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/SkColor.h"
12 #include "include/core/SkFlattenable.h"
13 #include "include/core/SkMatrix.h"
14 #include "include/core/SkPoint.h"
15 #include "include/core/SkRefCnt.h"
16 #include "include/core/SkScalar.h"
17 #include "include/core/SkShader.h"
18 #include "include/core/SkSurfaceProps.h"
19 #include "include/core/SkTypes.h"
20 #include "include/private/base/SkNoncopyable.h"
21
22 #include <cstddef>
23 #include <cstdint>
24 #include <optional>
25 #include <tuple>
26
27 class SkArenaAlloc;
28 class SkColorSpace;
29 class SkImage;
30 class SkRuntimeEffect;
31 class SkWriteBuffer;
32 enum SkColorType : int;
33 enum class SkTileMode;
34 struct SkDeserialProcs;
35 struct SkStageRec;
36
37 namespace SkShaders {
38 /**
39 * This is used to accumulate matrices, starting with the CTM, when building up
40 * SkRasterPipeline or GrFragmentProcessor by walking the SkShader tree. It avoids
41 * adding a matrix multiply for each individual matrix. It also handles the reverse matrix
42 * concatenation order required by Android Framework, see b/256873449.
43 *
44 * This also tracks the dubious concept of a "total matrix", in the legacy Context/shadeSpan system.
45 * That includes all the matrices encountered during traversal to the current shader, including ones
46 * that have already been applied. The total matrix represents the transformation from the current
47 * shader's coordinate space to device space. It is dubious because it doesn't account for SkShaders
48 * that manipulate the coordinates passed to their children, which may not even be representable by
49 * a matrix.
50 *
51 * The total matrix is used for mipmap level selection and a filter downgrade optimizations in
52 * SkImageShader and sizing of the SkImage created by SkPictureShader. If we can remove usages
53 * of the "total matrix" and if Android Framework could be updated to not use backwards local
54 * matrix concatenation this could just be replaced by a simple SkMatrix or SkM44 passed down
55 * during traversal.
56 */
57 class MatrixRec {
58 public:
59 MatrixRec() = default;
60
61 explicit MatrixRec(const SkMatrix& ctm);
62
63 /**
64 * Returns a new MatrixRec that represents the existing total and pending matrix
65 * pre-concat'ed with m.
66 */
67 [[nodiscard]] MatrixRec concat(const SkMatrix& m) const;
68
69 /**
70 * Appends a mul by the inverse of the pending local matrix to the pipeline. 'postInv' is an
71 * additional matrix to post-apply to the inverted pending matrix. If the pending matrix is
72 * not invertible the std::optional result won't have a value and the pipeline will be
73 * unmodified.
74 */
75 [[nodiscard]] std::optional<MatrixRec> apply(const SkStageRec& rec,
76 const SkMatrix& postInv = {}) const;
77
78 /**
79 * FP matrices work differently than SkRasterPipeline. The starting coordinates provided to the
80 * root SkShader's FP are already in local space. So we never apply the inverse CTM. This
81 * returns the inverted pending local matrix with the provided postInv matrix applied after it.
82 * If the pending local matrix cannot be inverted, the boolean is false.
83 */
84 std::tuple<SkMatrix, bool> applyForFragmentProcessor(const SkMatrix& postInv) const;
85
86 /**
87 * A parent FP may need to create a FP for its child by calling
88 * SkShaderBase::asFragmentProcessor() and then pass the result to the apply() above.
89 * This comes up when the parent needs to ensure pending matrices are applied before the
90 * child because the parent is going to manipulate the coordinates *after* any pending
91 * matrix and pass the resulting coords to the child. This function gets a MatrixRec that
92 * reflects the state after this MatrixRec has bee applied but it does not apply it!
93 * Example:
94 * auto childFP = fChild->asFragmentProcessor(args, mrec.applied());
95 * childFP = MakeAWrappingFPThatModifiesChildsCoords(std::move(childFP));
96 * auto [success, parentFP] = mrec.apply(std::move(childFP));
97 */
98 MatrixRec applied() const;
99
100 /** Call to indicate that the mapping from shader to device space is not known. */
markTotalMatrixInvalid()101 void markTotalMatrixInvalid() { fTotalMatrixIsValid = false; }
102
103 /** Marks the CTM as already applied; can avoid re-seeding the shader unnecessarily. */
markCTMApplied()104 void markCTMApplied() { fCTMApplied = true; }
105
106 /**
107 * Indicates whether the total matrix of a MatrixRec passed to a SkShader actually
108 * represents the full transform between that shader's coordinate space and device space.
