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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef FLUTTER_IMPELLER_RENDERER_SNAPSHOT_H_
#define FLUTTER_IMPELLER_RENDERER_SNAPSHOT_H_
#include <functional>
#include <memory>
#include <vector>
#include "impeller/core/formats.h"
#include "impeller/core/sampler_descriptor.h"
#include "impeller/core/texture.h"
#include "impeller/geometry/matrix.h"
#include "impeller/geometry/rect.h"
namespace impeller {
class ContentContext;
class Entity;
/// Represents a texture and its intended draw transform/sampler configuration.
struct Snapshot {
std::shared_ptr<Texture> texture;
/// The transform that should be applied to this texture for rendering.
Matrix transform;
SamplerDescriptor sampler_descriptor =
SamplerDescriptor("Default Snapshot Sampler",
MinMagFilter::kLinear,
MinMagFilter::kLinear,
MipFilter::kNearest);
Scalar opacity = 1.0f;
/// @brief Whether this snapshot needs to be re-rasterized when used as an
/// input to a runtime effect.
/// @details This is required because there is no good heuristic to determine
/// if a `Snapshot` needs to be rerasterized before applying a RuntimeFilter.
/// In particular the GaussianBlurContents will return a Snapshot that
/// includes padding for the blur halo which is not possible for the
/// RuntimeEffectContents to know about. This value will tell
/// RuntimeEffectContents that the Snapshot will have to be rerasterized to
/// capture the padding.
bool needs_rasterization_for_runtime_effects = false;
/// Any snapshot that is scaled should re-rasterize because we should be
/// performing the RuntimeEffect at the resolution of the screen, not the
/// scaled up or scaled down version of the snapshot.
bool ShouldRasterizeForRuntimeEffects() const {
// If the transform has a rotation we don't re-rasterize because we'll lose
// the rotation.
// TODO(tbd): We should re-rasterize scaled and rotated snapshots.
return (!transform.IsTranslationOnly() &&
transform.IsTranslationScaleOnly()) ||
needs_rasterization_for_runtime_effects;
}
std::optional<Rect> GetCoverage() const;
/// @brief Get the transform that converts screen space coordinates to the UV
/// space of this snapshot.
std::optional<Matrix> GetUVTransform() const;
/// @brief Map a coverage rect to this filter input's UV space.
/// Result order: Top left, top right, bottom left, bottom right.
std::optional<std::array<Point, 4>> GetCoverageUVs(
const Rect& coverage) const;
};
} // namespace impeller
#endif // FLUTTER_IMPELLER_RENDERER_SNAPSHOT_H_