xref: /aosp_15_r20/external/skia/src/shaders/SkShaderBase.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2017 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 SkShaderBase_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define SkShaderBase_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkFlattenable.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkScalar.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurfaceProps.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkNoncopyable.h"
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef>
23*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
24*c8dee2aaSAndroid Build Coastguard Worker #include <optional>
25*c8dee2aaSAndroid Build Coastguard Worker #include <tuple>
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker class SkArenaAlloc;
28*c8dee2aaSAndroid Build Coastguard Worker class SkColorSpace;
29*c8dee2aaSAndroid Build Coastguard Worker class SkImage;
30*c8dee2aaSAndroid Build Coastguard Worker class SkRuntimeEffect;
31*c8dee2aaSAndroid Build Coastguard Worker class SkWriteBuffer;
32*c8dee2aaSAndroid Build Coastguard Worker enum SkColorType : int;
33*c8dee2aaSAndroid Build Coastguard Worker enum class SkTileMode;
34*c8dee2aaSAndroid Build Coastguard Worker struct SkDeserialProcs;
35*c8dee2aaSAndroid Build Coastguard Worker struct SkStageRec;
36*c8dee2aaSAndroid Build Coastguard Worker 
37*c8dee2aaSAndroid Build Coastguard Worker namespace SkShaders {
38*c8dee2aaSAndroid Build Coastguard Worker /**
39*c8dee2aaSAndroid Build Coastguard Worker  * This is used to accumulate matrices, starting with the CTM, when building up
40*c8dee2aaSAndroid Build Coastguard Worker  * SkRasterPipeline or GrFragmentProcessor by walking the SkShader tree. It avoids
41*c8dee2aaSAndroid Build Coastguard Worker  * adding a matrix multiply for each individual matrix. It also handles the reverse matrix
42*c8dee2aaSAndroid Build Coastguard Worker  * concatenation order required by Android Framework, see b/256873449.
43*c8dee2aaSAndroid Build Coastguard Worker  *
44*c8dee2aaSAndroid Build Coastguard Worker  * This also tracks the dubious concept of a "total matrix", in the legacy Context/shadeSpan system.
45*c8dee2aaSAndroid Build Coastguard Worker  * That includes all the matrices encountered during traversal to the current shader, including ones
46*c8dee2aaSAndroid Build Coastguard Worker  * that have already been applied. The total matrix represents the transformation from the current
47*c8dee2aaSAndroid Build Coastguard Worker  * shader's coordinate space to device space. It is dubious because it doesn't account for SkShaders
48*c8dee2aaSAndroid Build Coastguard Worker  * that manipulate the coordinates passed to their children, which may not even be representable by
49*c8dee2aaSAndroid Build Coastguard Worker  * a matrix.
50*c8dee2aaSAndroid Build Coastguard Worker  *
51*c8dee2aaSAndroid Build Coastguard Worker  * The total matrix is used for mipmap level selection and a filter downgrade optimizations in
52*c8dee2aaSAndroid Build Coastguard Worker  * SkImageShader and sizing of the SkImage created by SkPictureShader. If we can remove usages
53*c8dee2aaSAndroid Build Coastguard Worker  * of the "total matrix" and if Android Framework could be updated to not use backwards local
54*c8dee2aaSAndroid Build Coastguard Worker  * matrix concatenation this could just be replaced by a simple SkMatrix or SkM44 passed down
55*c8dee2aaSAndroid Build Coastguard Worker  * during traversal.
56*c8dee2aaSAndroid Build Coastguard Worker  */
57*c8dee2aaSAndroid Build Coastguard Worker class MatrixRec {
58*c8dee2aaSAndroid Build Coastguard Worker public:
59*c8dee2aaSAndroid Build Coastguard Worker     MatrixRec() = default;
60*c8dee2aaSAndroid Build Coastguard Worker 
61*c8dee2aaSAndroid Build Coastguard Worker     explicit MatrixRec(const SkMatrix& ctm);
62*c8dee2aaSAndroid Build Coastguard Worker 
63*c8dee2aaSAndroid Build Coastguard Worker     /**
64*c8dee2aaSAndroid Build Coastguard Worker      * Returns a new MatrixRec that represents the existing total and pending matrix
65*c8dee2aaSAndroid Build Coastguard Worker      * pre-concat'ed with m.
66*c8dee2aaSAndroid Build Coastguard Worker      */
67*c8dee2aaSAndroid Build Coastguard Worker     [[nodiscard]] MatrixRec concat(const SkMatrix& m) const;
68*c8dee2aaSAndroid Build Coastguard Worker 
69*c8dee2aaSAndroid Build Coastguard Worker     /**
70*c8dee2aaSAndroid Build Coastguard Worker      * Appends a mul by the inverse of the pending local matrix to the pipeline. 'postInv' is an
71*c8dee2aaSAndroid Build Coastguard Worker      * additional matrix to post-apply to the inverted pending matrix. If the pending matrix is
72*c8dee2aaSAndroid Build Coastguard Worker      * not invertible the std::optional result won't have a value and the pipeline will be
73*c8dee2aaSAndroid Build Coastguard Worker      * unmodified.
