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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkImageShader_DEFINED
#define SkImageShader_DEFINED
#include "include/core/SkImage.h"
#include "include/core/SkM44.h"
#include "src/shaders/SkBitmapProcShader.h"
#include "src/shaders/SkShaderBase.h"
class SkImageShader : public SkShaderBase {
public:
static sk_sp<SkShader> Make(sk_sp<SkImage>,
SkTileMode tmx,
SkTileMode tmy,
const SkSamplingOptions&,
const SkMatrix* localMatrix,
bool clampAsIfUnpremul = false);
static sk_sp<SkShader> MakeRaw(sk_sp<SkImage>,
SkTileMode tmx,
SkTileMode tmy,
const SkSamplingOptions&,
const SkMatrix* localMatrix);
// TODO(skbug.com/12784): Requires SkImage to be texture backed, and created SkShader can only
// be used on GPU-backed surfaces.
static sk_sp<SkShader> MakeSubset(sk_sp<SkImage>,
const SkRect& subset,
SkTileMode tmx,
SkTileMode tmy,
const SkSamplingOptions&,
const SkMatrix* localMatrix,
bool clampAsIfUnpremul = false);
bool isOpaque() const override;
#if SK_SUPPORT_GPU
std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const override;
#endif
void addToKey(SkShaderCodeDictionary*,
SkBackend,
SkPaintParamsKeyBuilder*,
SkUniformBlock*) const override;
static SkM44 CubicResamplerMatrix(float B, float C);
private:
SK_FLATTENABLE_HOOKS(SkImageShader)
SkImageShader(sk_sp<SkImage>,
const SkRect& subset,
SkTileMode tmx,
SkTileMode tmy,
const SkSamplingOptions&,
const SkMatrix* localMatrix,
bool raw,
bool clampAsIfUnpremul);
void flatten(SkWriteBuffer&) const override;
#ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
Context* onMakeContext(const ContextRec&, SkArenaAlloc* storage) const override;
#endif
SkImage* onIsAImage(SkMatrix*, SkTileMode*) const override;
bool onAppendStages(const SkStageRec&) const override;
SkStageUpdater* onAppendUpdatableStages(const SkStageRec&) const override;
SkUpdatableShader* onUpdatableShader(SkArenaAlloc* alloc) const override;
skvm::Color onProgram(skvm::Builder*, skvm::Coord device, skvm::Coord local, skvm::Color paint,
const SkMatrixProvider&, const SkMatrix* localM, const SkColorInfo& dst,
skvm::Uniforms* uniforms, SkArenaAlloc*) const override;
class TransformShader;
skvm::Color makeProgram(
skvm::Builder*, skvm::Coord device, skvm::Coord local, skvm::Color paint,
const SkMatrixProvider&, const SkMatrix* localM, const SkColorInfo& dst,
skvm::Uniforms* uniforms, const TransformShader* coordShader, SkArenaAlloc*) const;
bool doStages(const SkStageRec&, TransformShader* = nullptr) const;
sk_sp<SkImage> fImage;
const SkSamplingOptions fSampling;
const SkTileMode fTileModeX;
const SkTileMode fTileModeY;
// TODO(skbug.com/12784): This is only supported for GPU images currently.
// If subset == (0,0,w,h) of the image, then no subset is applied. Subset will not be empty.
const SkRect fSubset;
const bool fRaw;
const bool fClampAsIfUnpremul;
friend class SkShaderBase;
using INHERITED = SkShaderBase;
};
#endif