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 enum class SkBackend : uint8_t;
28 class SkColorSpace;
29 class SkImage;
30 struct SkImageInfo;
31 class SkPaint;
32 class SkPaintParamsKeyBuilder;
33 class SkRasterPipeline;
34 class SkRuntimeEffect;
35 class SkShaderCodeDictionary;
36 class SkUniformBlock;
37 class SkStageUpdater;
38
39 class SkUpdatableShader;
40
41 class SkShaderBase : public SkShader {
42 public:
43 ~SkShaderBase() override;
44
45 sk_sp<SkShader> makeInvertAlpha() const;
46 sk_sp<SkShader> makeWithCTM(const SkMatrix&) const; // owns its own ctm
47
48 /**
49 * Returns true if the shader is guaranteed to produce only a single color.
50 * Subclasses can override this to allow loop-hoisting optimization.
51 */
isConstant()52 virtual bool isConstant() const { return false; }
53
getLocalMatrix()54 const SkMatrix& getLocalMatrix() const { return fLocalMatrix; }
55
56 enum Flags {
57 //!< set if all of the colors will be opaque
58 kOpaqueAlpha_Flag = 1 << 0,
59
60 /** set if the spans only vary in X (const in Y).
61 e.g. an Nx1 bitmap that is being tiled in Y, or a linear-gradient
62 that varies from left-to-right. This flag specifies this for
63 shadeSpan().
64 */
65 kConstInY32_Flag = 1 << 1,
66
67 /** hint for the blitter that 4f is the preferred shading mode.
68 */
69 kPrefers4f_Flag = 1 << 2,
70 };
71
72 /**
73 * ContextRec acts as a parameter bundle for creating Contexts.
74 */
75 struct ContextRec {
ContextRecContextRec76 ContextRec(const SkPaint& paint, const SkMatrix& matrix, const SkMatrix* localM,
77 SkColorType dstColorType, SkColorSpace* dstColorSpace)
78 : fMatrix(&matrix)
79 , fLocalMatrix(localM)
80 , fDstColorType(dstColorType)
81 , fDstColorSpace(dstColorSpace) {
82 fPaintAlpha = paint.getAlpha();
83 fPaintDither = paint.isDither();
84 }
85
86 const SkMatrix* fMatrix; // the current matrix in the canvas
87 const SkMatrix* fLocalMatrix; // optional local matrix
88 SkColorType fDstColorType; // the color type of the dest surface
89 SkColorSpace* fDstColorSpace; // the color space of the dest surface (if any)
90 SkAlpha fPaintAlpha;
91 bool fPaintDither;
92
93 bool isLegacyCompatible(SkColorSpace* shadersColorSpace) const;
94 };
95
96 class Context : public ::SkNoncopyable {
97 public:
98 Context(const SkShaderBase& shader, const ContextRec&);
99
100 virtual ~Context();
101
102 /**
103 * Called sometimes before drawing with this shader. Return the type of
104 * alpha your shader will return. The default implementation returns 0.
105 * Your subclass should override if it can (even sometimes) report a
106 * non-zero value, since that will enable various blitters to perform
107 * faster.
108 */
getFlags()109 virtual uint32_t getFlags() const { return 0; }
110
111 /**
112 * Called for each span of the object being drawn. Your subclass should
113 * set the appropriate colors (with premultiplied alpha) that correspond
114 * to the specified device coordinates.
115 */
116 virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
117
118 protected:
119 // Reference to shader, so we don't have to dupe information.
120 const SkShaderBase& fShader;
121
getPaintAlpha()122 uint8_t getPaintAlpha() const { return fPaintAlpha; }
getTotalInverse()123 const SkMatrix& getTotalInverse() const { return fTotalInverse; }
getCTM()124 const SkMatrix& getCTM() const { return fCTM; }
125
126 private:
127 SkMatrix fCTM;
128 SkMatrix fTotalInverse;
129 uint8_t fPaintAlpha;
130
131 using INHERITED = SkNoncopyable;
132 };
133
134 /**
135 * Make a context using the memory provided by the arena.
