/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkImageShader_DEFINED #define SkImageShader_DEFINED #include "include/core/SkImage.h" #include "src/shaders/SkBitmapProcShader.h" #include "src/shaders/SkShaderBase.h" class SK_API SkImageShader : public SkShaderBase { public: static sk_sp Make(sk_sp, SkTileMode tmx, SkTileMode tmy, const SkSamplingOptions&, const SkMatrix* localMatrix, bool clampAsIfUnpremul = false); bool isOpaque() const override; #if SK_SUPPORT_GPU std::unique_ptr asFragmentProcessor(const GrFPArgs&) const override; #endif static SkM44 CubicResamplerMatrix(float B, float C); private: SK_FLATTENABLE_HOOKS(SkImageShader) SkImageShader(sk_sp, SkTileMode tmx, SkTileMode tmy, const SkSamplingOptions&, const SkMatrix* localMatrix, bool clampAsIfUnpremul = false); void flatten(SkWriteBuffer&) const override; #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT Context* onMakeContext(const ContextRec&, SkArenaAlloc* storage) const override; #endif SkImage* onIsAImage(SkMatrix*, SkTileMode*) const override; bool onAppendStages(const SkStageRec&) const override; SkStageUpdater* onAppendUpdatableStages(const SkStageRec&) const override; SkUpdatableShader* onUpdatableShader(SkArenaAlloc* alloc) const override; skvm::Color onProgram(skvm::Builder*, skvm::Coord device, skvm::Coord local, skvm::Color paint, const SkMatrixProvider&, const SkMatrix* localM, const SkColorInfo& dst, skvm::Uniforms* uniforms, SkArenaAlloc*) const override; class TransformShader; skvm::Color makeProgram( skvm::Builder*, skvm::Coord device, skvm::Coord local, skvm::Color paint, const SkMatrixProvider&, const SkMatrix* localM, const SkColorInfo& dst, skvm::Uniforms* uniforms, const TransformShader* coordShader, SkArenaAlloc*) const; bool doStages(const SkStageRec&, TransformShader* = nullptr) const; sk_sp fImage; const SkSamplingOptions fSampling; const SkTileMode fTileModeX; const SkTileMode fTileModeY; const bool fClampAsIfUnpremul; friend class SkShaderBase; using INHERITED = SkShaderBase; }; #endif