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authorGravatar Stan Iliev <stani@google.com>2017-05-25 22:07:16 +0000
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-05-25 22:30:19 +0000
commitd8872be505c5c9c48072fe62c244e53e9b7334f1 (patch)
treeef6ae54d394f1bf0794393c42129811b93d0f6be /src/shaders/SkShaderBase.h
parent5b474d36238e38642add8d4b54cb9ac80935262b (diff)
Revert "Relocate shaders to own dir"
This reverts commit fabe0b26d05624ce7374f6ca89bd66df6142534e. Reason for revert: Last android roll failed with "external/skia/src/effects/SkGaussianEdgeShader.h:11:10: fatal error: 'SkShaderBase.h' file not found" Original change's description: > Relocate shaders to own dir > > Consolidate all shader impls under src/shaders/. > > Change-Id: I450e37541214704c1ad9e379d9d753b7cc62fac3 > Reviewed-on: https://skia-review.googlesource.com/17927 > Commit-Queue: Florin Malita <fmalita@chromium.org> > Reviewed-by: Herb Derby <herb@google.com> > TBR=mtklein@google.com,herb@google.com,fmalita@chromium.org,reed@google.com No-Presubmit: true No-Tree-Checks: true No-Try: true Change-Id: Idbb2b75053969df1dad9d8ce0217cd39189b9ddb Reviewed-on: https://skia-review.googlesource.com/18020 Reviewed-by: Stan Iliev <stani@google.com> Commit-Queue: Stan Iliev <stani@google.com>
Diffstat (limited to 'src/shaders/SkShaderBase.h')
-rw-r--r--src/shaders/SkShaderBase.h303
1 files changed, 0 insertions, 303 deletions
diff --git a/src/shaders/SkShaderBase.h b/src/shaders/SkShaderBase.h
deleted file mode 100644
index 895fc6cf05..0000000000
--- a/src/shaders/SkShaderBase.h
+++ /dev/null
@@ -1,303 +0,0 @@
-/*
- * Copyright 2017 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#ifndef SkShaderBase_DEFINED
-#define SkShaderBase_DEFINED
-
-#include "SkFilterQuality.h"
-#include "SkMatrix.h"
-#include "SkShader.h"
-
-class GrContext;
-class GrFragmentProcessor;
-class SkArenaAlloc;
-class SkColorSpace;
-class SkColorSpaceXformer;
-class SkImage;
-struct SkImageInfo;
-class SkPaint;
-class SkRasterPipeline;
-
-class SkShaderBase : public SkShader {
-public:
- SkShaderBase(const SkMatrix* localMatrix = nullptr);
-
- ~SkShaderBase() override;
-
- /**
- * Returns true if the shader is guaranteed to produce only a single color.
- * Subclasses can override this to allow loop-hoisting optimization.
- */
- virtual bool isConstant() const { return false; }
-
- const SkMatrix& getLocalMatrix() const { return fLocalMatrix; }
-
- enum Flags {
- //!< set if all of the colors will be opaque
- kOpaqueAlpha_Flag = 1 << 0,
-
- /** set if the spans only vary in X (const in Y).
- e.g. an Nx1 bitmap that is being tiled in Y, or a linear-gradient
- that varies from left-to-right. This flag specifies this for
- shadeSpan().
- */
- kConstInY32_Flag = 1 << 1,
-
- /** hint for the blitter that 4f is the preferred shading mode.
- */
- kPrefers4f_Flag = 1 << 2,
- };
-
- /**
- * ContextRec acts as a parameter bundle for creating Contexts.
