();
}
}
示例13: skpaint_to_grpaint_impl
static inline bool skpaint_to_grpaint_impl(GrContext* context,
const GrColorSpaceInfo& colorSpaceInfo,
const SkPaint& skPaint,
const SkMatrix& viewM,
std::unique_ptr<GrFragmentProcessor>* shaderProcessor,
SkBlendMode* primColorMode,
GrPaint* grPaint) {
grPaint->setAllowSRGBInputs(colorSpaceInfo.isGammaCorrect());
// Convert SkPaint color to 4f format, including optional linearizing and gamut conversion.
GrColor4f origColor = SkColorToUnpremulGrColor4f(skPaint.getColor(), colorSpaceInfo);
const GrFPArgs fpArgs(context, &viewM, skPaint.getFilterQuality(), &colorSpaceInfo);
// Setup the initial color considering the shader, the SkPaint color, and the presence or not
// of per-vertex colors.
std::unique_ptr<GrFragmentProcessor> shaderFP;
if (!primColorMode || blend_requires_shader(*primColorMode)) {
if (shaderProcessor) {
shaderFP = std::move(*shaderProcessor);
} else if (const auto* shader = as_SB(skPaint.getShader())) {
shaderFP = shader->asFragmentProcessor(fpArgs);
if (!shaderFP) {
return false;
}
}
}
// Set this in below cases if the output of the shader/paint-color/paint-alpha/primXfermode is
// a known constant value. In that case we can simply apply a color filter during this
// conversion without converting the color filter to a GrFragmentProcessor.
bool applyColorFilterToPaintColor = false;
if (shaderFP) {
if (primColorMode) {
// There is a blend between the primitive color and the shader color. The shader sees
// the opaque paint color. The shader's output is blended using the provided mode by
// the primitive color. The blended color is then modulated by the paint's alpha.
// The geometry processor will insert the primitive color to start the color chain, so
// the GrPaint color will be ignored.
GrColor4f shaderInput = origColor.opaque();
shaderFP = GrFragmentProcessor::OverrideInput(std::move(shaderFP), shaderInput);
shaderFP = GrXfermodeFragmentProcessor::MakeFromSrcProcessor(std::move(shaderFP),
*primColorMode);
// The above may return null if compose results in a pass through of the prim color.
if (shaderFP) {
grPaint->addColorFragmentProcessor(std::move(shaderFP));
}
// We can ignore origColor here - alpha is unchanged by gamma
GrColor paintAlpha = SkColorAlphaToGrColor(skPaint.getColor());
if (GrColor_WHITE != paintAlpha) {
// No gamut conversion - paintAlpha is a (linear) alpha value, splatted to all
// color channels. It's value should be treated as the same in ANY color space.
grPaint->addColorFragmentProcessor(GrConstColorProcessor::Make(
GrColor4f::FromGrColor(paintAlpha),
GrConstColorProcessor::InputMode::kModulateRGBA));
}
} else {
// The shader's FP sees the paint unpremul color
grPaint->setColor4f(origColor);
grPaint->addColorFragmentProcessor(std::move(shaderFP));
}
} else {
if (primColorMode) {
// There is a blend between the primitive color and the paint color. The blend considers
// the opaque paint color. The paint's alpha is applied to the post-blended color.
auto processor = GrConstColorProcessor::Make(origColor.opaque(),
GrConstColorProcessor::InputMode::kIgnore);
processor = GrXfermodeFragmentProcessor::MakeFromSrcProcessor(std::move(processor),
*primColorMode);
if (processor) {
grPaint->addColorFragmentProcessor(std::move(processor));
}
grPaint->setColor4f(origColor.opaque());
// We can ignore origColor here - alpha is unchanged by gamma
GrColor paintAlpha = SkColorAlphaToGrColor(skPaint.getColor());
if (GrColor_WHITE != paintAlpha) {
// No gamut conversion - paintAlpha is a (linear) alpha value, splatted to all
// color channels. It's value should be treated as the same in ANY color space.
grPaint->addColorFragmentProcessor(GrConstColorProcessor::Make(
GrColor4f::FromGrColor(paintAlpha),
GrConstColorProcessor::InputMode::kModulateRGBA));
}
} else {
// No shader, no primitive color.
grPaint->setColor4f(origColor.premul());
applyColorFilterToPaintColor = true;
}
}
SkColorFilter* colorFilter = skPaint.getColorFilter();
if (colorFilter) {
if (applyColorFilterToPaintColor) {
// If we're in legacy mode, we *must* avoid using the 4f version of the color filter,
// because that will combine with the linearized version of the stored color.
//.........这里部分代码省略.........