diff options
Diffstat (limited to '')
-rw-r--r-- | gfx/skia/skia/src/shaders/SkShaderBase.h | 494 |
1 files changed, 494 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..d6348c2859 --- /dev/null +++ b/gfx/skia/skia/src/shaders/SkShaderBase.h @@ -0,0 +1,494 @@ +/* + * 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/SkColor.h" +#include "include/core/SkMatrix.h" +#include "include/core/SkPaint.h" +#include "include/core/SkSamplingOptions.h" +#include "include/core/SkShader.h" +#include "include/core/SkSurfaceProps.h" +#include "include/private/base/SkNoncopyable.h" +#include "src/base/SkTLazy.h" +#include "src/core/SkEffectPriv.h" +#include "src/core/SkMask.h" +#include "src/core/SkVM_fwd.h" + +#include <tuple> + +class GrFragmentProcessor; +struct GrFPArgs; +class SkArenaAlloc; +class SkColorSpace; +class SkImage; +struct SkImageInfo; +class SkPaint; +class SkRasterPipeline; +class SkRuntimeEffect; +class SkStageUpdater; +class SkUpdatableShader; + +namespace skgpu::graphite { +class KeyContext; +class PaintParamsKeyBuilder; +class PipelineDataGatherer; +} + +#if defined(SK_GANESH) +using GrFPResult = std::tuple<bool /*success*/, std::unique_ptr<GrFragmentProcessor>>; +#endif + +class SkShaderBase : public SkShader { +public: + ~SkShaderBase() override; + + sk_sp<SkShader> makeInvertAlpha() const; + sk_sp<SkShader> makeWithCTM(const SkMatrix&) const; // owns its own ctm + + /** + * 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; } + + enum class GradientType { + kNone, + kColor, + kLinear, + kRadial, + kSweep, + kConical + }; + + /** + * If the shader subclass can be represented as a gradient, asGradient + * returns the matching GradientType enum (or GradientType::kNone if it + * cannot). Also, if info is not null, asGradient populates info with + * the relevant (see below) parameters for the gradient. fColorCount + * is both an input and output parameter. On input, it indicates how + * many entries in fColors and fColorOffsets can be used, if they are + * non-NULL. After asGradient has run, fColorCount indicates how + * many color-offset pairs there are in the gradient. If there is + * insufficient space to store all of the color-offset pairs, fColors + * and fColorOffsets will not be altered. fColorOffsets specifies + * where on the range of 0 to 1 to transition to the given color. + * The meaning of fPoint and fRadius is dependent on the type of gradient. + * + * None: + * info is ignored. + * Color: + * fColorOffsets[0] is meaningless. + * Linear: + * fPoint[0] and fPoint[1] are the end-points of the gradient + * Radial: + * fPoint[0] and fRadius[0] are the center and radius + * Conical: + * fPoint[0] and fRadius[0] are the center and radius of the 1st circle + * fPoint[1] and fRadius[1] are the center and radius of the 2nd circle + * Sweep: + * fPoint[0] is the center of the sweep. + */ + struct GradientInfo { + int fColorCount = 0; //!< In-out parameter, specifies passed size + // of fColors/fColorOffsets on input, and + // actual number of colors/offsets on + // output. + SkColor* fColors = nullptr; //!< The colors in the gradient. + SkScalar* fColorOffsets = nullptr; //!< The unit offset for color transitions. + SkPoint fPoint[2]; //!< Type specific, see above. + SkScalar fRadius[2]; //!< Type specific, see above. + SkTileMode fTileMode; + uint32_t fGradientFlags = 0; //!< see SkGradientShader::Flags + }; + + virtual GradientType asGradient(GradientInfo* info = nullptr, + SkMatrix* localMatrix = nullptr) const { + return GradientType::kNone; + } + + 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 SkColor4f& paintColor, const SkMatrix& matrix, const SkMatrix* localM, + SkColorType dstColorType, SkColorSpace* dstColorSpace, SkSurfaceProps props) + : fMatrix(&matrix) + , fLocalMatrix(localM) + , fDstColorType(dstColorType) + , fDstColorSpace(dstColorSpace) + , fProps(props) { + fPaintAlpha = SkColorGetA(paintColor.toSkColor()); + } + + 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) + SkSurfaceProps fProps; // props of the dest surface + SkAlpha fPaintAlpha; + + 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; + + using INHERITED = SkNoncopyable; + }; + + /** + * This is used to accumulate matrices, starting with the CTM, when building up + * SkRasterPipeline, SkVM, and GrFragmentProcessor by walking the SkShader tree. It avoids + * adding a matrix multiply for each individual matrix. It also handles the reverse matrix + * concatenation order required by Android Framework, see b/256873449. + * + * This also tracks the dubious concept of a "total matrix", which includes all the matrices + * encountered during traversal to the current shader, including ones that have already been + * applied. The