xref: /aosp_15_r20/external/skia/src/gpu/graphite/KeyHelpers.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2022 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef skgpu_graphite_KeyHelpers_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_KeyHelpers_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBitmap.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlendMode.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkM44.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint3.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSamplingOptions.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSpan.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTileMode.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkGradientShader.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/Context.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/SkColorData.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkColorSpaceXformSteps.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ReadSwizzle.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/TextureProxy.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "src/shaders/SkShaderBase.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "src/shaders/gradients/SkGradientBaseShader.h"
28*c8dee2aaSAndroid Build Coastguard Worker 
29*c8dee2aaSAndroid Build Coastguard Worker class SkColorFilter;
30*c8dee2aaSAndroid Build Coastguard Worker class SkData;
31*c8dee2aaSAndroid Build Coastguard Worker class SkRuntimeEffect;
32*c8dee2aaSAndroid Build Coastguard Worker 
33*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
34*c8dee2aaSAndroid Build Coastguard Worker 
35*c8dee2aaSAndroid Build Coastguard Worker class DrawContext;
36*c8dee2aaSAndroid Build Coastguard Worker class KeyContext;
37*c8dee2aaSAndroid Build Coastguard Worker class PaintParamsKeyBuilder;
38*c8dee2aaSAndroid Build Coastguard Worker class PipelineDataGatherer;
39*c8dee2aaSAndroid Build Coastguard Worker class UniquePaintParamsID;
40*c8dee2aaSAndroid Build Coastguard Worker enum class ReadSwizzle;
41*c8dee2aaSAndroid Build Coastguard Worker 
42*c8dee2aaSAndroid Build Coastguard Worker // Types of logical "destinations" that a blender might blend with.
43*c8dee2aaSAndroid Build Coastguard Worker enum class DstColorType {
44*c8dee2aaSAndroid Build Coastguard Worker     // A color read from the framebuffer.
45*c8dee2aaSAndroid Build Coastguard Worker     kSurface,
46*c8dee2aaSAndroid Build Coastguard Worker     // A color provided by geometry.
47*c8dee2aaSAndroid Build Coastguard Worker     kPrimitive,
48*c8dee2aaSAndroid Build Coastguard Worker     // A color evaluated by a child shader.
49*c8dee2aaSAndroid Build Coastguard Worker     kChildOutput,
50*c8dee2aaSAndroid Build Coastguard Worker };
51*c8dee2aaSAndroid Build Coastguard Worker 
52*c8dee2aaSAndroid Build Coastguard Worker /**
53*c8dee2aaSAndroid Build Coastguard Worker  * The KeyHelpers can be used to manually construct an SkPaintParamsKey.
54*c8dee2aaSAndroid Build Coastguard Worker  *
55*c8dee2aaSAndroid Build Coastguard Worker  * TODO: If we restructure how the keys are made, we can utilize a single block type for the
56*c8dee2aaSAndroid Build Coastguard Worker  * different blend blocks outlined below. The different Src/Dst pairings could instead be encoded
57*c8dee2aaSAndroid Build Coastguard Worker  * as parent-child relationships.
58*c8dee2aaSAndroid Build Coastguard Worker  */
59*c8dee2aaSAndroid Build Coastguard Worker 
60*c8dee2aaSAndroid Build Coastguard Worker struct SolidColorShaderBlock {
61*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
62*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
63*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
64*c8dee2aaSAndroid Build Coastguard Worker                          const SkPMColor4f&);
65*c8dee2aaSAndroid Build Coastguard Worker };
66*c8dee2aaSAndroid Build Coastguard Worker 
67*c8dee2aaSAndroid Build Coastguard Worker struct RGBPaintColorBlock {
68*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
69*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
70*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*);
71*c8dee2aaSAndroid Build Coastguard Worker };
72*c8dee2aaSAndroid Build Coastguard Worker 
73*c8dee2aaSAndroid Build Coastguard Worker struct AlphaOnlyPaintColorBlock {
74*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
75*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
76*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*);
77*c8dee2aaSAndroid Build Coastguard Worker };
78*c8dee2aaSAndroid Build Coastguard Worker 
79*c8dee2aaSAndroid Build Coastguard Worker struct GradientShaderBlocks {
80*c8dee2aaSAndroid Build Coastguard Worker     struct GradientData {
81*c8dee2aaSAndroid Build Coastguard Worker         // The number of stops stored internal to this data structure before falling back to
82*c8dee2aaSAndroid Build Coastguard Worker         // bitmap storage.
83*c8dee2aaSAndroid Build Coastguard Worker         static constexpr int kNumInternalStorageStops = 8;
84*c8dee2aaSAndroid Build Coastguard Worker 
85*c8dee2aaSAndroid Build Coastguard Worker         // This ctor is used during pre-compilation when we don't have enough information to
86*c8dee2aaSAndroid Build Coastguard Worker         // extract uniform data. However, we must be able to provide enough data to make all the
87*c8dee2aaSAndroid Build Coastguard Worker         // relevant decisions about which code snippets to use.
