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 101