aboutsummaryrefslogtreecommitdiffhomepage
path: root/include/core/SkShader.h
blob: e2ebda5f1018218806cd49f56d1c644e2c3101d2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
/*
 * Copyright 2006 The Android Open Source Project
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */

#ifndef SkShader_DEFINED
#define SkShader_DEFINED

#include "SkBitmap.h"
#include "SkFlattenable.h"
#include "SkImageInfo.h"
#include "SkMask.h"
#include "SkMatrix.h"
#include "SkPaint.h"
#include "../gpu/GrColor.h"

class SkColorFilter;
class SkPath;
class SkPicture;
class SkXfermode;
class GrContext;
class GrFragmentProcessor;

/** \class SkShader
 *
 *  Shaders specify the source color(s) for what is being drawn. If a paint
 *  has no shader, then the paint's color is used. If the paint has a
 *  shader, then the shader's color(s) are use instead, but they are
 *  modulated by the paint's alpha. This makes it easy to create a shader
 *  once (e.g. bitmap tiling or gradient) and then change its transparency
 *  w/o having to modify the original shader... only the paint's alpha needs
 *  to be modified.
 */
class SK_API SkShader : public SkFlattenable {
public:
    SkShader(const SkMatrix* localMatrix = NULL);
    virtual ~SkShader();

    /**
     *  Returns the local matrix.
     *
     *  FIXME: This can be incorrect for a Shader with its own local matrix
     *  that is also wrapped via CreateLocalMatrixShader.
     */
    const SkMatrix& getLocalMatrix() const { return fLocalMatrix; }

    enum TileMode {
        /** replicate the edge color if the shader draws outside of its
         *  original bounds
         */
        kClamp_TileMode,

        /** repeat the shader's image horizontally and vertically */
        kRepeat_TileMode,

        /** repeat the shader's image horizontally and vertically, alternating
         *  mirror images so that adjacent images always seam
         */
        kMirror_TileMode,

#if 0
        /** only draw within the original domain, return 0 everywhere else */
        kDecal_TileMode,
#endif
    };

    enum {
        kTileModeCount = kMirror_TileMode + 1
    };

    // override these in your subclass

    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,
    };

    /**
     *  Returns true if the shader is guaranteed to produce only opaque
     *  colors, subject to the SkPaint using the shader to apply an opaque
     *  alpha value. Subclasses should override this to allow some
     *  optimizations.
     */
    virtual bool isOpaque() const { return false; }

    /**
     *  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)
            : fPaint(&paint)
            , fMatrix(&matrix)
            , fLocalMatrix(localM)
            , fPreferredDstType(dstType) {}

        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
    };

    class Context : public ::SkNoncopyable {
    public:
        Context(const SkShader& 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;
            SkXfermode* fXfer;

            // 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 SkShader& 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;
    };

    /**
     *  Create the actual object that does the shading.
     *  Size of storage must be >= contextSize.
     */
    Context* createContext(const ContextRec&, void* storage) const;

    /**
     *  Return the size of a Context returned by createContext.
     */
    size_t contextSize(const ContextRec&) const;

    /**
     *  Returns true if this shader is just a bitmap, and if not null, returns the bitmap,
     *  localMatrix, and tilemodes. If this is not a bitmap, returns false and ignores the
     *  out-parameters.
     */
    bool isABitmap(SkBitmap* outTexture, SkMatrix* outMatrix, TileMode xy[2]) const {
        return this->onIsABitmap(outTexture, outMatrix, xy);
    }

    bool isABitmap() const {
        return this->isABitmap(nullptr, nullptr, nullptr);
    }

    /**
     *  If the shader subclass can be represented as a gradient, asAGradient
     *  returns the matching GradientType enum (or kNone_GradientType if it
     *  cannot). Also, if info is not null, asAGradient populates info with
     *  the relevant (see below) parameters for the gradient.  fColorCount
     *  is both an input and output parameter.  On input, it indicates how
     *  many entries in fColors and fColorOffsets can be used, if they are
     *  non-NULL.  After asAGradient has run, fColorCount indicates how
     *  many color-offset pairs there are in the gradient.  If there is
     *  insufficient space to store all of the color-offset pairs, fColors
     *  and fColorOffsets will not be altered.  fColorOffsets specifies
     *  where on the range of 0 to 1 to transition to the given color.
     *  The meaning of fPoint and fRadius is dependant on the type of gradient.
     *
     *  None:
     *      info is ignored.
     *  Color:
     *      fColorOffsets[0] is meaningless.
     *  Linear:
     *      fPoint[0] and fPoint[1] are the end-points of the gradient
     *  Radial:
     *      fPoint[0] and fRadius[0] are the center and radius
     *  Conical:
     *      fPoint[0] and fRadius[0] are the center and radius of the 1st circle
     *      fPoint[1] and fRadius[1] are the center and radius of the 2nd circle
     *  Sweep:
     *      fPoint[0] is the center of the sweep.
     */

