Quelle SkShaderBase.h
Sprache: C
/*
* Copyright 2017 Google LLC
*
* 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 "include/core/SkColor.h"
#include "include/core/SkFlattenable.h"
#include "include/core/SkMatrix.h"
#include "include/core/SkPoint.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkScalar.h"
#include "include/core/SkShader.h"
#include "include/core/SkSurfaceProps.h"
#include "include/core/SkTypes.h"
#include "include/private/base/SkNoncopyable.h"
#include <cstddef>
#include <cstdint>
#include <optional>
#include <tuple>
class SkArenaAlloc;
class SkColorSpace;
class SkImage;
class SkRuntimeEffect;
class SkWriteBuffer;
enum SkColorType : int ;
enum class SkTileMode;
struct SkDeserialProcs;
struct SkStageRec;
namespace SkShaders {
/**
* This is used to accumulate matrices , starting with the CTM , when building up
* SkRasterPipeline or GrFragmentProcessor by walking the SkShader tree . It avoids
* adding a matrix multiply for each individual matrix . It also handles the reverse matrix
* concatenation order required by Android Framework , see b / 256873449 .
*
* This also tracks the dubious concept of a " total matrix " , in the legacy Context / shadeSpan system .
* That includes all the matrices encountered during traversal to the current shader , including ones
* that have already been applied . The total matrix represents the transformation from the current
* shader ' s coordinate space to device space . It is dubious because it doesn ' t account for SkShaders
* that manipulate the coordinates passed to their children , which may not even be representable by
* a matrix .
*
* The total matrix is used for mipmap level selection and a filter downgrade optimizations in
* SkImageShader and sizing of the SkImage created by SkPictureShader . If we can remove usages
* of the " total matrix " and if Android Framework could be updated to not use backwards local
* matrix concatenation this could just be replaced by a simple SkMatrix or SkM44 passed down
* during traversal .
*/
class MatrixRec {
public:
MatrixRec() = default ;
explicit MatrixRec(const SkMatrix& ctm);
/**
* Returns a new MatrixRec that represents the existing total and pending matrix
* pre - concat ' ed with m .
*/
[[nodiscard]] MatrixRec concat(const SkMatrix& m) const ;
/**
* Appends a mul by the inverse of the pending local matrix to the pipeline . ' postInv ' is an
* additional matrix to post - apply to the inverted pending matrix . If the pending matrix is
* not invertible the std : : optional result won ' t have a value and the pipeline will be
* unmodified .
*/
[[nodiscard]] std::optional<MatrixRec> apply(const SkStageRec& rec,
const SkMatrix& postInv = {}) const ;
/**
* FP matrices work differently than SkRasterPipeline . The starting coordinates provided to the
* root SkShader ' s FP are already in local space . So we never apply the inverse CTM . This
* returns the inverted pending local matrix with the provided postInv matrix applied after it .
* If the pending local matrix cannot be inverted , the boolean is false .
*/
std::tuple<SkMatrix, bool > applyForFragmentProcessor(const SkMatrix& postInv) const ;
/**
* A parent FP may need to create a FP for its child by calling
* SkShaderBase : : asFragmentProcessor ( ) and then pass the result to the apply ( ) above .
* This comes up when the parent needs to ensure pending matrices are applied before the
* child because the parent is going to manipulate the coordinates * after * any pending
* matrix and pass the resulting coords to the child . This function gets a MatrixRec that
* reflects the state after this MatrixRec has bee applied but it does not apply it !
* Example :
* auto childFP = fChild - > asFragmentProcessor ( args , mrec . applied ( ) ) ;
* childFP = MakeAWrappingFPThatModifiesChildsCoords ( std : : move ( childFP ) ) ;
* auto [ success , parentFP ] = mrec . apply ( std : : move ( childFP ) ) ;
*/
MatrixRec applied() const ;
/** Call to indicate that the mapping from shader to device space is not known. */
void markTotalMatrixInvalid() { fTotalMatrixIsValid = false ; }
/** Marks the CTM as already applied; can avoid re-seeding the shader unnecessarily. */
void markCTMApplied() { fCTMApplied = true; }
/**
* Indicates whether the total matrix of a MatrixRec passed to a SkShader actually
* represents the full transform between that shader ' s coordinate space and device space .