74*c8dee2aaSAndroid Build Coastguard Worker      */
75*c8dee2aaSAndroid Build Coastguard Worker     [[nodiscard]] std::optional<MatrixRec> apply(const SkStageRec& rec,
76*c8dee2aaSAndroid Build Coastguard Worker                                                  const SkMatrix& postInv = {}) const;
77*c8dee2aaSAndroid Build Coastguard Worker 
78*c8dee2aaSAndroid Build Coastguard Worker     /**
79*c8dee2aaSAndroid Build Coastguard Worker      * FP matrices work differently than SkRasterPipeline. The starting coordinates provided to the
80*c8dee2aaSAndroid Build Coastguard Worker      * root SkShader's FP are already in local space. So we never apply the inverse CTM. This
81*c8dee2aaSAndroid Build Coastguard Worker      * returns the inverted pending local matrix with the provided postInv matrix applied after it.
82*c8dee2aaSAndroid Build Coastguard Worker      * If the pending local matrix cannot be inverted, the boolean is false.
83*c8dee2aaSAndroid Build Coastguard Worker      */
84*c8dee2aaSAndroid Build Coastguard Worker     std::tuple<SkMatrix, bool> applyForFragmentProcessor(const SkMatrix& postInv) const;
85*c8dee2aaSAndroid Build Coastguard Worker 
86*c8dee2aaSAndroid Build Coastguard Worker     /**
87*c8dee2aaSAndroid Build Coastguard Worker      * A parent FP may need to create a FP for its child by calling
88*c8dee2aaSAndroid Build Coastguard Worker      * SkShaderBase::asFragmentProcessor() and then pass the result to the apply() above.
89*c8dee2aaSAndroid Build Coastguard Worker      * This comes up when the parent needs to ensure pending matrices are applied before the
90*c8dee2aaSAndroid Build Coastguard Worker      * child because the parent is going to manipulate the coordinates *after* any pending
91*c8dee2aaSAndroid Build Coastguard Worker      * matrix and pass the resulting coords to the child. This function gets a MatrixRec that
92*c8dee2aaSAndroid Build Coastguard Worker      * reflects the state after this MatrixRec has bee applied but it does not apply it!
93*c8dee2aaSAndroid Build Coastguard Worker      * Example:
94*c8dee2aaSAndroid Build Coastguard Worker      * auto childFP = fChild->asFragmentProcessor(args, mrec.applied());
95*c8dee2aaSAndroid Build Coastguard Worker      * childFP = MakeAWrappingFPThatModifiesChildsCoords(std::move(childFP));
96*c8dee2aaSAndroid Build Coastguard Worker      * auto [success, parentFP] = mrec.apply(std::move(childFP));
97*c8dee2aaSAndroid Build Coastguard Worker      */
98*c8dee2aaSAndroid Build Coastguard Worker     MatrixRec applied() const;
99*c8dee2aaSAndroid Build Coastguard Worker 
100*c8dee2aaSAndroid Build Coastguard Worker     /** Call to indicate that the mapping from shader to device space is not known. */
markTotalMatrixInvalid()101*c8dee2aaSAndroid Build Coastguard Worker     void markTotalMatrixInvalid() { fTotalMatrixIsValid = false; }
102*c8dee2aaSAndroid Build Coastguard Worker 
103*c8dee2aaSAndroid Build Coastguard Worker     /** Marks the CTM as already applied; can avoid re-seeding the shader unnecessarily. */
markCTMApplied()104*c8dee2aaSAndroid Build Coastguard Worker     void markCTMApplied() { fCTMApplied = true; }
105*c8dee2aaSAndroid Build Coastguard Worker 
106*c8dee2aaSAndroid Build Coastguard Worker     /**
107*c8dee2aaSAndroid Build Coastguard Worker      * Indicates whether the total matrix of a MatrixRec passed to a SkShader actually
108*c8dee2aaSAndroid Build Coastguard Worker      * represents the full transform between that shader's coordinate space and device space.
109*c8dee2aaSAndroid Build Coastguard Worker      */
totalMatrixIsValid()110*c8dee2aaSAndroid Build Coastguard Worker     bool totalMatrixIsValid() const { return fTotalMatrixIsValid; }
111*c8dee2aaSAndroid Build Coastguard Worker 
112*c8dee2aaSAndroid Build Coastguard Worker     /**
113*c8dee2aaSAndroid Build Coastguard Worker      * Gets the total transform from the current shader's space to device space. This may or
114*c8dee2aaSAndroid Build Coastguard Worker      * may not be valid. Shaders should avoid making decisions based on this matrix if
115*c8dee2aaSAndroid Build Coastguard Worker      * totalMatrixIsValid() is false.
