blob: f958428897f127105cd759523a47eed50cc4954b [file]
/*
* 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_PaintParams_DEFINED
#define skgpu_graphite_PaintParams_DEFINED
#include "include/core/SkColor.h"
#include "include/core/SkPaint.h"
#include "src/base/SkEnumBitMask.h"
#include "src/gpu/graphite/Caps.h"
#include "src/gpu/graphite/Renderer.h"
#include "src/gpu/graphite/geom/NonMSAAClip.h"
class SkColorInfo;
class SkShader;
namespace skgpu::graphite {
class DrawContext;
class KeyContext;
class FloatStorageManager;
class PaintParamsKeyBuilder;
class PipelineDataGatherer;
class Recorder;
class TextureProxy;
class UniquePaintParamsID;
// TBD: If occlusion culling is eliminated as a phase, we can easily move the paint conversion
// back to Device when the command is recorded (similar to SkPaint -> GrPaint), and then
// PaintParams is not required as an intermediate representation.
// NOTE: Only represents the shading state of an SkPaint. Style and complex effects (mask filters,
// image filters, path effects) must be handled higher up. AA is not tracked since everything is
// assumed to be anti-aliased.
class PaintParams {
public:
explicit PaintParams(const Caps* caps,
const SkPaint&,
sk_sp<SkBlender> primitiveBlender,
const NonMSAAClip& nonMSAAClip,
sk_sp<SkShader> clipShader,
Coverage coverage,
TextureFormat targetFormat,
bool skipColorXform);
PaintParams(const PaintParams&);
~PaintParams();
PaintParams& operator=(const PaintParams&);
SkColor4f color() const { return fColor; }
std::optional<SkBlendMode> finalBlendMode() const { return fFinalBlendMode; }
SkBlender* finalBlender() const { return fFinalBlender.get(); }
sk_sp<SkBlender> refFinalBlender() const;
SkShader* shader() const { return fShader.get(); }
sk_sp<SkShader> refShader() const;
SkColorFilter* colorFilter() const { return fColorFilter.get(); }
sk_sp<SkColorFilter> refColorFilter() const;
SkBlender* primitiveBlender() const { return fPrimitiveBlender.get(); }
sk_sp<SkBlender> refPrimitiveBlender() const;
Coverage rendererCoverage() const { return fRendererCoverage; }
bool skipColorXform() const { return fSkipColorXform; }
bool dither() const { return fDither; }
/** Converts an SkColor4f to the destination color space. */
static SkColor4f Color4fPrepForDst(SkColor4f srgb, const SkColorInfo& dstColorInfo);
using Result = std::tuple<UniquePaintParamsID, SkEnumBitMask<DstUsage>>;
std::optional<Result> toKey(const KeyContext&) const;
bool dstReadRequired() const { return (fDstUsage & DstUsage::kDstReadRequired) ==
DstUsage::kDstReadRequired; }
private:
bool addPaintColorToKey(const KeyContext&) const;
bool handlePrimitiveColor(const KeyContext&) const;
bool handlePaintAlpha(const KeyContext&) const;
bool handleColorFilter(const KeyContext&) const;
bool handleDithering(const KeyContext&) const;
bool handleDstRead(const KeyContext&) const;
void handleClipping(const KeyContext&) const;
SkColor4f fColor;
sk_sp<SkBlender> fFinalBlender; // A nullptr here means SrcOver blending
std::optional<SkBlendMode> fFinalBlendMode; // A nullptr here means we have a runtime blendmode
sk_sp<SkShader> fShader;
sk_sp<SkColorFilter> fColorFilter;
// A nullptr fPrimitiveBlender means there's no primitive color blending and it is skipped.
// In the case where there is primitive blending, the primitive color is the source color and
// the dest is the paint's color (or the paint's shader's computed color).
sk_sp<SkBlender> fPrimitiveBlender;
NonMSAAClip fNonMSAAClip;
sk_sp<SkShader> fClipShader;
Coverage fRendererCoverage;
TextureFormat fTargetFormat;
bool fSkipColorXform;
bool fDither;
SkEnumBitMask<DstUsage> fDstUsage;
};
// Add a fixed blend mode node for a specific SkBlendMode.
void AddFixedBlendMode(const KeyContext&, SkBlendMode);
// Add a blend mode node for an SkBlendMode that can vary
void AddBlendMode(const KeyContext&, SkBlendMode);
void AddDitherBlock(const KeyContext&, SkColorType);
} // namespace skgpu::graphite
#endif // skgpu_PaintParams_DEFINED