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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 #include "src/core/SkVM_fwd.h"
19 
20 #if SK_SUPPORT_GPU
21 #include "src/gpu/GrFPArgs.h"
22 #endif
23 
24 class GrContext;
25 class GrFragmentProcessor;
26 class SkArenaAlloc;
27 class SkColorSpace;
28 class SkImage;
29 struct SkImageInfo;
30 class SkPaint;
31 class SkRasterPipeline;
32 
33 /**
34  *  Shaders can optionally return a subclass of this when appending their stages.
35  *  Doing so tells the caller that the stages can be reused with different CTMs (but nothing
36  *  else can change), by calling the updater's udpate() method before each use.
37  *
38  *  This can be a perf-win bulk draws like drawAtlas and drawVertices, where most of the setup
39  *  (i.e. uniforms) are constant, and only something small is changing (i.e. matrices). This
40  *  reuse skips the cost of computing the stages (and/or avoids having to allocate a separate
41  *  shader for each small draw.
42  */
43 class SkStageUpdater {
44 public:
~SkStageUpdater()45     virtual ~SkStageUpdater() {}
46 
47     virtual bool update(const SkMatrix& ctm, const SkMatrix* localM) = 0;
48 };
49 
50 class SkShaderBase : public SkShader {
51 public:
52     ~SkShaderBase() override;
53 
54     /**
55      *  Returns true if the shader is guaranteed to produce only a single color.
56      *  Subclasses can override this to allow loop-hoisting optimization.
57      */
isConstant()58     virtual bool isConstant() const { return false; }
59 
getLocalMatrix()60     const SkMatrix& getLocalMatrix() const { return fLocalMatrix; }
61 
62     enum Flags {
63         //!< set if all of the colors will be opaque
64         kOpaqueAlpha_Flag = 1 << 0,
65 
66         /** set if the spans only vary in X (const in Y).
67             e.g. an Nx1 bitmap that is being tiled in Y, or a linear-gradient
68             that varies from left-to-right. This flag specifies this for
69             shadeSpan().
70          */
71         kConstInY32_Flag = 1 << 1,
72 
73         /** hint for the blitter that 4f is the preferred shading mode.
74          */
75         kPrefers4f_Flag  = 1 << 2,
76     };
77 
78     /**
79      *  ContextRec acts as a parameter bundle for creating Contexts.
80      */
81     struct ContextRec {
ContextRecContextRec82         ContextRec(const SkPaint& paint, const SkMatrix& matrix, const SkMatrix* localM,
83                    SkColorType dstColorType, SkColorSpace* dstColorSpace)
84             : fPaint(&paint)
85             , fMatrix(&matrix)
86             , fLocalMatrix(localM)
87             , fDstColorType(dstColorType)
88             , fDstColorSpace(dstColorSpace) {}
89 
90         const SkPaint*  fPaint;            // the current paint associated with the draw
91         const SkMatrix* fMatrix;           // the current matrix in the canvas
92         const SkMatrix* fLocalMatrix;      // optional local matrix
93         SkColorType     fDstColorType;     // the color type of the dest surface
94         SkColorSpace*   fDstColorSpace;    // the color space of the dest surface (if any)
95 
96         bool isLegacyCompatible(SkColorSpace* shadersColorSpace) const;
97     };
98 
99     class Context : public ::SkNoncopyable {
100     public:
101         Context(const SkShaderBase& shader, const ContextRec&);
102 
103         virtual ~Context();
104 
105         /**
106          *  Called sometimes before drawing with this shader. Return the type of
107          *  alpha your shader will return. The default implementation returns 0.
108          *  Your subclass should override if it can (even sometimes) report a
109          *  non-zero value, since that will enable various blitters to perform
110          *  faster.
111          */
getFlags()112         virtual uint32_t getFlags() const { return 0; }
113 
114         /**
115          *  Called for each span of the object being drawn. Your subclass should
116          *  set the appropriate colors (with premultiplied alpha) that correspond
117          *  to the specified device coordinates.
118          */
119         virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
120 
121     protected:
122         // Reference to shader, so we don't have to dupe information.
123         const SkShaderBase& fShader;
124 
getPaintAlpha()125         uint8_t         getPaintAlpha() const { return fPaintAlpha; }
getTotalInverse()126         const SkMatrix& getTotalInverse() const { return fTotalInverse; }
getCTM()127         const SkMatrix& getCTM() const { return fCTM; }
128 
129     private:
130         SkMatrix    fCTM;
131         SkMatrix    fTotalInverse;
132         uint8_t     fPaintAlpha;
133 
134         typedef SkNoncopyable INHERITED;
135     };
136 
137     /**
138      * Make a context using the memory provided by the arena.
139      *
140      * @return pointer to context or nullptr if can't be created
141      */
142     Context* makeContext(const ContextRec&, SkArenaAlloc*) const;
143 
144 #if SK_SUPPORT_GPU
145     /**
146      *  Returns a GrFragmentProcessor that implements the shader for the GPU backend. NULL is
147      *  returned if there is no GPU implementation.
148      *
149      *  The GPU device does not call SkShader::createContext(), instead we pass the view matrix,
150      *  local matrix, and filter quality directly.
151      *
152      *  The GrContext may be used by the to create textures that are required by the returned
153      *  processor.
154      *
155      *  The returned GrFragmentProcessor should expect an unpremultiplied input color and
156      *  produce a premultiplied output.