116*c8dee2aaSAndroid Build Coastguard Worker      */
totalMatrix()117*c8dee2aaSAndroid Build Coastguard Worker     SkMatrix totalMatrix() const { return SkMatrix::Concat(fCTM, fTotalLocalMatrix); }
118*c8dee2aaSAndroid Build Coastguard Worker 
119*c8dee2aaSAndroid Build Coastguard Worker     /** Gets the inverse of totalMatrix(), if invertible. */
totalInverse(SkMatrix * out)120*c8dee2aaSAndroid Build Coastguard Worker     [[nodiscard]] bool totalInverse(SkMatrix* out) const {
121*c8dee2aaSAndroid Build Coastguard Worker         return this->totalMatrix().invert(out);
122*c8dee2aaSAndroid Build Coastguard Worker     }
123*c8dee2aaSAndroid Build Coastguard Worker 
124*c8dee2aaSAndroid Build Coastguard Worker     /** Is there a transform that has not yet been applied by a parent shader? */
hasPendingMatrix()125*c8dee2aaSAndroid Build Coastguard Worker     bool hasPendingMatrix() const {
126*c8dee2aaSAndroid Build Coastguard Worker         return (!fCTMApplied && !fCTM.isIdentity()) || !fPendingLocalMatrix.isIdentity();
127*c8dee2aaSAndroid Build Coastguard Worker     }
128*c8dee2aaSAndroid Build Coastguard Worker 
129*c8dee2aaSAndroid Build Coastguard Worker     /** When generating raster pipeline, have the device coordinates been seeded? */
rasterPipelineCoordsAreSeeded()130*c8dee2aaSAndroid Build Coastguard Worker     bool rasterPipelineCoordsAreSeeded() const { return fCTMApplied; }
131*c8dee2aaSAndroid Build Coastguard Worker 
132*c8dee2aaSAndroid Build Coastguard Worker private:
MatrixRec(const SkMatrix & ctm,const SkMatrix & totalLocalMatrix,const SkMatrix & pendingLocalMatrix,bool totalIsValid,bool ctmApplied)133*c8dee2aaSAndroid Build Coastguard Worker     MatrixRec(const SkMatrix& ctm,
134*c8dee2aaSAndroid Build Coastguard Worker               const SkMatrix& totalLocalMatrix,
135*c8dee2aaSAndroid Build Coastguard Worker               const SkMatrix& pendingLocalMatrix,
136*c8dee2aaSAndroid Build Coastguard Worker               bool totalIsValid,
137*c8dee2aaSAndroid Build Coastguard Worker               bool ctmApplied)
138*c8dee2aaSAndroid Build Coastguard Worker             : fCTM(ctm)
139*c8dee2aaSAndroid Build Coastguard Worker             , fTotalLocalMatrix(totalLocalMatrix)
140*c8dee2aaSAndroid Build Coastguard Worker             , fPendingLocalMatrix(pendingLocalMatrix)
141*c8dee2aaSAndroid Build Coastguard Worker             , fTotalMatrixIsValid(totalIsValid)
142*c8dee2aaSAndroid Build Coastguard Worker             , fCTMApplied(ctmApplied) {}
143*c8dee2aaSAndroid Build Coastguard Worker 
144*c8dee2aaSAndroid Build Coastguard Worker     const SkMatrix fCTM;
145*c8dee2aaSAndroid Build Coastguard Worker 
146*c8dee2aaSAndroid Build Coastguard Worker     // Concatenation of all local matrices, including those already applied.
147*c8dee2aaSAndroid Build Coastguard Worker     const SkMatrix fTotalLocalMatrix;
148*c8dee2aaSAndroid Build Coastguard Worker 
149*c8dee2aaSAndroid Build Coastguard Worker     // The accumulated local matrices from walking down the shader hierarchy that have NOT yet
150*c8dee2aaSAndroid Build Coastguard Worker     // been incorporated into the SkRasterPipeline.
151*c8dee2aaSAndroid Build Coastguard Worker     const SkMatrix fPendingLocalMatrix;
152*c8dee2aaSAndroid Build Coastguard Worker 
153*c8dee2aaSAndroid Build Coastguard Worker     bool fTotalMatrixIsValid = true;
154*c8dee2aaSAndroid Build Coastguard Worker 
155*c8dee2aaSAndroid Build Coastguard Worker     // Tracks whether the CTM has already been applied (and in raster pipeline whether the
156*c8dee2aaSAndroid Build Coastguard Worker     // device coords have been seeded.)
