/* * Copyright 2017 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkShaderBase_DEFINED #define SkShaderBase_DEFINED #include "include/core/SkColor.h" #include "include/core/SkFlattenable.h" #include "include/core/SkMatrix.h" #include "include/core/SkPoint.h" #include "include/core/SkRefCnt.h" #include "include/core/SkScalar.h" #include "include/core/SkShader.h" #include "include/core/SkSurfaceProps.h" #include "include/core/SkTypes.h" #include "include/private/base/SkNoncopyable.h" #include #include #include #include class SkArenaAlloc; class SkColorSpace; class SkImage; class SkRuntimeEffect; class SkWriteBuffer; enum SkColorType : int; enum class SkTileMode; struct SkDeserialProcs; struct SkStageRec; namespace SkShaders { /** * This is used to accumulate matrices, starting with the CTM, when building up * SkRasterPipeline or GrFragmentProcessor by walking the SkShader tree. It avoids * adding a matrix multiply for each individual matrix. It also handles the reverse matrix * concatenation order required by Android Framework, see b/256873449. * * This also tracks the dubious concept of a "total matrix", in the legacy Context/shadeSpan system. * That includes all the matrices encountered during traversal to the current shader, including ones * that have already been applied. The total matrix represents the transformation from the current * shader's coordinate space to device space. It is dubious because it doesn't account for SkShaders * that manipulate the coordinates passed to their children, which may not even be representable by * a matrix. * * The total matrix is used for mipmap level selection and a filter downgrade optimizations in * SkImageShader and sizing of the SkImage created by SkPictureShader. If we can remove usages * of the "total matrix" and if Android Framework could be updated to not use backwards local * matrix concatenation this could just be replaced by a simple SkMatrix or SkM44 passed down * during traversal. */ class MatrixRec { public: MatrixRec() = default; explicit MatrixRec(const SkMatrix& ctm); /** * Returns a new MatrixRec that represents the existing total and pending matrix * pre-concat'ed with m. */ [[nodiscard]] MatrixRec concat(const SkMatrix& m) const; /** * Appends a mul by the inverse of the pending local matrix to the pipeline. 'postInv' is an * additional matrix to post-apply to the inverted pending matrix. If the pending matrix is * not invertible the std::optional result won't have a value and the pipeline will be * unmodified. */ [[nodiscard]] std::optional apply(const SkStageRec& rec, const SkMatrix& postInv = {}) const; /** * FP matrices work differently than SkRasterPipeline. The starting coordinates provided to the * root SkShader's FP are already in local space. So we never apply the inverse CTM. This * returns the inverted pending local matrix with the provided postInv matrix applied after it. * If the pending local matrix cannot be inverted, the boolean is false. */ std::tuple applyForFragmentProcessor(const SkMatrix& postInv) const; /** * A parent FP may need to create a FP for its child by calling * SkShaderBase::asFragmentProcessor() and then pass the result to the apply() above. * This comes up when the parent needs to ensure pending matrices are applied before the * child because the parent is going to manipulate the coordinates *after* any pending * matrix and pass the resulting coords to the child. This function gets a MatrixRec that * reflects the state after this MatrixRec has bee applied but it does not apply it! * Example: * auto childFP = fChild->asFragmentProcessor(args, mrec.applied()); * childFP = MakeAWrappingFPThatModifiesChildsCoords(std::move(childFP)); * auto [success, parentFP] = mrec.apply(std::move(childFP)); */ MatrixRec applied() const; /** Call to indicate that the mapping from shader to device space is not known. */ void markTotalMatrixInvalid() { fTotalMatrixIsValid = false; } /** Marks the CTM as already applied; can avoid re-seeding the shader unnecessarily. */ void markCTMApplied() { fCTMApplied = true; } /** * Indicates whether the total matrix of a MatrixRec passed to a SkShader actually * represents the full transform between that shader's coordinate space and device space. */ bool totalMatrixIsValid() const { return fTotalMatrixIsValid; } /** * Gets the total transform from the current shader's space to device space. This may or * may not be valid. Shaders should avoid making decisions based on this matrix if * totalMatrixIsValid() is false. */ SkMatrix totalMatrix() const { return SkMatrix::Concat(fCTM, fTotalLocalMatrix); } /** Gets the inverse of totalMatrix(), if invertible. */ [[nodiscard]] bool