109 */
totalMatrixIsValid()110 bool totalMatrixIsValid() const { return fTotalMatrixIsValid; }
111
112 /**
113 * Gets the total transform from the current shader's space to device space. This may or
114 * may not be valid. Shaders should avoid making decisions based on this matrix if
115 * totalMatrixIsValid() is false.
116 */
totalMatrix()117 SkMatrix totalMatrix() const { return SkMatrix::Concat(fCTM, fTotalLocalMatrix); }
118
119 /** Gets the inverse of totalMatrix(), if invertible. */
totalInverse(SkMatrix * out)120 [[nodiscard]] bool totalInverse(SkMatrix* out) const {
121 return this->totalMatrix().invert(out);
122 }
123
124 /** Is there a transform that has not yet been applied by a parent shader? */
hasPendingMatrix()125 bool hasPendingMatrix() const {
126 return (!fCTMApplied && !fCTM.isIdentity()) || !fPendingLocalMatrix.isIdentity();
127 }
128
129 /** When generating raster pipeline, have the device coordinates been seeded? */
rasterPipelineCoordsAreSeeded()130 bool rasterPipelineCoordsAreSeeded() const { return fCTMApplied; }
131
132 private:
MatrixRec(const SkMatrix & ctm,const SkMatrix & totalLocalMatrix,const SkMatrix & pendingLocalMatrix,bool totalIsValid,bool ctmApplied)133 MatrixRec(const SkMatrix& ctm,
134 const SkMatrix& totalLocalMatrix,
135 const SkMatrix& pendingLocalMatrix,
136 bool totalIsValid,
137 bool ctmApplied)
138 : fCTM(ctm)
139 , fTotalLocalMatrix(totalLocalMatrix)
140 , fPendingLocalMatrix(pendingLocalMatrix)
141 , fTotalMatrixIsValid(totalIsValid)
142 , fCTMApplied(ctmApplied) {}
143
144 const SkMatrix fCTM;
145
146 // Concatenation of all local matrices, including those already applied.
147 const SkMatrix fTotalLocalMatrix;
148
149 // The accumulated local matrices from walking down the shader hierarchy that have NOT yet
150 // been incorporated into the SkRasterPipeline.
151 const SkMatrix fPendingLocalMatrix;
152
153 bool fTotalMatrixIsValid = true;
154
155 // Tracks whether the CTM has already been applied (and in raster pipeline whether the
156 // device coords have been seeded.)
157 bool fCTMApplied = false;
158 };
159
160 } // namespace SkShaders
161
162 #define SK_ALL_SHADERS(M) \
163 M(Blend) \
164 M(CTM) \
165 M(Color) \
166 M(Color4) \
167 M(ColorFilter) \
168 M(CoordClamp) \
169 M(Empty) \
170 M(GradientBase) \
171 M(Image) \
172 M(LocalMatrix) \
173 M(PerlinNoise) \
174 M(Picture) \
175 M(Runtime) \
176 M(Transform) \
177 M(TriColor) \
178 M(WorkingColorSpace)
179
180 #define SK_ALL_GRADIENTS(M) \
181 M(Conical) \
182 M(Linear) \
183 M(Radial) \
184 M(Sweep)
185
186 class SkShaderBase : public SkShader {
187 public:
188 ~SkShaderBase() override;
189
190 sk_sp<SkShader> makeInvertAlpha() const;
191 sk_sp<SkShader> makeWithCTM(const SkMatrix&) const; // owns its own ctm
192
193 /**
194 * Returns true if the shader is guaranteed to produce only a single color.
195 * Subclasses can override this to allow loop-hoisting optimization.
196 */
isConstant()197 virtual bool isConstant() const { return false; }
198
199 enum class ShaderType {
200 #define M(type) k##type,
201 SK_ALL_SHADERS(M)
202 #undef M
203 };
204
205 virtual ShaderType type() const = 0;
206
207 enum class GradientType {
208 kNone,
209 #define M(type) k##type,
210 SK_ALL_GRADIENTS(M)
211 #undef M
212 };
213
214 /**
215 * If the shader subclass can be represented as a gradient, asGradient
216 * returns the matching GradientType enum (or GradientType::kNone if it
217 * cannot). Also, if info is not null, asGradient populates info with
218 * the relevant (see below) parameters for the gradient. fColorCount
219 * is both an input and output parameter. On input, it indicates how
220 * many entries in fColors and fColorOffsets can be used, if they are
221 * non-NULL. After asGradient has run, fColorCount indicates how
222 * many color-offset pairs there are in the gradient. If there is
223 * insufficient space to store all of the color-offset pairs, fColors
224 * and fColorOffsets will not be altered. fColorOffsets specifies
225 * where on the range of 0 to 1 to transition to the given color.