88*c8dee2aaSAndroid Build Coastguard Worker         GradientData(SkShaderBase::GradientType, int numStops, bool useStorageBuffer);
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker         // This ctor is used when extracting information from PaintParams. It must provide
91*c8dee2aaSAndroid Build Coastguard Worker         // enough data to generate the uniform data the selected code snippet will require.
92*c8dee2aaSAndroid Build Coastguard Worker         GradientData(SkShaderBase::GradientType,
93*c8dee2aaSAndroid Build Coastguard Worker                      SkPoint point0, SkPoint point1,
94*c8dee2aaSAndroid Build Coastguard Worker                      float radius0, float radius1,
95*c8dee2aaSAndroid Build Coastguard Worker                      float bias, float scale,
96*c8dee2aaSAndroid Build Coastguard Worker                      SkTileMode,
97*c8dee2aaSAndroid Build Coastguard Worker                      int numStops,
98*c8dee2aaSAndroid Build Coastguard Worker                      const SkPMColor4f* colors,
99*c8dee2aaSAndroid Build Coastguard Worker                      const float* offsets,
100*c8dee2aaSAndroid Build Coastguard Worker                      const SkGradientBaseShader* shader,
101*c8dee2aaSAndroid Build Coastguard Worker                      sk_sp<TextureProxy> colorsAndOffsetsProxy,
102*c8dee2aaSAndroid Build Coastguard Worker                      bool useStorageBuffer,
103*c8dee2aaSAndroid Build Coastguard Worker                      const SkGradientShader::Interpolation&);
104*c8dee2aaSAndroid Build Coastguard Worker 
105*c8dee2aaSAndroid Build Coastguard Worker         bool operator==(const GradientData& rhs) const = delete;
106*c8dee2aaSAndroid Build Coastguard Worker         bool operator!=(const GradientData& rhs) const = delete;
107*c8dee2aaSAndroid Build Coastguard Worker 
108*c8dee2aaSAndroid Build Coastguard Worker         // Layout options.
109*c8dee2aaSAndroid Build Coastguard Worker         SkShaderBase::GradientType fType;
110*c8dee2aaSAndroid Build Coastguard Worker         SkPoint                    fPoints[2];
111*c8dee2aaSAndroid Build Coastguard Worker         float                      fRadii[2];
112*c8dee2aaSAndroid Build Coastguard Worker 
113*c8dee2aaSAndroid Build Coastguard Worker         // Layout options for sweep gradient.
114*c8dee2aaSAndroid Build Coastguard Worker         float                  fBias;
115*c8dee2aaSAndroid Build Coastguard Worker         float                  fScale;
116*c8dee2aaSAndroid Build Coastguard Worker 
117*c8dee2aaSAndroid Build Coastguard Worker         SkTileMode             fTM;
118*c8dee2aaSAndroid Build Coastguard Worker         int                    fNumStops;
119*c8dee2aaSAndroid Build Coastguard Worker         bool                   fUseStorageBuffer;
120*c8dee2aaSAndroid Build Coastguard Worker 
121*c8dee2aaSAndroid Build Coastguard Worker         // For gradients w/ <= kNumInternalStorageStops stops we use fColors and fOffsets.
122*c8dee2aaSAndroid Build Coastguard Worker         // The offsets are packed into a single float4 to save space when the layout is std140.
123*c8dee2aaSAndroid Build Coastguard Worker         //
124*c8dee2aaSAndroid Build Coastguard Worker         // Otherwise when storage buffers are preferred, we save the colors and offsets pointers
125*c8dee2aaSAndroid Build Coastguard Worker         // to fSrcColors and fSrcOffsets so we can directly copy to the gatherer gradient buffer,
126*c8dee2aaSAndroid Build Coastguard Worker         // else we pack the data into the fColorsAndOffsetsProxy texture.