totalInverse(SkMatrix* out) const { return this->totalMatrix().invert(out); } /** Is there a transform that has not yet been applied by a parent shader? */ bool hasPendingMatrix() const { return (!fCTMApplied && !fCTM.isIdentity()) || !fPendingLocalMatrix.isIdentity(); } /** When generating raster pipeline, have the device coordinates been seeded? */ bool rasterPipelineCoordsAreSeeded() const { return fCTMApplied; } private: MatrixRec(const SkMatrix& ctm, const SkMatrix& totalLocalMatrix, const SkMatrix& pendingLocalMatrix, bool totalIsValid, bool ctmApplied) : fCTM(ctm) , fTotalLocalMatrix(totalLocalMatrix) , fPendingLocalMatrix(pendingLocalMatrix) , fTotalMatrixIsValid(totalIsValid) , fCTMApplied(ctmApplied) {} const SkMatrix fCTM; // Concatenation of all local matrices, including those already applied. const SkMatrix fTotalLocalMatrix; // The accumulated local matrices from walking down the shader hierarchy that have NOT yet // been incorporated into the SkRasterPipeline. const SkMatrix fPendingLocalMatrix; bool fTotalMatrixIsValid = true; // Tracks whether the CTM has already been applied (and in raster pipeline whether the // device coords have been seeded.) bool fCTMApplied = false; }; } // namespace SkShaders #define SK_ALL_SHADERS(M) \ M(Blend) \ M(CTM) \ M(Color) \ M(Color4) \ M(ColorFilter) \ M(CoordClamp) \ M(Empty) \ M(GradientBase) \ M(Image) \ M(LocalMatrix) \ M(PerlinNoise) \ M(Picture) \ M(Runtime) \ M(Transform) \ M(TriColor) \ M(WorkingColorSpace) #define SK_ALL_GRADIENTS(M) \ M(Conical) \ M(Linear) \ M(Radial) \ M(Sweep) class SkShaderBase : public SkShader { public: ~SkShaderBase() override; sk_sp makeInvertAlpha() const; sk_sp makeWithCTM(const SkMatrix&) const; // owns its own ctm /** * Returns true if the shader is guaranteed to produce only a single color. * Subclasses can override this to allow loop-hoisting optimization. */ virtual bool isConstant() const { return false; } enum class ShaderType { #define M(type) k##type, SK_ALL_SHADERS(M) #undef M }; virtual ShaderType type() const = 0; enum class GradientType { kNone, #define M(type) k##type, SK_ALL_GRADIENTS(M) #undef M }; /** * If the shader subclass can be represented as a gradient, asGradient * returns the matching GradientType enum (or GradientType::kNone if it * cannot). Also, if info is not null, asGradient populates info with * the relevant (see below) parameters for the gradient. fColorCount * is both an input and output parameter. On input, it indicates how * many entries in fColors and fColorOffsets can be used, if they are * non-NULL. After asGradient has run, fColorCount indicates how * many color-offset pairs there are in the gradient. If there is * insufficient space to store all of the color-offset pairs, fColors * and fColorOffsets will not be altered. fColorOffsets specifies * where on the range of 0 to 1 to transition to the given color. * The meaning of fPoint and fRadius is dependent on the type of gradient. * * None: * info is ignored. * Color: * fColorOffsets[0] is meaningless. * Linear: * fPoint[0] and fPoint[1] are the end-points of the gradient * Radial: * fPoint[0] and fRadius[0] are the center and radius * Conical: * fPoint[0] and fRadius[0] are the center and radius of the 1st circle * fPoint[1] and fRadius[1] are the center and radius of the 2nd circle * Sweep: * fPoint[0] is the center of the sweep. * fPoint[1] x is the scale, y is the bias */ struct GradientInfo { int fColorCount = 0; //!< In-out parameter, specifies passed size // of fColors/fColorOffsets on input, and // actual number of colors/offsets on // output. SkColor* fColors = nullptr; //!< The colors in the gradient. SkScalar* fColorOffsets = nullptr; //!< The unit offset for color transitions. SkPoint fPoint[2]; //!< Type specific, see above. SkScalar fRadius[2]; //!< Type specific, see above. SkTileMode fTileMode; uint32_t fGradientFlags = 0; //!< see SkGradientShader::Flags }; virtual GradientType asGradient(GradientInfo* info = nullptr, SkMatrix* localMatrix = nullptr) const { return GradientType::kNone; } enum Flags { //!