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 WorkerSK_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 67