136 *
137 * @return pointer to context or nullptr if can't be created
138 */
139 Context* makeContext(const ContextRec&, SkArenaAlloc*) const;
140
141 #if SK_SUPPORT_GPU
142 /**
143 * Returns a GrFragmentProcessor that implements the shader for the GPU backend. nullptr is
144 * returned if there is no GPU implementation.
145 *
146 * The GPU device does not call SkShader::createContext(), instead we pass the view matrix,
147 * local matrix, and filter quality directly.
148 *
149 * The GrRecordingContext may be used by the to create textures that are required by the
150 * returned processor.
151 *
152 * The returned GrFragmentProcessor should expect an unpremultiplied input color and
153 * produce a premultiplied output.
154 */
155 virtual std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const;
156 #endif
157
158 /**
159 * If the shader can represent its "average" luminance in a single color, return true and
160 * if color is not NULL, return that color. If it cannot, return false and ignore the color
161 * parameter.
162 *
163 * Note: if this returns true, the returned color will always be opaque, as only the RGB
164 * components are used to compute luminance.
165 */
166 bool asLuminanceColor(SkColor*) const;
167
168 // If this returns false, then we draw nothing (do not fall back to shader context)
169 SK_WARN_UNUSED_RESULT
170 bool appendStages(const SkStageRec&) const;
171
172 bool SK_WARN_UNUSED_RESULT computeTotalInverse(const SkMatrix& ctm,
173 const SkMatrix* outerLocalMatrix,
174 SkMatrix* totalInverse) const;
175
176 // Returns the total local matrix for this shader:
177 //
178 // M = postLocalMatrix x shaderLocalMatrix x preLocalMatrix
179 //
180 SkTCopyOnFirstWrite<SkMatrix> totalLocalMatrix(const SkMatrix* preLocalMatrix) const;
181
onIsAImage(SkMatrix *,SkTileMode[2])182 virtual SkImage* onIsAImage(SkMatrix*, SkTileMode[2]) const {
183 return nullptr;
184 }
185
asRuntimeEffect()186 virtual SkRuntimeEffect* asRuntimeEffect() const { return nullptr; }
187
GetFlattenableType()188 static Type GetFlattenableType() { return kSkShader_Type; }
getFlattenableType()189 Type getFlattenableType() const override { return GetFlattenableType(); }
190
191 static sk_sp<SkShaderBase> Deserialize(const void* data, size_t size,
192 const SkDeserialProcs* procs = nullptr) {
193 return sk_sp<SkShaderBase>(static_cast<SkShaderBase*>(
194 SkFlattenable::Deserialize(GetFlattenableType(), data, size, procs).release()));
195 }
196 static void RegisterFlattenables();
197
198 /** DEPRECATED. skbug.com/8941
199 * If this shader can be represented by another shader + a localMatrix, return that shader and
200 * the localMatrix. If not, return nullptr and ignore the localMatrix parameter.
201 */
202 virtual sk_sp<SkShader> makeAsALocalMatrixShader(SkMatrix* localMatrix) const;
203
204 SkUpdatableShader* updatableShader(SkArenaAlloc* alloc) const;
205 virtual SkUpdatableShader* onUpdatableShader(SkArenaAlloc* alloc) const;
206
appendUpdatableStages(const SkStageRec & rec)207 SkStageUpdater* appendUpdatableStages(const SkStageRec& rec) const {
208 return this->onAppendUpdatableStages(rec);
209 }
210
211 SK_WARN_UNUSED_RESULT
212 skvm::Color program(skvm::Builder*, skvm::Coord device, skvm::Coord local, skvm::Color paint,
213 const SkMatrixProvider&, const SkMatrix* localM, const SkColorInfo& dst,
214 skvm::Uniforms* uniforms, SkArenaAlloc* alloc) const;
215
216
217 /**
218 Add implementation details, for the specified backend, of this SkShader to the
219 provided key.
