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 #ifndef SkShaderBase_DEFINED
9 #define SkShaderBase_DEFINED
10
11 #include "SkFilterQuality.h"
12 #include "SkMask.h"
13 #include "SkMatrix.h"
14 #include "SkNoncopyable.h"
15 #include "SkShader.h"
16 #include "SkTLazy.h"
17
18 #if SK_SUPPORT_GPU
19 #include "GrFPArgs.h"
20 #endif
21
22 class GrContext;
23 class GrColorSpaceInfo;
24 class GrFragmentProcessor;
25 class SkArenaAlloc;
26 class SkColorSpace;
27 class SkColorSpaceXformer;
28 class SkImage;
29 struct SkImageInfo;
30 class SkPaint;
31 class SkRasterPipeline;
32
33 class SkShaderBase : public SkShader {
34 public:
35 ~SkShaderBase() override;
36
37 /**
38 * Returns true if the shader is guaranteed to produce only a single color.
39 * Subclasses can override this to allow loop-hoisting optimization.
40 */
isConstant()41 virtual bool isConstant() const { return false; }
42
getLocalMatrix()43 const SkMatrix& getLocalMatrix() const { return fLocalMatrix; }
44
45 enum Flags {
46 //!< set if all of the colors will be opaque
47 kOpaqueAlpha_Flag = 1 << 0,
48
49 /** set if the spans only vary in X (const in Y).
50 e.g. an Nx1 bitmap that is being tiled in Y, or a linear-gradient
51 that varies from left-to-right. This flag specifies this for
52 shadeSpan().
53 */
54 kConstInY32_Flag = 1 << 1,
55
56 /** hint for the blitter that 4f is the preferred shading mode.
57 */
58 kPrefers4f_Flag = 1 << 2,
59 };
60
61 /**
62 * ContextRec acts as a parameter bundle for creating Contexts.
63 */
64 struct ContextRec {
ContextRecContextRec65 ContextRec(const SkPaint& paint, const SkMatrix& matrix, const SkMatrix* localM,
66 SkColorType dstColorType, SkColorSpace* dstColorSpace)
67 : fPaint(&paint)
68 , fMatrix(&matrix)
69 , fLocalMatrix(localM)
70 , fDstColorType(dstColorType)
71 , fDstColorSpace(dstColorSpace) {}
72
73 const SkPaint* fPaint; // the current paint associated with the draw
74 const SkMatrix* fMatrix; // the current matrix in the canvas
75 const SkMatrix* fLocalMatrix; // optional local matrix
76 SkColorType fDstColorType; // the color type of the dest surface
77 SkColorSpace* fDstColorSpace; // the color space of the dest surface (if any)
78 };
79
80 class Context : public ::SkNoncopyable {
81 public:
82 Context(const SkShaderBase& shader, const ContextRec&);
83
84 virtual ~Context();
85
86 /**
87 * Called sometimes before drawing with this shader. Return the type of
88 * alpha your shader will return. The default implementation returns 0.
89 * Your subclass should override if it can (even sometimes) report a
90 * non-zero value, since that will enable various blitters to perform
91 * faster.
92 */
getFlags()93 virtual uint32_t getFlags() const { return 0; }
94
95 /**
96 * Called for each span of the object being drawn. Your subclass should
97 * set the appropriate colors (with premultiplied alpha) that correspond
98 * to the specified device coordinates.
99 */
100 virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
101
102 protected:
103 // Reference to shader, so we don't have to dupe information.
104 const SkShaderBase& fShader;
105
getPaintAlpha()106 uint8_t getPaintAlpha() const { return fPaintAlpha; }
getTotalInverse()107 const SkMatrix& getTotalInverse() const { return fTotalInverse; }
getCTM()108 const SkMatrix& getCTM() const { return fCTM; }
109
110 private:
111 SkMatrix fCTM;
112 SkMatrix fTotalInverse;
113 uint8_t fPaintAlpha;
114
115 typedef SkNoncopyable INHERITED;
116 };
117
118 /**
119 * Make a context using the memory provided by the arena.
120 *
121 * @return pointer to context or nullptr if can't be created
122 */
123 Context* makeContext(const ContextRec&, SkArenaAlloc*) const;
124
125 #if SK_SUPPORT_GPU
126 /**
127 * Returns a GrFragmentProcessor that implements the shader for the GPU backend. NULL is
128 * returned if there is no GPU implementation.
129 *
130 * The GPU device does not call SkShader::createContext(), instead we pass the view matrix,
131 * local matrix, and filter quality directly.
132 *
133 * The GrContext may be used by the to create textures that are required by the returned
134 * processor.
135 *
136 * The returned GrFragmentProcessor should expect an unpremultiplied input color and
137 * produce a premultiplied output.
