4054061b0b
Since we can't use mask filters on layer paints any longer, refactor the existing wipe effects to use explicit shader masking: - remove SkSG::MaskFilterEffect - it no longer works - replace with SkSG::MaskShaderEffect - for atomic draws, apply the shader to the draw paint as SkShader::Blend(kSrcIn, mask_shader) - for isolated content, apply the mask as an extra pass drawPaint(kDstIn, mask_shader) before restoring the layer - refactor VenetianBlindsEffect, LinearWipeEffect and RadialWipeEffect to use mask shaders - additionally, refactor the RadialWipeEffect gradient to avoid using a local shader matrix (does not compose correctly within the new framework) Everyone clear... do not touch the patient... BZZZT! TBR= Change-Id: I3a88da97a17b3b68812480cad5298b8778b6847c Reviewed-on: https://skia-review.googlesource.com/c/skia/+/275694 Reviewed-by: Florin Malita <fmalita@chromium.org> Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Florin Malita <fmalita@chromium.org>
150 lines
5.0 KiB
C++
150 lines
5.0 KiB
C++
/*
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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 SkSGRenderNode_DEFINED
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#define SkSGRenderNode_DEFINED
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#include "modules/sksg/include/SkSGNode.h"
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#include "include/core/SkBlendMode.h"
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#include "include/core/SkColorFilter.h"
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#include "include/core/SkShader.h"
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class SkCanvas;
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class SkImageFilter;
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class SkPaint;
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namespace sksg {
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/**
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* Base class for nodes which can render to a canvas.
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*/
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class RenderNode : public Node {
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protected:
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struct RenderContext;
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public:
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// Render the node and its descendants to the canvas.
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void render(SkCanvas*, const RenderContext* = nullptr) const;
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// Perform a front-to-back hit-test, and return the RenderNode located at |point|.
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// Normally, hit-testing stops at leaf Draw nodes.
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const RenderNode* nodeAt(const SkPoint& point) const;
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// Controls the visibility of the render node. Invisible nodes are not rendered,
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// but they still participate in revalidation.
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bool isVisible() const;
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void setVisible(bool);
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protected:
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explicit RenderNode(uint32_t inval_traits = 0);
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virtual void onRender(SkCanvas*, const RenderContext*) const = 0;
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virtual const RenderNode* onNodeAt(const SkPoint& p) const = 0;
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// Paint property overrides.
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// These are deferred until we can determine whether they can be applied to the individual
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// draw paints, or whether they require content isolation (applied to a layer).
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struct RenderContext {
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sk_sp<SkColorFilter> fColorFilter;
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sk_sp<SkShader> fShader;
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sk_sp<SkShader> fMaskShader;
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SkMatrix fShaderCTM = SkMatrix::I(),
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fMaskCTM = SkMatrix::I();
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float fOpacity = 1;
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SkBlendMode fBlendMode = SkBlendMode::kSrcOver;
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// Returns true if the paint overrides require a layer when applied to non-atomic draws.
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bool requiresIsolation() const;
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void modulatePaint(const SkMatrix& ctm, SkPaint*, bool is_layer_paint = false) const;
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};
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class ScopedRenderContext final {
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public:
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ScopedRenderContext(SkCanvas*, const RenderContext*);
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~ScopedRenderContext();
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ScopedRenderContext(ScopedRenderContext&& that) { *this = std::move(that); }
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ScopedRenderContext& operator=(ScopedRenderContext&& that) {
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fCanvas = that.fCanvas;
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fCtx = std::move(that.fCtx);
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fMaskShader = std::move(that.fMaskShader);
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fRestoreCount = that.fRestoreCount;
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// scope ownership is being transferred
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that.fRestoreCount = -1;
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return *this;
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}
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operator const RenderContext* () const { return &fCtx; }
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const RenderContext* operator->() const { return &fCtx; }
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// Add (cumulative) paint overrides to a render node sub-DAG.
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ScopedRenderContext&& modulateOpacity(float opacity);
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ScopedRenderContext&& modulateColorFilter(sk_sp<SkColorFilter>);
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ScopedRenderContext&& modulateShader(sk_sp<SkShader>, const SkMatrix& shader_ctm);
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ScopedRenderContext&& modulateMaskShader(sk_sp<SkShader>, const SkMatrix& ms_ctm);
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ScopedRenderContext&& modulateBlendMode(SkBlendMode);
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// Force content isolation for a node sub-DAG by applying the RenderContext
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// overrides via a layer.
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ScopedRenderContext&& setIsolation(const SkRect& bounds, const SkMatrix& ctm,
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bool do_isolate);
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// Similarly, force content isolation by applying the RenderContext overrides and
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// an image filter via a single layer.
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ScopedRenderContext&& setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm,
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sk_sp<SkImageFilter>);
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private:
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// stack-only
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void* operator new(size_t) = delete;
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void* operator new(size_t, void*) = delete;
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// Scopes cannot be copied.
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ScopedRenderContext(const ScopedRenderContext&) = delete;
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ScopedRenderContext& operator=(const ScopedRenderContext&) = delete;
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SkCanvas* fCanvas;
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RenderContext fCtx;
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sk_sp<SkShader> fMaskShader; // to be applied at isolation layer restore time
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int fRestoreCount;
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};
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private:
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friend class ImageFilterEffect;
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typedef Node INHERITED;
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};
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/**
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* Clients outside SkSG looking to implement custom render nodes,
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* should derive from this class instead of RenderNode. It handles
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* various book-keeping, and provides a controlled extension point.
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*/
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class CustomRenderNode : public RenderNode {
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protected:
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explicit CustomRenderNode(std::vector<sk_sp<RenderNode>>&& children);
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~CustomRenderNode() override;
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const std::vector<sk_sp<RenderNode>>& children() const { return fChildren; }
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bool hasChildrenInval() const;
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private:
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std::vector<sk_sp<RenderNode>> fChildren;
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using INHERITED = RenderNode;
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};
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} // namespace sksg
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#endif // SkSGRenderNode_DEFINED
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