127*c8dee2aaSAndroid Build Coastguard Worker         SkPMColor4f                   fColors[kNumInternalStorageStops];
128*c8dee2aaSAndroid Build Coastguard Worker         SkV4                          fOffsets[kNumInternalStorageStops / 4];
129*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<TextureProxy>           fColorsAndOffsetsProxy;
130*c8dee2aaSAndroid Build Coastguard Worker         const SkPMColor4f*            fSrcColors;
131*c8dee2aaSAndroid Build Coastguard Worker         const float*                  fSrcOffsets;
132*c8dee2aaSAndroid Build Coastguard Worker         const SkGradientBaseShader*   fSrcShader;
133*c8dee2aaSAndroid Build Coastguard Worker 
134*c8dee2aaSAndroid Build Coastguard Worker         SkGradientShader::Interpolation fInterpolation;
135*c8dee2aaSAndroid Build Coastguard Worker     };
136*c8dee2aaSAndroid Build Coastguard Worker 
137*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
138*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
139*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
140*c8dee2aaSAndroid Build Coastguard Worker                          const GradientData&);
141*c8dee2aaSAndroid Build Coastguard Worker };
142*c8dee2aaSAndroid Build Coastguard Worker 
143*c8dee2aaSAndroid Build Coastguard Worker struct LocalMatrixShaderBlock {
144*c8dee2aaSAndroid Build Coastguard Worker     struct LMShaderData {
LMShaderDataLocalMatrixShaderBlock::LMShaderData145*c8dee2aaSAndroid Build Coastguard Worker         LMShaderData(const SkMatrix& localMatrix)
146*c8dee2aaSAndroid Build Coastguard Worker                 : fLocalMatrix(localMatrix)
147*c8dee2aaSAndroid Build Coastguard Worker                 , fHasPerspective(localMatrix.hasPerspective()) {}
148*c8dee2aaSAndroid Build Coastguard Worker 
149*c8dee2aaSAndroid Build Coastguard Worker         const SkM44 fLocalMatrix;
150*c8dee2aaSAndroid Build Coastguard Worker         const bool  fHasPerspective;
151*c8dee2aaSAndroid Build Coastguard Worker     };
152*c8dee2aaSAndroid Build Coastguard Worker 
153*c8dee2aaSAndroid Build Coastguard Worker     static void BeginBlock(const KeyContext&,
154*c8dee2aaSAndroid Build Coastguard Worker                            PaintParamsKeyBuilder*,
155*c8dee2aaSAndroid Build Coastguard Worker                            PipelineDataGatherer*,
156*c8dee2aaSAndroid Build Coastguard Worker                            const LMShaderData&);
157*c8dee2aaSAndroid Build Coastguard Worker };
158*c8dee2aaSAndroid Build Coastguard Worker 
159*c8dee2aaSAndroid Build Coastguard Worker struct ImageShaderBlock {
160*c8dee2aaSAndroid Build Coastguard Worker     struct ImageData {
161*c8dee2aaSAndroid Build Coastguard Worker         ImageData(const SkSamplingOptions& sampling,
162*c8dee2aaSAndroid Build Coastguard Worker                   SkTileMode tileModeX,
163*c8dee2aaSAndroid Build Coastguard Worker                   SkTileMode tileModeY,
164*c8dee2aaSAndroid Build Coastguard Worker                   SkISize imgSize,
165*c8dee2aaSAndroid Build Coastguard Worker                   SkRect subset);
166*c8dee2aaSAndroid Build Coastguard Worker         SkSamplingOptions fSampling;
167*c8dee2aaSAndroid Build Coastguard Worker         std::pair<SkTileMode, SkTileMode> fTileModes;
168*c8dee2aaSAndroid Build Coastguard Worker         SkISize fImgSize;
169*c8dee2aaSAndroid Build Coastguard Worker         SkRect fSubset;
170*c8dee2aaSAndroid Build Coastguard Worker 
171*c8dee2aaSAndroid Build Coastguard Worker         // TODO: Currently this is only filled in when we're generating the key from an actual
172*c8dee2aaSAndroid Build Coastguard Worker         // SkImageShader. In the pre-compile case we will need to create a Graphite promise
173*c8dee2aaSAndroid Build Coastguard Worker         // image which holds the appropriate data.
