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/*
* Copyright 2023 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkColorShader_DEFINED
#define SkColorShader_DEFINED
#include "include/core/SkColor.h"
#include "include/core/SkColorSpace.h"
#include "include/core/SkFlattenable.h"
#include "include/core/SkRefCnt.h"
#include "src/core/SkColorSpaceXformSteps.h"
#include "src/shaders/SkShaderBase.h"
#if defined(SK_GRAPHITE)
#include "src/gpu/graphite/KeyHelpers.h"
#include "src/gpu/graphite/PaintParamsKey.h"
#endif
class SkReadBuffer;
class SkWriteBuffer;
struct SkStageRec;
/** \class SkColorShader
A Shader that represents a single color. In general, this effect can be
accomplished by just using the color field on the paint, but if an
actual shader object is needed, this provides that feature.
*/
class SkColorShader : public SkShaderBase {
public:
/** Create a ColorShader that ignores the color in the paint, and uses the
specified color. Note: like all shaders, at draw time the paint's alpha
will be respected, and is applied to the specified color.
*/
explicit SkColorShader(SkColor c);
bool isOpaque() const override;
bool isConstant() const override { return true; }
ShaderType type() const override { return ShaderType::kColor; }
#if defined(SK_GRAPHITE)
void addToKey(const skgpu::graphite::KeyContext&,
skgpu::graphite::PaintParamsKeyBuilder*,
skgpu::graphite::PipelineDataGatherer*) const override;
#endif
SkColor color() const { return fColor; }
private:
friend void ::SkRegisterColorShaderFlattenable();
SK_FLATTENABLE_HOOKS(SkColorShader)
void flatten(SkWriteBuffer&) const override;
bool onAsLuminanceColor(SkColor* lum) const override {
*lum = fColor;
return true;
}
bool appendStages(const SkStageRec&, const SkShaders::MatrixRec&) const override;
#if defined(SK_ENABLE_SKVM)
skvm::Color program(skvm::Builder*,
skvm::Coord device,
skvm::Coord local,
skvm::Color paint,
const SkShaders::MatrixRec&,
const SkColorInfo& dst,
skvm::Uniforms* uniforms,
SkArenaAlloc*) const override;
#endif
SkColor fColor;
};
class SkColor4Shader : public SkShaderBase {
public:
SkColor4Shader(const SkColor4f&, sk_sp<SkColorSpace>);
bool isOpaque() const override { return fColor.isOpaque(); }
bool isConstant() const override { return true; }
ShaderType type() const override { return ShaderType::kColor4; }
#if defined(SK_GRAPHITE)
void addToKey(const skgpu::graphite::KeyContext&,
skgpu::graphite::PaintParamsKeyBuilder*,
skgpu::graphite::PipelineDataGatherer*) const override;
#endif
sk_sp<SkColorSpace> colorSpace() const { return fColorSpace; }
SkColor4f color() const { return fColor; }
private:
friend void ::SkRegisterColor4ShaderFlattenable();
SK_FLATTENABLE_HOOKS(SkColor4Shader)
void flatten(SkWriteBuffer&) const override;
bool appendStages(const SkStageRec&, const SkShaders::MatrixRec&) const override;
#if defined(SK_ENABLE_SKVM)
skvm::Color program(skvm::Builder*,
skvm::Coord device,
skvm::Coord local,
skvm::Color paint,
const SkShaders::MatrixRec&,
const SkColorInfo& dst,
skvm::Uniforms* uniforms,
SkArenaAlloc*) const override;
#endif
sk_sp<SkColorSpace> fColorSpace;
const SkColor4f fColor;
};
class SkUpdatableColorShader : public SkShaderBase {
public:
explicit SkUpdatableColorShader(SkColorSpace* cs);
#if defined(SK_ENABLE_SKVM)
skvm::Color program(skvm::Builder* builder,
skvm::Coord device,
skvm::Coord local,
skvm::Color paint,
const SkShaders::MatrixRec&,
const SkColorInfo& dst,
skvm::Uniforms* uniforms,
SkArenaAlloc* alloc) const override;
#endif
ShaderType type() const override { return ShaderType::kUpdatableColor; }
void updateColor(SkColor c) const;
private:
// For serialization. This will never be called.
Factory getFactory() const override { return nullptr; }
const char* getTypeName() const override { return nullptr; }
SkColorSpaceXformSteps fSteps;
mutable float fValues[4];
};
#endif