skia2/include/core/SkShader.h
reed@android.com 3c9b2a4a0e expand SkShader's flag kConstInY to 16 and 32 variants, allowing a shader
(like gradients) to support predithering. If they do, then they would suppress
kConstInY16, since they no longer are const.

The blitters now check for each flag separately, so we don't have to give up
const-in-Y in the 32bit case, since in that mode we don't care about dithering.



git-svn-id: http://skia.googlecode.com/svn/trunk@339 2bbb7eff-a529-9590-31e7-b0007b416f81
2009-08-27 19:28:37 +00:00

200 lines
7.9 KiB
C++

/*
* Copyright (C) 2006 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SkShader_DEFINED
#define SkShader_DEFINED
#include "SkBitmap.h"
#include "SkFlattenable.h"
#include "SkMask.h"
#include "SkMatrix.h"
#include "SkPaint.h"
class SkPath;
/** \class SkShader
SkShader is the based class for objects that return horizontal spans of colors during drawing.
A subclass of SkShader is installed in a SkPaint calling paint.setShader(shader). After that
any object (other than a bitmap) that is drawn with that paint will get its color(s) from the
shader.
*/
class SkShader : public SkFlattenable {
public:
SkShader();
virtual ~SkShader();
/** Return true if the shader has a non-identity local matrix.
@param localM Optional: If not null, return the shader's local matrix
@return true if the shader has a non-identity local matrix.
*/
bool getLocalMatrix(SkMatrix* localM) const;
/** Set the shader's local matrix.
@param localM The shader's new local matrix.
*/
void setLocalMatrix(const SkMatrix& localM);
/** Reset the shader's local matrix to identity.
*/
void resetLocalMatrix();
enum TileMode {
kClamp_TileMode, //!< replicate the edge color if the shader draws outside of its original bounds
kRepeat_TileMode, //!< repeat the shader's image horizontally and vertically
kMirror_TileMode, //!< repeat the shader's image horizontally and vertically, alternating mirror images so that adjacent images always seam
kTileModeCount
};
// override these in your subclass
enum Flags {
//!< set if all of the colors will be opaque
kOpaqueAlpha_Flag = 0x01,
//! set if this shader's shadeSpan16() method can be called
kHasSpan16_Flag = 0x02,
/** Set this bit if the shader's native data type is instrinsically 16
bit, meaning that calling the 32bit shadeSpan() entry point will
mean the the impl has to up-sample 16bit data into 32bit. Used as a
a means of clearing a dither request if the it will have no effect
*/
kIntrinsicly16_Flag = 0x04,
/** set (after setContext) 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 = 0x08,
/** same as kConstInY32_Flag, but is set if this is true for shadeSpan16
which may not always be the case, since shadeSpan16 may be
predithered, which would mean it was not const in Y, even though
the 32bit shadeSpan() would be const.
*/
kConstInY16_Flag = 0x10
};
/** 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() { return 0; }
/** Return the alpha associated with the data returned by shadeSpan16(). If
kHasSpan16_Flag is not set, this value is meaningless.
*/
virtual uint8_t getSpan16Alpha() const { return fPaintAlpha; }
/** Called once before drawing, with the current paint and
device matrix. Return true if your shader supports these
parameters, or false if not. If false is returned, nothing
will be drawn.
*/
virtual bool setContext(const SkBitmap& device, const SkPaint& paint,
const SkMatrix& matrix);
/** 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;
/** Called only for 16bit devices when getFlags() returns
kOpaqueAlphaFlag | kHasSpan16_Flag
*/
virtual void shadeSpan16(int x, int y, uint16_t[], int count);
/** 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);
/** Helper function that returns true if this shader's shadeSpan16() method can
be called.
*/
bool canCallShadeSpan16() {
return SkShader::CanCallShadeSpan16(this->getFlags());
}
/** Helper to check the flags to know if it is legal to call shadeSpan16()
*/
static bool CanCallShadeSpan16(uint32_t flags) {
return (flags & kHasSpan16_Flag) != 0;
}
/** Called before a session using the shader begins. Some shaders override
this to defer some of their work (like calling bitmap.lockPixels()).
Must be balanced by a call to endSession.
*/
virtual void beginSession();
virtual void endSession();
/** Optional methods for shaders that can pretend to be a bitmap/texture
to play along with opengl. Default just returns false and ignores
the out parameters.
*/
virtual bool asABitmap(SkBitmap* outTexture, SkMatrix* outMatrix,
TileMode xy[2]);
//////////////////////////////////////////////////////////////////////////
// Factory methods for stock shaders
/** Call this to create a new shader that will draw with the specified bitmap.
@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 SkShader* CreateBitmapShader(const SkBitmap& src,
TileMode tmx, TileMode tmy);
virtual void flatten(SkFlattenableWriteBuffer& );
protected:
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&);
// These can be called by your subclass after setContext() has been called
uint8_t getPaintAlpha() const { return fPaintAlpha; }
SkBitmap::Config getDeviceConfig() const { return (SkBitmap::Config)fDeviceConfig; }
const SkMatrix& getTotalInverse() const { return fTotalInverse; }
MatrixClass getInverseClass() const { return (MatrixClass)fTotalInverseClass; }
SkShader(SkFlattenableReadBuffer& );
private:
SkMatrix* fLocalMatrix;
SkMatrix fTotalInverse;
uint8_t fPaintAlpha;
uint8_t fDeviceConfig;
uint8_t fTotalInverseClass;
SkDEBUGCODE(SkBool8 fInSession;)
static SkShader* CreateBitmapShader(const SkBitmap& src,
TileMode, TileMode,
void* storage, size_t storageSize);
friend class SkAutoBitmapShaderInstall;
typedef SkFlattenable INHERITED;
};
#endif