| /* |
| * Copyright 2017 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef SkShaderBase_DEFINED |
| #define SkShaderBase_DEFINED |
| |
| #include "include/core/SkFilterQuality.h" |
| #include "include/core/SkMatrix.h" |
| #include "include/core/SkShader.h" |
| #include "include/private/SkNoncopyable.h" |
| #include "src/core/SkEffectPriv.h" |
| #include "src/core/SkMask.h" |
| #include "src/core/SkTLazy.h" |
| |
| #if SK_SUPPORT_GPU |
| #include "src/gpu/GrFPArgs.h" |
| #endif |
| |
| class GrContext; |
| class GrFragmentProcessor; |
| class SkArenaAlloc; |
| class SkColorSpace; |
| class SkImage; |
| struct SkImageInfo; |
| class SkPaint; |
| class SkRasterPipeline; |
| |
| /** |
| * Shaders can optionally return a subclass of this when appending their stages. |
| * Doing so tells the caller that the stages can be reused with different CTMs (but nothing |
| * else can change), by calling the updater's udpate() method before each use. |
| * |
| * This can be a perf-win bulk draws like drawAtlas and drawVertices, where most of the setup |
| * (i.e. uniforms) are constant, and only something small is changing (i.e. matrices). This |
| * reuse skips the cost of computing the stages (and/or avoids having to allocate a separate |
| * shader for each small draw. |
| */ |
| class SkStageUpdater { |
| public: |
| virtual ~SkStageUpdater() {} |
| |
| virtual bool update(const SkMatrix& ctm, const SkMatrix* localM) = 0; |
| }; |
| |
| class SkShaderBase : public SkShader { |
| public: |
| ~SkShaderBase() override; |
| |
| /** |
| * Returns true if the shader is guaranteed to produce only a single color. |
| * Subclasses can override this to allow loop-hoisting optimization. |
| */ |
| virtual bool isConstant() const { return false; } |
| |
| const SkMatrix& getLocalMatrix() const { return fLocalMatrix; } |
| |
| enum Flags { |
| //!< set if all of the colors will be opaque |
| kOpaqueAlpha_Flag = 1 << 0, |
| |
| /** set if the spans only vary in X (const in Y). |
| e.g. an Nx1 bitmap that is being tiled in Y, or a linear-gradient |
| that varies from left-to-right. This flag specifies this for |
| shadeSpan(). |
| */ |
| kConstInY32_Flag = 1 << 1, |
| |
| /** hint for the blitter that 4f is the preferred shading mode. |
| */ |
| kPrefers4f_Flag = 1 << 2, |
| }; |
| |
| /** |
| * ContextRec acts as a parameter bundle for creating Contexts. |
| */ |
| struct ContextRec { |
| ContextRec(const SkPaint& paint, const SkMatrix& matrix, const SkMatrix* localM, |
| SkColorType dstColorType, SkColorSpace* dstColorSpace) |
| : fPaint(&paint) |
| , fMatrix(&matrix) |
| , fLocalMatrix(localM) |
| , fDstColorType(dstColorType) |
| , fDstColorSpace(dstColorSpace) {} |
| |
| const SkPaint* fPaint; // the current paint associated with the draw |
| const SkMatrix* fMatrix; // the current matrix in the canvas |
| const SkMatrix* fLocalMatrix; // optional local matrix |
| SkColorType fDstColorType; // the color type of the dest surface |
| SkColorSpace* fDstColorSpace; // the color space of the dest surface (if any) |
| |
| bool isLegacyCompatible(SkColorSpace* shadersColorSpace) const; |
| }; |
| |
| class Context : public ::SkNoncopyable { |
| public: |
| Context(const SkShaderBase& shader, const ContextRec&); |
| |
| virtual ~Context(); |
| |
| /** |
| * Called sometimes before drawing with this shader. Return the type of |
| * alpha your shader will return. The default implementation returns 0. |
| * Your subclass should override if it can (even sometimes) report a |
| * non-zero value, since that will enable various blitters to perform |
| * faster. |
| */ |
| virtual uint32_t getFlags() const { return 0; } |
| |
| /** |
| * Called for each span of the object being drawn. Your subclass should |
| * set the appropriate colors (with premultiplied alpha) that correspond |
| * to the specified device coordinates. |
| */ |
| virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0; |
| |
| protected: |
| // Reference to shader, so we don't have to dupe information. |
| const SkShaderBase& fShader; |
| |
| uint8_t getPaintAlpha() const { return fPaintAlpha; } |
| const SkMatrix& getTotalInverse() const { return fTotalInverse; } |
| const SkMatrix& getCTM() const { return fCTM; } |
| |
| private: |
| SkMatrix fCTM; |
| SkMatrix fTotalInverse; |
| uint8_t fPaintAlpha; |
| |