    enum GradientType {
        kNone_GradientType,
        kColor_GradientType,
        kLinear_GradientType,
        kRadial_GradientType,
        kSweep_GradientType,
        kConical_GradientType,
        kLast_GradientType = kConical_GradientType
    };

    struct GradientInfo {
        int         fColorCount;    //!< In-out parameter, specifies passed size
                                    //   of fColors/fColorOffsets on input, and
                                    //   actual number of colors/offsets on
                                    //   output.
        SkColor*    fColors;        //!< The colors in the gradient.
        SkScalar*   fColorOffsets;  //!< The unit offset for color transitions.
        SkPoint     fPoint[2];      //!< Type specific, see above.
        SkScalar    fRadius[2];     //!< Type specific, see above.
        TileMode    fTileMode;      //!< The tile mode used.
        uint32_t    fGradientFlags; //!< see SkGradientShader::Flags
    };

    virtual GradientType asAGradient(GradientInfo* info) const;

    /**
     *  If the shader subclass is composed of two shaders, return true, and if rec is not NULL,
     *  fill it out with info about the shader.
     *
     *  These are bare pointers; the ownership and reference count are unchanged.
     */

    struct ComposeRec {
        const SkShader*     fShaderA;
        const SkShader*     fShaderB;
        const SkXfermode*   fMode;
    };

    virtual bool asACompose(ComposeRec*) const { return false; }


    /**
     *  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 const GrFragmentProcessor* asFragmentProcessor(GrContext*,
                                                           const SkMatrix& viewMatrix,
                                                           const SkMatrix* localMatrix,
                                                           SkFilterQuality) const;

    /**
     *  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;

#ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
    /**
     *  If the shader is a custom shader which has data the caller might want, call this function
     *  to get that data.
     */
    virtual bool asACustomShader(void** /* customData */) const { return false; }
#endif

    //////////////////////////////////////////////////////////////////////////
    //  Methods to create combinations or variants of shaders

    /**
     *  Return a shader that will apply the specified localMatrix to this shader.
     *  The specified matrix will be applied before any matrix associated with this shader.
     */
    sk_sp<SkShader> makeWithLocalMatrix(const SkMatrix&) const;

    /**
     *  Create a new shader that produces the same colors as invoking this shader and then applying
     *  the colorfilter.
     */
    sk_sp<SkShader> makeWithColorFilter(sk_sp<SkColorFilter>) const;

    //////////////////////////////////////////////////////////////////////////
    //  Factory methods for stock shaders
    
    /**
     *  Call this to create a new "empty" shader, that will not draw anything.
     */
    static sk_sp<SkShader> MakeEmptyShader();

    /**
     *  Call this to create a new shader that just draws the specified color. This should always
     *  draw the same as a paint with this color (and no shader).
     */
    static sk_sp<SkShader> MakeColorShader(SkColor);

    static sk_sp<SkShader> MakeComposeShader(sk_sp<SkShader> dst, sk_sp<SkShader> src,
                                             SkXfermode::Mode);

#ifdef SK_SUPPORT_LEGACY_CREATESHADER_PTR
    static SkShader* CreateEmptyShader() { return MakeEmptyShader().release(); }
    static SkShader* CreateColorShader(SkColor c) { return MakeColorShader(c).release(); }
    static SkShader* CreateBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
                                        const SkMatrix* localMatrix = nullptr) {
        return MakeBitmapShader(src, tmx, tmy, localMatrix).release();
    }
    static SkShader* CreateComposeShader(SkShader* dst, SkShader* src, SkXfermode::Mode mode);
    static SkShader* CreateComposeShader(SkShader* dst, SkShader* src, SkXfermode* xfer);
    static SkShader* CreatePictureShader(const SkPicture* src, TileMode tmx, TileMode tmy,
                                         const SkMatrix* localMatrix, const SkRect* tile);