*/
bool totalMatrixIsValid() const { return fTotalMatrixIsValid; }
/**
* Gets the total transform from the current shader ' s space to device space . This may or
* may not be valid . Shaders should avoid making decisions based on this matrix if
* totalMatrixIsValid ( ) is false .
*/
SkMatrix totalMatrix() const { return SkMatrix::Concat(fCTM, fTotalLocalMatrix); }
/** Gets the inverse of totalMatrix(), if invertible. */
std::optional<SkMatrix> totalInverse() const {
return this->totalMatrix().invert();
}
/** Is there a transform that has not yet been applied by a parent shader? */
bool hasPendingMatrix() const {
return (!fCTMApplied && !fCTM.isIdentity()) || !fPendingLocalMatrix.isIdentity();
}
/** When generating raster pipeline, have the device coordinates been seeded? */
bool rasterPipelineCoordsAreSeeded() const { return fCTMApplied; }
private :
MatrixRec(const SkMatrix& ctm,
const SkMatrix& totalLocalMatrix,
const SkMatrix& pendingLocalMatrix,
bool totalIsValid,
bool ctmApplied)
: fCTM(ctm)
, fTotalLocalMatrix(totalLocalMatrix)
, fPendingLocalMatrix(pendingLocalMatrix)
, fTotalMatrixIsValid(totalIsValid)
, fCTMApplied(ctmApplied) {}
const SkMatrix fCTM;
// Concatenation of all local matrices, including those already applied.
const SkMatrix fTotalLocalMatrix;
// The accumulated local matrices from walking down the shader hierarchy that have NOT yet
// been incorporated into the SkRasterPipeline.
const SkMatrix fPendingLocalMatrix;
bool fTotalMatrixIsValid = true;
// Tracks whether the CTM has already been applied (and in raster pipeline whether the
// device coords have been seeded.)
bool fCTMApplied = false ;
};
} // namespace SkShaders
#define SK_ALL_SHADERS(M) \
M(Blend) \
M(CTM) \
M(Color) \
M(ColorFilter) \
M(CoordClamp) \
M(Empty) \
M(GradientBase) \
M(Image) \
M(LocalMatrix) \
M(PerlinNoise) \
M(Picture) \
M(Runtime) \
M(Transform) \
M(TriColor) \
M(WorkingColorSpace)
#define SK_ALL_GRADIENTS(M) \
M(Conical) \
M(Linear) \
M(Radial) \
M(Sweep)
class SkShaderBase : public SkShader {
public:
~SkShaderBase() override;
sk_sp<SkShader> makeInvertAlpha() const ;
sk_sp<SkShader> makeWithCTM(const SkMatrix&) const ; // owns its own ctm
/**
* Returns true if the shader is guaranteed to produce only a single color
* If the color parameter is non - null , it is filled in with that color .
* Subclasses can override this to allow loop - hoisting optimization .
*/
virtual bool isConstant(SkColor4f* color = nullptr) const { return false ; }
enum class ShaderType {
#define M(type) k## type,
SK_ALL_SHADERS(M)
#undef M
};
virtual ShaderType type() const = 0 ;
enum class GradientType {
kNone,
#define M(type) k## type,
SK_ALL_GRADIENTS(M)
#undef M
};
/**
* If the shader subclass can be represented as a gradient , asGradient
* returns the matching GradientType enum ( or GradientType : : kNone if it
* cannot ) . Also , if info is not null , asGradient 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 asGradient 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 dependent 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 1 st circle
* fPoint [ 1 ] and fRadius [ 1 ] are the center and radius of the 2 nd circle
* Sweep :
* fPoint [ 0 ] is the center of the sweep .
* fPoint [ 1 ] x is the scale , y is the bias
*/
struct GradientInfo {
int fColorCount = 0 ; //!< In-out parameter, specifies passed size
// of fColors/fColorOffsets on input, and
// actual number of colors/offsets on
// output.
SkColor4f* fColors = nullptr; //!< The colors in the gradient.
SkScalar* fColorOffsets = nullptr; //!< The unit offset for color transitions.
SkPoint fPoint[2 ]; //!< Type specific, see above.
SkScalar fRadius[2 ]; //!< Type specific, see above.
