xref: /aosp_15_r20/external/skia/src/shaders/SkImageShader.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2015 Google Inc.
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 SkImageShader_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define SkImageShader_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkFlattenable.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImage.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkM44.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSamplingOptions.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/shaders/SkShaderBase.h"
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker class SkArenaAlloc;
21*c8dee2aaSAndroid Build Coastguard Worker class SkMatrix;
22*c8dee2aaSAndroid Build Coastguard Worker class SkReadBuffer;
23*c8dee2aaSAndroid Build Coastguard Worker class SkShader;
24*c8dee2aaSAndroid Build Coastguard Worker class SkWriteBuffer;
25*c8dee2aaSAndroid Build Coastguard Worker enum class SkTileMode;
26*c8dee2aaSAndroid Build Coastguard Worker struct SkStageRec;
27*c8dee2aaSAndroid Build Coastguard Worker 
28*c8dee2aaSAndroid Build Coastguard Worker class SkImageShader : public SkShaderBase {
29*c8dee2aaSAndroid Build Coastguard Worker public:
30*c8dee2aaSAndroid Build Coastguard Worker     static sk_sp<SkShader> Make(sk_sp<SkImage>,
31*c8dee2aaSAndroid Build Coastguard Worker                                 SkTileMode tmx,
32*c8dee2aaSAndroid Build Coastguard Worker                                 SkTileMode tmy,
33*c8dee2aaSAndroid Build Coastguard Worker                                 const SkSamplingOptions&,
34*c8dee2aaSAndroid Build Coastguard Worker                                 const SkMatrix* localMatrix,
35*c8dee2aaSAndroid Build Coastguard Worker                                 bool clampAsIfUnpremul = false);
36*c8dee2aaSAndroid Build Coastguard Worker 
37*c8dee2aaSAndroid Build Coastguard Worker     static sk_sp<SkShader> MakeRaw(sk_sp<SkImage>,
38*c8dee2aaSAndroid Build Coastguard Worker                                    SkTileMode tmx,
39*c8dee2aaSAndroid Build Coastguard Worker                                    SkTileMode tmy,
40*c8dee2aaSAndroid Build Coastguard Worker                                    const SkSamplingOptions&,
41*c8dee2aaSAndroid Build Coastguard Worker                                    const SkMatrix* localMatrix);
42*c8dee2aaSAndroid Build Coastguard Worker 
43*c8dee2aaSAndroid Build Coastguard Worker     // TODO(skbug.com/12784): Requires SkImage to be texture backed, and created SkShader can only
44*c8dee2aaSAndroid Build Coastguard Worker     // be used on GPU-backed surfaces.
45*c8dee2aaSAndroid Build Coastguard Worker     static sk_sp<SkShader> MakeSubset(sk_sp<SkImage>,
46*c8dee2aaSAndroid Build Coastguard Worker                                       const SkRect& subset,
47*c8dee2aaSAndroid Build Coastguard Worker                                       SkTileMode tmx,
48*c8dee2aaSAndroid Build Coastguard Worker                                       SkTileMode tmy,
49*c8dee2aaSAndroid Build Coastguard Worker                                       const SkSamplingOptions&,
50*c8dee2aaSAndroid Build Coastguard Worker                                       const SkMatrix* localMatrix,
51*c8dee2aaSAndroid Build Coastguard Worker                                       bool clampAsIfUnpremul = false);
52*c8dee2aaSAndroid Build Coastguard Worker 
53*c8dee2aaSAndroid Build Coastguard Worker     SkImageShader(sk_sp<SkImage>,
54*c8dee2aaSAndroid Build Coastguard Worker                   const SkRect& subset,