157      */
158     virtual std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const;
159 #endif
160 
161     /**
162      *  If the shader can represent its "average" luminance in a single color, return true and
163      *  if color is not NULL, return that color. If it cannot, return false and ignore the color
164      *  parameter.
165      *
166      *  Note: if this returns true, the returned color will always be opaque, as only the RGB
167      *  components are used to compute luminance.
168      */
169     bool asLuminanceColor(SkColor*) const;
170 
171     // If this returns false, then we draw nothing (do not fall back to shader context)
172     bool appendStages(const SkStageRec&) const;
173 
174     bool SK_WARN_UNUSED_RESULT computeTotalInverse(const SkMatrix& ctm,
175                                                    const SkMatrix* outerLocalMatrix,
176                                                    SkMatrix* totalInverse) const;
177 
178     // Returns the total local matrix for this shader:
179     //
180     //   M = postLocalMatrix x shaderLocalMatrix x preLocalMatrix
181     //
182     SkTCopyOnFirstWrite<SkMatrix> totalLocalMatrix(const SkMatrix* preLocalMatrix,
183                                                    const SkMatrix* postLocalMatrix = nullptr) const;
184 
onIsAImage(SkMatrix *,SkTileMode[2])185     virtual SkImage* onIsAImage(SkMatrix*, SkTileMode[2]) const {
186         return nullptr;
187     }
isAPicture(SkMatrix *,SkTileMode[2],SkRect * tile)188     virtual SkPicture* isAPicture(SkMatrix*, SkTileMode[2], SkRect* tile) const { return nullptr; }
189 
GetFlattenableType()190     static Type GetFlattenableType() { return kSkShaderBase_Type; }
getFlattenableType()191     Type getFlattenableType() const override { return GetFlattenableType(); }
192 
193     static sk_sp<SkShaderBase> Deserialize(const void* data, size_t size,
194                                              const SkDeserialProcs* procs = nullptr) {
195         return sk_sp<SkShaderBase>(static_cast<SkShaderBase*>(
196                 SkFlattenable::Deserialize(GetFlattenableType(), data, size, procs).release()));
197     }
198     static void RegisterFlattenables();
199 
200     /** DEPRECATED. skbug.com/8941
201      *  If this shader can be represented by another shader + a localMatrix, return that shader and
202      *  the localMatrix. If not, return nullptr and ignore the localMatrix parameter.
203      */
204     virtual sk_sp<SkShader> makeAsALocalMatrixShader(SkMatrix* localMatrix) const;
205 
appendUpdatableStages(const SkStageRec & rec)206     SkStageUpdater* appendUpdatableStages(const SkStageRec& rec) const {
207         return this->onAppendUpdatableStages(rec);
208     }
209 
210     bool program(skvm::Builder*,
211                  const SkMatrix& ctm, const SkMatrix* localM,
212                  SkFilterQuality quality, SkColorSpace* dstCS,
213                  skvm::Uniforms* uniforms, SkArenaAlloc* alloc,
214                  skvm::F32 x, skvm::F32 y,
215                  skvm::F32* r, skvm::F32* g, skvm::F32* b, skvm::F32* a) const;
216 
217 protected:
218     SkShaderBase(const SkMatrix* localMatrix = nullptr);
219 
220     void flatten(SkWriteBuffer&) const override;
221 
222 #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
223     /**
224      * Specialize creating a SkShader context using the supplied allocator.
225      * @return pointer to context owned by the arena allocator.
226      */
onMakeContext(const ContextRec &,SkArenaAlloc *)227     virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const {
228         return nullptr;
229     }
230 #endif
231 
onAsLuminanceColor(SkColor *)232     virtual bool onAsLuminanceColor(SkColor*) const {
233         return false;
234     }
235 
236     // Default impl creates shadercontext and calls that (not very efficient)
237     virtual bool onAppendStages(const SkStageRec&) const;
238 
onAppendUpdatableStages(const SkStageRec &)239     virtual SkStageUpdater* onAppendUpdatableStages(const SkStageRec&) const { return nullptr; }
240 
241 protected:
242     static void ApplyMatrix(skvm::Builder*, const SkMatrix&, skvm::F32* x, skvm::F32* y, skvm::Uniforms*);
243 
244 private:
245     // This is essentially const, but not officially so it can be modified in constructors.
246     SkMatrix fLocalMatrix;
247 
248     virtual bool onProgram(skvm::Builder*,
249                            const SkMatrix& ctm, const SkMatrix* localM,
250                            SkFilterQuality quality, SkColorSpace* dstCS,
251                            skvm::Uniforms* uniforms, SkArenaAlloc* alloc,
252                            skvm::F32 x, skvm::F32 y,
253                            skvm::F32* r, skvm::F32* g, skvm::F32* b, skvm::F32* a) const;
254 
255     typedef SkShader INHERITED;
256 };
257 
as_SB(SkShader * shader)258 inline SkShaderBase* as_SB(SkShader* shader) {
259     return static_cast<SkShaderBase*>(shader);
260 }
261 
as_SB(const SkShader * shader)262 inline const SkShaderBase* as_SB(const SkShader* shader) {
263     return static_cast<const SkShaderBase*>(shader);
264 }
265 
as_SB(const sk_sp<SkShader> & shader)266 inline const SkShaderBase* as_SB(const sk_sp<SkShader>& shader) {
267     return static_cast<SkShaderBase*>(shader.get());
268 }
269 
270 #endif // SkShaderBase_DEFINED
271