/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrPaint_DEFINED #define GrPaint_DEFINED #include "GrColor.h" #include "GrFragmentProcessor.h" #include "SkBlendMode.h" #include "SkRefCnt.h" #include "SkRegion.h" #include "SkTLazy.h" class GrTextureProxy; class GrXPFactory; /** * The paint describes how color and coverage are computed at each pixel by GrContext draw * functions and the how color is blended with the destination pixel. * * The paint allows installation of custom color and coverage stages. New types of stages are * created by subclassing GrProcessor. * * The primitive color computation starts with the color specified by setColor(). This color is the * input to the first color stage. Each color stage feeds its output to the next color stage. * * Fractional pixel coverage follows a similar flow. The GrGeometryProcessor (specified elsewhere) * provides the initial coverage which is passed to the first coverage fragment processor, which * feeds its output to next coverage fragment processor. * * setXPFactory is used to control blending between the output color and dest. It also implements * the application of fractional coverage from the coverage pipeline. */ class GrPaint { public: GrPaint() = default; ~GrPaint() = default; static GrPaint Clone(const GrPaint& src) { return GrPaint(src); } /** * The initial color of the drawn primitive. Defaults to solid white. */ void setColor4f(const GrColor4f& color) { fColor = color; } const GrColor4f& getColor4f() const { return fColor; } /** * Legacy getter, until all code handles 4f directly. */ GrColor getColor() const { return fColor.toGrColor(); } /** * Should shader output conversion from linear to sRGB be disabled. * Only relevant if the destination is sRGB. Defaults to false. */ void setDisableOutputConversionToSRGB(bool srgb) { fDisableOutputConversionToSRGB = srgb; } bool getDisableOutputConversionToSRGB() const { return fDisableOutputConversionToSRGB; } /** * Should sRGB inputs be allowed to perform sRGB to linear conversion. With this flag * set to false, sRGB textures will be treated as linear (including filtering). */ void setAllowSRGBInputs(bool allowSRGBInputs) { fAllowSRGBInputs = allowSRGBInputs; } bool getAllowSRGBInputs() const { return fAllowSRGBInputs; } /** * Should rendering be gamma-correct, end-to-end. Causes sRGB render targets to behave * as such (with linear blending), and sRGB inputs to be filtered and decoded correctly. */ void setGammaCorrect(bool gammaCorrect) { this->setDisableOutputConversionToSRGB(!gammaCorrect); this->setAllowSRGBInputs(gammaCorrect); } void setXPFactory(const GrXPFactory* xpFactory) { fXPFactory = xpFactory; fTrivial &= !SkToBool(xpFactory); } void setPorterDuffXPFactory(SkBlendMode mode); void setCoverageSetOpXPFactory(SkRegion::Op, bool invertCoverage = false); /** * Appends an additional color processor to the color computation. */ void addColorFragmentProcessor(std::unique_ptr fp) { SkASSERT(fp); fColorFragmentProcessors.push_back(std::move(fp)); fTrivial = false; } /** * Appends an additional coverage processor to the coverage computation. */ void addCoverageFragmentProcessor(std::unique_ptr fp) { SkASSERT(fp); fCoverageFragmentProcessors.push_back(std::move(fp)); fTrivial = false; } /** * Helpers for adding color or coverage effects that sample a texture. The matrix is applied * to the src space position to compute texture coordinates. */ void addColorTextureProcessor(sk_sp, const SkMatrix&); void addColorTextureProcessor(sk_sp, const SkMatrix&, const GrSamplerState&); void addCoverageTextureProcessor(sk_sp, const SkMatrix&); void addCoverageTextureProcessor(sk_sp, const SkMatrix&, const GrSamplerState&); int numColorFragmentProcessors() const { return fColorFragmentProcessors.count(); } int numCoverageFragmentProcessors() const { return fCoverageFragmentProcessors.count(); } int numTotalFragmentProcessors() const { return this->numColorFragmentProcessors() + this->numCoverageFragmentProcessors(); } const GrXPFactory* getXPFactory() const { return fXPFactory; } GrFragmentProcessor* getColorFragmentProcessor(int i) const { return fColorFragmentProcessors[i].get(); } GrFragmentProcessor* getCoverageFragmentProcessor(int i) const { return fCoverageFragmentProcessors[i].get(); } /** * Returns true if the paint's output color will be constant after blending. If the result is * true, constantColor will be updated to contain the constant color. Note that we can conflate * coverage and color, so the actual values written to pixels with partial coverage may still * not seem constant, even if this function returns true. */ bool isConstantBlendedColor(GrColor* constantColor) const; /** * A trivial paint is one that uses src-over and has no fragment processors. * It may have variable sRGB settings. **/ bool isTrivial() const { return fTrivial; } private: // Since paint copying is expensive if there are fragment processors, we require going through // the Clone() method. GrPaint(const GrPaint&); GrPaint& operator=(const GrPaint&) = delete; friend class GrProcessorSet; const GrXPFactory* fXPFactory = nullptr; SkSTArray<4, std::unique_ptr> fColorFragmentProcessors; SkSTArray<2, std::unique_ptr> fCoverageFragmentProcessors; bool fDisableOutputConversionToSRGB = false; bool fAllowSRGBInputs = false; bool fTrivial = true; GrColor4f fColor = GrColor4f::OpaqueWhite(); }; #endif