226 * The meaning of fPoint and fRadius is dependent on the type of gradient.
227 *
228 * None:
229 * info is ignored.
230 * Color:
231 * fColorOffsets[0] is meaningless.
232 * Linear:
233 * fPoint[0] and fPoint[1] are the end-points of the gradient
234 * Radial:
235 * fPoint[0] and fRadius[0] are the center and radius
236 * Conical:
237 * fPoint[0] and fRadius[0] are the center and radius of the 1st circle
238 * fPoint[1] and fRadius[1] are the center and radius of the 2nd circle
239 * Sweep:
240 * fPoint[0] is the center of the sweep.
241 * fPoint[1] x is the scale, y is the bias
242 */
243 struct GradientInfo {
244 int fColorCount = 0; //!< In-out parameter, specifies passed size
245 // of fColors/fColorOffsets on input, and
246 // actual number of colors/offsets on
247 // output.
248 SkColor* fColors = nullptr; //!< The colors in the gradient.
249 SkScalar* fColorOffsets = nullptr; //!< The unit offset for color transitions.
250 SkPoint fPoint[2]; //!< Type specific, see above.
251 SkScalar fRadius[2]; //!< Type specific, see above.
252 SkTileMode fTileMode;
253 uint32_t fGradientFlags = 0; //!< see SkGradientShader::Flags
254 };
255
256 virtual GradientType asGradient(GradientInfo* info = nullptr,
257 SkMatrix* localMatrix = nullptr) const {
258 (void)info;
259 (void)localMatrix;
260 return GradientType::kNone;
261 }
262
263 enum Flags {
264 //!< set if all of the colors will be opaque
265 kOpaqueAlpha_Flag = 1 << 0,
266 };
267
268 /**
269 * ContextRec acts as a parameter bundle for creating Contexts.
270 */
271 struct ContextRec {
ContextRecContextRec272 ContextRec(SkAlpha paintAlpha,
273 const SkShaders::MatrixRec& matrixRec,
274 SkColorType dstColorType,
275 SkColorSpace* dstColorSpace,
276 const SkSurfaceProps& props)
277 : fMatrixRec(matrixRec)
278 , fDstColorType(dstColorType)
279 , fDstColorSpace(dstColorSpace)
280 , fProps(props)
281 , fPaintAlpha(paintAlpha) {}
282
ConcatContextRec283 static ContextRec Concat(const ContextRec& parentRec, const SkMatrix& localM) {
284 return {parentRec.fPaintAlpha,
285 parentRec.fMatrixRec.concat(localM),
286 parentRec.fDstColorType,
287 parentRec.fDstColorSpace,
288 parentRec.fProps};
289 }
290
291 const SkShaders::MatrixRec fMatrixRec;
292 SkColorType fDstColorType; // the color type of the dest surface
293 SkColorSpace* fDstColorSpace; // the color space of the dest surface (if any)
294 SkSurfaceProps fProps; // props of the dest surface
295 SkAlpha fPaintAlpha;
296
297 bool isLegacyCompatible(SkColorSpace* shadersColorSpace) const;
298 };
299
300 class Context : public ::SkNoncopyable {
301 public:
302 Context(const SkShaderBase& shader, const ContextRec&);
303
304 virtual ~Context();
305
306 /**
307 * Called sometimes before drawing with this shader. Return the type of
308 * alpha your shader will return. The default implementation returns 0.
309 * Your subclass should override if it can (even sometimes) report a
310 * non-zero value, since that will enable various blitters to perform
311 * faster.
312 */
getFlags()313 virtual uint32_t getFlags() const { return 0; }
314
315 /**
316 * Called for each span of the object being drawn. Your subclass should
317 * set the appropriate colors (with premultiplied alpha) that correspond
318 * to the specified device coordinates.
319 */
320 virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
321
322 protected:
323 // Reference to shader, so we don't have to dupe information.
324 const SkShaderBase& fShader;
325
getPaintAlpha()326 uint8_t getPaintAlpha() const { return fPaintAlpha; }
getTotalInverse()327 const SkMatrix& getTotalInverse() const { return fTotalInverse; }
328
329 private:
330 SkMatrix fTotalInverse;
331 uint8_t fPaintAlpha;
332 };
333
334 /**
335 * Make a context using the memory provided by the arena.
