xref: /aosp_15_r20/external/skia/src/shaders/SkTransformShader.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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 
type()34     ShaderType type() const override { return ShaderType::kTransform; }
35 
36     // These are never serialized/deserialized
getFactory()37     Factory getFactory() const override {
38         SkDEBUGFAIL("SkTransformShader shouldn't be serialized.");
39         return {};
40     }
getTypeName()41     const char* getTypeName() const override {
42         SkDEBUGFAIL("SkTransformShader shouldn't be serialized.");
43         return nullptr;
44     }
45 
isOpaque()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