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/SkMatrix.h"
12 #include "include/core/SkPaint.h"
13 #include "include/core/SkSamplingOptions.h"
14 #include "include/core/SkShader.h"
15 #include "include/private/SkNoncopyable.h"
16 #include "src/core/SkEffectPriv.h"
17 #include "src/core/SkMask.h"
18 #include "src/core/SkTLazy.h"
19 #include "src/core/SkVM_fwd.h"
20
21 #if SK_SUPPORT_GPU
22 #include "src/gpu/GrFPArgs.h"
23 #endif
24
25 class GrFragmentProcessor;
26 class SkArenaAlloc;
27 class SkColorSpace;
28 class SkImage;
29 struct SkImageInfo;
30 class SkPaint;
31 class SkRasterPipeline;
32 class SkRuntimeEffect;
33 class SkStageUpdater;
34
35 class SkUpdatableShader;
36
37 class SkShaderBase : public SkShader {
38 public:
39 ~SkShaderBase() override;
40
41 sk_sp<SkShader> makeInvertAlpha() const;
42 sk_sp<SkShader> makeWithCTM(const SkMatrix&) const; // owns its own ctm
43
44 /**
45 * Returns true if the shader is guaranteed to produce only a single color.
46 * Subclasses can override this to allow loop-hoisting optimization.
47 */
isConstant()48 virtual bool isConstant() const { return false; }
49
getLocalMatrix()50 const SkMatrix& getLocalMatrix() const { return fLocalMatrix; }
51
52 enum Flags {
53 //!< set if all of the colors will be opaque
54 kOpaqueAlpha_Flag = 1 << 0,
55
56 /** set if the spans only vary in X (const in Y).
57 e.g. an Nx1 bitmap that is being tiled in Y, or a linear-gradient
58 that varies from left-to-right. This flag specifies this for
59 shadeSpan().
60 */
61 kConstInY32_Flag = 1 << 1,
62
63 /** hint for the blitter that 4f is the preferred shading mode.
64 */
65 kPrefers4f_Flag = 1 << 2,
66 };
67
68 /**
69 * ContextRec acts as a parameter bundle for creating Contexts.
70 */
71 struct ContextRec {
ContextRecContextRec72 ContextRec(const SkPaint& paint, const SkMatrix& matrix, const SkMatrix* localM,
73 SkColorType dstColorType, SkColorSpace* dstColorSpace)
74 : fMatrix(&matrix)
75 , fLocalMatrix(localM)
76 , fDstColorType(dstColorType)
77 , fDstColorSpace(dstColorSpace) {
78 fPaintAlpha = paint.getAlpha();
79 fPaintDither = paint.isDither();
80 }
81
82 const SkMatrix* fMatrix; // the current matrix in the canvas
83 const SkMatrix* fLocalMatrix; // optional local matrix
84 SkColorType fDstColorType; // the color type of the dest surface
85 SkColorSpace* fDstColorSpace; // the color space of the dest surface (if any)
86 SkAlpha fPaintAlpha;
87 bool fPaintDither;
88
89 bool isLegacyCompatible(SkColorSpace* shadersColorSpace) const;
90 };
91
92 class Context : public ::SkNoncopyable {
93 public:
94 Context(const SkShaderBase& shader, const ContextRec&);
95
96 virtual ~Context();
97
98 /**
99 * Called sometimes before drawing with this shader. Return the type of
100 * alpha your shader will return. The default implementation returns 0.
101 * Your subclass should override if it can (even sometimes) report a
102 * non-zero value, since that will enable various blitters to perform
103 * faster.
104 */
getFlags()105 virtual uint32_t getFlags() const { return 0; }
106
107 /**
108 * Called for each span of the object being drawn. Your subclass should
109 * set the appropriate colors (with premultiplied alpha) that correspond
110 * to the specified device coordinates.
111 */
112 virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
113
114 protected:
115 // Reference to shader, so we don't have to dupe information.