174*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<TextureProxy> fTextureProxy;
175*c8dee2aaSAndroid Build Coastguard Worker     };
176*c8dee2aaSAndroid Build Coastguard Worker 
177*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
178*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
179*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
180*c8dee2aaSAndroid Build Coastguard Worker                          const ImageData&);
181*c8dee2aaSAndroid Build Coastguard Worker };
182*c8dee2aaSAndroid Build Coastguard Worker 
183*c8dee2aaSAndroid Build Coastguard Worker struct YUVImageShaderBlock {
184*c8dee2aaSAndroid Build Coastguard Worker     struct ImageData {
185*c8dee2aaSAndroid Build Coastguard Worker         ImageData(const SkSamplingOptions& sampling,
186*c8dee2aaSAndroid Build Coastguard Worker                   SkTileMode tileModeX,
187*c8dee2aaSAndroid Build Coastguard Worker                   SkTileMode tileModeY,
188*c8dee2aaSAndroid Build Coastguard Worker                   SkISize imgSize,
189*c8dee2aaSAndroid Build Coastguard Worker                   SkRect subset);
190*c8dee2aaSAndroid Build Coastguard Worker 
191*c8dee2aaSAndroid Build Coastguard Worker         SkSamplingOptions fSampling;
192*c8dee2aaSAndroid Build Coastguard Worker         SkSamplingOptions fSamplingUV;
193*c8dee2aaSAndroid Build Coastguard Worker         std::pair<SkTileMode, SkTileMode> fTileModes;
194*c8dee2aaSAndroid Build Coastguard Worker         SkISize fImgSize;
195*c8dee2aaSAndroid Build Coastguard Worker         SkISize fImgSizeUV;  // Size of UV planes relative to Y's texel space
196*c8dee2aaSAndroid Build Coastguard Worker         SkRect fSubset;
197*c8dee2aaSAndroid Build Coastguard Worker         SkPoint fLinearFilterUVInset = { 0.50001f, 0.50001f };
198*c8dee2aaSAndroid Build Coastguard Worker         SkV4 fChannelSelect[4];
199*c8dee2aaSAndroid Build Coastguard Worker         float fAlphaParam = 0;
200*c8dee2aaSAndroid Build Coastguard Worker         SkMatrix fYUVtoRGBMatrix;
201*c8dee2aaSAndroid Build Coastguard Worker         SkPoint3 fYUVtoRGBTranslate;
202*c8dee2aaSAndroid Build Coastguard Worker 
203*c8dee2aaSAndroid Build Coastguard Worker         // TODO: Currently these are only filled in when we're generating the key from an actual
204*c8dee2aaSAndroid Build Coastguard Worker         // SkImageShader. In the pre-compile case we will need to create Graphite promise
205*c8dee2aaSAndroid Build Coastguard Worker         // images which hold the appropriate data.
206*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<TextureProxy> fTextureProxies[4];
207*c8dee2aaSAndroid Build Coastguard Worker     };
208*c8dee2aaSAndroid Build Coastguard Worker 
209*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
210*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
211*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
212*c8dee2aaSAndroid Build Coastguard Worker                          const ImageData&);
213*c8dee2aaSAndroid Build Coastguard Worker };
214*c8dee2aaSAndroid Build Coastguard Worker 
215*c8dee2aaSAndroid Build Coastguard Worker struct CoordClampShaderBlock {
216*c8dee2aaSAndroid Build Coastguard Worker     struct CoordClampData {
CoordClampDataCoordClampShaderBlock::CoordClampData217*c8dee2aaSAndroid Build Coastguard Worker         CoordClampData(SkRect subset) : fSubset(subset) {}
218*c8dee2aaSAndroid Build Coastguard Worker 
219*c8dee2aaSAndroid Build Coastguard Worker         SkRect fSubset;
220*c8dee2aaSAndroid Build Coastguard Worker     };
221*c8dee2aaSAndroid Build Coastguard Worker 
222*c8dee2aaSAndroid Build Coastguard Worker     // The gatherer and data should be null or non-null together
223*c8dee2aaSAndroid Build Coastguard Worker     static void BeginBlock(const KeyContext&,
224*c8dee2aaSAndroid Build Coastguard Worker                            PaintParamsKeyBuilder*,
225*c8dee2aaSAndroid Build Coastguard Worker                            PipelineDataGatherer*,
226*c8dee2aaSAndroid Build Coastguard Worker                            const CoordClampData&);
227*c8dee2aaSAndroid Build Coastguard Worker };
228*c8dee2aaSAndroid Build Coastguard Worker 
229*c8dee2aaSAndroid Build Coastguard Worker struct DitherShaderBlock {
230*c8dee2aaSAndroid Build Coastguard Worker     struct DitherData {
DitherDataDitherShaderBlock::DitherData231*c8dee2aaSAndroid Build Coastguard Worker         DitherData(float range, sk_sp<TextureProxy> proxy)
232*c8dee2aaSAndroid Build Coastguard Worker             : fRange(range)
233*c8dee2aaSAndroid Build Coastguard Worker             , fLUTProxy(std::move(proxy)) {}
234*c8dee2aaSAndroid Build Coastguard Worker 