336 *
337 * @return pointer to context or nullptr if can't be created
338 */
339 Context* makeContext(const ContextRec&, SkArenaAlloc*) const;
340
341 /**
342 * If the shader can represent its "average" luminance in a single color, return true and
343 * if color is not NULL, return that color. If it cannot, return false and ignore the color
344 * parameter.
345 *
346 * Note: if this returns true, the returned color will always be opaque, as only the RGB
347 * components are used to compute luminance.
348 */
349 bool asLuminanceColor(SkColor4f*) const;
350
351 /**
352 * If this returns false, then we draw nothing (do not fall back to shader context). This should
353 * only be called on a root-level effect. It assumes that the initial device coordinates have
354 * not yet been seeded.
355 */
356 [[nodiscard]] bool appendRootStages(const SkStageRec& rec, const SkMatrix& ctm) const;
357
358 /**
359 * Adds stages to implement this shader. To ensure that the correct input coords are present
360 * in r,g MatrixRec::apply() must be called (unless the shader doesn't require it's input
361 * coords). The default impl creates shadercontext and calls that (not very efficient).
362 */
363 virtual bool appendStages(const SkStageRec&, const SkShaders::MatrixRec&) const = 0;
364
onIsAImage(SkMatrix *,SkTileMode[2])365 virtual SkImage* onIsAImage(SkMatrix*, SkTileMode[2]) const {
366 return nullptr;
367 }
368
asRuntimeEffect()369 virtual SkRuntimeEffect* asRuntimeEffect() const { return nullptr; }
370
GetFlattenableType()371 static Type GetFlattenableType() { return kSkShader_Type; }
getFlattenableType()372 Type getFlattenableType() const override { return GetFlattenableType(); }
373
374 static sk_sp<SkShaderBase> Deserialize(const void* data, size_t size,
375 const SkDeserialProcs* procs = nullptr) {
376 return sk_sp<SkShaderBase>(static_cast<SkShaderBase*>(
377 SkFlattenable::Deserialize(GetFlattenableType(), data, size, procs).release()));
378 }
379 static void RegisterFlattenables();
380
381 /** DEPRECATED. skbug.com/8941
382 * If this shader can be represented by another shader + a localMatrix, return that shader and
383 * the localMatrix. If not, return nullptr and ignore the localMatrix parameter.
384 */
385 virtual sk_sp<SkShader> makeAsALocalMatrixShader(SkMatrix* localMatrix) const;
386
ConcatLocalMatrices(const SkMatrix & parentLM,const SkMatrix & childLM)387 static SkMatrix ConcatLocalMatrices(const SkMatrix& parentLM, const SkMatrix& childLM) {
388 #if defined(SK_BUILD_FOR_ANDROID_FRAMEWORK) // b/256873449
389 return SkMatrix::Concat(childLM, parentLM);
390 #endif
391 return SkMatrix::Concat(parentLM, childLM);
392 }
393
394 protected:
395 SkShaderBase();
396
397 void flatten(SkWriteBuffer&) const override;
398
399 #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
400 /**
401 * Specialize creating a SkShader context using the supplied allocator.
402 * @return pointer to context owned by the arena allocator.
403 */
onMakeContext(const ContextRec &,SkArenaAlloc *)404 virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const {
405 return nullptr;
406 }
407 #endif
408
onAsLuminanceColor(SkColor4f *)409 virtual bool onAsLuminanceColor(SkColor4f*) const {
410 return false;
411 }
412
413 friend class SkShaders::MatrixRec;
414 };
as_SB(SkShader * shader)415 inline SkShaderBase* as_SB(SkShader* shader) {
416 return static_cast<SkShaderBase*>(shader);
417 }
418
as_SB(const SkShader * shader)419 inline const SkShaderBase* as_SB(const SkShader* shader) {
420 return static_cast<const SkShaderBase*>(shader);
421 }
422
as_SB(const sk_sp<SkShader> & shader)423 inline const SkShaderBase* as_SB(const sk_sp<SkShader>& shader) {
424 return static_cast<SkShaderBase*>(shader.get());
425 }
426
427 void SkRegisterBlendShaderFlattenable();
428 void SkRegisterColor4ShaderFlattenable();
429 void SkRegisterColorShaderFlattenable();
430 void SkRegisterCoordClampShaderFlattenable();
431 void SkRegisterEmptyShaderFlattenable();
432 void SkRegisterPerlinNoiseShaderFlattenable();
433 void SkRegisterWorkingColorSpaceShaderFlattenable();
434
435 #endif // SkShaderBase_DEFINED
436