total matrix represents the transformation from the current shader's coordinate + * space to device space. It is dubious because it doesn't account for SkShaders that manipulate + * the coordinates passed to their children, which may not even be representable by a matrix. + * + * The total matrix is used for mipmap level selection and a filter downgrade optimizations in + * SkImageShader and sizing of the SkImage created by SkPictureShader. If we can remove usages + * of the "total matrix" and if Android Framework could be updated to not use backwards local + * matrix concatenation this could just be replaced by a simple SkMatrix or SkM44 passed down + * during traversal. + */ + class MatrixRec { + public: + MatrixRec() = default; + + explicit MatrixRec(const SkMatrix& ctm); + + /** + * Returns a new MatrixRec that represents the existing total and pending matrix + * pre-concat'ed with m. + */ + MatrixRec SK_WARN_UNUSED_RESULT concat(const SkMatrix& m) const; + + /** + * Appends a mul by the inverse of the pending local matrix to the pipeline. 'postInv' is an + * additional matrix to post-apply to the inverted pending matrix. If the pending matrix is + * not invertible the std::optional result won't have a value and the pipeline will be + * unmodified. + */ + std::optional<MatrixRec> SK_WARN_UNUSED_RESULT apply(const SkStageRec& rec, + const SkMatrix& postInv = {}) const; + + /** + * Muls local by the inverse of the pending matrix. 'postInv' is an additional matrix to + * post-apply to the inverted pending matrix. If the pending matrix is not invertible the + * std::optional result won't have a value and the Builder will be unmodified. + */ + std::optional<MatrixRec> SK_WARN_UNUSED_RESULT apply(skvm::Builder*, + skvm::Coord* local, // inout + skvm::Uniforms*, + const SkMatrix& postInv = {}) const; + +#if defined(SK_GANESH) + /** + * Produces an FP that muls its input coords by the inverse of the pending matrix and then + * samples the passed FP with those coordinates. 'postInv' is an additional matrix to + * post-apply to the inverted pending matrix. If the pending matrix is not invertible the + * GrFPResult's bool will be false and the passed FP will be returned to the caller in the + * GrFPResult. + */ + GrFPResult SK_WARN_UNUSED_RESULT apply(std::unique_ptr<GrFragmentProcessor>, + const SkMatrix& postInv = {}) const; + /** + * A parent FP may need to create a FP for its child by calling + * SkShaderBase::asFragmentProcessor() and then pass the result to the apply() above. + * This comes up when the parent needs to ensure pending matrices are applied before the + * child because the parent is going to manipulate the coordinates *after* any pending + * matrix and pass the resulting coords to the child. This function gets a MatrixRec that + * reflects the state after this MatrixRec has bee applied but it does not apply it! + * Example: + * auto childFP = fChild->asFragmentProcessor(args, mrec.applied()); + * childFP = MakeAWrappingFPThatModifiesChildsCoords(std::move(childFP)); + * auto [success, parentFP] = mrec.apply(std::move(childFP)); + */ + MatrixRec applied() const; +#endif + + /** Call to indicate that the mapping from shader to device space is not known. */ + void markTotalMatrixInvalid() { fTotalMatrixIsValid = false; } + + /** Marks the CTM as already applied; can avoid re-seeding the shader unnecessarily. */ + void markCTMApplied() { fCTMApplied = true; } + + /** + * Indicates whether the total matrix of a MatrixRec passed to a SkShader actually + * represents the full transform between that shader's coordinate space and device space. + */ + bool totalMatrixIsValid() const { return fTotalMatrixIsValid; } + + /** + * Gets the total transform from the current shader's space to device space. This may or + * may not be valid. Shaders should avoid making decisions based on this matrix if + * totalMatrixIsValid() is false. + */ + SkMatrix totalMatrix() const { return SkMatrix::Concat(fCTM, fTotalLocalMatrix); } + + /** Gets the inverse of totalMatrix(), if invertible. */ + bool SK_WARN_UNUSED_RESULT totalInverse(SkMatrix* out) const { + return this->totalMatrix().invert(out); + } + + /** Is there a transform that has not yet been applied by a parent shader? */ + bool hasPendingMatrix() const { + return (!fCTMApplied && !fCTM.isIdentity()) || !fPendingLocalMatrix.isIdentity(); + } + + /** When generating raster pipeline, have the device coordinates been seeded? */ + bool rasterPipelineCoordsAreSeeded() const { return fCTMApplied; } + + private: + MatrixRec(const SkMatrix& ctm, + const SkMatrix& totalLocalMatrix, + const SkMatrix& pendingLocalMatrix, + bool totalIsValid, + bool