1 | /* |
2 | * Copyright 2021 Google Inc. |
3 | * |
4 | * Use of this source code is governed by a BSD-style license that can be |
5 | * found in the LICENSE file. |
6 | */ |
7 | #ifndef SkTextCoordShader_DEFINED |
8 | #define SkTextCoordShader_DEFINED |
9 | |
10 | #include "include/core/SkScalar.h" |
11 | #include "include/private/base/SkAssert.h" |
12 | #include "src/shaders/SkShaderBase.h" |
13 | |
14 | class SkMatrix; |
15 | struct SkStageRec; |
16 | |
17 | // SkTransformShader applies a matrix transform to the shader coordinates, like a local matrix |
18 | // shader. The difference with a typical local matrix shader is that this shader's matrix is |
19 | // not combined with the inverse CTM or other local matrices in order to facilitate modifying the |
20 | // matrix between uses of the SkVM or SkRasterPipeline. This supports drawVertices and drawAtlas, in |
21 | // which the mapping from each triangle (when explicit texture coords are used) or atlas quad to |
22 | // shader space is different. |
23 | class SkTransformShader : public SkShaderBase { |
24 | public: |
25 | explicit SkTransformShader(const SkShaderBase& shader, bool allowPerspective); |
26 | |
27 | // Adds a pipestage to multiply the incoming coords in 'r' and 'g' by the matrix. The child |
28 | // shader is called with no pending local matrix and the total transform as unknowable. |
29 | bool appendStages(const SkStageRec& rec, const SkShaders::MatrixRec&) const override; |
30 | |
31 | // Change the matrix used by the generated SkRasterPipeline. |
32 | bool update(const SkMatrix& matrix); |
33 | |
34 | ShaderType type() const override { return ShaderType::kTransform; } |
35 | |
36 | // These are never serialized/deserialized |
37 | Factory getFactory() const override { |
38 | SkDEBUGFAIL("SkTransformShader shouldn't be serialized." ); |
39 | return {}; |
40 | } |
41 | const char* getTypeName() const override { |
42 | SkDEBUGFAIL("SkTransformShader shouldn't be serialized." ); |
43 | return nullptr; |
44 | } |
45 | |
46 | bool isOpaque() const override { return fShader.isOpaque(); } |
47 | |
48 | private: |
49 | const SkShaderBase& fShader; |
50 | SkScalar fMatrixStorage[9]; // actual memory used by generated RP or VM |
51 | bool fAllowPerspective; |
52 | }; |
53 | #endif //SkTextCoordShader_DEFINED |
54 | |