235*c8dee2aaSAndroid Build Coastguard Worker         float fRange;
236*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<TextureProxy> fLUTProxy;
237*c8dee2aaSAndroid Build Coastguard Worker     };
238*c8dee2aaSAndroid Build Coastguard Worker 
239*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
240*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
241*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
242*c8dee2aaSAndroid Build Coastguard Worker                          const DitherData&);
243*c8dee2aaSAndroid Build Coastguard Worker };
244*c8dee2aaSAndroid Build Coastguard Worker 
245*c8dee2aaSAndroid Build Coastguard Worker struct PerlinNoiseShaderBlock {
246*c8dee2aaSAndroid Build Coastguard Worker     enum class Type {
247*c8dee2aaSAndroid Build Coastguard Worker         kFractalNoise,
248*c8dee2aaSAndroid Build Coastguard Worker         kTurbulence,
249*c8dee2aaSAndroid Build Coastguard Worker     };
250*c8dee2aaSAndroid Build Coastguard Worker 
251*c8dee2aaSAndroid Build Coastguard Worker     struct PerlinNoiseData {
PerlinNoiseDataPerlinNoiseShaderBlock::PerlinNoiseData252*c8dee2aaSAndroid Build Coastguard Worker         PerlinNoiseData(Type type,
253*c8dee2aaSAndroid Build Coastguard Worker                         SkVector baseFrequency,
254*c8dee2aaSAndroid Build Coastguard Worker                         int numOctaves,
255*c8dee2aaSAndroid Build Coastguard Worker                         SkISize stitchData)
256*c8dee2aaSAndroid Build Coastguard Worker             : fType(type)
257*c8dee2aaSAndroid Build Coastguard Worker             , fBaseFrequency(baseFrequency)
258*c8dee2aaSAndroid Build Coastguard Worker             , fNumOctaves(numOctaves)
259*c8dee2aaSAndroid Build Coastguard Worker             , fStitchData{ SkIntToFloat(stitchData.fWidth), SkIntToFloat(stitchData.fHeight) } {
260*c8dee2aaSAndroid Build Coastguard Worker         }
261*c8dee2aaSAndroid Build Coastguard Worker 
stitchingPerlinNoiseShaderBlock::PerlinNoiseData262*c8dee2aaSAndroid Build Coastguard Worker         bool stitching() const { return !fStitchData.isZero(); }
263*c8dee2aaSAndroid Build Coastguard Worker 
264*c8dee2aaSAndroid Build Coastguard Worker         Type fType;
265*c8dee2aaSAndroid Build Coastguard Worker         SkVector fBaseFrequency;
266*c8dee2aaSAndroid Build Coastguard Worker         int fNumOctaves;
267*c8dee2aaSAndroid Build Coastguard Worker         SkVector fStitchData;
268*c8dee2aaSAndroid Build Coastguard Worker 
269*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<TextureProxy> fPermutationsProxy;
270*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<TextureProxy> fNoiseProxy;
271*c8dee2aaSAndroid Build Coastguard Worker     };
272*c8dee2aaSAndroid Build Coastguard Worker 
273*c8dee2aaSAndroid Build Coastguard Worker     // The gatherer and data should be null or non-null together
274*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
275*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
276*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
277*c8dee2aaSAndroid Build Coastguard Worker                          const PerlinNoiseData&);
278*c8dee2aaSAndroid Build Coastguard Worker };
279*c8dee2aaSAndroid Build Coastguard Worker 
280*c8dee2aaSAndroid Build Coastguard Worker struct BlendComposeBlock {
281*c8dee2aaSAndroid Build Coastguard Worker     static void BeginBlock(const KeyContext&, PaintParamsKeyBuilder*, PipelineDataGatherer*);
282*c8dee2aaSAndroid Build Coastguard Worker };
283*c8dee2aaSAndroid Build Coastguard Worker 
284*c8dee2aaSAndroid Build Coastguard Worker struct PorterDuffBlenderBlock {
285*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
286*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
287*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
288*c8dee2aaSAndroid Build Coastguard Worker                          SkSpan<const float> coeffs);
289*c8dee2aaSAndroid Build Coastguard Worker };
290*c8dee2aaSAndroid Build Coastguard Worker 
291*c8dee2aaSAndroid Build Coastguard Worker struct HSLCBlenderBlock {
292*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
293*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
294*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
295*c8dee2aaSAndroid Build Coastguard Worker                          SkSpan<const float> coeffs);
296*c8dee2aaSAndroid Build Coastguard Worker };
297*c8dee2aaSAndroid Build Coastguard Worker 
298*c8dee2aaSAndroid Build Coastguard Worker struct ComposeBlock {
299*c8dee2aaSAndroid Build Coastguard Worker     static void BeginBlock(const KeyContext&,