138 */
139 virtual std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const;
140 #endif
141
142 /**
143 * If the shader can represent its "average" luminance in a single color, return true and
144 * if color is not NULL, return that color. If it cannot, return false and ignore the color
145 * parameter.
146 *
147 * Note: if this returns true, the returned color will always be opaque, as only the RGB
148 * components are used to compute luminance.
149 */
150 bool asLuminanceColor(SkColor*) const;
151
152 /**
153 * Returns a shader transformed into a new color space via the |xformer|.
154 */
makeColorSpace(SkColorSpaceXformer * xformer)155 sk_sp<SkShader> makeColorSpace(SkColorSpaceXformer* xformer) const {
156 return this->onMakeColorSpace(xformer);
157 }
158
159 struct StageRec {
160 SkRasterPipeline* fPipeline;
161 SkArenaAlloc* fAlloc;
162 SkColorType fDstColorType;
163 SkColorSpace* fDstCS; // may be nullptr
164 const SkPaint& fPaint;
165 const SkMatrix* fLocalM; // may be nullptr
166 SkMatrix fCTM;
167 };
168
169 // If this returns false, then we draw nothing (do not fall back to shader context)
170 bool appendStages(const StageRec&) const;
171
172 bool SK_WARN_UNUSED_RESULT computeTotalInverse(const SkMatrix& ctm,
173 const SkMatrix* outerLocalMatrix,
174 SkMatrix* totalInverse) const;
175
176 // Returns the total local matrix for this shader:
177 //
178 // M = postLocalMatrix x shaderLocalMatrix x preLocalMatrix
179 //
180 SkTCopyOnFirstWrite<SkMatrix> totalLocalMatrix(const SkMatrix* preLocalMatrix,
181 const SkMatrix* postLocalMatrix = nullptr) const;
182
onIsAImage(SkMatrix *,TileMode[2])183 virtual SkImage* onIsAImage(SkMatrix*, TileMode[2]) const {
184 return nullptr;
185 }
186
GetFlattenableType()187 static Type GetFlattenableType() { return kSkShaderBase_Type; }
getFlattenableType()188 Type getFlattenableType() const override { return GetFlattenableType(); }
189
190 static sk_sp<SkShaderBase> Deserialize(const void* data, size_t size,
191 const SkDeserialProcs* procs = nullptr) {
192 return sk_sp<SkShaderBase>(static_cast<SkShaderBase*>(
193 SkFlattenable::Deserialize(GetFlattenableType(), data, size, procs).release()));
194 }
195 static void RegisterFlattenables();
196
197 protected:
198 SkShaderBase(const SkMatrix* localMatrix = nullptr);
199
200 void flatten(SkWriteBuffer&) const override;
201
202 #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
203 /**
204 * Specialize creating a SkShader context using the supplied allocator.
205 * @return pointer to context owned by the arena allocator.
206 */
onMakeContext(const ContextRec &,SkArenaAlloc *)207 virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const {
208 return nullptr;
209 }
210
211 /**
212 * Overriden by shaders which prefer burst mode.
213 */
onMakeBurstPipelineContext(const ContextRec &,SkArenaAlloc *)214 virtual Context* onMakeBurstPipelineContext(const ContextRec&, SkArenaAlloc*) const {
215 return nullptr;
216 }
217 #endif
218
onAsLuminanceColor(SkColor *)219 virtual bool onAsLuminanceColor(SkColor*) const {
220 return false;
221 }
222
onMakeColorSpace(SkColorSpaceXformer *)223 virtual sk_sp<SkShader> onMakeColorSpace(SkColorSpaceXformer*) const {
224 return sk_ref_sp(const_cast<SkShaderBase*>(this));
225 }
226
227 // Default impl creates shadercontext and calls that (not very efficient)
228 virtual bool onAppendStages(const StageRec&) const;
229
230 private:
231 // This is essentially const, but not officially so it can be modified in constructors.
232 SkMatrix fLocalMatrix;
233
234 typedef SkShader INHERITED;
235 };
236
as_SB(SkShader * shader)237 inline SkShaderBase* as_SB(SkShader* shader) {
238 return static_cast<SkShaderBase*>(shader);
239 }
240
as_SB(const SkShader * shader)241 inline const SkShaderBase* as_SB(const SkShader* shader) {
242 return static_cast<const SkShaderBase*>(shader);
243 }
244
as_SB(const sk_sp<SkShader> & shader)245 inline const SkShaderBase* as_SB(const sk_sp<SkShader>& shader) {
246 return static_cast<SkShaderBase*>(shader.get());
247 }
248
249 #endif // SkShaderBase_DEFINED
250