157*c8dee2aaSAndroid Build Coastguard Worker     bool fCTMApplied = false;
158*c8dee2aaSAndroid Build Coastguard Worker };
159*c8dee2aaSAndroid Build Coastguard Worker 
160*c8dee2aaSAndroid Build Coastguard Worker }  // namespace SkShaders
161*c8dee2aaSAndroid Build Coastguard Worker 
162*c8dee2aaSAndroid Build Coastguard Worker #define SK_ALL_SHADERS(M) \
163*c8dee2aaSAndroid Build Coastguard Worker     M(Blend)              \
164*c8dee2aaSAndroid Build Coastguard Worker     M(CTM)                \
165*c8dee2aaSAndroid Build Coastguard Worker     M(Color)              \
166*c8dee2aaSAndroid Build Coastguard Worker     M(Color4)             \
167*c8dee2aaSAndroid Build Coastguard Worker     M(ColorFilter)        \
168*c8dee2aaSAndroid Build Coastguard Worker     M(CoordClamp)         \
169*c8dee2aaSAndroid Build Coastguard Worker     M(Empty)              \
170*c8dee2aaSAndroid Build Coastguard Worker     M(GradientBase)       \
171*c8dee2aaSAndroid Build Coastguard Worker     M(Image)              \
172*c8dee2aaSAndroid Build Coastguard Worker     M(LocalMatrix)        \
173*c8dee2aaSAndroid Build Coastguard Worker     M(PerlinNoise)        \
174*c8dee2aaSAndroid Build Coastguard Worker     M(Picture)            \
175*c8dee2aaSAndroid Build Coastguard Worker     M(Runtime)            \
176*c8dee2aaSAndroid Build Coastguard Worker     M(Transform)          \
177*c8dee2aaSAndroid Build Coastguard Worker     M(TriColor)           \
178*c8dee2aaSAndroid Build Coastguard Worker     M(WorkingColorSpace)
179*c8dee2aaSAndroid Build Coastguard Worker 
180*c8dee2aaSAndroid Build Coastguard Worker #define SK_ALL_GRADIENTS(M) \
181*c8dee2aaSAndroid Build Coastguard Worker     M(Conical)              \
182*c8dee2aaSAndroid Build Coastguard Worker     M(Linear)               \
183*c8dee2aaSAndroid Build Coastguard Worker     M(Radial)               \
184*c8dee2aaSAndroid Build Coastguard Worker     M(Sweep)
185*c8dee2aaSAndroid Build Coastguard Worker 
186*c8dee2aaSAndroid Build Coastguard Worker class SkShaderBase : public SkShader {
187*c8dee2aaSAndroid Build Coastguard Worker public:
188*c8dee2aaSAndroid Build Coastguard Worker     ~SkShaderBase() override;
189*c8dee2aaSAndroid Build Coastguard Worker 
190*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkShader> makeInvertAlpha() const;
191*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkShader> makeWithCTM(const SkMatrix&) const;  // owns its own ctm
192*c8dee2aaSAndroid Build Coastguard Worker 
193*c8dee2aaSAndroid Build Coastguard Worker     /**
194*c8dee2aaSAndroid Build Coastguard Worker      *  Returns true if the shader is guaranteed to produce only a single color.
195*c8dee2aaSAndroid Build Coastguard Worker      *  Subclasses can override this to allow loop-hoisting optimization.
196*c8dee2aaSAndroid Build Coastguard Worker      */
isConstant()197*c8dee2aaSAndroid Build Coastguard Worker     virtual bool isConstant() const { return false; }
198*c8dee2aaSAndroid Build Coastguard Worker 
199*c8dee2aaSAndroid Build Coastguard Worker     enum class ShaderType {
200*c8dee2aaSAndroid Build Coastguard Worker #define M(type) k##type,
201*c8dee2aaSAndroid Build Coastguard Worker         SK_ALL_SHADERS(M)
202*c8dee2aaSAndroid Build Coastguard Worker #undef M
203*c8dee2aaSAndroid Build Coastguard Worker     };
204*c8dee2aaSAndroid Build Coastguard Worker 
205*c8dee2aaSAndroid Build Coastguard Worker     virtual ShaderType type() const = 0;
206*c8dee2aaSAndroid Build Coastguard Worker 
207*c8dee2aaSAndroid Build Coastguard Worker     enum class GradientType {
208*c8dee2aaSAndroid Build Coastguard Worker         kNone,
209*c8dee2aaSAndroid Build Coastguard Worker #define M(type) k##type,
210*c8dee2aaSAndroid Build Coastguard Worker         SK_ALL_GRADIENTS(M)
211*c8dee2aaSAndroid Build Coastguard Worker #undef M
212*c8dee2aaSAndroid Build Coastguard Worker     };
213*c8dee2aaSAndroid Build Coastguard Worker 
214*c8dee2aaSAndroid Build Coastguard Worker     /**
215*c8dee2aaSAndroid Build Coastguard Worker      *  If the shader subclass can be represented as a gradient, asGradient
216*c8dee2aaSAndroid Build Coastguard Worker      *  returns the matching GradientType enum (or GradientType::kNone if it
217*c8dee2aaSAndroid Build Coastguard Worker      *  cannot). Also, if info is not null, asGradient populates info with
218*c8dee2aaSAndroid Build Coastguard Worker      *  the relevant (see below) parameters for the gradient.  fColorCount
219*c8dee2aaSAndroid Build Coastguard Worker      *  is both an input and output parameter.  On input, it indicates how
220*c8dee2aaSAndroid Build Coastguard Worker      *  many entries in fColors and fColorOffsets can be used, if they are
221*c8dee2aaSAndroid Build Coastguard Worker      *  non-NULL.  After asGradient has run, fColorCount indicates how
222*c8dee2aaSAndroid Build Coastguard Worker      *  many color-offset pairs there are in the gradient.  If there is
223*c8dee2aaSAndroid Build Coastguard Worker      *  insufficient space to store all of the color-offset pairs, fColors
224*c8dee2aaSAndroid Build Coastguard Worker      *  and fColorOffsets will not be altered.  fColorOffsets specifies
225*c8dee2aaSAndroid Build Coastguard Worker      *  where on the range of 0 to 1 to transition to the given color.
226*c8dee2aaSAndroid Build Coastguard Worker      *  The meaning of fPoint and fRadius is dependent on the type of gradient.