220
221 @param dictionary dictionary of code fragments available to be used in the key
222 @param backend the backend that would be carrying out the drawing
223 @param builder builder for creating the key for this SkShader
224 @param uniformBlock if non-null, storage for this shader's uniform data
225 */
226 virtual void addToKey(SkShaderCodeDictionary* dictionary,
227 SkBackend backend,
228 SkPaintParamsKeyBuilder* builder,
229 SkUniformBlock* uniformBlock) const;
230
231 protected:
232 SkShaderBase(const SkMatrix* localMatrix = nullptr);
233
234 void flatten(SkWriteBuffer&) const override;
235
236 #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
237 /**
238 * Specialize creating a SkShader context using the supplied allocator.
239 * @return pointer to context owned by the arena allocator.
240 */
onMakeContext(const ContextRec &,SkArenaAlloc *)241 virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const {
242 return nullptr;
243 }
244 #endif
245
onAsLuminanceColor(SkColor *)246 virtual bool onAsLuminanceColor(SkColor*) const {
247 return false;
248 }
249
250 // Default impl creates shadercontext and calls that (not very efficient)
251 virtual bool onAppendStages(const SkStageRec&) const;
252
onAppendUpdatableStages(const SkStageRec &)253 virtual SkStageUpdater* onAppendUpdatableStages(const SkStageRec&) const { return nullptr; }
254
255 protected:
256 static skvm::Coord ApplyMatrix(skvm::Builder*, const SkMatrix&, skvm::Coord, skvm::Uniforms*);
257
258 private:
259 // This is essentially const, but not officially so it can be modified in constructors.
260 SkMatrix fLocalMatrix;
261
262 virtual skvm::Color onProgram(skvm::Builder*,
263 skvm::Coord device, skvm::Coord local, skvm::Color paint,
264 const SkMatrixProvider&, const SkMatrix* localM,
265 const SkColorInfo& dst, skvm::Uniforms*, SkArenaAlloc*) const = 0;
266
267 using INHERITED = SkShader;
268 };
269
270 /**
271 * Shaders can optionally return a subclass of this when appending their stages.
272 * Doing so tells the caller that the stages can be reused with different CTMs (but nothing
273 * else can change), by calling the updater's update() method before each use.
274 *
275 * This can be a perf-win bulk draws like drawAtlas and drawVertices, where most of the setup
276 * (i.e. uniforms) are constant, and only something small is changing (i.e. matrices). This
277 * reuse skips the cost of computing the stages (and/or avoids having to allocate a separate
278 * shader for each small draw.
279 */
280 class SkStageUpdater {
281 public:
~SkStageUpdater()282 virtual ~SkStageUpdater() {}
283 virtual bool SK_WARN_UNUSED_RESULT update(const SkMatrix& ctm) const = 0;
284 };
285
286 // TODO: use the SkStageUpdater as an interface until all the code is converted over to use
287 // SkUpdatableShader.
288 class SkUpdatableShader : public SkShaderBase, public SkStageUpdater {
289 private:
290 // For serialization. This will never be called.
getFactory()291 Factory getFactory() const override { return nullptr; }
getTypeName()292 const char* getTypeName() const override { return nullptr; }
293 };
294
as_SB(SkShader * shader)295 inline SkShaderBase* as_SB(SkShader* shader) {
296 return static_cast<SkShaderBase*>(shader);
297 }
298
as_SB(const SkShader * shader)299 inline const SkShaderBase* as_SB(const SkShader* shader) {
300 return static_cast<const SkShaderBase*>(shader);
301 }
302
as_SB(const sk_sp<SkShader> & shader)303 inline const SkShaderBase* as_SB(const sk_sp<SkShader>& shader) {
304 return static_cast<SkShaderBase*>(shader.get());
305 }
306
307 #endif // SkShaderBase_DEFINED
308