xref: /aosp_15_r20/external/skia/src/gpu/graphite/precompile/PrecompileShadersPriv.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2024 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef skgpu_graphite_precompile_PrecompileShadersPriv_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_precompile_PrecompileShadersPriv_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkEnumBitMask.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/precompile/PaintOptionsPriv.h"
14*c8dee2aaSAndroid Build Coastguard Worker 
15*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
16*c8dee2aaSAndroid Build Coastguard Worker 
17*c8dee2aaSAndroid Build Coastguard Worker class PrecompileShader;
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker enum class PrecompileImageShaderFlags {
20*c8dee2aaSAndroid Build Coastguard Worker     kNone         = 0b00,
21*c8dee2aaSAndroid Build Coastguard Worker     kExcludeAlpha = 0b01,
22*c8dee2aaSAndroid Build Coastguard Worker     kExcludeCubic = 0b10
23*c8dee2aaSAndroid Build Coastguard Worker };
SK_MAKE_BITMASK_OPS(PrecompileImageShaderFlags)24*c8dee2aaSAndroid Build Coastguard Worker SK_MAKE_BITMASK_OPS(PrecompileImageShaderFlags)
25*c8dee2aaSAndroid Build Coastguard Worker 
26*c8dee2aaSAndroid Build Coastguard Worker //--------------------------------------------------------------------------------------------------
27*c8dee2aaSAndroid Build Coastguard Worker namespace PrecompileShadersPriv {
28*c8dee2aaSAndroid Build Coastguard Worker     // -- The first 6 factories are used to implement ImageFilters
29*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<PrecompileShader> Blur(sk_sp<PrecompileShader> wrapped);
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<PrecompileShader> Displacement(sk_sp<PrecompileShader> displacement,
32*c8dee2aaSAndroid Build Coastguard Worker                                          sk_sp<PrecompileShader> color);
33*c8dee2aaSAndroid Build Coastguard Worker 
34*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<PrecompileShader> Lighting(sk_sp<PrecompileShader> wrapped);
35*c8dee2aaSAndroid Build Coastguard Worker 
36*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<PrecompileShader> MatrixConvolution(sk_sp<PrecompileShader> wrapped);
37*c8dee2aaSAndroid Build Coastguard Worker 
38*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<PrecompileShader> LinearMorphology(sk_sp<PrecompileShader> wrapped);
39*c8dee2aaSAndroid Build Coastguard Worker 
40*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<PrecompileShader> SparseMorphology(sk_sp<PrecompileShader> wrapped);
41*c8dee2aaSAndroid Build Coastguard Worker 
42*c8dee2aaSAndroid Build Coastguard Worker     // TODO: This, technically, doesn't need to take an SkSpan since it is only called from
43*c8dee2aaSAndroid Build Coastguard Worker     // PaintOptions::setClipShaders with a single PrecompileShader. Leaving it be for now in case
44*c8dee2aaSAndroid Build Coastguard Worker     // the usage is revised.
45*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<PrecompileShader> CTM(SkSpan<const sk_sp<PrecompileShader>> wrapped);
46*c8dee2aaSAndroid Build Coastguard Worker 
47*c8dee2aaSAndroid Build Coastguard Worker     // The remaining factories are special cases used to reduce the combinatorics of the
48*c8dee2aaSAndroid Build Coastguard Worker     // precompilation system.
49*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<PrecompileShader> Image(SkEnumBitMask<PrecompileImageShaderFlags>);
50*c8dee2aaSAndroid Build Coastguard Worker 
51*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<PrecompileShader> RawImage(SkEnumBitMask<PrecompileImageShaderFlags>);
52*c8dee2aaSAndroid Build Coastguard Worker 
53*c8dee2aaSAndroid Build Coastguard Worker     // This factory variant should be used when the existence or non-existence of the local matrix
54*c8dee2aaSAndroid Build Coastguard Worker     // is known. If 'withLM' is true only the LMShader-wrapped shader will be created while, when
55*c8dee2aaSAndroid Build Coastguard Worker     // 'withLM' is false, no LMShader will wrap the base shader.
56*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<PrecompileShader> Picture(bool withLM);
57*c8dee2aaSAndroid Build Coastguard Worker 
58*c8dee2aaSAndroid Build Coastguard Worker     // TODO: this factory function should go away (it is only used by the PrecompileShaders::Picture
59*c8dee2aaSAndroid Build Coastguard Worker     // entry point now).
60*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<PrecompileShader> LocalMatrixBothVariants(SkSpan<const sk_sp<PrecompileShader>> wrapped);
61*c8dee2aaSAndroid Build Coastguard Worker 
62*c8dee2aaSAndroid Build Coastguard Worker } // namespace PrecompileShadersPriv
63*c8dee2aaSAndroid Build Coastguard Worker 
64*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
65*c8dee2aaSAndroid Build Coastguard Worker 
66*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_precompile_PrecompileShadersPriv_DEFINED
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