| /* |
| * Copyright 2024 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_precompile_PrecompileShader_DEFINED |
| #define skgpu_graphite_precompile_PrecompileShader_DEFINED |
| |
| #include "include/gpu/graphite/precompile/PrecompileBase.h" |
| |
| #include "include/core/SkBlendMode.h" |
| #include "include/core/SkImageInfo.h" |
| #include "include/effects/SkGradient.h" |
| |
| class SkColorSpace; |
| |
| namespace skgpu::graphite { |
| |
| class PrecompileBlender; |
| class PrecompileColorFilter; |
| class PrecompileShaderPriv; |
| |
| /** \class PrecompileShader |
| This class corresponds to the SkShader class in the main API. |
| */ |
| class SK_API PrecompileShader : public PrecompileBase { |
| public: |
| /** |
| * This is the Precompile correlate to SkShader::makeWithLocalMatrix. The actual matrix |
| * involved is abstracted away, except for whether or the not the matrix involves perspective |
| * so the correct generated shader variation is chosen. |
| * The PrecompileShaders::LocalMatrix factory can be used to generate a set of shaders |
| * that would've been generated via multiple makeWithLocalMatrix calls. That is, rather than |
| * performing: |
| * sk_sp<PrecompileShader> option1 = source1->makeWithLocalMatrix(false); |
| * sk_sp<PrecompileShader> option2 = source2->makeWithLocalMatrix(false); |
| * one could call: |
| * sk_sp<PrecompileShader> combinedOptions = LocalMatrix({ source1, source2 }, false); |
| */ |
| sk_sp<PrecompileShader> makeWithLocalMatrix(bool isPerspective) const; |
| |
| /** |
| * This is the Precompile correlate to SkShader::makeWithColorFilter. |
| * The PrecompileShaders::ColorFilter factory can be used to generate a set of shaders that |
| * would've been generated via multiple makeWithColorFilter calls. That is, rather than |
| * performing: |
| * sk_sp<PrecompileShader> option1 = source->makeWithColorFilter(colorFilter1); |
| * sk_sp<PrecompileShader> option2 = source->makeWithColorFilter(colorFilter2); |
| * one could call: |
| * sk_sp<PrecompileShader> combinedOptions = ColorFilter({ source }, |
| * { colorFilter1, colorFilter2 }); |
| * With an alternative use case one could also use the ColorFilter factory thusly: |
| * sk_sp<PrecompileShader> combinedOptions = ColorFilter({ source1, source2 }, |
| * { colorFilter }); |
| */ |
| sk_sp<PrecompileShader> makeWithColorFilter(sk_sp<PrecompileColorFilter>) const; |
| |
| /** |
| * This is the Precompile correlate to SkShader::makeWithWorkingColorSpace. |
| * The PrecompileShaders::WorkingColorSpace factory can be used to generate a set of shaders |
| * that would've been generated via multiple makeWithWorkingColorSpace calls. That is, rather |
| * than performing: |
| * sk_sp<PrecompileShader> option1 = source->makeWithWorkingColorSpace(colorSpace1); |
| * sk_sp<PrecompileShader> option2 = source->makeWithWorkingColorSpace(colorSpace2); |
| * one could call: |
| * sk_sp<PrecompileShader> combinedOptions = WorkingColorSpace({ source }, |
| * { colorSpace1, |
| * colorSpace2 }); |
| * With an alternative use case one could also use the WorkingColorSpace factory thusly: |
| * sk_sp<PrecompileShader> combinedOptions = WorkingColorSpace({ source1, source2 }, |
| * { colorSpace }); |
| */ |
| sk_sp<PrecompileShader> makeWithWorkingColorSpace(sk_sp<SkColorSpace> inputCS, |
| sk_sp<SkColorSpace> outputCS=nullptr) const; |
| |
| // Provides access to functions that aren't part of the public API. |
| PrecompileShaderPriv priv(); |
| const PrecompileShaderPriv priv() const; // NOLINT(readability-const-return-type) |
| |
| protected: |
| friend class PrecompileShaderPriv; |
| |
| PrecompileShader() : PrecompileBase(Type::kShader) {} |
| ~PrecompileShader() override; |
| |
| virtual bool isConstant(int /* desiredCombination */) const { return false; } |
| |
| virtual bool isALocalMatrixShader() const { return false; } |
| }; |
| |
| //-------------------------------------------------------------------------------------------------- |
| // This is the Precompile correlate to the SkShaders namespace in the main API |
| namespace PrecompileShaders { |
| // --- This block of eight matches the SkShaders factories in SkShader.h |
| // Note that some of the details of the main API have been elided since they don't impact |
| // the generated shader (e.g., the color parameter to the Color() factories). |
| 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<const 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>>); |
| |
| enum class ImageShaderFlags : uint16_t { |
| kNone = 0, |
| |
| kCubicSampling = 1 << 1, |
| kIncludeAlphaOnly = 1 << 2, |
| |
| kAll = kCubicSampling | kIncludeAlphaOnly, |
| kExcludeCubic = kIncludeAlphaOnly, |
| kNoAlphaNoCubic = kNone, |
| }; |
| |
| static constexpr SkTileMode kAllTileModes[] = { |
| SkTileMode::kClamp, |
| SkTileMode::kRepeat, |
| SkTileMode::kMirror, |
| SkTileMode::kDecal, |
| }; |
| |
| /** |