55*c8dee2aaSAndroid Build Coastguard Worker                   SkTileMode tmx, SkTileMode tmy,
56*c8dee2aaSAndroid Build Coastguard Worker                   const SkSamplingOptions&,
57*c8dee2aaSAndroid Build Coastguard Worker                   bool raw,
58*c8dee2aaSAndroid Build Coastguard Worker                   bool clampAsIfUnpremul);
59*c8dee2aaSAndroid Build Coastguard Worker 
60*c8dee2aaSAndroid Build Coastguard Worker     bool isOpaque() const override;
61*c8dee2aaSAndroid Build Coastguard Worker 
type()62*c8dee2aaSAndroid Build Coastguard Worker     ShaderType type() const override { return ShaderType::kImage; }
63*c8dee2aaSAndroid Build Coastguard Worker 
64*c8dee2aaSAndroid Build Coastguard Worker     static SkM44 CubicResamplerMatrix(float B, float C);
65*c8dee2aaSAndroid Build Coastguard Worker 
tileModeX()66*c8dee2aaSAndroid Build Coastguard Worker     SkTileMode tileModeX() const { return fTileModeX; }
tileModeY()67*c8dee2aaSAndroid Build Coastguard Worker     SkTileMode tileModeY() const { return fTileModeY; }
image()68*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkImage> image() const { return fImage; }
sampling()69*c8dee2aaSAndroid Build Coastguard Worker     SkSamplingOptions sampling() const { return fSampling; }
subset()70*c8dee2aaSAndroid Build Coastguard Worker     SkRect subset() const { return fSubset; }
isRaw()71*c8dee2aaSAndroid Build Coastguard Worker     bool isRaw() const { return fRaw; }
72*c8dee2aaSAndroid Build Coastguard Worker 
73*c8dee2aaSAndroid Build Coastguard Worker private:
74*c8dee2aaSAndroid Build Coastguard Worker     SK_FLATTENABLE_HOOKS(SkImageShader)
75*c8dee2aaSAndroid Build Coastguard Worker 
76*c8dee2aaSAndroid Build Coastguard Worker     void flatten(SkWriteBuffer&) const override;
77*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
78*c8dee2aaSAndroid Build Coastguard Worker     Context* onMakeContext(const ContextRec&, SkArenaAlloc* storage) const override;
79*c8dee2aaSAndroid Build Coastguard Worker #endif
80*c8dee2aaSAndroid Build Coastguard Worker     SkImage* onIsAImage(SkMatrix*, SkTileMode*) const override;
81*c8dee2aaSAndroid Build Coastguard Worker 
82*c8dee2aaSAndroid Build Coastguard Worker     bool appendStages(const SkStageRec&, const SkShaders::MatrixRec&) const override;
83*c8dee2aaSAndroid Build Coastguard Worker 
84*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkImage>          fImage;
85*c8dee2aaSAndroid Build Coastguard Worker     const SkSamplingOptions fSampling;
86*c8dee2aaSAndroid Build Coastguard Worker     const SkTileMode        fTileModeX;
87*c8dee2aaSAndroid Build Coastguard Worker     const SkTileMode        fTileModeY;
88*c8dee2aaSAndroid Build Coastguard Worker 
89*c8dee2aaSAndroid Build Coastguard Worker     // TODO(skbug.com/12784): This is only supported for GPU images currently.
90*c8dee2aaSAndroid Build Coastguard Worker     // If subset == (0,0,w,h) of the image, then no subset is applied. Subset will not be empty.
91*c8dee2aaSAndroid Build Coastguard Worker     const SkRect            fSubset;
92*c8dee2aaSAndroid Build Coastguard Worker 
93*c8dee2aaSAndroid Build Coastguard Worker     const bool              fRaw;
94*c8dee2aaSAndroid Build Coastguard Worker     const bool              fClampAsIfUnpremul;
95*c8dee2aaSAndroid Build Coastguard Worker 
96*c8dee2aaSAndroid Build Coastguard Worker     friend class SkShaderBase;
97*c8dee2aaSAndroid Build Coastguard Worker     using INHERITED = SkShaderBase;
98*c8dee2aaSAndroid Build Coastguard Worker };
99*c8dee2aaSAndroid Build Coastguard Worker 
100*c8dee2aaSAndroid Build Coastguard Worker #endif
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