| 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 | |