| typedef SkNoncopyable INHERITED; |
| }; |
| |
| /** |
| * Make a context using the memory provided by the arena. |
| * |
| * @return pointer to context or nullptr if can't be created |
| */ |
| Context* makeContext(const ContextRec&, SkArenaAlloc*) const; |
| |
| #if SK_SUPPORT_GPU |
| /** |
| * Returns a GrFragmentProcessor that implements the shader for the GPU backend. NULL is |
| * returned if there is no GPU implementation. |
| * |
| * The GPU device does not call SkShader::createContext(), instead we pass the view matrix, |
| * local matrix, and filter quality directly. |
| * |
| * The GrContext may be used by the to create textures that are required by the returned |
| * processor. |
| * |
| * The returned GrFragmentProcessor should expect an unpremultiplied input color and |
| * produce a premultiplied output. |
| */ |
| virtual std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const; |
| #endif |
| |
| /** |
| * If the shader can represent its "average" luminance in a single color, return true and |
| * if color is not NULL, return that color. If it cannot, return false and ignore the color |
| * parameter. |
| * |
| * Note: if this returns true, the returned color will always be opaque, as only the RGB |
| * components are used to compute luminance. |
| */ |
| bool asLuminanceColor(SkColor*) const; |
| |
| // If this returns false, then we draw nothing (do not fall back to shader context) |
| bool appendStages(const SkStageRec&) const; |
| |
| bool SK_WARN_UNUSED_RESULT computeTotalInverse(const SkMatrix& ctm, |
| const SkMatrix* outerLocalMatrix, |
| SkMatrix* totalInverse) const; |
| |
| // Returns the total local matrix for this shader: |
| // |
| // M = postLocalMatrix x shaderLocalMatrix x preLocalMatrix |
| // |
| SkTCopyOnFirstWrite<SkMatrix> totalLocalMatrix(const SkMatrix* preLocalMatrix, |
| const SkMatrix* postLocalMatrix = nullptr) const; |
| |
| virtual SkImage* onIsAImage(SkMatrix*, SkTileMode[2]) const { |
| return nullptr; |
| } |
| virtual SkPicture* isAPicture(SkMatrix*, SkTileMode[2], SkRect* tile) const { return nullptr; } |
| |
| static Type GetFlattenableType() { return kSkShaderBase_Type; } |
| Type getFlattenableType() const override { return GetFlattenableType(); } |
| |
| static sk_sp<SkShaderBase> Deserialize(const void* data, size_t size, |
| const SkDeserialProcs* procs = nullptr) { |
| return sk_sp<SkShaderBase>(static_cast<SkShaderBase*>( |
| SkFlattenable::Deserialize(GetFlattenableType(), data, size, procs).release())); |
| } |
| static void RegisterFlattenables(); |
| |
| /** DEPRECATED. skbug.com/8941 |
| * If this shader can be represented by another shader + a localMatrix, return that shader and |
| * the localMatrix. If not, return nullptr and ignore the localMatrix parameter. |
| */ |
| virtual sk_sp<SkShader> makeAsALocalMatrixShader(SkMatrix* localMatrix) const; |
| |
| SkStageUpdater* appendUpdatableStages(const SkStageRec& rec) const { |
| return this->onAppendUpdatableStages(rec); |
| } |
| |
| protected: |
| SkShaderBase(const SkMatrix* localMatrix = nullptr); |
| |
| void flatten(SkWriteBuffer&) const override; |
| |
| #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT |
| /** |
| * Specialize creating a SkShader context using the supplied allocator. |
| * @return pointer to context owned by the arena allocator. |
| */ |
| virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const { |
| return nullptr; |
| } |
| #endif |
| |
| virtual bool onAsLuminanceColor(SkColor*) const { |
| return false; |
| } |
| |
| // Default impl creates shadercontext and calls that (not very efficient) |
| virtual bool onAppendStages(const SkStageRec&) const; |
| |
| virtual SkStageUpdater* onAppendUpdatableStages(const SkStageRec&) const { return nullptr; } |
| |
| private: |
| // This is essentially const, but not officially so it can be modified in constructors. |
| SkMatrix fLocalMatrix; |
| |
| typedef SkShader INHERITED; |
| }; |
| |
| inline SkShaderBase* as_SB(SkShader* shader) { |
| return static_cast<SkShaderBase*>(shader); |
| } |
| |
| inline const SkShaderBase* as_SB(const SkShader* shader) { |
| return static_cast<const SkShaderBase*>(shader); |
| } |
| |
| inline const SkShaderBase* as_SB(const sk_sp<SkShader>& shader) { |
| return static_cast<SkShaderBase*>(shader.get()); |
| } |
| |
| #endif // SkShaderBase_DEFINED |