xref: /aosp_15_r20/external/skia/src/shaders/SkTransformShader.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2021 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 #ifndef SkTextCoordShader_DEFINED
8*c8dee2aaSAndroid Build Coastguard Worker #define SkTextCoordShader_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkScalar.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/shaders/SkShaderBase.h"
13*c8dee2aaSAndroid Build Coastguard Worker 
14*c8dee2aaSAndroid Build Coastguard Worker class SkMatrix;
15*c8dee2aaSAndroid Build Coastguard Worker struct SkStageRec;
16*c8dee2aaSAndroid Build Coastguard Worker 
17*c8dee2aaSAndroid Build Coastguard Worker // SkTransformShader applies a matrix transform to the shader coordinates, like a local matrix
18*c8dee2aaSAndroid Build Coastguard Worker // shader. The difference with a typical local matrix shader is that this shader's matrix is
19*c8dee2aaSAndroid Build Coastguard Worker // not combined with the inverse CTM or other local matrices in order to facilitate modifying the
20*c8dee2aaSAndroid Build Coastguard Worker // matrix between uses of the SkVM or SkRasterPipeline. This supports drawVertices and drawAtlas, in
21*c8dee2aaSAndroid Build Coastguard Worker // which the mapping from each triangle (when explicit texture coords are used) or atlas quad to
22*c8dee2aaSAndroid Build Coastguard Worker // shader space is different.
23*c8dee2aaSAndroid Build Coastguard Worker class SkTransformShader : public SkShaderBase {
24*c8dee2aaSAndroid Build Coastguard Worker public:
25*c8dee2aaSAndroid Build Coastguard Worker     explicit SkTransformShader(const SkShaderBase& shader, bool allowPerspective);
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker     // Adds a pipestage to multiply the incoming coords in 'r' and 'g' by the matrix. The child
28*c8dee2aaSAndroid Build Coastguard Worker     // shader is called with no pending local matrix and the total transform as unknowable.
29*c8dee2aaSAndroid Build Coastguard Worker     bool appendStages(const SkStageRec& rec, const SkShaders::MatrixRec&) const override;
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker     // Change the matrix used by the generated SkRasterPipeline.
32*c8dee2aaSAndroid Build Coastguard Worker     bool update(const SkMatrix& matrix);
33*c8dee2aaSAndroid Build Coastguard Worker 
type()34*c8dee2aaSAndroid Build Coastguard Worker     ShaderType type() const override { return ShaderType::kTransform; }
35*c8dee2aaSAndroid Build Coastguard Worker 
36*c8dee2aaSAndroid Build Coastguard Worker     // These are never serialized/deserialized
getFactory()37*c8dee2aaSAndroid Build Coastguard Worker     Factory getFactory() const override {
38*c8dee2aaSAndroid Build Coastguard Worker         SkDEBUGFAIL("SkTransformShader shouldn't be serialized.");
39*c8dee2aaSAndroid Build Coastguard Worker         return {};
40*c8dee2aaSAndroid Build Coastguard Worker     }
getTypeName()41*c8dee2aaSAndroid Build Coastguard Worker     const char* getTypeName() const override {
42*c8dee2aaSAndroid Build Coastguard Worker         SkDEBUGFAIL("SkTransformShader shouldn't be serialized.");
43*c8dee2aaSAndroid Build Coastguard Worker         return nullptr;
44*c8dee2aaSAndroid Build Coastguard Worker     }
45*c8dee2aaSAndroid Build Coastguard Worker 
isOpaque()46*c8dee2aaSAndroid Build Coastguard Worker     bool isOpaque() const override { return fShader.isOpaque(); }
47*c8dee2aaSAndroid Build Coastguard Worker 
48*c8dee2aaSAndroid Build Coastguard Worker private:
49*c8dee2aaSAndroid Build Coastguard Worker     const SkShaderBase& fShader;
50*c8dee2aaSAndroid Build Coastguard Worker     SkScalar fMatrixStorage[9];  // actual memory used by generated RP or VM
51*c8dee2aaSAndroid Build Coastguard Worker     bool fAllowPerspective;
52*c8dee2aaSAndroid Build Coastguard Worker };
53*c8dee2aaSAndroid Build Coastguard Worker #endif  //SkTextCoordShader_DEFINED
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