Coverage Report

Created: 2021-08-22 09:07

/src/skia/src/shaders/SkShaderBase.h
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/*
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 * Copyright 2017 Google Inc.
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 *
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 * Use of this source code is governed by a BSD-style license that can be
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 * found in the LICENSE file.
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 */
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#ifndef SkShaderBase_DEFINED
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#define SkShaderBase_DEFINED
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#include "include/core/SkMatrix.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkSamplingOptions.h"
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#include "include/core/SkShader.h"
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#include "include/private/SkNoncopyable.h"
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#include "src/core/SkEffectPriv.h"
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#include "src/core/SkMask.h"
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#include "src/core/SkTLazy.h"
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#include "src/core/SkVM_fwd.h"
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#if SK_SUPPORT_GPU
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#include "src/gpu/GrFPArgs.h"
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#endif
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class GrFragmentProcessor;
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class SkArenaAlloc;
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class SkColorSpace;
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class SkImage;
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struct SkImageInfo;
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class SkPaint;
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class SkRasterPipeline;
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class SkRuntimeEffect;
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/**
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 *  Shaders can optionally return a subclass of this when appending their stages.
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 *  Doing so tells the caller that the stages can be reused with different CTMs (but nothing
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 *  else can change), by calling the updater's udpate() method before each use.
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 *
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 *  This can be a perf-win bulk draws like drawAtlas and drawVertices, where most of the setup
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 *  (i.e. uniforms) are constant, and only something small is changing (i.e. matrices). This
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 *  reuse skips the cost of computing the stages (and/or avoids having to allocate a separate
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 *  shader for each small draw.
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 */
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class SkStageUpdater {
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public:
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    virtual ~SkStageUpdater() {}
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    virtual bool SK_WARN_UNUSED_RESULT update(const SkMatrix& ctm) = 0;
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};
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class SkUpdatableShader;
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class SkShaderBase : public SkShader {
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public:
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    ~SkShaderBase() override;
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    sk_sp<SkShader> makeInvertAlpha() const;
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    sk_sp<SkShader> makeWithCTM(const SkMatrix&) const;  // owns its own ctm
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    /**
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     *  Returns true if the shader is guaranteed to produce only a single color.
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     *  Subclasses can override this to allow loop-hoisting optimization.
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     */
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    virtual bool isConstant() const { return false; }
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    const SkMatrix& getLocalMatrix() const { return fLocalMatrix; }
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    enum Flags {
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        //!< set if all of the colors will be opaque
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        kOpaqueAlpha_Flag = 1 << 0,
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        /** set if the spans only vary in X (const in Y).
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            e.g. an Nx1 bitmap that is being tiled in Y, or a linear-gradient
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            that varies from left-to-right. This flag specifies this for
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            shadeSpan().
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         */
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        kConstInY32_Flag = 1 << 1,
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        /** hint for the blitter that 4f is the preferred shading mode.
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         */
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        kPrefers4f_Flag  = 1 << 2,
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    };
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    /**
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     *  ContextRec acts as a parameter bundle for creating Contexts.
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     */
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    struct ContextRec {
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        ContextRec(const SkPaint& paint, const SkMatrix& matrix, const SkMatrix* localM,
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                   SkColorType dstColorType, SkColorSpace* dstColorSpace)
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            : fMatrix(&matrix)
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            , fLocalMatrix(localM)
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            , fDstColorType(dstColorType)
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            , fDstColorSpace(dstColorSpace) {
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                fPaintAlpha = paint.getAlpha();
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                fPaintDither = paint.isDither();
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            }
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        const SkMatrix* fMatrix;           // the current matrix in the canvas
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        const SkMatrix* fLocalMatrix;      // optional local matrix
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        SkColorType     fDstColorType;     // the color type of the dest surface
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        SkColorSpace*   fDstColorSpace;    // the color space of the dest surface (if any)
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        SkAlpha         fPaintAlpha;
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        bool            fPaintDither;
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        bool isLegacyCompatible(SkColorSpace* shadersColorSpace) const;
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    };
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    class Context : public ::SkNoncopyable {
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    public:
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        Context(const SkShaderBase& shader, const ContextRec&);
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        virtual ~Context();
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        /**
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         *  Called sometimes before drawing with this shader. Return the type of
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         *  alpha your shader will return. The default implementation returns 0.
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         *  Your subclass should override if it can (even sometimes) report a
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         *  non-zero value, since that will enable various blitters to perform
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         *  faster.
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         */
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        virtual uint32_t getFlags() const { return 0; }
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        /**
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         *  Called for each span of the object being drawn. Your subclass should
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         *  set the appropriate colors (with premultiplied alpha) that correspond
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         *  to the specified device coordinates.
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         */
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        virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
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    protected:
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        // Reference to shader, so we don't have to dupe information.
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        const SkShaderBase& fShader;
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        uint8_t         getPaintAlpha() const { return fPaintAlpha; }
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        const SkMatrix& getTotalInverse() const { return fTotalInverse; }
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        const SkMatrix& getCTM() const { return fCTM; }
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    private:
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        SkMatrix    fCTM;
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        SkMatrix    fTotalInverse;
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        uint8_t     fPaintAlpha;
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        using INHERITED = SkNoncopyable;
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    };
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    /**
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     * Make a context using the memory provided by the arena.
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     *
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     * @return pointer to context or nullptr if can't be created
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     */
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    Context* makeContext(const ContextRec&, SkArenaAlloc*) const;
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#if SK_SUPPORT_GPU
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    /**
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     *  Returns a GrFragmentProcessor that implements the shader for the GPU backend. nullptr is
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     *  returned if there is no GPU implementation.
