skia2/include/core/SkShader.h
reed 320a40d773 Always return ImageShader, even from SkShader::MakeBitmapShader
Lessons learned

1. ImageShader (correctly) always compresses (typically via PNG) during serialization. This has the surprise results of
- if the image was marked opaque, but has some non-opaque pixels (i.e. bug in blitter or caller), then compressing may "fix" those pixels, making the deserialized version draw differently. bug filed.
- 565 compressess/decompresses to 8888 (at least on Mac), which draws differently (esp. under some filters). bug filed.

2. BitmapShader did not enforce a copy for mutable bitmaps, but ImageShader does (since it creates an Image). Thus the former would see subsequent changes to the pixels after shader creation, while the latter does not, hence the change to the BlitRow test to avoid this modify-after-create pattern. I sure hope this prev. behavior was a bug/undefined-behavior, since this CL changes that.

BUG=skia:5595
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2195893002

Review-Url: https://codereview.chromium.org/2195893002
2016-08-02 06:12:06 -07:00

546 lines
21 KiB
C++

/*
* 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 SkColorSpace;
class SkImage;
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);
}
/**
* Iff this shader is backed by a single SkImage, return its ptr (the caller must ref this
* if they want to keep it longer than the lifetime of the shader). If not, return nullptr.
*/
SkImage* isAImage(SkMatrix* localMatrix, TileMode xy[2]) const {
return this->onIsAImage(localMatrix, xy);
}
bool isAImage() const {
return this->isAImage(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; }
#if SK_SUPPORT_GPU
struct AsFPArgs {
AsFPArgs(GrContext* context,
const SkMatrix* viewMatrix,
const SkMatrix* localMatrix,
SkFilterQuality filterQuality,
SkColorSpace* dstColorSpace,
SkSourceGammaTreatment gammaTreatment)
: fContext(context)
, fViewMatrix(viewMatrix)
, fLocalMatrix(localMatrix)
, fFilterQuality(filterQuality)
, fDstColorSpace(dstColorSpace)
, fGammaTreatment(gammaTreatment) {}
GrContext* fContext;
const SkMatrix* fViewMatrix;
const SkMatrix* fLocalMatrix;
SkFilterQuality fFilterQuality;
SkColorSpace* fDstColorSpace;
SkSourceGammaTreatment fGammaTreatment;
};
/**
* 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 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const;
#endif
/**
* 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);
/**
* Create a shader that draws the specified color (in the specified colorspace).
*
* This works around the limitation that SkPaint::setColor() only takes byte values, and does
* not support specific colorspaces.
*/
static sk_sp<SkShader> MakeColorShader(const SkColor4f&, sk_sp<SkColorSpace>);
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,
sk_sp<SkXfermode> xfer);
#ifdef SK_SUPPORT_LEGACY_XFERMODE_PTR
static sk_sp<SkShader> MakeComposeShader(sk_sp<SkShader> dst, sk_sp<SkShader> src,
SkXfermode* xfer);
#endif
/** 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)
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
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;
}
virtual SkImage* onIsAImage(SkMatrix*, TileMode[2]) const {
return nullptr;
}
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 SkBitmapProcLegacyShader; // for computeTotalInverse()
typedef SkFlattenable INHERITED;
};
#endif