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/*
* Copyright 2024 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef skgpu_graphite_precompile_PrecompileShader_DEFINED
#define skgpu_graphite_precompile_PrecompileShader_DEFINED
#include "include/gpu/graphite/precompile/PrecompileBase.h"
#include "include/core/SkBlendMode.h"
class SkColorSpace;
namespace skgpu::graphite {
class PrecompileBlender;
class PrecompileColorFilter;
class PrecompileShaderPriv;
/** \class PrecompileShader
This class corresponds to the SkShader class in the main API.
*/
class SK_API PrecompileShader : public PrecompileBase {
public:
/**
* This is the Precompile correlate to SkShader::makeWithLocalMatrix. The actual matrix
* involved is abstracted away, except for whether or the not the matrix involves perspective
* so the correct generated shader variation is chosen.
* The PrecompileShaders::LocalMatrix factory can be used to generate a set of shaders
* that would've been generated via multiple makeWithLocalMatrix calls. That is, rather than
* performing:
* sk_sp<PrecompileShader> option1 = source1->makeWithLocalMatrix(false);
* sk_sp<PrecompileShader> option2 = source2->makeWithLocalMatrix(false);
* one could call:
* sk_sp<PrecompileShader> combinedOptions = LocalMatrix({ source1, source2 }, false);
*/
sk_sp<PrecompileShader> makeWithLocalMatrix(bool isPerspective) const;
/**
* This is the Precompile correlate to SkShader::makeWithColorFilter.
* The PrecompileShaders::ColorFilter factory can be used to generate a set of shaders that
* would've been generated via multiple makeWithColorFilter calls. That is, rather than
* performing:
* sk_sp<PrecompileShader> option1 = source->makeWithColorFilter(colorFilter1);
* sk_sp<PrecompileShader> option2 = source->makeWithColorFilter(colorFilter2);
* one could call:
* sk_sp<PrecompileShader> combinedOptions = ColorFilter({ source },
* { colorFilter1, colorFilter2 });
* With an alternative use case one could also use the ColorFilter factory thusly:
* sk_sp<PrecompileShader> combinedOptions = ColorFilter({ source1, source2 },
* { colorFilter });
*/
sk_sp<PrecompileShader> makeWithColorFilter(sk_sp<PrecompileColorFilter>) const;
/**
* This is the Precompile correlate to SkShader::makeWithWorkingColorSpace.
* The PrecompileShaders::WorkingColorSpace factory can be used to generate a set of shaders
* that would've been generated via multiple makeWithWorkingColorSpace calls. That is, rather
* than performing:
* sk_sp<PrecompileShader> option1 = source->makeWithWorkingColorSpace(colorSpace1);
* sk_sp<PrecompileShader> option2 = source->makeWithWorkingColorSpace(colorSpace2);
* one could call:
* sk_sp<PrecompileShader> combinedOptions = WorkingColorSpace({ source },
* { colorSpace1,
* colorSpace2 });
* With an alternative use case one could also use the WorkingColorSpace factory thusly:
* sk_sp<PrecompileShader> combinedOptions = WorkingColorSpace({ source1, source2 },
* { colorSpace });
*/
sk_sp<PrecompileShader> makeWithWorkingColorSpace(sk_sp<SkColorSpace>) const;
// Provides access to functions that aren't part of the public API.
PrecompileShaderPriv priv();
const PrecompileShaderPriv priv() const; // NOLINT(readability-const-return-type)
protected:
friend class PrecompileShaderPriv;
PrecompileShader() : PrecompileBase(Type::kShader) {}
~PrecompileShader() override;
virtual bool isConstant(int /* desiredCombination */) const { return false; }
virtual bool isALocalMatrixShader() const { return false; }
};
//--------------------------------------------------------------------------------------------------
// This is the Precompile correlate to the SkShaders namespace in the main API
namespace PrecompileShaders {
// --- This block of eight matches the SkShaders factories in SkShader.h
// Note that some of the details of the main API have been elided since they don't impact
// the generated shader (e.g., the color parameter to the Color() factories).
