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 "include/core/SkFilterQuality.h"
12 #include "include/core/SkMatrix.h"
13 #include "include/core/SkShader.h"
14 #include "include/private/SkNoncopyable.h"
15 #include "src/core/SkEffectPriv.h"
16 #include "src/core/SkMask.h"
17 #include "src/core/SkTLazy.h"
18
19 #if SK_SUPPORT_GPU
20 #include "src/gpu/GrFPArgs.h"
21 #endif
22
23 class GrContext;
24 class GrFragmentProcessor;
25 class SkArenaAlloc;
26 class SkColorSpace;
27 class SkImage;
28 struct SkImageInfo;
29 class SkPaint;
30 class SkRasterPipeline;
31
32 /**
33 * Shaders can optionally return a subclass of this when appending their stages.
34 * Doing so tells the caller that the stages can be reused with different CTMs (but nothing
35 * else can change), by calling the updater's udpate() method before each use.
36 *
37 * This can be a perf-win bulk draws like drawAtlas and drawVertices, where most of the setup
38 * (i.e. uniforms) are constant, and only something small is changing (i.e. matrices). This
39 * reuse skips the cost of computing the stages (and/or avoids having to allocate a separate
40 * shader for each small draw.
41 */
42 class SkStageUpdater {
43 public:
~SkStageUpdater()44 virtual ~SkStageUpdater() {}
45
46 virtual bool update(const SkMatrix& ctm, const SkMatrix* localM) = 0;
47 };
48
49 class SkShaderBase : public SkShader {
50 public:
51 ~SkShaderBase() override;
52
53 /**
54 * Returns true if the shader is guaranteed to produce only a single color.
55 * Subclasses can override this to allow loop-hoisting optimization.
56 */
isConstant()57 virtual bool isConstant() const { return false; }
58
getLocalMatrix()59 const SkMatrix& getLocalMatrix() const { return fLocalMatrix; }
60
61 enum Flags {
62 //!< set if all of the colors will be opaque
63 kOpaqueAlpha_Flag = 1 << 0,
64
65 /** set if the spans only vary in X (const in Y).
66 e.g. an Nx1 bitmap that is being tiled in Y, or a linear-gradient
67 that varies from left-to-right. This flag specifies this for
68 shadeSpan().
69 */
70 kConstInY32_Flag = 1 << 1,
71
72 /** hint for the blitter that 4f is the preferred shading mode.
73 */
74 kPrefers4f_Flag = 1 << 2,
75 };
76
77 /**
78 * ContextRec acts as a parameter bundle for creating Contexts.
79 */
80 struct ContextRec {
ContextRecContextRec81 ContextRec(const SkPaint& paint, const SkMatrix& matrix, const SkMatrix* localM,
82 SkColorType dstColorType, SkColorSpace* dstColorSpace)
83 : fPaint(&paint)
84 , fMatrix(&matrix)
85 , fLocalMatrix(localM)
86 , fDstColorType(dstColorType)
87 , fDstColorSpace(dstColorSpace) {}
88
89 const SkPaint* fPaint; // the current paint associated with the draw
90 const SkMatrix* fMatrix; // the current matrix in the canvas
91 const SkMatrix* fLocalMatrix; // optional local matrix
92 SkColorType fDstColorType; // the color type of the dest surface
93 SkColorSpace* fDstColorSpace; // the color space of the dest surface (if any)
94
95 bool isLegacyCompatible(SkColorSpace* shadersColorSpace) const;
96 };
97
98 class Context : public ::SkNoncopyable {
99 public:
100 Context(const SkShaderBase& shader, const ContextRec&);
101
102 virtual ~Context();
103
104 /**
105 * Called sometimes before drawing with this shader. Return the type of
106 * alpha your shader will return. The default implementation returns 0.
107 * Your subclass should override if it can (even sometimes) report a
108 * non-zero value, since that will enable various blitters to perform
109 * faster.
110 */
getFlags()111 virtual uint32_t getFlags() const { return 0; }
112
113 /**
114 * Called for each span of the object being drawn. Your subclass should
115 * set the appropriate colors (with premultiplied alpha) that correspond
116 * to the specified device coordinates.
117 */
118 virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
119
120 protected:
121 // Reference to shader, so we don't have to dupe information.
122 const SkShaderBase& fShader;
123
getPaintAlpha()124 uint8_t getPaintAlpha() const { return fPaintAlpha; }
getTotalInverse()125 const SkMatrix& getTotalInverse() const { return fTotalInverse; }
getCTM()126 const SkMatrix& getCTM() const { return fCTM; }
127
128 private:
129 SkMatrix fCTM;
130 SkMatrix fTotalInverse;
131 uint8_t fPaintAlpha;
132
133 typedef SkNoncopyable INHERITED;
134 };
135
136 /**
137 * Make a context using the memory provided by the arena.