116 const SkShaderBase& fShader;
117
getPaintAlpha()118 uint8_t getPaintAlpha() const { return fPaintAlpha; }
getTotalInverse()119 const SkMatrix& getTotalInverse() const { return fTotalInverse; }
getCTM()120 const SkMatrix& getCTM() const { return fCTM; }
121
122 private:
123 SkMatrix fCTM;
124 SkMatrix fTotalInverse;
125 uint8_t fPaintAlpha;
126
127 using INHERITED = SkNoncopyable;
128 };
129
130 /**
131 * Make a context using the memory provided by the arena.
132 *
133 * @return pointer to context or nullptr if can't be created
134 */
135 Context* makeContext(const ContextRec&, SkArenaAlloc*) const;
136
137 #if SK_SUPPORT_GPU
138 /**
139 * Returns a GrFragmentProcessor that implements the shader for the GPU backend. nullptr is
140 * returned if there is no GPU implementation.
141 *
142 * The GPU device does not call SkShader::createContext(), instead we pass the view matrix,
143 * local matrix, and filter quality directly.
144 *
145 * The GrRecordingContext may be used by the to create textures that are required by the
146 * returned processor.
147 *
148 * The returned GrFragmentProcessor should expect an unpremultiplied input color and
149 * produce a premultiplied output.
150 */
151 virtual std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const;
152 #endif
153
154 /**
155 * If the shader can represent its "average" luminance in a single color, return true and
156 * if color is not NULL, return that color. If it cannot, return false and ignore the color
157 * parameter.
158 *
159 * Note: if this returns true, the returned color will always be opaque, as only the RGB
160 * components are used to compute luminance.
161 */
162 bool asLuminanceColor(SkColor*) const;
163
164 // If this returns false, then we draw nothing (do not fall back to shader context)
165 SK_WARN_UNUSED_RESULT
166 bool appendStages(const SkStageRec&) const;
167
168 bool SK_WARN_UNUSED_RESULT computeTotalInverse(const SkMatrix& ctm,
169 const SkMatrix* outerLocalMatrix,
170 SkMatrix* totalInverse) const;
171
172 // Returns the total local matrix for this shader:
173 //
174 // M = postLocalMatrix x shaderLocalMatrix x preLocalMatrix
175 //
176 SkTCopyOnFirstWrite<SkMatrix> totalLocalMatrix(const SkMatrix* preLocalMatrix) const;
177
onIsAImage(SkMatrix *,SkTileMode[2])178 virtual SkImage* onIsAImage(SkMatrix*, SkTileMode[2]) const {
179 return nullptr;
180 }
181
asRuntimeEffect()182 virtual SkRuntimeEffect* asRuntimeEffect() const { return nullptr; }
183
GetFlattenableType()184 static Type GetFlattenableType() { return kSkShader_Type; }
getFlattenableType()185 Type getFlattenableType() const override { return GetFlattenableType(); }
186
187 static sk_sp<SkShaderBase> Deserialize(const void* data, size_t size,
188 const SkDeserialProcs* procs = nullptr) {
189 return sk_sp<SkShaderBase>(static_cast<SkShaderBase*>(
190 SkFlattenable::Deserialize(GetFlattenableType(), data, size, procs).release()));
191 }
192 static void RegisterFlattenables();
193
194 /** DEPRECATED. skbug.com/8941
195 * If this shader can be represented by another shader + a localMatrix, return that shader and
196 * the localMatrix. If not, return nullptr and ignore the localMatrix parameter.
