1 /*
2  * Copyright 2017 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #ifndef SkShaderBase_DEFINED
9 #define SkShaderBase_DEFINED
10 
11 #include "SkFilterQuality.h"
12 #include "SkMask.h"
13 #include "SkMatrix.h"
14 #include "SkShader.h"
15 
16 #if SK_SUPPORT_GPU
17 #include "GrFPArgs.h"
18 #endif
19 
20 class GrContext;
21 class GrColorSpaceInfo;
22 class GrFragmentProcessor;
23 class SkArenaAlloc;
24 class SkColorSpace;
25 class SkColorSpaceXformer;
26 class SkImage;
27 struct SkImageInfo;
28 class SkPaint;
29 class SkRasterPipeline;
30 
31 class SkShaderBase : public SkShader {
32 public:
33     ~SkShaderBase() override;
34 
35     /**
36      *  Returns true if the shader is guaranteed to produce only a single color.
37      *  Subclasses can override this to allow loop-hoisting optimization.
38      */
isConstant()39     virtual bool isConstant() const { return false; }
40 
getLocalMatrix()41     const SkMatrix& getLocalMatrix() const { return fLocalMatrix; }
42 
43     enum Flags {
44         //!< set if all of the colors will be opaque
45         kOpaqueAlpha_Flag = 1 << 0,
46 
47         /** set if the spans only vary in X (const in Y).
48             e.g. an Nx1 bitmap that is being tiled in Y, or a linear-gradient
49             that varies from left-to-right. This flag specifies this for
50             shadeSpan().
51          */
52         kConstInY32_Flag = 1 << 1,
53 
54         /** hint for the blitter that 4f is the preferred shading mode.
55          */
56         kPrefers4f_Flag  = 1 << 2,
57     };
58 
59     /**
60      *  ContextRec acts as a parameter bundle for creating Contexts.
61      */
62     struct ContextRec {
63         enum DstType {
64             kPMColor_DstType, // clients prefer shading into PMColor dest
65             kPM4f_DstType,    // clients prefer shading into PM4f dest
66         };
67 
ContextRecContextRec68         ContextRec(const SkPaint& paint, const SkMatrix& matrix, const SkMatrix* localM,
69                    DstType dstType, SkColorSpace* dstColorSpace)
70             : fPaint(&paint)
71             , fMatrix(&matrix)
72             , fLocalMatrix(localM)
73             , fPreferredDstType(dstType)
74             , fDstColorSpace(dstColorSpace) {}
75 
76         const SkPaint*  fPaint;            // the current paint associated with the draw
77         const SkMatrix* fMatrix;           // the current matrix in the canvas
78         const SkMatrix* fLocalMatrix;      // optional local matrix
79         const DstType   fPreferredDstType; // the "natural" client dest type
80         SkColorSpace*   fDstColorSpace;    // the color space of the dest surface (if any)
81     };
82 
83     class Context : public ::SkNoncopyable {
84     public:
85         Context(const SkShaderBase& shader, const ContextRec&);
86 
87         virtual ~Context();
88 
89         /**
90          *  Called sometimes before drawing with this shader. Return the type of
91          *  alpha your shader will return. The default implementation returns 0.
92          *  Your subclass should override if it can (even sometimes) report a
93          *  non-zero value, since that will enable various blitters to perform
94          *  faster.
95          */
getFlags()96         virtual uint32_t getFlags() const { return 0; }
97 
98         /**
99          *  Called for each span of the object being drawn. Your subclass should
100          *  set the appropriate colors (with premultiplied alpha) that correspond
101          *  to the specified device coordinates.
102          */
103         virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
104 
105         virtual void shadeSpan4f(int x, int y, SkPM4f[], int count);
106 
107         // Notification from blitter::blitMask in case we need to see the non-alpha channels
set3DMask(const SkMask *)108         virtual void set3DMask(const SkMask*) {}
109 
110     protected:
111         // Reference to shader, so we don't have to dupe information.
112         const SkShaderBase& fShader;
113 
getPaintAlpha()114         uint8_t         getPaintAlpha() const { return fPaintAlpha; }
getTotalInverse()115         const SkMatrix& getTotalInverse() const { return fTotalInverse; }
getCTM()116         const SkMatrix& getCTM() const { return fCTM; }
117 
118     private:
119         SkMatrix    fCTM;
120         SkMatrix    fTotalInverse;
121         uint8_t     fPaintAlpha;
122 
123         typedef SkNoncopyable INHERITED;
124     };
125 
126     /**
127      * Make a context using the memory provided by the arena.
128      *
129      * @return pointer to context or nullptr if can't be created
130      */
131     Context* makeContext(const ContextRec&, SkArenaAlloc*) const;
132 
133     /**
134      * Shaders may opt-in for burst mode, if they can operate
135      * significantly more efficiently in that mode.
136      *
137      * Burst mode is prioritized in SkRasterPipelineBlitter over
138      * regular (appendStages) pipeline operation.
139      */
140     Context* makeBurstPipelineContext(const ContextRec&, SkArenaAlloc*) const;
141 
142 #if SK_SUPPORT_GPU
143     /**
144      *  Returns a GrFragmentProcessor that implements the shader for the GPU backend. NULL is
145      *  returned if there is no GPU implementation.
