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/*
* Copyright 2022 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_FactoryFunctions_DEFINED
#define skgpu_graphite_FactoryFunctions_DEFINED
#include "include/core/SkBlendMode.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSpan.h"
#include "include/effects/SkRuntimeEffect.h"
namespace skgpu::graphite {
class PrecompileBase;
class PrecompileBlender;
class PrecompileColorFilter;
class PrecompileMaskFilter;
class PrecompileShader;
// All of these factory functions will be moved elsewhere once the pre-compile API becomes public
//--------------------------------------------------------------------------------------------------
namespace PrecompileBlenders {
// --- This call matches the SkBlenders factory in include/effects/SkBlenders.h
SK_API sk_sp<PrecompileBlender> Arithmetic();
// Note: the other main API SkBlender factories are:
// SkBlender::Mode in include/core/SkBlender.h
// SkRuntimeEffect::makeBlender in include/effects/SkRuntimeEffect.h
// Their precompilation correlates are:
// PrecompileBlender::Mode(bm) in src/gpu/graphite/Precompile.h
// MakePrecompileBlender() in src/gpu/graphite/FactoryFunctions.h
} // namespace PrecompileBlenders
//--------------------------------------------------------------------------------------------------
namespace PrecompileShaders {
// --- This block of six matches the SkShaders factories in include/core/SkShader.h
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<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>>);
// --- This block of two matches the SkShaders factories in include/effects/SkPerlinNoiseShader.h
SK_API sk_sp<PrecompileShader> MakeFractalNoise();
SK_API sk_sp<PrecompileShader> MakeTurbulence();
// --- This block of two matches the SkShaders factories in include/core/SkImage.h
// In the normal 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.
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();
// ??
SK_API sk_sp<PrecompileShader> YUVImage();
// TODO: make SkGradientShader match this convention (skbug.com/13438)
// This block of four matches all the entry points in include/effects/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.
//
// API Note: At the end of the day this turns into a LMShader wrapping an image shader. The
// LMShader has logic to elide itself if the LM is missing or the Identity. Combinatorially,
// this yields 6 combinations: 2 from the LM x 3 from the ImageShader. We could try to reduce
// that by adding a "passing-non-null-non-Identity-LM-to-SkPicture::makeShader" flag here
// in which case we would either add or skip the LMShader. That would be a pretty obscure API
// though.
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);
// 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
//--------------------------------------------------------------------------------------------------
// Initially this will go next to SkMaskFilter in include/core/SkMaskFilter.h but the
// SkMaskFilter::MakeBlur factory should be split out or removed. This namespace will follow
// where ever that factory goes.
class PrecompileMaskFilters {
public:
// TODO: change SkMaskFilter::MakeBlur to match this and SkImageFilters::Blur (skbug.com/13441)
static sk_sp<PrecompileMaskFilter> Blur();
private:
PrecompileMaskFilters() = delete;
};
//--------------------------------------------------------------------------------------------------
// This will move to be beside SkColorFilters in include/core/SkColorFilter.h
namespace PrecompileColorFilters {
// -- The next 9 entries match those in include/core/SkColorFilter.h
SK_API sk_sp<PrecompileColorFilter> Compose(SkSpan<const sk_sp<PrecompileColorFilter>> outer,
SkSpan<const sk_sp<PrecompileColorFilter>> inner);
// This encompasses both variants of SkColorFilters::Blend
SK_API sk_sp<PrecompileColorFilter> Blend();
// This encompasses both variants of SkColorFilters::Matrix
SK_API sk_sp<PrecompileColorFilter> Matrix();
// This encompasses both variants of SkColorFilters::HSLAMatrix
SK_API sk_sp<PrecompileColorFilter> HSLAMatrix();
SK_API sk_sp<PrecompileColorFilter> LinearToSRGBGamma();
SK_API sk_sp<PrecompileColorFilter> SRGBToLinearGamma();
SK_API sk_sp<PrecompileColorFilter> Lerp(SkSpan<const sk_sp<PrecompileColorFilter>> dstOptions,
SkSpan<const sk_sp<PrecompileColorFilter>> srcOptions);
// This encompases both variants of SkColorFilters::Table and TableARGB
SK_API sk_sp<PrecompileColorFilter> Table();
SK_API sk_sp<PrecompileColorFilter> Lighting();
// This matches the main API's factory in include/effects/SkHighContrastFilter.h
SK_API sk_sp<PrecompileColorFilter> HighContrast();
// This matches the main API's factory in include/effects/SkLumaColorFilter.h
SK_API sk_sp<PrecompileColorFilter> Luma();
// This matches the main API's factory in include/effects/SkOverdrawColorFilter.h
SK_API sk_sp<PrecompileColorFilter> Overdraw();
} // namespace PrecompileColorFilters
//--------------------------------------------------------------------------------------------------
// Object that allows passing a SkPrecompileShader, SkPrecompileColorFilter or
// SkPrecompileBlender as a child
//
// This will moved to be on SkRuntimeEffect
class PrecompileChildPtr {
public:
PrecompileChildPtr() = default;
PrecompileChildPtr(sk_sp<PrecompileShader>);
PrecompileChildPtr(sk_sp<PrecompileColorFilter>);
PrecompileChildPtr(sk_sp<PrecompileBlender>);
// Asserts that the SkPrecompileBase is either null, or one of the legal derived types
PrecompileChildPtr(sk_sp<PrecompileBase>);
std::optional<SkRuntimeEffect::ChildType> type() const;
PrecompileShader* shader() const;
PrecompileColorFilter* colorFilter() const;
PrecompileBlender* blender() const;
PrecompileBase* base() const { return fChild.get(); }
private:
sk_sp<PrecompileBase> fChild;
};
using PrecompileChildOptions = SkSpan<const PrecompileChildPtr>;
// TODO: the precompile RuntimeEffects are handling their child options different from the
// rest of the precompile system!
// These will move to be on SkRuntimeEffect to parallel makeShader, makeColorFilter and
// makeBlender
sk_sp<PrecompileShader> MakePrecompileShader(
sk_sp<SkRuntimeEffect> effect,
SkSpan<const PrecompileChildOptions> childOptions = {});
sk_sp<PrecompileColorFilter> MakePrecompileColorFilter(
sk_sp<SkRuntimeEffect> effect,
SkSpan<const PrecompileChildOptions> childOptions = {});
sk_sp<PrecompileBlender> MakePrecompileBlender(
sk_sp<SkRuntimeEffect> effect,
SkSpan<const PrecompileChildOptions> childOptions = {});
} // namespace skgpu::graphite
#endif // skgpu_graphite_FactoryFunctions_DEFINED