SK_API sk_sp<PrecompileShader> Empty();
SK_API sk_sp<PrecompileShader> Color();
SK_API sk_sp<PrecompileShader> Color(sk_sp<SkColorSpace>);
SK_API sk_sp<PrecompileShader> Blend(SkSpan<const SkBlendMode> blendModes,
SkSpan<const sk_sp<PrecompileShader>> dsts,
SkSpan<const sk_sp<PrecompileShader>> srcs);
SK_API sk_sp<PrecompileShader> Blend(SkSpan<const sk_sp<PrecompileBlender>> blenders,
SkSpan<const sk_sp<PrecompileShader>> dsts,
SkSpan<const sk_sp<PrecompileShader>> srcs);
SK_API sk_sp<PrecompileShader> CoordClamp(SkSpan<const sk_sp<PrecompileShader>>);
// In the main Skia API ImageShaders are usually created via a SkImage::makeShader call.
// Since the SkImage used to create the ImageShader is unlikely to be present at precompilation
// time this entry point allows the equivalent precompilation program structure to be created.
// Note that this factory is for non-YUV SkImages, the YUVImage factory (below) should be used
// to represent the shading and sampling required for YUV images.
SK_API sk_sp<PrecompileShader> Image();
// As with the above Image call, raw ImageShaders are usually created via an
// SkImage::makeRawShader call. The RawImage call allows the equivalent precompilation
// program structure to be created without needing the SkImage.
SK_API sk_sp<PrecompileShader> RawImage();
// In the main Skia API, the specifics of the SkImage used for the SkImage::makeShader call
// can determine whether normal or YUV sampling is required. This entry point allows clients
// to specify that the future image will be a YUV image.
SK_API sk_sp<PrecompileShader> YUVImage();
// --- This block of two matches the SkShaders factories in SkPerlinNoiseShader.h
// Again, most of the details have been elided.
SK_API sk_sp<PrecompileShader> MakeFractalNoise();
SK_API sk_sp<PrecompileShader> MakeTurbulence();
// --- This block of four matches all the factories in SkGradientShader (SkGradientShader.h)
SK_API sk_sp<PrecompileShader> LinearGradient();
SK_API sk_sp<PrecompileShader> RadialGradient();
SK_API sk_sp<PrecompileShader> TwoPointConicalGradient();
SK_API sk_sp<PrecompileShader> SweepGradient();
// Normally, SkPicture shaders are only created via SkPicture::makeShader. Since the
// SkPicture to be drawn, most likely, won't be available at precompilation time, this
// entry point can be used to create a precompilation equivalent.
// Note: this will precompile the program that draws the SkPicture. It, obviously, won't
// precompile any SkPaints within the SkPicture.
SK_API sk_sp<PrecompileShader> Picture();
// Normally, LocalMatrixShaders are only created via SkShader::makeWithLocalMatrix.
// However, in the combination API, clients may want to create a set of precompile
// LocalMatrixShaders (i.e., pass an SkSpan to the factory function vs just creating a
// single option). This entry point allows that use case.
// Note: PrecompileShader::makeWithLocalMatrix() can still be used and works as expected.
SK_API sk_sp<PrecompileShader> LocalMatrix(SkSpan<const sk_sp<PrecompileShader>> wrapped,
bool isPerspective = false);
// Normally, ColorFilterShaders are only created via SkShader::makeWithColorFilter.
// However, in the combination API, clients may want to create a set of precompile
// ColorFilterShaders (i.e., pass SkSpans to the factory function vs just creating a
// single option). This entry point allows that use case.
// Note: PrecompileShader::makeWithColorFilter can still be used and works as expected.
SK_API sk_sp<PrecompileShader> ColorFilter(
SkSpan<const sk_sp<PrecompileShader>> shaders,
SkSpan<const sk_sp<PrecompileColorFilter>> colorFilters);
// Normally, WorkingColorSpaceShaders are only created via SkShader::makeWithWorkingColorSpace.
// However, in the combination API, clients may want to create a set of precompile
// WorkingColorSpaceShaders (i.e., pass SkSpans to the factory function vs just creating a
// single option). This entry point allows that use case.
// Note: PrecompileShader::makeWithWorkingColorSpace can still be used and works as expected.
SK_API sk_sp<PrecompileShader> WorkingColorSpace(SkSpan<const sk_sp<PrecompileShader>> shaders,
SkSpan<const sk_sp<SkColorSpace>> colorSpaces);
} // namespace PrecompileShaders
} // namespace skgpu::graphite
#endif // skgpu_graphite_precompile_PrecompileShader_DEFINED
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