227*c8dee2aaSAndroid Build Coastguard Worker      *
228*c8dee2aaSAndroid Build Coastguard Worker      *  None:
229*c8dee2aaSAndroid Build Coastguard Worker      *      info is ignored.
230*c8dee2aaSAndroid Build Coastguard Worker      *  Color:
231*c8dee2aaSAndroid Build Coastguard Worker      *      fColorOffsets[0] is meaningless.
232*c8dee2aaSAndroid Build Coastguard Worker      *  Linear:
233*c8dee2aaSAndroid Build Coastguard Worker      *      fPoint[0] and fPoint[1] are the end-points of the gradient
234*c8dee2aaSAndroid Build Coastguard Worker      *  Radial:
235*c8dee2aaSAndroid Build Coastguard Worker      *      fPoint[0] and fRadius[0] are the center and radius
236*c8dee2aaSAndroid Build Coastguard Worker      *  Conical:
237*c8dee2aaSAndroid Build Coastguard Worker      *      fPoint[0] and fRadius[0] are the center and radius of the 1st circle
238*c8dee2aaSAndroid Build Coastguard Worker      *      fPoint[1] and fRadius[1] are the center and radius of the 2nd circle
239*c8dee2aaSAndroid Build Coastguard Worker      *  Sweep:
240*c8dee2aaSAndroid Build Coastguard Worker      *      fPoint[0] is the center of the sweep.
241*c8dee2aaSAndroid Build Coastguard Worker      *      fPoint[1] x is the scale, y is the bias
242*c8dee2aaSAndroid Build Coastguard Worker      */
243*c8dee2aaSAndroid Build Coastguard Worker     struct GradientInfo {
244*c8dee2aaSAndroid Build Coastguard Worker         int         fColorCount    = 0;        //!< In-out parameter, specifies passed size
245*c8dee2aaSAndroid Build Coastguard Worker                                                //   of fColors/fColorOffsets on input, and
246*c8dee2aaSAndroid Build Coastguard Worker                                                //   actual number of colors/offsets on
247*c8dee2aaSAndroid Build Coastguard Worker                                                //   output.
248*c8dee2aaSAndroid Build Coastguard Worker         SkColor*    fColors        = nullptr;  //!< The colors in the gradient.
249*c8dee2aaSAndroid Build Coastguard Worker         SkScalar*   fColorOffsets  = nullptr;  //!< The unit offset for color transitions.
250*c8dee2aaSAndroid Build Coastguard Worker         SkPoint     fPoint[2];                 //!< Type specific, see above.
251*c8dee2aaSAndroid Build Coastguard Worker         SkScalar    fRadius[2];                //!< Type specific, see above.
252*c8dee2aaSAndroid Build Coastguard Worker         SkTileMode  fTileMode;
253*c8dee2aaSAndroid Build Coastguard Worker         uint32_t    fGradientFlags = 0;        //!< see SkGradientShader::Flags
254*c8dee2aaSAndroid Build Coastguard Worker     };
255*c8dee2aaSAndroid Build Coastguard Worker 
256*c8dee2aaSAndroid Build Coastguard Worker     virtual GradientType asGradient(GradientInfo* info    = nullptr,
257*c8dee2aaSAndroid Build Coastguard Worker                                     SkMatrix* localMatrix = nullptr) const {
258*c8dee2aaSAndroid Build Coastguard Worker         return GradientType::kNone;
259*c8dee2aaSAndroid Build Coastguard Worker     }
260*c8dee2aaSAndroid Build Coastguard Worker 
261*c8dee2aaSAndroid Build Coastguard Worker     enum Flags {
262*c8dee2aaSAndroid Build Coastguard Worker         //!< set if all of the colors will be opaque
263*c8dee2aaSAndroid Build Coastguard Worker         kOpaqueAlpha_Flag = 1 << 0,
264*c8dee2aaSAndroid Build Coastguard Worker     };
265*c8dee2aaSAndroid Build Coastguard Worker 
266*c8dee2aaSAndroid Build Coastguard Worker     /**
267*c8dee2aaSAndroid Build Coastguard Worker      *  ContextRec acts as a parameter bundle for creating Contexts.