< set if all of the colors will be opaque kOpaqueAlpha_Flag = 1 << 0, }; /** * ContextRec acts as a parameter bundle for creating Contexts. */ struct ContextRec { ContextRec(SkAlpha paintAlpha, const SkShaders::MatrixRec& matrixRec, SkColorType dstColorType, SkColorSpace* dstColorSpace, const SkSurfaceProps& props) : fMatrixRec(matrixRec) , fDstColorType(dstColorType) , fDstColorSpace(dstColorSpace) , fProps(props) , fPaintAlpha(paintAlpha) {} static ContextRec Concat(const ContextRec& parentRec, const SkMatrix& localM) { return {parentRec.fPaintAlpha, parentRec.fMatrixRec.concat(localM), parentRec.fDstColorType, parentRec.fDstColorSpace, parentRec.fProps}; } const SkShaders::MatrixRec fMatrixRec; SkColorType fDstColorType; // the color type of the dest surface SkColorSpace* fDstColorSpace; // the color space of the dest surface (if any) SkSurfaceProps fProps; // props of the dest surface SkAlpha fPaintAlpha; bool isLegacyCompatible(SkColorSpace* shadersColorSpace) const; }; class Context : public ::SkNoncopyable { public: Context(const SkShaderBase& shader, const ContextRec&); virtual ~Context(); /** * Called sometimes before drawing with this shader. Return the type of * alpha your shader will return. The default implementation returns 0. * Your subclass should override if it can (even sometimes) report a * non-zero value, since that will enable various blitters to perform * faster. */ virtual uint32_t getFlags() const { return 0; } /** * Called for each span of the object being drawn. Your subclass should * set the appropriate colors (with premultiplied alpha) that correspond * to the specified device coordinates. */ virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0; protected: // Reference to shader, so we don't have to dupe information. const SkShaderBase& fShader; uint8_t getPaintAlpha() const { return fPaintAlpha; } const SkMatrix& getTotalInverse() const { return fTotalInverse; } private: SkMatrix fTotalInverse; uint8_t fPaintAlpha; }; /** * Make a context using the memory provided by the arena. * * @return pointer to context or nullptr if can't be created */ Context* makeContext(const ContextRec&, SkArenaAlloc*) const; /** * If the shader can represent its "average" luminance in a single color, return true and * if color is not NULL, return that color. If it cannot, return false and ignore the color * parameter. * * Note: if this returns true, the returned color will always be opaque, as only the RGB * components are used to compute luminance. */ bool asLuminanceColor(SkColor4f*) const; /** * If this returns false, then we draw nothing (do not fall back to shader context). This should * only be called on a root-level effect. It assumes that the initial device coordinates have * not yet been seeded. */ [[nodiscard]] bool appendRootStages(const SkStageRec& rec, const SkMatrix& ctm) const; /** * Adds stages to implement this shader. To ensure that the correct input coords are present * in r,g MatrixRec::apply() must be called (unless the shader doesn't require it's input * coords). The default impl creates shadercontext and calls that (not very efficient). */ virtual bool appendStages(const SkStageRec&, const SkShaders::MatrixRec&) const = 0; virtual SkImage* onIsAImage(SkMatrix*, SkTileMode[2]) const { return nullptr; } virtual SkRuntimeEffect* asRuntimeEffect() const { return nullptr; } static Type GetFlattenableType() { return kSkShader_Type; } Type getFlattenableType() const override { return GetFlattenableType(); } static sk_sp Deserialize(const void* data, size_t size, const SkDeserialProcs* procs = nullptr) { return sk_sp(static_cast( SkFlattenable::Deserialize(GetFlattenableType(), data, size, procs).release())); } static void RegisterFlattenables(); /** DEPRECATED. skbug.com/8941 * If this shader can be represented by another shader + a localMatrix, return that shader and * the localMatrix. If not, return nullptr and ignore the localMatrix parameter. */ virtual sk_sp makeAsALocalMatrixShader(SkMatrix* localMatrix) const; static SkMatrix ConcatLocalMatrices(const SkMatrix& parentLM, const SkMatrix& childLM) { #if defined(SK_BUILD_FOR_ANDROID_FRAMEWORK) // b/256873449 return SkMatrix::Concat(childLM, parentLM); #endif return SkMatrix::Concat(parentLM, childLM); } protected: SkShaderBase(); void flatten(SkWriteBuffer&) const override; #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT /** * Specialize creating a SkShader context using the supplied allocator. * @return pointer to context owned by the arena allocator. */ virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const { return nullptr; } #endif virtual bool onAsLuminanceColor(SkColor4f*) const { return false; } friend class SkShaders::MatrixRec; }; inline SkShaderBase* as_SB(SkShader* shader) { return static_cast(shader); } inline const SkShaderBase* as_SB(const SkShader* shader) { return static_cast(shader); } inline const SkShaderBase* as_SB(const sk_sp& shader) { return static_cast(shader.get()); } void SkRegisterBlendShaderFlattenable(); void SkRegisterColor4ShaderFlattenable(); void SkRegisterColorShaderFlattenable(); void SkRegisterCoordClampShaderFlattenable(); void SkRegisterEmptyShaderFlattenable(); void SkRegisterPerlinNoiseShaderFlattenable(); void SkRegisterWorkingColorSpaceShaderFlattenable(); #endif // SkShaderBase_DEFINED