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Diffstat (limited to 'gfx/skia/skia/src/shaders/SkShaderBase.h')
-rw-r--r-- | gfx/skia/skia/src/shaders/SkShaderBase.h | 252 |
1 files changed, 252 insertions, 0 deletions
diff --git a/gfx/skia/skia/src/shaders/SkShaderBase.h b/gfx/skia/skia/src/shaders/SkShaderBase.h new file mode 100644 index 0000000000..e071e22db9 --- /dev/null +++ b/gfx/skia/skia/src/shaders/SkShaderBase.h @@ -0,0 +1,252 @@ +/* + * 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 |