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