- */
- struct ContextRec {
- enum DstType {
- kPMColor_DstType, // clients prefer shading into PMColor dest
- kPM4f_DstType, // clients prefer shading into PM4f dest
- };
-
- ContextRec(const SkPaint& paint, const SkMatrix& matrix, const SkMatrix* localM,
- DstType dstType, SkColorSpace* dstColorSpace)
- : fPaint(&paint)
- , fMatrix(&matrix)
- , fLocalMatrix(localM)
- , fPreferredDstType(dstType)
- , fDstColorSpace(dstColorSpace) {}
-
- const SkPaint* fPaint; // the current paint associated with the draw
- const SkMatrix* fMatrix; // the current matrix in the canvas
- const SkMatrix* fLocalMatrix; // optional local matrix
- const DstType fPreferredDstType; // the "natural" client dest type
- SkColorSpace* fDstColorSpace; // the color space of the dest surface (if any)
- };
-
- class Context : public ::SkNoncopyable {
- public:
- Context(const SkShaderBase& shader, const ContextRec&);
-
- virtual ~Context();
-
- /**
- * Called sometimes before drawing with this shader. Return the type of
- * alpha your shader will return. The default implementation returns 0.
- * Your subclass should override if it can (even sometimes) report a
- * non-zero value, since that will enable various blitters to perform
- * faster.
- */
- virtual uint32_t getFlags() const { return 0; }
-
- /**
- * Called for each span of the object being drawn. Your subclass should
- * set the appropriate colors (with premultiplied alpha) that correspond
- * to the specified device coordinates.
- */
- virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
-
- virtual void shadeSpan4f(int x, int y, SkPM4f[], int count);
-
- struct BlitState;
- typedef void (*BlitBW)(BlitState*,
- int x, int y, const SkPixmap&, int count);
- typedef void (*BlitAA)(BlitState*,
- int x, int y, const SkPixmap&, int count, const SkAlpha[]);
-
- struct BlitState {
- // inputs
- Context* fCtx;
- SkBlendMode fMode;
-
- // outputs
- enum { N = 2 };
- void* fStorage[N];
- BlitBW fBlitBW;
- BlitAA fBlitAA;
- };
-
- // Returns true if one or more of the blitprocs are set in the BlitState
- bool chooseBlitProcs(const SkImageInfo& info, BlitState* state) {
- state->fBlitBW = nullptr;
- state->fBlitAA = nullptr;
- if (this->onChooseBlitProcs(info, state)) {
- SkASSERT(state->fBlitBW || state->fBlitAA);
- return true;
- }
- return false;
- }
-
- /**
- * The const void* ctx is only const because all the implementations are const.
- * This can be changed to non-const if a new shade proc needs to change the ctx.
- */
- typedef void (*ShadeProc)(const void* ctx, int x, int y, SkPMColor[], int count);
- virtual ShadeProc asAShadeProc(void** ctx);
-
- /**
- * Similar to shadeSpan, but only returns the alpha-channel for a span.
- * The default implementation calls shadeSpan() and then extracts the alpha
- * values from the returned colors.
- */
- virtual void shadeSpanAlpha(int x, int y, uint8_t alpha[], int count);
-
- // Notification from blitter::blitMask in case we need to see the non-alpha channels
- virtual void set3DMask(const SkMask*) {}
-
- protected:
- // Reference to shader, so we don't have to dupe information.
- const SkShaderBase& fShader;
-
- enum MatrixClass {
- kLinear_MatrixClass, // no perspective
- kFixedStepInX_MatrixClass, // fast perspective, need to call fixedStepInX() each
- // scanline
- kPerspective_MatrixClass // slow perspective, need to mappoints each pixel
- };
- static MatrixClass ComputeMatrixClass(const SkMatrix&);
-
- uint8_t getPaintAlpha() const { return fPaintAlpha; }
- const SkMatrix& getTotalInverse() const { return fTotalInverse; }
- MatrixClass getInverseClass() const { return (MatrixClass)fTotalInverseClass; }
- const SkMatrix& getCTM() const { return fCTM; }
-
- virtual bool onChooseBlitProcs(const SkImageInfo&, BlitState*) { return false; }
-
- private:
- SkMatrix fCTM;
- SkMatrix fTotalInverse;
- uint8_t fPaintAlpha;
- uint8_t fTotalInverseClass;
-
- typedef SkNoncopyable INHERITED;
- };
-
- /**
- * Make a context using the memory provided by the arena.
