xref: /aosp_15_r20/external/skia/src/shaders/SkTransformShader.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2021 Google Inc.
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 #include "src/shaders/SkTransformShader.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkEffectPriv.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkRasterPipeline.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkRasterPipelineOpList.h"
14*c8dee2aaSAndroid Build Coastguard Worker 
15*c8dee2aaSAndroid Build Coastguard Worker #include <optional>
16*c8dee2aaSAndroid Build Coastguard Worker 
SkTransformShader(const SkShaderBase & shader,bool allowPerspective)17*c8dee2aaSAndroid Build Coastguard Worker SkTransformShader::SkTransformShader(const SkShaderBase& shader, bool allowPerspective)
18*c8dee2aaSAndroid Build Coastguard Worker         : fShader{shader}, fAllowPerspective{allowPerspective} {
19*c8dee2aaSAndroid Build Coastguard Worker     SkMatrix::I().get9(fMatrixStorage);
20*c8dee2aaSAndroid Build Coastguard Worker }
21*c8dee2aaSAndroid Build Coastguard Worker 
update(const SkMatrix & matrix)22*c8dee2aaSAndroid Build Coastguard Worker bool SkTransformShader::update(const SkMatrix& matrix) {
23*c8dee2aaSAndroid Build Coastguard Worker     if (!fAllowPerspective && matrix.hasPerspective()) {
24*c8dee2aaSAndroid Build Coastguard Worker         return false;
25*c8dee2aaSAndroid Build Coastguard Worker     }
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker     matrix.get9(fMatrixStorage);
28*c8dee2aaSAndroid Build Coastguard Worker     return true;
29*c8dee2aaSAndroid Build Coastguard Worker }
30*c8dee2aaSAndroid Build Coastguard Worker 
appendStages(const SkStageRec & rec,const SkShaders::MatrixRec & mRec) const31*c8dee2aaSAndroid Build Coastguard Worker bool SkTransformShader::appendStages(const SkStageRec& rec,
32*c8dee2aaSAndroid Build Coastguard Worker                                      const SkShaders::MatrixRec& mRec) const {
33*c8dee2aaSAndroid Build Coastguard Worker     // We have to seed and apply any constant matrices before appending our matrix that may
34*c8dee2aaSAndroid Build Coastguard Worker     // mutate. We could try to add one matrix stage and then incorporate the parent matrix
35*c8dee2aaSAndroid Build Coastguard Worker     // with the variable matrix in each call to update(). However, in practice our callers
36*c8dee2aaSAndroid Build Coastguard Worker     // fold the CTM into the update() matrix and don't wrap the transform shader in local matrix
37*c8dee2aaSAndroid Build Coastguard Worker     // shaders so the call to apply below should just seed the coordinates. If this assert fires
38*c8dee2aaSAndroid Build Coastguard Worker     // it just indicates an optimization opportunity, not a correctness bug.
39*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(!mRec.hasPendingMatrix());
40*c8dee2aaSAndroid Build Coastguard Worker     std::optional<SkShaders::MatrixRec> childMRec = mRec.apply(rec);
41*c8dee2aaSAndroid Build Coastguard Worker     if (!childMRec.has_value()) {
42*c8dee2aaSAndroid Build Coastguard Worker         return false;
43*c8dee2aaSAndroid Build Coastguard Worker     }
44*c8dee2aaSAndroid Build Coastguard Worker     // The matrix we're about to insert gets updated between uses of the pipeline so our children
45*c8dee2aaSAndroid Build Coastguard Worker     // can't know the total transform when they add their stages. We don't even incorporate this
46*c8dee2aaSAndroid Build Coastguard Worker     // matrix into the SkShaders::MatrixRec at all.
47*c8dee2aaSAndroid Build Coastguard Worker     childMRec->markTotalMatrixInvalid();
48*c8dee2aaSAndroid Build Coastguard Worker 
49*c8dee2aaSAndroid Build Coastguard Worker     auto type = fAllowPerspective ? SkRasterPipelineOp::matrix_perspective
50*c8dee2aaSAndroid Build Coastguard Worker                                   : SkRasterPipelineOp::matrix_2x3;
51*c8dee2aaSAndroid Build Coastguard Worker     rec.fPipeline->append(type, fMatrixStorage);
52*c8dee2aaSAndroid Build Coastguard Worker 
53*c8dee2aaSAndroid Build Coastguard Worker     fShader.appendStages(rec, *childMRec);
54*c8dee2aaSAndroid Build Coastguard Worker     return true;
55*c8dee2aaSAndroid Build Coastguard Worker }
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