268*c8dee2aaSAndroid Build Coastguard Worker      */
269*c8dee2aaSAndroid Build Coastguard Worker     struct ContextRec {
ContextRecContextRec270*c8dee2aaSAndroid Build Coastguard Worker         ContextRec(SkAlpha paintAlpha,
271*c8dee2aaSAndroid Build Coastguard Worker                    const SkShaders::MatrixRec& matrixRec,
272*c8dee2aaSAndroid Build Coastguard Worker                    SkColorType dstColorType,
273*c8dee2aaSAndroid Build Coastguard Worker                    SkColorSpace* dstColorSpace,
274*c8dee2aaSAndroid Build Coastguard Worker                    const SkSurfaceProps& props)
275*c8dee2aaSAndroid Build Coastguard Worker                 : fMatrixRec(matrixRec)
276*c8dee2aaSAndroid Build Coastguard Worker                 , fDstColorType(dstColorType)
277*c8dee2aaSAndroid Build Coastguard Worker                 , fDstColorSpace(dstColorSpace)
278*c8dee2aaSAndroid Build Coastguard Worker                 , fProps(props)
279*c8dee2aaSAndroid Build Coastguard Worker                 , fPaintAlpha(paintAlpha) {}
280*c8dee2aaSAndroid Build Coastguard Worker 
ConcatContextRec281*c8dee2aaSAndroid Build Coastguard Worker         static ContextRec Concat(const ContextRec& parentRec, const SkMatrix& localM) {
282*c8dee2aaSAndroid Build Coastguard Worker             return {parentRec.fPaintAlpha,
283*c8dee2aaSAndroid Build Coastguard Worker                     parentRec.fMatrixRec.concat(localM),
284*c8dee2aaSAndroid Build Coastguard Worker                     parentRec.fDstColorType,
285*c8dee2aaSAndroid Build Coastguard Worker                     parentRec.fDstColorSpace,
286*c8dee2aaSAndroid Build Coastguard Worker                     parentRec.fProps};
287*c8dee2aaSAndroid Build Coastguard Worker         }
288*c8dee2aaSAndroid Build Coastguard Worker 
289*c8dee2aaSAndroid Build Coastguard Worker         const SkShaders::MatrixRec fMatrixRec;
290*c8dee2aaSAndroid Build Coastguard Worker         SkColorType                fDstColorType;   // the color type of the dest surface
291*c8dee2aaSAndroid Build Coastguard Worker         SkColorSpace*              fDstColorSpace;  // the color space of the dest surface (if any)
292*c8dee2aaSAndroid Build Coastguard Worker         SkSurfaceProps             fProps;          // props of the dest surface
293*c8dee2aaSAndroid Build Coastguard Worker         SkAlpha                    fPaintAlpha;
294*c8dee2aaSAndroid Build Coastguard Worker 
295*c8dee2aaSAndroid Build Coastguard Worker         bool isLegacyCompatible(SkColorSpace* shadersColorSpace) const;
296*c8dee2aaSAndroid Build Coastguard Worker     };
297*c8dee2aaSAndroid Build Coastguard Worker 
298*c8dee2aaSAndroid Build Coastguard Worker     class Context : public ::SkNoncopyable {
299*c8dee2aaSAndroid Build Coastguard Worker     public:
300*c8dee2aaSAndroid Build Coastguard Worker         Context(const SkShaderBase& shader, const ContextRec&);
301*c8dee2aaSAndroid Build Coastguard Worker 
302*c8dee2aaSAndroid Build Coastguard Worker         virtual ~Context();
303*c8dee2aaSAndroid Build Coastguard Worker 
304*c8dee2aaSAndroid Build Coastguard Worker         /**
305*c8dee2aaSAndroid Build Coastguard Worker          *  Called sometimes before drawing with this shader. Return the type of
306*c8dee2aaSAndroid Build Coastguard Worker          *  alpha your shader will return. The default implementation returns 0.
307*c8dee2aaSAndroid Build Coastguard Worker          *  Your subclass should override if it can (even sometimes) report a
308*c8dee2aaSAndroid Build Coastguard Worker          *  non-zero value, since that will enable various blitters to perform
309*c8dee2aaSAndroid Build Coastguard Worker          *  faster.
310*c8dee2aaSAndroid Build Coastguard Worker          */
getFlags()311*c8dee2aaSAndroid Build Coastguard Worker         virtual uint32_t getFlags() const { return 0; }
312*c8dee2aaSAndroid Build Coastguard Worker 
313*c8dee2aaSAndroid Build Coastguard Worker         /**
314*c8dee2aaSAndroid Build Coastguard Worker          *  Called for each span of the object being drawn. Your subclass should
315*c8dee2aaSAndroid Build Coastguard Worker          *  set the appropriate colors (with premultiplied alpha) that correspond
316*c8dee2aaSAndroid Build Coastguard Worker          *  to the specified device coordinates.
317*c8dee2aaSAndroid Build Coastguard Worker          */
318*c8dee2aaSAndroid Build Coastguard Worker         virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
319*c8dee2aaSAndroid Build Coastguard Worker 
320*c8dee2aaSAndroid Build Coastguard Worker     protected:
321*c8dee2aaSAndroid Build Coastguard Worker         // Reference to shader, so we don't have to dupe information.
322*c8dee2aaSAndroid Build Coastguard Worker         const SkShaderBase& fShader;
323*c8dee2aaSAndroid Build Coastguard Worker 
getPaintAlpha()324*c8dee2aaSAndroid Build Coastguard Worker         uint8_t         getPaintAlpha() const { return fPaintAlpha; }
getTotalInverse()325*c8dee2aaSAndroid Build Coastguard Worker         const SkMatrix& getTotalInverse() const { return fTotalInverse; }
326*c8dee2aaSAndroid Build Coastguard Worker 
327*c8dee2aaSAndroid Build Coastguard Worker     private:
328*c8dee2aaSAndroid Build Coastguard Worker         SkMatrix    fTotalInverse;
329*c8dee2aaSAndroid Build Coastguard Worker         uint8_t     fPaintAlpha;
330*c8dee2aaSAndroid Build Coastguard Worker     };
331*c8dee2aaSAndroid Build Coastguard Worker 
332*c8dee2aaSAndroid Build Coastguard Worker     /**
333*c8dee2aaSAndroid Build Coastguard Worker      * Make a context using the memory provided by the arena.
