/* * 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 "SkFilterQuality.h" #include "SkMask.h" #include "SkMatrix.h" #include "SkShader.h" #if SK_SUPPORT_GPU #include "GrFPArgs.h" #endif class GrContext; class GrColorSpaceInfo; class GrFragmentProcessor; class SkArenaAlloc; class SkColorSpace; class SkColorSpaceXformer; class SkImage; struct SkImageInfo; class SkPaint; class SkRasterPipeline; 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 { enum DstType { kPMColor_DstType, // clients prefer shading into PMColor dest kPM4f_DstType, // clients prefer shading into PM4f dest }; ContextRec(const SkPaint& paint, const SkMatrix& matrix, const SkMatrix* localM, DstType dstType, SkColorSpace* dstColorSpace) : fPaint(&paint) , fMatrix(&matrix) , fLocalMatrix(localM) , fPreferredDstType(dstType) , 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 const DstType fPreferredDstType; // the "natural" client dest type SkColorSpace* fDstColorSpace; // the color space of the dest surface (if any) }; 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; virtual void shadeSpan4f(int x, int y, SkPM4f[], int count); // Notification from blitter::blitMask in case we need to see the non-alpha channels virtual void set3DMask(const SkMask*) {} 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; /** * Shaders may opt-in for burst mode, if they can operate * significantly more efficiently in that mode. * * Burst mode is prioritized in SkRasterPipelineBlitter over * regular (appendStages) pipeline operation. */ Context* makeBurstPipelineContext(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; /** * Returns a shader transformed into a new color space via the |xformer|. */ sk_sp<SkShader> makeColorSpace(SkColorSpaceXformer* xformer) const { return this->onMakeColorSpace(xformer); } bool isRasterPipelineOnly(const SkMatrix& ctm) const { // We always use RP when perspective is present. return ctm.hasPerspective() || fLocalMatrix.hasPerspective() || this->onIsRasterPipelineOnly(ctm); } struct StageRec { SkRasterPipeline* fPipeline; SkArenaAlloc* fAlloc; SkColorSpace* fDstCS; // may be nullptr const SkPaint& fPaint; const SkMatrix* fLocalM; // may be nullptr SkMatrix fCTM; }; // If this returns false, then we draw nothing (do not fall back to shader context) bool appendStages(const StageRec&) const; bool computeTotalInverse(const SkMatrix& ctm, const SkMatrix* outerLocalMatrix, SkMatrix* totalInverse) const; #ifdef SK_SUPPORT_LEGACY_SHADER_ISABITMAP virtual bool onIsABitmap(SkBitmap*, SkMatrix*, TileMode[2]) const { return false; } #endif virtual SkImage* onIsAImage(SkMatrix*, TileMode[2]) const { return nullptr; } SK_TO_STRING_VIRT() SK_DEFINE_FLATTENABLE_TYPE(SkShaderBase) SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP() protected: SkShaderBase(const SkMatrix* localMatrix = nullptr); void flatten(SkWriteBuffer&) const override; /** * 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; } /** * Overriden by shaders which prefer burst mode. */ virtual Context* onMakeBurstPipelineContext(const ContextRec&, SkArenaAlloc*) const { return nullptr; } virtual bool onAsLuminanceColor(SkColor*) const { return false; } virtual sk_sp<SkShader> onMakeColorSpace(SkColorSpaceXformer*) const { return sk_ref_sp(const_cast<SkShaderBase*>(this)); } // Default impl creates shadercontext and calls that (not very efficient) virtual bool onAppendStages(const StageRec&) const; virtual bool onIsRasterPipelineOnly(const SkMatrix& ctm) const { return false; } 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