    SkShader* newWithLocalMatrix(const SkMatrix& matrix) const {
        return this->makeWithLocalMatrix(matrix).release();
    }
    SkShader* newWithColorFilter(SkColorFilter* filter) const;
#endif

    /**
     *  Create a new compose shader, given shaders dst, src, and a combining xfermode mode.
     *  The xfermode is called with the output of the two shaders, and its output is returned.
     *  If xfer is null, SkXfermode::kSrcOver_Mode is assumed.
     *
     *  The caller is responsible for managing its reference-count for the xfer (if not null).
     */
    static sk_sp<SkShader> MakeComposeShader(sk_sp<SkShader> dst, sk_sp<SkShader> src,
                                             SkXfermode* xfer);

    /** Call this to create a new shader that will draw with the specified bitmap.
     *
     *  If the bitmap cannot be used (e.g. has no pixels, or its dimensions
     *  exceed implementation limits (currently at 64K - 1)) then SkEmptyShader
     *  may be returned.
     *
     *  If the src is kA8_Config then that mask will be colorized using the color on
     *  the paint.
     *
     *  @param src  The bitmap to use inside the shader
     *  @param tmx  The tiling mode to use when sampling the bitmap in the x-direction.
     *  @param tmy  The tiling mode to use when sampling the bitmap in the y-direction.
     *  @return     Returns a new shader object. Note: this function never returns null.
    */
    static sk_sp<SkShader> MakeBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
                                            const SkMatrix* localMatrix = nullptr);

    // NOTE: You can create an SkImage Shader with SkImage::newShader().

    /** Call this to create a new shader that will draw with the specified picture.
     *
     *  @param src  The picture to use inside the shader (if not NULL, its ref count
     *              is incremented). The SkPicture must not be changed after
     *              successfully creating a picture shader.
     *  @param tmx  The tiling mode to use when sampling the bitmap in the x-direction.
     *  @param tmy  The tiling mode to use when sampling the bitmap in the y-direction.
     *  @param tile The tile rectangle in picture coordinates: this represents the subset
     *              (or superset) of the picture used when building a tile. It is not
     *              affected by localMatrix and does not imply scaling (only translation
     *              and cropping). If null, the tile rect is considered equal to the picture
     *              bounds.
     *  @return     Returns a new shader object. Note: this function never returns null.
    */
    static sk_sp<SkShader> MakePictureShader(sk_sp<SkPicture> src, TileMode tmx, TileMode tmy,
                                             const SkMatrix* localMatrix, const SkRect* tile);

    /**
     *  If this shader can be represented by another shader + a localMatrix, return that shader
     *  and, if not NULL, the localMatrix. If not, return NULL and ignore the localMatrix parameter.
     *
     *  Note: the returned shader (if not NULL) will have been ref'd, and it is the responsibility
     *  of the caller to balance that with unref() when they are done.
     */
    virtual SkShader* refAsALocalMatrixShader(SkMatrix* localMatrix) const;

    SK_TO_STRING_VIRT()
    SK_DEFINE_FLATTENABLE_TYPE(SkShader)

protected:
    void flatten(SkWriteBuffer&) const override;

    bool computeTotalInverse(const ContextRec&, SkMatrix* totalInverse) const;

    /**
     *  Your subclass must also override contextSize() if it overrides onCreateContext().
     *  Base class impl returns NULL.
     */
    virtual Context* onCreateContext(const ContextRec&, void* storage) const;

    /**
     *  Override this if your subclass overrides createContext, to return the correct size of
     *  your subclass' context.
     */
    virtual size_t onContextSize(const ContextRec&) const;

    virtual bool onAsLuminanceColor(SkColor*) const {
        return false;
    }

    virtual bool onIsABitmap(SkBitmap*, SkMatrix*, TileMode[2]) const {
        return false;
    }

private:
    // This is essentially const, but not officially so it can be modified in
    // constructors.
    SkMatrix fLocalMatrix;

    // So the SkLocalMatrixShader can whack fLocalMatrix in its SkReadBuffer constructor.
    friend class SkLocalMatrixShader;
    friend class SkBitmapProcShader;    // for computeTotalInverse()

    typedef SkFlattenable INHERITED;
};

#endif