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Side by Side Diff: include/core/SkShader.h

Issue 582963002: Solo gp (Closed) Base URL: https://skia.googlesource.com/skia.git@no_peb
Patch Set: rebase Created 6 years, 2 months ago
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1 /* 1 /*
2 * Copyright 2006 The Android Open Source Project 2 * Copyright 2006 The Android Open Source Project
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 8
9 #ifndef SkShader_DEFINED 9 #ifndef SkShader_DEFINED
10 #define SkShader_DEFINED 10 #define SkShader_DEFINED
11 11
12 #include "SkBitmap.h" 12 #include "SkBitmap.h"
13 #include "SkFlattenable.h" 13 #include "SkFlattenable.h"
14 #include "SkMask.h" 14 #include "SkMask.h"
15 #include "SkMatrix.h" 15 #include "SkMatrix.h"
16 #include "SkPaint.h" 16 #include "SkPaint.h"
17 #include "../gpu/GrColor.h" 17 #include "../gpu/GrColor.h"
18 18
19 class SkPath; 19 class SkPath;
20 class SkPicture; 20 class SkPicture;
21 class SkXfermode; 21 class SkXfermode;
22 class GrContext; 22 class GrContext;
23 class GrEffect; 23 class GrFragmentProcessor;
24 24
25 /** \class SkShader 25 /** \class SkShader
26 * 26 *
27 * Shaders specify the source color(s) for what is being drawn. If a paint 27 * Shaders specify the source color(s) for what is being drawn. If a paint
28 * has no shader, then the paint's color is used. If the paint has a 28 * has no shader, then the paint's color is used. If the paint has a
29 * shader, then the shader's color(s) are use instead, but they are 29 * shader, then the shader's color(s) are use instead, but they are
30 * modulated by the paint's alpha. This makes it easy to create a shader 30 * modulated by the paint's alpha. This makes it easy to create a shader
31 * once (e.g. bitmap tiling or gradient) and then change its transparency 31 * once (e.g. bitmap tiling or gradient) and then change its transparency
32 * w/o having to modify the original shader... only the paint's alpha needs 32 * w/o having to modify the original shader... only the paint's alpha needs
33 * to be modified. 33 * to be modified.
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378 * the color the effect expects as its input color. If the SkShader wishes to emit a solid 378 * the color the effect expects as its input color. If the SkShader wishes to emit a solid
379 * color then it should set paintColor to that color and not create an effe ct. Note that 379 * color then it should set paintColor to that color and not create an effe ct. Note that
380 * GrColor is always premul. The common patterns are to convert paint's SkC olor to GrColor or 380 * GrColor is always premul. The common patterns are to convert paint's SkC olor to GrColor or
381 * to extract paint's alpha and replicate it to all channels in paintColor. Upon failure 381 * to extract paint's alpha and replicate it to all channels in paintColor. Upon failure
382 * paintColor should not be modified. It is not recommended to specialize t he effect to 382 * paintColor should not be modified. It is not recommended to specialize t he effect to
383 * the paint's color as then many GPU shaders may be generated. 383 * the paint's color as then many GPU shaders may be generated.
384 * 384 *
385 * The GrContext may be used by the effect to create textures. The GPU devi ce does not 385 * The GrContext may be used by the effect to create textures. The GPU devi ce does not
386 * call createContext. Instead we pass the SkPaint here in case the shader needs paint info. 386 * call createContext. Instead we pass the SkPaint here in case the shader needs paint info.
387 */ 387 */
388 virtual bool asNewEffect(GrContext* context, const SkPaint& paint, 388 virtual bool asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix* , GrColor*,
389 const SkMatrix* localMatrixOrNull, GrColor* paintCo lor, 389 GrFragmentProcessor**) const;
390 GrEffect** effect) const;
391 390
392 /** 391 /**
393 * If the shader can represent its "average" luminance in a single color, r eturn true and 392 * If the shader can represent its "average" luminance in a single color, r eturn true and
394 * if color is not NULL, return that color. If it cannot, return false and ignore the color 393 * if color is not NULL, return that color. If it cannot, return false and ignore the color
395 * parameter. 394 * parameter.
396 * 395 *
397 * Note: if this returns true, the returned color will always be opaque, as only the RGB 396 * Note: if this returns true, the returned color will always be opaque, as only the RGB
398 * components are used to compute luminance. 397 * components are used to compute luminance.
399 */ 398 */
400 bool asLuminanceColor(SkColor*) const; 399 bool asLuminanceColor(SkColor*) const;
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501 // constructors. 500 // constructors.
502 SkMatrix fLocalMatrix; 501 SkMatrix fLocalMatrix;
503 502
504 // So the SkLocalMatrixShader can whack fLocalMatrix in its SkReadBuffer con structor. 503 // So the SkLocalMatrixShader can whack fLocalMatrix in its SkReadBuffer con structor.
505 friend class SkLocalMatrixShader; 504 friend class SkLocalMatrixShader;
506 505
507 typedef SkFlattenable INHERITED; 506 typedef SkFlattenable INHERITED;
508 }; 507 };
509 508
510 #endif 509 #endif
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