- *
- * @return pointer to context or nullptr if can't be created
- */
- Context* makeContext(const ContextRec&, SkArenaAlloc*) const;
-
-#if SK_SUPPORT_GPU
- struct AsFPArgs {
- AsFPArgs() {}
- AsFPArgs(GrContext* context,
- const SkMatrix* viewMatrix,
- const SkMatrix* localMatrix,
- SkFilterQuality filterQuality,
- SkColorSpace* dstColorSpace)
- : fContext(context)
- , fViewMatrix(viewMatrix)
- , fLocalMatrix(localMatrix)
- , fFilterQuality(filterQuality)
- , fDstColorSpace(dstColorSpace) {}
-
- GrContext* fContext;
- const SkMatrix* fViewMatrix;
- const SkMatrix* fLocalMatrix;
- SkFilterQuality fFilterQuality;
- SkColorSpace* fDstColorSpace;
- };
-
- /**
- * Returns a GrFragmentProcessor that implements the shader for the GPU backend. NULL is
- * returned if there is no GPU implementation.
- *
- * The GPU device does not call SkShader::createContext(), instead we pass the view matrix,
- * local matrix, and filter quality directly.
- *
- * The GrContext may be used by the to create textures that are required by the returned
- * processor.
- *
- * The returned GrFragmentProcessor should expect an unpremultiplied input color and
- * produce a premultiplied output.
- */
- virtual sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const;
-#endif
-
- /**
- * If the shader can represent its "average" luminance in a single color, return true and
- * if color is not NULL, return that color. If it cannot, return false and ignore the color
- * parameter.
- *
- * Note: if this returns true, the returned color will always be opaque, as only the RGB
- * components are used to compute luminance.
- */
- bool asLuminanceColor(SkColor*) const;
-
- /**
- * Returns a shader transformed into a new color space via the |xformer|.
- */
- sk_sp<SkShader> makeColorSpace(SkColorSpaceXformer* xformer) const {
- return this->onMakeColorSpace(xformer);
- }
-
- virtual bool isRasterPipelineOnly() const { return false; }
-
- bool appendStages(SkRasterPipeline*, SkColorSpace* dstCS, SkArenaAlloc*,
- const SkMatrix& ctm, const SkPaint&, const SkMatrix* localM=nullptr) const;
-
- bool computeTotalInverse(const SkMatrix& ctm,
- const SkMatrix* outerLocalMatrix,
- SkMatrix* totalInverse) const;
-
-#ifdef SK_SUPPORT_LEGACY_SHADER_ISABITMAP
- virtual bool onIsABitmap(SkBitmap*, SkMatrix*, TileMode[2]) const {
- return false;
- }
-#endif
-
- virtual SkImage* onIsAImage(SkMatrix*, TileMode[2]) const {
- return nullptr;
- }
-
- SK_TO_STRING_VIRT()
-
- SK_DEFINE_FLATTENABLE_TYPE(SkShaderBase)
- SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
-
-protected:
- void flatten(SkWriteBuffer&) const override;
-
- /**
- * Specialize creating a SkShader context using the supplied allocator.
- * @return pointer to context owned by the arena allocator.
- */
- virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const {
- return nullptr;
- }
-
- virtual bool onAsLuminanceColor(SkColor*) const {
- return false;
- }
-
- virtual sk_sp<SkShader> onMakeColorSpace(SkColorSpaceXformer*) const {
- return sk_ref_sp(const_cast<SkShaderBase*>(this));
- }
-
- virtual bool onAppendStages(SkRasterPipeline*, SkColorSpace* dstCS, SkArenaAlloc*,
- const SkMatrix&, const SkPaint&, const SkMatrix* localM) const;
-
-private:
- // This is essentially const, but not officially so it can be modified in constructors.
- SkMatrix fLocalMatrix;
-
- typedef SkShader INHERITED;
-};
-
-inline SkShaderBase* as_SB(SkShader* shader) {
- return static_cast<SkShaderBase*>(shader);
-}
-
-inline const SkShaderBase* as_SB(const SkShader* shader) {
- return static_cast<const SkShaderBase*>(shader);
-}
-
-inline const SkShaderBase* as_SB(const sk_sp<SkShader>& shader) {
- return static_cast<SkShaderBase*>(shader.get());
-}
-
-#endif // SkShaderBase_DEFINED