ctmApplied) + : fCTM(ctm) + , fTotalLocalMatrix(totalLocalMatrix) + , fPendingLocalMatrix(pendingLocalMatrix) + , fTotalMatrixIsValid(totalIsValid) + , fCTMApplied(ctmApplied) {} + + const SkMatrix fCTM; + + // Concatenation of all local matrices, including those already applied. + const SkMatrix fTotalLocalMatrix; + + // The accumulated local matrices from walking down the shader hierarchy that have NOT yet + // been incorporated into the SkRasterPipeline. + const SkMatrix fPendingLocalMatrix; + + bool fTotalMatrixIsValid = true; + + // Tracks whether the CTM has already been applied (and in raster pipeline whether the + // device coords have been seeded.) + bool fCTMApplied = false; + }; + + /** + * 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 defined(SK_GANESH) + /** + * Call on the root SkShader to produce a GrFragmentProcessor. + * + * The returned GrFragmentProcessor expects an unpremultiplied input color and produces a + * premultiplied output. + */ + std::unique_ptr<GrFragmentProcessor> asRootFragmentProcessor(const GrFPArgs&, + const SkMatrix& ctm) const; + /** + * Virtualized implementation of above. Any pending matrix in the MatrixRec should be applied + * to the coords if the SkShader uses its coordinates. This can be done by calling + * MatrixRec::apply() to wrap a GrFragmentProcessor in a GrMatrixEffect. + */ + virtual std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&, + const MatrixRec&) 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). This should + * only be called on a root-level effect. It assumes that the initial device coordinates have + * not yet been seeded. + */ + SK_WARN_UNUSED_RESULT + bool appendRootStages(const SkStageRec& rec, const SkMatrix& ctm) const; + + /** + * Adds stages to implement this shader. To ensure that the correct input coords are present + * in r,g MatrixRec::apply() must be called (unless the shader doesn't require it's input + * coords). The default impl creates shadercontext and calls that (not very efficient). + */ + virtual bool appendStages(const SkStageRec&, const MatrixRec&) const; + + bool SK_WARN_UNUSED_RESULT computeTotalInverse(const SkMatrix& ctm, + const SkMatrix* localMatrix, + SkMatrix* totalInverse) const; + + virtual SkImage* onIsAImage(SkMatrix*, SkTileMode[2]) const { + return nullptr; + } + + virtual SkRuntimeEffect* asRuntimeEffect() const { return nullptr; } + + static Type GetFlattenableType() { return kSkShader_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; + + /** + * Called at the root of a shader tree to build a VM that produces color. The device coords + * should be initialized to the centers of device space pixels being shaded and the inverse of + * ctm should be the transform of those coords to local space. + */ + SK_WARN_UNUSED_RESULT + skvm::Color rootProgram(skvm::Builder*, + skvm::Coord device, + skvm::Color paint, + const SkMatrix& ctm, + const SkColorInfo& dst, + skvm::Uniforms* uniforms, + SkArenaAlloc* alloc) const; + + /** + * Virtualized implementation of above. A note on the local coords param: it must be transformed + * by the inverse of the "pending" matrix in MatrixRec to be put in the correct space for this + * shader. This is done by calling MatrixRec::apply(). + */ + virtual skvm::Color program(skvm::Builder*, + skvm::Coord device, + skvm::Coord local, + skvm::Color paint, + const MatrixRec&, + const SkColorInfo& dst, + skvm::Uniforms*, + SkArenaAlloc*) const = 0; + +#if defined(SK_GRAPHITE) + /** + Add implementation details, for the specified backend, of this SkShader to the + provided key. + + @param keyContext backend context for key creation + @param builder builder for creating the key for this SkShader + @param gatherer if non-null, storage for this shader's data + */ + virtual void addToKey(const skgpu::graphite::KeyContext& keyContext, + skgpu::graphite::PaintParamsKeyBuilder* builder, + skgpu::graphite::PipelineDataGatherer* gatherer) const; +#endif + + static SkMatrix ConcatLocalMatrices(const SkMatrix& parentLM, const SkMatrix& childLM) { +#if defined(SK_BUILD_FOR_ANDROID_FRAMEWORK) // b/256873449 + return SkMatrix::Concat(childLM, parentLM); +#endif + return SkMatrix::Concat(parentLM, childLM); + } + +protected: + SkShaderBase(); + + 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; + } + +protected: + static skvm::Coord ApplyMatrix(skvm::Builder*, const SkMatrix&, skvm::Coord, skvm::Uniforms*); + + using INHERITED = SkShader; +}; +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()); +} + +void SkRegisterColor4ShaderFlattenable(); +void SkRegisterColorShaderFlattenable(); +void SkRegisterComposeShaderFlattenable(); +void SkRegisterCoordClampShaderFlattenable(); +void SkRegisterEmptyShaderFlattenable(); + +#endif // SkShaderBase_DEFINED |