334*c8dee2aaSAndroid Build Coastguard Worker      *
335*c8dee2aaSAndroid Build Coastguard Worker      * @return pointer to context or nullptr if can't be created
336*c8dee2aaSAndroid Build Coastguard Worker      */
337*c8dee2aaSAndroid Build Coastguard Worker     Context* makeContext(const ContextRec&, SkArenaAlloc*) const;
338*c8dee2aaSAndroid Build Coastguard Worker 
339*c8dee2aaSAndroid Build Coastguard Worker     /**
340*c8dee2aaSAndroid Build Coastguard Worker      *  If the shader can represent its "average" luminance in a single color, return true and
341*c8dee2aaSAndroid Build Coastguard Worker      *  if color is not NULL, return that color. If it cannot, return false and ignore the color
342*c8dee2aaSAndroid Build Coastguard Worker      *  parameter.
343*c8dee2aaSAndroid Build Coastguard Worker      *
344*c8dee2aaSAndroid Build Coastguard Worker      *  Note: if this returns true, the returned color will always be opaque, as only the RGB
345*c8dee2aaSAndroid Build Coastguard Worker      *  components are used to compute luminance.
346*c8dee2aaSAndroid Build Coastguard Worker      */
347*c8dee2aaSAndroid Build Coastguard Worker     bool asLuminanceColor(SkColor4f*) const;
348*c8dee2aaSAndroid Build Coastguard Worker 
349*c8dee2aaSAndroid Build Coastguard Worker     /**
350*c8dee2aaSAndroid Build Coastguard Worker      * If this returns false, then we draw nothing (do not fall back to shader context). This should
351*c8dee2aaSAndroid Build Coastguard Worker      * only be called on a root-level effect. It assumes that the initial device coordinates have
352*c8dee2aaSAndroid Build Coastguard Worker      * not yet been seeded.
353*c8dee2aaSAndroid Build Coastguard Worker      */
354*c8dee2aaSAndroid Build Coastguard Worker     [[nodiscard]] bool appendRootStages(const SkStageRec& rec, const SkMatrix& ctm) const;
355*c8dee2aaSAndroid Build Coastguard Worker 
356*c8dee2aaSAndroid Build Coastguard Worker     /**
357*c8dee2aaSAndroid Build Coastguard Worker      * Adds stages to implement this shader. To ensure that the correct input coords are present
358*c8dee2aaSAndroid Build Coastguard Worker      * in r,g MatrixRec::apply() must be called (unless the shader doesn't require it's input
359*c8dee2aaSAndroid Build Coastguard Worker      * coords). The default impl creates shadercontext and calls that (not very efficient).
360*c8dee2aaSAndroid Build Coastguard Worker      */
361*c8dee2aaSAndroid Build Coastguard Worker     virtual bool appendStages(const SkStageRec&, const SkShaders::MatrixRec&) const = 0;
362*c8dee2aaSAndroid Build Coastguard Worker 
onIsAImage(SkMatrix *,SkTileMode[2])363*c8dee2aaSAndroid Build Coastguard Worker     virtual SkImage* onIsAImage(SkMatrix*, SkTileMode[2]) const {
364*c8dee2aaSAndroid Build Coastguard Worker         return nullptr;
365*c8dee2aaSAndroid Build Coastguard Worker     }
366*c8dee2aaSAndroid Build Coastguard Worker 
asRuntimeEffect()367*c8dee2aaSAndroid Build Coastguard Worker     virtual SkRuntimeEffect* asRuntimeEffect() const { return nullptr; }
368*c8dee2aaSAndroid Build Coastguard Worker 
GetFlattenableType()369*c8dee2aaSAndroid Build Coastguard Worker     static Type GetFlattenableType() { return kSkShader_Type; }
getFlattenableType()370*c8dee2aaSAndroid Build Coastguard Worker     Type getFlattenableType() const override { return GetFlattenableType(); }
371*c8dee2aaSAndroid Build Coastguard Worker 
372*c8dee2aaSAndroid Build Coastguard Worker     static sk_sp<SkShaderBase> Deserialize(const void* data, size_t size,
373*c8dee2aaSAndroid Build Coastguard Worker                                              const SkDeserialProcs* procs = nullptr) {
374*c8dee2aaSAndroid Build Coastguard Worker         return sk_sp<SkShaderBase>(static_cast<SkShaderBase*>(
375*c8dee2aaSAndroid Build Coastguard Worker                 SkFlattenable::Deserialize(GetFlattenableType(), data, size, procs).release()));
376*c8dee2aaSAndroid Build Coastguard Worker     }
377*c8dee2aaSAndroid Build Coastguard Worker     static void RegisterFlattenables();
378*c8dee2aaSAndroid Build Coastguard Worker 
379*c8dee2aaSAndroid Build Coastguard Worker     /** DEPRECATED. skbug.com/8941
380*c8dee2aaSAndroid Build Coastguard Worker      *  If this shader can be represented by another shader + a localMatrix, return that shader and
381*c8dee2aaSAndroid Build Coastguard Worker      *  the localMatrix. If not, return nullptr and ignore the localMatrix parameter.