| In the main 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. |
| Note that this factory is for non-YUV SkImages, the YUVImage factory (below) should be used |
| to represent the shading and sampling required for YUV images. |
| |
| @param shaderFlags Specify the sampling variations that will be precompiled. |
| @param colorInfos a span of SkColorInfos to narrow down the combinations. |
| In general, the color info affects the swizzle and colorSpace |
| transformation of the final Pipeline. |
| @param tileModes a span of SkTileModes to narrow down the combinations. |
| The default will generate all possible combinations. Passing an |
| empty SkSpan will eliminate the Shader-based sampling combinations. |
| @return A precompile shader capturing the specified combinations |
| */ |
| SK_API sk_sp<PrecompileShader> Image(ImageShaderFlags = ImageShaderFlags::kAll, |
| SkSpan<const SkColorInfo> = {}, |
| SkSpan<const SkTileMode> = { kAllTileModes }); |
| |
| /** DEPRECATED |
| * Use above version. |
| */ |
| SK_API sk_sp<PrecompileShader> Image(SkSpan<const SkColorInfo> colorInfos, |
| SkSpan<const SkTileMode> = { kAllTileModes }); |
| |
| // 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(ImageShaderFlags = ImageShaderFlags::kExcludeCubic, |
| SkSpan<const SkColorInfo> = {}, |
| SkSpan<const SkTileMode> = { kAllTileModes }); |
| |
| enum class YUVImageShaderFlags : uint16_t { |
| kNone = 0, |
| |
| kHardwareSamplingNoSwizzle = 1 << 1, |
| kHardwareSampling = 1 << 2, |
| kShaderBasedSampling = 1 << 3, |
| kCubicSampling = 1 << 4, |
| |
| kExcludeCubic = kHardwareSamplingNoSwizzle | kHardwareSampling | kShaderBasedSampling, |
| kNoCubicNoNonSwizzledHW = kHardwareSamplingNoSwizzle | kShaderBasedSampling, |
| }; |
| |
| /** |
| In the main Skia API, the specifics of the SkImage used for the SkImage::makeShader call |
| can determine whether normal or YUV sampling is required. This entry point allows clients |
| to specify that the future image will be a YUV image. |
| |
| @param shaderFlags Specify the sampling variations that will be precompiled. |
| In practice, YUV images are rarely cubic-sampling. |
| @param colorInfos a span of SkColorInfos to narrow down the combinations. |
| In general, the color info affects the swizzle and colorSpace |
| transformation of the final Pipeline. |
| @return A precompile shader capturing the specified combinations |
| */ |
| SK_API sk_sp<PrecompileShader> YUVImage( |
| YUVImageShaderFlags = YUVImageShaderFlags::kExcludeCubic, |
| SkSpan<const SkColorInfo> = {}); |
| |
| // --- This block of two matches the SkShaders factories in SkPerlinNoiseShader.h |
| // Again, most of the details have been elided. |
| SK_API sk_sp<PrecompileShader> MakeFractalNoise(); |
| SK_API sk_sp<PrecompileShader> MakeTurbulence(); |
| |
| enum class GradientShaderFlags : uint16_t { |
| kNone = 0, |
| |
| kSmall = 1 << 1, |
| kMedium = 1 << 2, |
| kLarge = 1 << 3, |
| |
| kAll = kSmall | kMedium | kLarge, |
| kNoLarge = kSmall | kMedium, |
| }; |
| |
| // --- This block of four matches all the factories in SkGradientShader (SkGradient.h) |
| SK_API sk_sp<PrecompileShader> LinearGradient( |
| GradientShaderFlags = GradientShaderFlags::kAll, |
| SkGradient::Interpolation = SkGradient::Interpolation()); |
| SK_API sk_sp<PrecompileShader> RadialGradient( |
| GradientShaderFlags = GradientShaderFlags::kAll, |
| SkGradient::Interpolation = SkGradient::Interpolation()); |
| SK_API sk_sp<PrecompileShader> TwoPointConicalGradient( |
| GradientShaderFlags = GradientShaderFlags::kAll, |
| SkGradient::Interpolation = SkGradient::Interpolation()); |
| SK_API sk_sp<PrecompileShader> SweepGradient( |
| GradientShaderFlags = GradientShaderFlags::kAll, |
| SkGradient::Interpolation = SkGradient::Interpolation()); |
| |
| // 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. |
| 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, |
| bool isPerspective = false); |
| |
| // 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. |
| |
| // This variant creates the cross product of `inputSpaces` and `outputSpaces`. |
| // An empty list is interpreted as matching either the dst color space (for `inputSpaces`) or |
| // matching the input space (for `outputSpaces`). |
| SK_API sk_sp<PrecompileShader> WorkingColorSpace( |
| SkSpan<const sk_sp<PrecompileShader>> shaders, |
| SkSpan<const sk_sp<SkColorSpace>> inputSpaces, |
| SkSpan<const sk_sp<SkColorSpace>> outputSpaces = {}); |
| |
| // This variant takes a span of input and output color spaces pairs explicitly. |
| SK_API sk_sp<PrecompileShader> WorkingColorSpaceExplicit( |
| SkSpan<const sk_sp<PrecompileShader>> shaders, |
| SkSpan<const std::pair</*input =*/sk_sp<SkColorSpace>, |
| /*output=*/sk_sp<SkColorSpace>>> inputAndOutputSpaces); |
| |
| } // namespace PrecompileShaders |
| |
| } // namespace skgpu::graphite |
| |
| #endif // skgpu_graphite_precompile_PrecompileShader_DEFINED |