138 *
139 * @return pointer to context or nullptr if can't be created
140 */
141 Context* makeContext(const ContextRec&, SkArenaAlloc*) const;
142
143 #if SK_SUPPORT_GPU
144 /**
145 * Returns a GrFragmentProcessor that implements the shader for the GPU backend. NULL is
146 * returned if there is no GPU implementation.
147 *
148 * The GPU device does not call SkShader::createContext(), instead we pass the view matrix,
149 * local matrix, and filter quality directly.
150 *
151 * The GrContext may be used by the to create textures that are required by the returned
152 * processor.
153 *
154 * The returned GrFragmentProcessor should expect an unpremultiplied input color and
155 * produce a premultiplied output.
156 */
157 virtual std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const;
158 #endif
159
160 /**
161 * If the shader can represent its "average" luminance in a single color, return true and
162 * if color is not NULL, return that color. If it cannot, return false and ignore the color
163 * parameter.
164 *
165 * Note: if this returns true, the returned color will always be opaque, as only the RGB
166 * components are used to compute luminance.
167 */
168 bool asLuminanceColor(SkColor*) const;
169
170 // If this returns false, then we draw nothing (do not fall back to shader context)
171 bool appendStages(const SkStageRec&) const;
172
173 bool SK_WARN_UNUSED_RESULT computeTotalInverse(const SkMatrix& ctm,
174 const SkMatrix* outerLocalMatrix,
175 SkMatrix* totalInverse) const;
176
177 // Returns the total local matrix for this shader:
178 //
179 // M = postLocalMatrix x shaderLocalMatrix x preLocalMatrix
180 //
181 SkTCopyOnFirstWrite<SkMatrix> totalLocalMatrix(const SkMatrix* preLocalMatrix,
182 const SkMatrix* postLocalMatrix = nullptr) const;
183
onIsAImage(SkMatrix *,SkTileMode[2])184 virtual SkImage* onIsAImage(SkMatrix*, SkTileMode[2]) const {
185 return nullptr;
186 }
isAPicture(SkMatrix *,SkTileMode[2],SkRect * tile)187 virtual SkPicture* isAPicture(SkMatrix*, SkTileMode[2], SkRect* tile) const { return nullptr; }
188
GetFlattenableType()189 static Type GetFlattenableType() { return kSkShaderBase_Type; }
getFlattenableType()190 Type getFlattenableType() const override { return GetFlattenableType(); }
191
192 static sk_sp<SkShaderBase> Deserialize(const void* data, size_t size,
193 const SkDeserialProcs* procs = nullptr) {
194 return sk_sp<SkShaderBase>(static_cast<SkShaderBase*>(
195 SkFlattenable::Deserialize(GetFlattenableType(), data, size, procs).release()));
196 }
197 static void RegisterFlattenables();
198
199 /** DEPRECATED. skbug.com/8941
200 * If this shader can be represented by another shader + a localMatrix, return that shader and
201 * the localMatrix. If not, return nullptr and ignore the localMatrix parameter.
202 */
203 virtual sk_sp<SkShader> makeAsALocalMatrixShader(SkMatrix* localMatrix) const;
204
appendUpdatableStages(const SkStageRec & rec)205 SkStageUpdater* appendUpdatableStages(const SkStageRec& rec) const {
206 return this->onAppendUpdatableStages(rec);
207 }
208
209 protected:
210 SkShaderBase(const SkMatrix* localMatrix = nullptr);
211
212 void flatten(SkWriteBuffer&) const override;
213
214 #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
215 /**
216 * Specialize creating a SkShader context using the supplied allocator.
217 * @return pointer to context owned by the arena allocator.
218 */
onMakeContext(const ContextRec &,SkArenaAlloc *)219 virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const {
220 return nullptr;
221 }
222 #endif
223
onAsLuminanceColor(SkColor *)224 virtual bool onAsLuminanceColor(SkColor*) const {
225 return false;
226 }
227
228 // Default impl creates shadercontext and calls that (not very efficient)
229 virtual bool onAppendStages(const SkStageRec&) const;
230
onAppendUpdatableStages(const SkStageRec &)231 virtual SkStageUpdater* onAppendUpdatableStages(const SkStageRec&) const { return nullptr; }
232
233 private:
234 // This is essentially const, but not officially so it can be modified in constructors.
235 SkMatrix fLocalMatrix;
236
237 typedef SkShader INHERITED;
238 };
239
as_SB(SkShader * shader)240 inline SkShaderBase* as_SB(SkShader* shader) {
241 return static_cast<SkShaderBase*>(shader);
242 }
243
as_SB(const SkShader * shader)244 inline const SkShaderBase* as_SB(const SkShader* shader) {
245 return static_cast<const SkShaderBase*>(shader);
246 }
247
as_SB(const sk_sp<SkShader> & shader)248 inline const SkShaderBase* as_SB(const sk_sp<SkShader>& shader) {
249 return static_cast<SkShaderBase*>(shader.get());
250 }
251
252 #endif // SkShaderBase_DEFINED
253