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     *
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     *  The GPU device does not call SkShader::createContext(), instead we pass the view matrix,
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     *  local matrix, and filter quality directly.
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     *
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     *  The GrRecordingContext may be used by the to create textures that are required by the
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     *  returned processor.
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     *
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     *  The returned GrFragmentProcessor should expect an unpremultiplied input color and
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     *  produce a premultiplied output.
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     */
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    virtual std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const;
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#endif
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    /**
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     *  If the shader can represent its "average" luminance in a single color, return true and
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     *  if color is not NULL, return that color. If it cannot, return false and ignore the color
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     *  parameter.
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     *
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     *  Note: if this returns true, the returned color will always be opaque, as only the RGB
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     *  components are used to compute luminance.
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     */
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    bool asLuminanceColor(SkColor*) const;
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    // If this returns false, then we draw nothing (do not fall back to shader context)
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    SK_WARN_UNUSED_RESULT
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    bool appendStages(const SkStageRec&) const;
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    bool SK_WARN_UNUSED_RESULT computeTotalInverse(const SkMatrix& ctm,
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                                                   const SkMatrix* outerLocalMatrix,
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                                                   SkMatrix* totalInverse) const;
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    // Returns the total local matrix for this shader:
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    //
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    //   M = postLocalMatrix x shaderLocalMatrix x preLocalMatrix
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    //
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    SkTCopyOnFirstWrite<SkMatrix> totalLocalMatrix(const SkMatrix* preLocalMatrix) const;
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    virtual SkImage* onIsAImage(SkMatrix*, SkTileMode[2]) const {
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        return nullptr;
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    }
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    virtual SkRuntimeEffect* asRuntimeEffect() const { return nullptr; }
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    static Type GetFlattenableType() { return kSkShader_Type; }
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    Type getFlattenableType() const override { return GetFlattenableType(); }
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    static sk_sp<SkShaderBase> Deserialize(const void* data, size_t size,
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                                             const SkDeserialProcs* procs = nullptr) {
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        return sk_sp<SkShaderBase>(static_cast<SkShaderBase*>(
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                SkFlattenable::Deserialize(GetFlattenableType(), data, size, procs).release()));
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    }
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    static void RegisterFlattenables();
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    /** DEPRECATED. skbug.com/8941
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     *  If this shader can be represented by another shader + a localMatrix, return that shader and
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     *  the localMatrix. If not, return nullptr and ignore the localMatrix parameter.
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     */
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    virtual sk_sp<SkShader> makeAsALocalMatrixShader(SkMatrix* localMatrix) const;
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    SkUpdatableShader* updatableShader(SkArenaAlloc* alloc) const;
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    virtual SkUpdatableShader* onUpdatableShader(SkArenaAlloc* alloc) const;
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    SkStageUpdater* appendUpdatableStages(const SkStageRec& rec) const {
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        return this->onAppendUpdatableStages(rec);
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    }
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    SK_WARN_UNUSED_RESULT
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    skvm::Color program(skvm::Builder*, skvm::Coord device, skvm::Coord local, skvm::Color paint,
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                        const SkMatrixProvider&, const SkMatrix* localM, const SkColorInfo& dst,
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                        skvm::Uniforms* uniforms, SkArenaAlloc* alloc) const;
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protected:
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    SkShaderBase(const SkMatrix* localMatrix = nullptr);
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    void flatten(SkWriteBuffer&) const override;
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#ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
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    /**
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     * Specialize creating a SkShader context using the supplied allocator.
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     * @return pointer to context owned by the arena allocator.
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     */
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    virtual Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const {
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        return nullptr;
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    }
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#endif
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    virtual bool onAsLuminanceColor(SkColor*) const {
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        return false;
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    }
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    // Default impl creates shadercontext and calls that (not very efficient)
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    virtual bool onAppendStages(const SkStageRec&) const;
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    virtual SkStageUpdater* onAppendUpdatableStages(const SkStageRec&) const { return nullptr; }
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protected:
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    static skvm::Coord ApplyMatrix(skvm::Builder*, const SkMatrix&, skvm::Coord, skvm::Uniforms*);
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private:
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    // This is essentially const, but not officially so it can be modified in constructors.
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    SkMatrix fLocalMatrix;
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    virtual skvm::Color onProgram(skvm::Builder*,
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                                  skvm::Coord device, skvm::Coord local, skvm::Color paint,
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                                  const SkMatrixProvider&, const SkMatrix* localM,
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                                  const SkColorInfo& dst, skvm::Uniforms*, SkArenaAlloc*) const = 0;
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    using INHERITED = SkShader;
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};
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class SkUpdatableShader : public SkShaderBase {
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public:
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    virtual bool update(const SkMatrix& ctm) const = 0;
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private:
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    // For serialization.  This will never be called.
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    Factory getFactory() const override { return nullptr; }
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    const char* getTypeName() const override { return nullptr; }
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};
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inline SkShaderBase* as_SB(SkShader* shader) {
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    return static_cast<SkShaderBase*>(shader);
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}
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inline const SkShaderBase* as_SB(const SkShader* shader) {
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    return static_cast<const SkShaderBase*>(shader);
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}
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inline const SkShaderBase* as_SB(const sk_sp<SkShader>& shader) {
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    return static_cast<SkShaderBase*>(shader.get());
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}
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#endif // SkShaderBase_DEFINED