197 */
198 virtual sk_sp<SkShader> makeAsALocalMatrixShader(SkMatrix* localMatrix) const;
199
200 SkUpdatableShader* updatableShader(SkArenaAlloc* alloc) const;
201 virtual SkUpdatableShader* onUpdatableShader(SkArenaAlloc* alloc) const;
202
appendUpdatableStages(const SkStageRec & rec)203 SkStageUpdater* appendUpdatableStages(const SkStageRec& rec) const {
204 return this->onAppendUpdatableStages(rec);
205 }
206
207 SK_WARN_UNUSED_RESULT
208 skvm::Color program(skvm::Builder*, skvm::Coord device, skvm::Coord local, skvm::Color paint,
209 const SkMatrixProvider&, const SkMatrix* localM, const SkColorInfo& dst,
210 skvm::Uniforms* uniforms, SkArenaAlloc* alloc) const;
211
212 protected:
213 SkShaderBase(const SkMatrix* localMatrix = nullptr);
214
215 void flatten(SkWriteBuffer&) const override;
216
217 #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
218 /**
219 * Specialize creating a SkShader context using the supplied allocator.
220 * @return pointer to context owned by the arena allocator.
221 */
onMakeContext(const ContextRec &,SkArenaAlloc *)222 virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const {
223 return nullptr;
224 }
225 #endif
226
onAsLuminanceColor(SkColor *)227 virtual bool onAsLuminanceColor(SkColor*) const {
228 return false;
229 }
230
231 // Default impl creates shadercontext and calls that (not very efficient)
232 virtual bool onAppendStages(const SkStageRec&) const;
233
onAppendUpdatableStages(const SkStageRec &)234 virtual SkStageUpdater* onAppendUpdatableStages(const SkStageRec&) const { return nullptr; }
235
236 protected:
237 static skvm::Coord ApplyMatrix(skvm::Builder*, const SkMatrix&, skvm::Coord, skvm::Uniforms*);
238
239 private:
240 // This is essentially const, but not officially so it can be modified in constructors.
241 SkMatrix fLocalMatrix;
242
243 virtual skvm::Color onProgram(skvm::Builder*,
244 skvm::Coord device, skvm::Coord local, skvm::Color paint,
245 const SkMatrixProvider&, const SkMatrix* localM,
246 const SkColorInfo& dst, skvm::Uniforms*, SkArenaAlloc*) const = 0;
247
248 using INHERITED = SkShader;
249 };
250
251 /**
252 * Shaders can optionally return a subclass of this when appending their stages.
253 * Doing so tells the caller that the stages can be reused with different CTMs (but nothing
254 * else can change), by calling the updater's update() method before each use.
255 *
256 * This can be a perf-win bulk draws like drawAtlas and drawVertices, where most of the setup
257 * (i.e. uniforms) are constant, and only something small is changing (i.e. matrices). This
258 * reuse skips the cost of computing the stages (and/or avoids having to allocate a separate
259 * shader for each small draw.
260 */
261 class SkStageUpdater {
262 public:
~SkStageUpdater()263 virtual ~SkStageUpdater() {}
264 virtual bool SK_WARN_UNUSED_RESULT update(const SkMatrix& ctm) const = 0;
265 };
266
267 // TODO: use the SkStageUpdater as an interface until all the code is converted over to use
268 // SkUpdatableShader.
269 class SkUpdatableShader : public SkShaderBase, public SkStageUpdater {
270 private:
271 // For serialization. This will never be called.
getFactory()272 Factory getFactory() const override { return nullptr; }
getTypeName()273 const char* getTypeName() const override { return nullptr; }
274 };
275
as_SB(SkShader * shader)276 inline SkShaderBase* as_SB(SkShader* shader) {
277 return static_cast<SkShaderBase*>(shader);
278 }
279
as_SB(const SkShader * shader)280 inline const SkShaderBase* as_SB(const SkShader* shader) {
281 return static_cast<const SkShaderBase*>(shader);
282 }
283
as_SB(const sk_sp<SkShader> & shader)284 inline const SkShaderBase* as_SB(const sk_sp<SkShader>& shader) {
285 return static_cast<SkShaderBase*>(shader.get());
286 }
287
288 #endif // SkShaderBase_DEFINED
289