382*c8dee2aaSAndroid Build Coastguard Worker      */
383*c8dee2aaSAndroid Build Coastguard Worker     virtual sk_sp<SkShader> makeAsALocalMatrixShader(SkMatrix* localMatrix) const;
384*c8dee2aaSAndroid Build Coastguard Worker 
ConcatLocalMatrices(const SkMatrix & parentLM,const SkMatrix & childLM)385*c8dee2aaSAndroid Build Coastguard Worker     static SkMatrix ConcatLocalMatrices(const SkMatrix& parentLM, const SkMatrix& childLM) {
386*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_BUILD_FOR_ANDROID_FRAMEWORK)  // b/256873449
387*c8dee2aaSAndroid Build Coastguard Worker         return SkMatrix::Concat(childLM, parentLM);
388*c8dee2aaSAndroid Build Coastguard Worker #endif
389*c8dee2aaSAndroid Build Coastguard Worker         return SkMatrix::Concat(parentLM, childLM);
390*c8dee2aaSAndroid Build Coastguard Worker     }
391*c8dee2aaSAndroid Build Coastguard Worker 
392*c8dee2aaSAndroid Build Coastguard Worker protected:
393*c8dee2aaSAndroid Build Coastguard Worker     SkShaderBase();
394*c8dee2aaSAndroid Build Coastguard Worker 
395*c8dee2aaSAndroid Build Coastguard Worker     void flatten(SkWriteBuffer&) const override;
396*c8dee2aaSAndroid Build Coastguard Worker 
397*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
398*c8dee2aaSAndroid Build Coastguard Worker     /**
399*c8dee2aaSAndroid Build Coastguard Worker      * Specialize creating a SkShader context using the supplied allocator.
400*c8dee2aaSAndroid Build Coastguard Worker      * @return pointer to context owned by the arena allocator.
401*c8dee2aaSAndroid Build Coastguard Worker      */
onMakeContext(const ContextRec &,SkArenaAlloc *)402*c8dee2aaSAndroid Build Coastguard Worker     virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const {
403*c8dee2aaSAndroid Build Coastguard Worker         return nullptr;
404*c8dee2aaSAndroid Build Coastguard Worker     }
405*c8dee2aaSAndroid Build Coastguard Worker #endif
406*c8dee2aaSAndroid Build Coastguard Worker 
onAsLuminanceColor(SkColor4f *)407*c8dee2aaSAndroid Build Coastguard Worker     virtual bool onAsLuminanceColor(SkColor4f*) const {
408*c8dee2aaSAndroid Build Coastguard Worker         return false;
409*c8dee2aaSAndroid Build Coastguard Worker     }
410*c8dee2aaSAndroid Build Coastguard Worker 
411*c8dee2aaSAndroid Build Coastguard Worker     friend class SkShaders::MatrixRec;
412*c8dee2aaSAndroid Build Coastguard Worker };
as_SB(SkShader * shader)413*c8dee2aaSAndroid Build Coastguard Worker inline SkShaderBase* as_SB(SkShader* shader) {
414*c8dee2aaSAndroid Build Coastguard Worker     return static_cast<SkShaderBase*>(shader);
415*c8dee2aaSAndroid Build Coastguard Worker }
416*c8dee2aaSAndroid Build Coastguard Worker 
as_SB(const SkShader * shader)417*c8dee2aaSAndroid Build Coastguard Worker inline const SkShaderBase* as_SB(const SkShader* shader) {
418*c8dee2aaSAndroid Build Coastguard Worker     return static_cast<const SkShaderBase*>(shader);
419*c8dee2aaSAndroid Build Coastguard Worker }
420*c8dee2aaSAndroid Build Coastguard Worker 
as_SB(const sk_sp<SkShader> & shader)421*c8dee2aaSAndroid Build Coastguard Worker inline const SkShaderBase* as_SB(const sk_sp<SkShader>& shader) {
422*c8dee2aaSAndroid Build Coastguard Worker     return static_cast<SkShaderBase*>(shader.get());
423*c8dee2aaSAndroid Build Coastguard Worker }
424*c8dee2aaSAndroid Build Coastguard Worker 
425*c8dee2aaSAndroid Build Coastguard Worker void SkRegisterBlendShaderFlattenable();
426*c8dee2aaSAndroid Build Coastguard Worker void SkRegisterColor4ShaderFlattenable();
427*c8dee2aaSAndroid Build Coastguard Worker void SkRegisterColorShaderFlattenable();
428*c8dee2aaSAndroid Build Coastguard Worker void SkRegisterCoordClampShaderFlattenable();
429*c8dee2aaSAndroid Build Coastguard Worker void SkRegisterEmptyShaderFlattenable();
430*c8dee2aaSAndroid Build Coastguard Worker void SkRegisterPerlinNoiseShaderFlattenable();
431*c8dee2aaSAndroid Build Coastguard Worker void SkRegisterWorkingColorSpaceShaderFlattenable();
432*c8dee2aaSAndroid Build Coastguard Worker 
433*c8dee2aaSAndroid Build Coastguard Worker #endif // SkShaderBase_DEFINED
434