SkTileMode fTileMode;
bool fPremulInterp;
};
virtual GradientType asGradient(GradientInfo* info = nullptr,
SkMatrix* localMatrix = nullptr) const {
return GradientType::kNone;
}
enum Flags {
//!< set if all of the colors will be opaque
kOpaqueAlpha_Flag = 1 << 0 ,
};
/**
* ContextRec acts as a parameter bundle for creating Contexts .
*/
struct ContextRec {
ContextRec(SkAlpha paintAlpha,
const SkShaders::MatrixRec& matrixRec,
SkColorType dstColorType,
SkColorSpace* dstColorSpace,
const SkSurfaceProps& props)
: fMatrixRec(matrixRec)
, fDstColorType(dstColorType)
, fDstColorSpace(dstColorSpace)
, fProps(props)
, fPaintAlpha(paintAlpha) {}
static ContextRec Concat(const ContextRec& parentRec, const SkMatrix& localM) {
return {parentRec.fPaintAlpha,
parentRec.fMatrixRec.concat(localM),
parentRec.fDstColorType,
parentRec.fDstColorSpace,
parentRec.fProps};
}
const SkShaders::MatrixRec fMatrixRec;
SkColorType fDstColorType; // the color type of the dest surface
SkColorSpace* fDstColorSpace; // the color space of the dest surface (if any)
SkSurfaceProps fProps; // props of the dest surface
SkAlpha fPaintAlpha;
bool isLegacyCompatible(SkColorSpace* shadersColorSpace) const ;
};
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 ;
protected :
// Reference to shader, so we don't have to dupe information.
const SkShaderBase& fShader;
uint8_t getPaintAlpha() const { return fPaintAlpha; }
private :
uint8_t fPaintAlpha;
};
/**
* 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 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(SkColor4f*) const ;
/**
* If this returns false , then we draw nothing ( do not fall back to shader context ) . This should
* only be called on a root - level effect . It assumes that the initial device coordinates have
* not yet been seeded .
*/
[[nodiscard]] bool appendRootStages(const SkStageRec& rec, const SkMatrix& ctm) const ;
/**
* Adds stages to implement this shader . To ensure that the correct input coords are present
* in r , g MatrixRec : : apply ( ) must be called ( unless the shader doesn ' t require it ' s input
* coords ) . The default impl creates shadercontext and calls that ( not very efficient ) .
*/
virtual bool appendStages(const SkStageRec&, const SkShaders::MatrixRec&) const = 0 ;
virtual SkImage* onIsAImage(SkMatrix*, SkTileMode[2 ]) const {
return nullptr;
}
virtual SkRuntimeEffect* asRuntimeEffect() const { return nullptr; }
static Type GetFlattenableType() { return kSkShader_Type; }
Type getFlattenableType() const override { return GetFlattenableType(); }
static sk_sp<SkShaderBase> Deserialize(const void * data, size_t size,
const SkDeserialProcs* procs = nullptr) {
return sk_sp<SkShaderBase>(static_cast<SkShaderBase*>(
SkFlattenable::Deserialize(GetFlattenableType(), data, size, procs).release()));
}
static void RegisterFlattenables();
/** DEPRECATED. skbug.com/40040221
* If this shader can be represented by another shader + a localMatrix , return that shader and
* the localMatrix . If not , return nullptr and ignore the localMatrix parameter .
*/
virtual sk_sp<SkShader> makeAsALocalMatrixShader(SkMatrix* localMatrix) const ;
static SkMatrix ConcatLocalMatrices(const SkMatrix& parentLM, const SkMatrix& childLM) {
#if defined (SK_BUILD_FOR_ANDROID_FRAMEWORK) // b/256873449
return SkMatrix::Concat(childLM, parentLM);
#endif
return SkMatrix::Concat(parentLM, childLM);
}
protected :
SkShaderBase();
void flatten(SkWriteBuffer&) const override;
#ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
/**
* 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;
}
#endif
virtual bool onAsLuminanceColor(SkColor4f*) const {
return false ;
}
private :
friend class SkShaders::MatrixRec;
};
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());
}
void SkRegisterBlendShaderFlattenable();
void SkRegisterColorShaderFlattenable();
void SkRegisterCoordClampShaderFlattenable();
void SkRegisterEmptyShaderFlattenable();
void SkRegisterPerlinNoiseShaderFlattenable();
void SkRegisterWorkingColorSpaceShaderFlattenable();
#endif // SkShaderBase_DEFINED
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*© Formatika GbR, Deutschland
2026-08-25
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