146      *
147      *  The GPU device does not call SkShader::createContext(), instead we pass the view matrix,
148      *  local matrix, and filter quality directly.
149      *
150      *  The GrContext may be used by the to create textures that are required by the returned
151      *  processor.
152      *
153      *  The returned GrFragmentProcessor should expect an unpremultiplied input color and
154      *  produce a premultiplied output.
155      */
156     virtual std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const;
157 #endif
158 
159     /**
160      *  If the shader can represent its "average" luminance in a single color, return true and
161      *  if color is not NULL, return that color. If it cannot, return false and ignore the color
162      *  parameter.
163      *
164      *  Note: if this returns true, the returned color will always be opaque, as only the RGB
165      *  components are used to compute luminance.
166      */
167     bool asLuminanceColor(SkColor*) const;
168 
169     /**
170      *  Returns a shader transformed into a new color space via the |xformer|.
171      */
makeColorSpace(SkColorSpaceXformer * xformer)172     sk_sp<SkShader> makeColorSpace(SkColorSpaceXformer* xformer) const {
173         return this->onMakeColorSpace(xformer);
174     }
175 
isRasterPipelineOnly(const SkMatrix & ctm)176     bool isRasterPipelineOnly(const SkMatrix& ctm) const {
177         // We always use RP when perspective is present.
178         return ctm.hasPerspective() || fLocalMatrix.hasPerspective()
179                                     || this->onIsRasterPipelineOnly(ctm);
180     }
181 
182     struct StageRec {
183         SkRasterPipeline*   fPipeline;
184         SkArenaAlloc*       fAlloc;
185         SkColorSpace*       fDstCS;         // may be nullptr
186         const SkPaint&      fPaint;
187         const SkMatrix*     fLocalM;        // may be nullptr
188         SkMatrix            fCTM;
189     };
190 
191     // If this returns false, then we draw nothing (do not fall back to shader context)
192     bool appendStages(const StageRec&) const;
193 
194     bool computeTotalInverse(const SkMatrix& ctm,
195                              const SkMatrix* outerLocalMatrix,
196                              SkMatrix* totalInverse) const;
197 
198 #ifdef SK_SUPPORT_LEGACY_SHADER_ISABITMAP
onIsABitmap(SkBitmap *,SkMatrix *,TileMode[2])199     virtual bool onIsABitmap(SkBitmap*, SkMatrix*, TileMode[2]) const {
200         return false;
201     }
202 #endif
203 
onIsAImage(SkMatrix *,TileMode[2])204     virtual SkImage* onIsAImage(SkMatrix*, TileMode[2]) const {
205         return nullptr;
206     }
207 
208     SK_TO_STRING_VIRT()
209 
210     SK_DEFINE_FLATTENABLE_TYPE(SkShaderBase)
211     SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
212 
213 protected:
214     SkShaderBase(const SkMatrix* localMatrix = nullptr);
215 
216     void flatten(SkWriteBuffer&) const override;
217 
218     /**
219      * Specialize creating a SkShader context using the supplied allocator.
220      * @return pointer to context owned by the arena allocator.
221      */
onMakeContext(const ContextRec &,SkArenaAlloc *)222     virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const {
223         return nullptr;
224     }
225 
226     /**
227      * Overriden by shaders which prefer burst mode.
228      */
onMakeBurstPipelineContext(const ContextRec &,SkArenaAlloc *)229     virtual Context* onMakeBurstPipelineContext(const ContextRec&, SkArenaAlloc*) const {
230         return nullptr;
231     }
232 
onAsLuminanceColor(SkColor *)233     virtual bool onAsLuminanceColor(SkColor*) const {
234         return false;
235     }
236 
onMakeColorSpace(SkColorSpaceXformer *)237     virtual sk_sp<SkShader> onMakeColorSpace(SkColorSpaceXformer*) const {
238         return sk_ref_sp(const_cast<SkShaderBase*>(this));
239     }
240 
241     // Default impl creates shadercontext and calls that (not very efficient)
242     virtual bool onAppendStages(const StageRec&) const;
243 
onIsRasterPipelineOnly(const SkMatrix & ctm)244     virtual bool onIsRasterPipelineOnly(const SkMatrix& ctm) const { return false; }
245 
246 private:
247     // This is essentially const, but not officially so it can be modified in constructors.
248     SkMatrix fLocalMatrix;
249 
250     typedef SkShader INHERITED;
251 };
252 
as_SB(SkShader * shader)253 inline SkShaderBase* as_SB(SkShader* shader) {
254     return static_cast<SkShaderBase*>(shader);
255 }
256 
as_SB(const SkShader * shader)257 inline const SkShaderBase* as_SB(const SkShader* shader) {
258     return static_cast<const SkShaderBase*>(shader);
259 }
260 
as_SB(const sk_sp<SkShader> & shader)261 inline const SkShaderBase* as_SB(const sk_sp<SkShader>& shader) {
262     return static_cast<SkShaderBase*>(shader.get());
263 }
264 
265 #endif // SkShaderBase_DEFINED
266