300*c8dee2aaSAndroid Build Coastguard Worker                            PaintParamsKeyBuilder*,
301*c8dee2aaSAndroid Build Coastguard Worker                            PipelineDataGatherer*);
302*c8dee2aaSAndroid Build Coastguard Worker };
303*c8dee2aaSAndroid Build Coastguard Worker 
304*c8dee2aaSAndroid Build Coastguard Worker struct MatrixColorFilterBlock {
305*c8dee2aaSAndroid Build Coastguard Worker     struct MatrixColorFilterData {
MatrixColorFilterDataMatrixColorFilterBlock::MatrixColorFilterData306*c8dee2aaSAndroid Build Coastguard Worker         MatrixColorFilterData(const float matrix[20], bool inHSLA, bool clamp)
307*c8dee2aaSAndroid Build Coastguard Worker                 : fMatrix(matrix[ 0], matrix[ 1], matrix[ 2], matrix[ 3],
308*c8dee2aaSAndroid Build Coastguard Worker                           matrix[ 5], matrix[ 6], matrix[ 7], matrix[ 8],
309*c8dee2aaSAndroid Build Coastguard Worker                           matrix[10], matrix[11], matrix[12], matrix[13],
310*c8dee2aaSAndroid Build Coastguard Worker                           matrix[15], matrix[16], matrix[17], matrix[18])
311*c8dee2aaSAndroid Build Coastguard Worker                 , fTranslate{matrix[4], matrix[9], matrix[14], matrix[19]}
312*c8dee2aaSAndroid Build Coastguard Worker                 , fInHSLA(inHSLA)
313*c8dee2aaSAndroid Build Coastguard Worker                 , fClamp(clamp) {
314*c8dee2aaSAndroid Build Coastguard Worker         }
315*c8dee2aaSAndroid Build Coastguard Worker 
316*c8dee2aaSAndroid Build Coastguard Worker         SkM44 fMatrix;
317*c8dee2aaSAndroid Build Coastguard Worker         SkV4  fTranslate;
318*c8dee2aaSAndroid Build Coastguard Worker         bool  fInHSLA;
319*c8dee2aaSAndroid Build Coastguard Worker         bool  fClamp;
320*c8dee2aaSAndroid Build Coastguard Worker     };
321*c8dee2aaSAndroid Build Coastguard Worker 
322*c8dee2aaSAndroid Build Coastguard Worker     // The gatherer and matrixCFData should be null or non-null together
323*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
324*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
325*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
326*c8dee2aaSAndroid Build Coastguard Worker                          const MatrixColorFilterData&);
327*c8dee2aaSAndroid Build Coastguard Worker };
328*c8dee2aaSAndroid Build Coastguard Worker 
329*c8dee2aaSAndroid Build Coastguard Worker struct TableColorFilterBlock {
330*c8dee2aaSAndroid Build Coastguard Worker     struct TableColorFilterData {
TableColorFilterDataTableColorFilterBlock::TableColorFilterData331*c8dee2aaSAndroid Build Coastguard Worker         TableColorFilterData(sk_sp<TextureProxy> proxy) : fTextureProxy(std::move(proxy)) {}
332*c8dee2aaSAndroid Build Coastguard Worker 
333*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<TextureProxy> fTextureProxy;
334*c8dee2aaSAndroid Build Coastguard Worker     };
335*c8dee2aaSAndroid Build Coastguard Worker 
336*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
337*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
338*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
339*c8dee2aaSAndroid Build Coastguard Worker                          const TableColorFilterData&);
340*c8dee2aaSAndroid Build Coastguard Worker };
341*c8dee2aaSAndroid Build Coastguard Worker 
342*c8dee2aaSAndroid Build Coastguard Worker struct ColorSpaceTransformBlock {
343*c8dee2aaSAndroid Build Coastguard Worker     struct ColorSpaceTransformData {
344*c8dee2aaSAndroid Build Coastguard Worker         ColorSpaceTransformData(const SkColorSpace* src,
345*c8dee2aaSAndroid Build Coastguard Worker                                 SkAlphaType srcAT,
346*c8dee2aaSAndroid Build Coastguard Worker                                 const SkColorSpace* dst,
347*c8dee2aaSAndroid Build Coastguard Worker                                 SkAlphaType dstAT);
ColorSpaceTransformDataColorSpaceTransformBlock::ColorSpaceTransformData348*c8dee2aaSAndroid Build Coastguard Worker         ColorSpaceTransformData(const SkColorSpaceXformSteps& steps) { fSteps = steps; }
ColorSpaceTransformDataColorSpaceTransformBlock::ColorSpaceTransformData349*c8dee2aaSAndroid Build Coastguard Worker         ColorSpaceTransformData(ReadSwizzle swizzle) : fReadSwizzle(swizzle) {
350*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(fSteps.flags.mask() == 0);  // By default, the colorspace should have no effect
351*c8dee2aaSAndroid Build Coastguard Worker         }
352*c8dee2aaSAndroid Build Coastguard Worker         SkColorSpaceXformSteps fSteps;
353*c8dee2aaSAndroid Build Coastguard Worker         ReadSwizzle            fReadSwizzle = ReadSwizzle::kRGBA;
354*c8dee2aaSAndroid Build Coastguard Worker     };
355*c8dee2aaSAndroid Build Coastguard Worker 
356*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
357*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
358*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
359*c8dee2aaSAndroid Build Coastguard Worker                          const ColorSpaceTransformData&);
360*c8dee2aaSAndroid Build Coastguard Worker };
361*c8dee2aaSAndroid Build Coastguard Worker 
362*c8dee2aaSAndroid Build Coastguard Worker struct CircularRRectClipBlock {
363*c8dee2aaSAndroid Build Coastguard Worker     struct CircularRRectClipData {
CircularRRectClipDataCircularRRectClipBlock::CircularRRectClipData364*c8dee2aaSAndroid Build Coastguard Worker         CircularRRectClipData(SkRect rect,
365*c8dee2aaSAndroid Build Coastguard Worker                               SkPoint radiusPlusHalf,
366*c8dee2aaSAndroid Build Coastguard Worker                               SkRect edgeSelect) :
367*c8dee2aaSAndroid Build Coastguard Worker             fRect(rect),
368*c8dee2aaSAndroid Build Coastguard Worker             fRadiusPlusHalf(radiusPlusHalf),
369*c8dee2aaSAndroid Build Coastguard Worker             fEdgeSelect(edgeSelect) {}
370*c8dee2aaSAndroid Build Coastguard Worker         SkRect  fRect;            // bounds, outset by 0.5
371*c8dee2aaSAndroid Build Coastguard Worker         SkPoint fRadiusPlusHalf;  // abs() of .x is radius+0.5, if < 0 indicates inverse fill
372*c8dee2aaSAndroid Build Coastguard Worker                                   // .y is 1/(radius+0.5)
373*c8dee2aaSAndroid Build Coastguard Worker         SkRect  fEdgeSelect;      // 1 indicates a rounded corner on that side (LTRB), 0 otherwise
374*c8dee2aaSAndroid Build Coastguard Worker     };
375*c8dee2aaSAndroid Build Coastguard Worker 
376*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
377*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
378*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*,
379*c8dee2aaSAndroid Build Coastguard Worker                          const CircularRRectClipData&);
380*c8dee2aaSAndroid Build Coastguard Worker };
381*c8dee2aaSAndroid Build Coastguard Worker 
382*c8dee2aaSAndroid Build Coastguard Worker struct PrimitiveColorBlock {
383*c8dee2aaSAndroid Build Coastguard Worker     static void AddBlock(const KeyContext&,
384*c8dee2aaSAndroid Build Coastguard Worker                          PaintParamsKeyBuilder*,
385*c8dee2aaSAndroid Build Coastguard Worker                          PipelineDataGatherer*);
386*c8dee2aaSAndroid Build Coastguard Worker };
387*c8dee2aaSAndroid Build Coastguard Worker 
388*c8dee2aaSAndroid Build Coastguard Worker /**
389*c8dee2aaSAndroid Build Coastguard Worker  * Blend mode color filters blend their input (as the dst color) with some given color (supplied
390*c8dee2aaSAndroid Build Coastguard Worker  * via a uniform) as the src color.
391*c8dee2aaSAndroid Build Coastguard Worker  */
392*c8dee2aaSAndroid Build Coastguard Worker void AddBlendModeColorFilter(const KeyContext&,
393*c8dee2aaSAndroid Build Coastguard Worker                              PaintParamsKeyBuilder*,
394*c8dee2aaSAndroid Build Coastguard Worker                              PipelineDataGatherer*,
395*c8dee2aaSAndroid Build Coastguard Worker                              SkBlendMode,
396*c8dee2aaSAndroid Build Coastguard Worker                              const SkPMColor4f& srcColor);
397*c8dee2aaSAndroid Build Coastguard Worker 
398*c8dee2aaSAndroid Build Coastguard Worker struct RuntimeEffectBlock {
399*c8dee2aaSAndroid Build Coastguard Worker     struct ShaderData {
400*c8dee2aaSAndroid Build Coastguard Worker         // This ctor is used during pre-compilation when we don't have enough information to
401*c8dee2aaSAndroid Build Coastguard Worker         // extract uniform data.
402*c8dee2aaSAndroid Build Coastguard Worker         ShaderData(sk_sp<const SkRuntimeEffect> effect);
403*c8dee2aaSAndroid Build Coastguard Worker 
404*c8dee2aaSAndroid Build Coastguard Worker         // This ctor is used when extracting information from PaintParams.
405*c8dee2aaSAndroid Build Coastguard Worker         ShaderData(sk_sp<const SkRuntimeEffect> effect,
406*c8dee2aaSAndroid Build Coastguard Worker                    sk_sp<const SkData> uniforms);
407*c8dee2aaSAndroid Build Coastguard Worker 
408*c8dee2aaSAndroid Build Coastguard Worker         bool operator==(const ShaderData& rhs) const;
409*c8dee2aaSAndroid Build Coastguard Worker         bool operator!=(const ShaderData& rhs) const { return !(*this == rhs); }
410*c8dee2aaSAndroid Build Coastguard Worker 
411*c8dee2aaSAndroid Build Coastguard Worker         // Runtime shader data.
412*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<const SkRuntimeEffect> fEffect;
413*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<const SkData>          fUniforms;
414*c8dee2aaSAndroid Build Coastguard Worker     };
415*c8dee2aaSAndroid Build Coastguard Worker 
416*c8dee2aaSAndroid Build Coastguard Worker     static void BeginBlock(const KeyContext&,
417*c8dee2aaSAndroid Build Coastguard Worker                            PaintParamsKeyBuilder*,
418*c8dee2aaSAndroid Build Coastguard Worker                            PipelineDataGatherer*,
419*c8dee2aaSAndroid Build Coastguard Worker                            const ShaderData&);
420*c8dee2aaSAndroid Build Coastguard Worker };
421*c8dee2aaSAndroid Build Coastguard Worker 
422*c8dee2aaSAndroid Build Coastguard Worker void AddToKey(const KeyContext&,
423*c8dee2aaSAndroid Build Coastguard Worker               PaintParamsKeyBuilder*,
424*c8dee2aaSAndroid Build Coastguard Worker               PipelineDataGatherer*,
425*c8dee2aaSAndroid Build Coastguard Worker               const SkBlender*);
426*c8dee2aaSAndroid Build Coastguard Worker 
427*c8dee2aaSAndroid Build Coastguard Worker /**
428*c8dee2aaSAndroid Build Coastguard Worker  *  Add implementation details, for the specified backend, of this SkColorFilter to the
429*c8dee2aaSAndroid Build Coastguard Worker  *  provided key.
430*c8dee2aaSAndroid Build Coastguard Worker  *
431*c8dee2aaSAndroid Build Coastguard Worker  *  @param keyContext backend context for key creation
432*c8dee2aaSAndroid Build Coastguard Worker  *  @param builder    builder for creating the key for this SkShader
433*c8dee2aaSAndroid Build Coastguard Worker  *  @param gatherer   if non-null, storage for this colorFilter's data
434*c8dee2aaSAndroid Build Coastguard Worker  *  @param filter     This function is a no-op if filter is null.
435*c8dee2aaSAndroid Build Coastguard Worker  */
436*c8dee2aaSAndroid Build Coastguard Worker void AddToKey(const KeyContext& keyContext,
437*c8dee2aaSAndroid Build Coastguard Worker               PaintParamsKeyBuilder* builder,
438*c8dee2aaSAndroid Build Coastguard Worker               PipelineDataGatherer* gatherer,
439*c8dee2aaSAndroid Build Coastguard Worker               const SkColorFilter* filter);
440*c8dee2aaSAndroid Build Coastguard Worker 
441*c8dee2aaSAndroid Build Coastguard Worker /**
442*c8dee2aaSAndroid Build Coastguard Worker  *  Add implementation details, for the specified backend, of this SkShader to the
443*c8dee2aaSAndroid Build Coastguard Worker  *  provided key.
444*c8dee2aaSAndroid Build Coastguard Worker  *
445*c8dee2aaSAndroid Build Coastguard Worker  *  @param keyContext backend context for key creation
446*c8dee2aaSAndroid Build Coastguard Worker  *  @param builder    builder for creating the key for this SkShader
447*c8dee2aaSAndroid Build Coastguard Worker  *  @param gatherer   if non-null, storage for this colorFilter's data
448*c8dee2aaSAndroid Build Coastguard Worker  *  @param shader     This function is a no-op if shader is null.
449*c8dee2aaSAndroid Build Coastguard Worker  */
450*c8dee2aaSAndroid Build Coastguard Worker void AddToKey(const KeyContext& keyContext,
451*c8dee2aaSAndroid Build Coastguard Worker               PaintParamsKeyBuilder* builder,
452*c8dee2aaSAndroid Build Coastguard Worker               PipelineDataGatherer* gatherer,
453*c8dee2aaSAndroid Build Coastguard Worker               const SkShader* shader);
454*c8dee2aaSAndroid Build Coastguard Worker 
455*c8dee2aaSAndroid Build Coastguard Worker // TODO(b/330864257) These visitation functions are redundant with AddToKey, except that they are
456*c8dee2aaSAndroid Build Coastguard Worker // executed in the Device::drawGeometry() stack frame, whereas the keys are currently deferred until
457*c8dee2aaSAndroid Build Coastguard Worker // DrawPass::Make. Image use needs to be detected in the draw frame to split tasks to match client
458*c8dee2aaSAndroid Build Coastguard Worker // actions. Once paint keys are extracted in the draw frame, this can go away entirely.
459*c8dee2aaSAndroid Build Coastguard Worker void NotifyImagesInUse(Recorder*, DrawContext*, const SkBlender*);
460*c8dee2aaSAndroid Build Coastguard Worker void NotifyImagesInUse(Recorder*, DrawContext*, const SkColorFilter*);
461*c8dee2aaSAndroid Build Coastguard Worker void NotifyImagesInUse(Recorder*, DrawContext*, const SkShader*);
462*c8dee2aaSAndroid Build Coastguard Worker 
463*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
464*c8dee2aaSAndroid Build Coastguard Worker 
465*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_KeyHelpers_DEFINED
466