OLD | NEW |
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 #include "SkBlitter.h" | 8 #include "SkBlitter.h" |
9 #include "SkAntiRun.h" | 9 #include "SkAntiRun.h" |
10 #include "SkColor.h" | 10 #include "SkColor.h" |
(...skipping 574 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
585 class Sk3DShader : public SkShader { | 585 class Sk3DShader : public SkShader { |
586 public: | 586 public: |
587 Sk3DShader(SkShader* proxy) : fProxy(proxy) { | 587 Sk3DShader(SkShader* proxy) : fProxy(proxy) { |
588 SkSafeRef(proxy); | 588 SkSafeRef(proxy); |
589 } | 589 } |
590 | 590 |
591 virtual ~Sk3DShader() { | 591 virtual ~Sk3DShader() { |
592 SkSafeUnref(fProxy); | 592 SkSafeUnref(fProxy); |
593 } | 593 } |
594 | 594 |
595 size_t contextSize() const override { | 595 size_t contextSize(const ContextRec& rec) const override { |
596 size_t size = sizeof(Sk3DShaderContext); | 596 size_t size = sizeof(Sk3DShaderContext); |
597 if (fProxy) { | 597 if (fProxy) { |
598 size += fProxy->contextSize(); | 598 size += fProxy->contextSize(rec); |
599 } | 599 } |
600 return size; | 600 return size; |
601 } | 601 } |
602 | 602 |
603 Context* onCreateContext(const ContextRec& rec, void* storage) const overrid
e { | 603 Context* onCreateContext(const ContextRec& rec, void* storage) const overrid
e { |
604 SkShader::Context* proxyContext = nullptr; | 604 SkShader::Context* proxyContext = nullptr; |
605 if (fProxy) { | 605 if (fProxy) { |
606 char* proxyContextStorage = (char*) storage + sizeof(Sk3DShaderConte
xt); | 606 char* proxyContextStorage = (char*) storage + sizeof(Sk3DShaderConte
xt); |
607 proxyContext = fProxy->createContext(rec, proxyContextStorage); | 607 proxyContext = fProxy->createContext(rec, proxyContextStorage); |
608 if (!proxyContext) { | 608 if (!proxyContext) { |
(...skipping 260 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
869 // blitters should ignore the presence/absence of a filter, since | 869 // blitters should ignore the presence/absence of a filter, since |
870 // if there is one, the shader will take care of it. | 870 // if there is one, the shader will take care of it. |
871 } | 871 } |
872 | 872 |
873 /* | 873 /* |
874 * We create a SkShader::Context object, and store it on the blitter. | 874 * We create a SkShader::Context object, and store it on the blitter. |
875 */ | 875 */ |
876 SkShader::Context* shaderContext = nullptr; | 876 SkShader::Context* shaderContext = nullptr; |
877 if (shader) { | 877 if (shader) { |
878 SkShader::ContextRec rec(*paint, matrix, nullptr); | 878 SkShader::ContextRec rec(*paint, matrix, nullptr); |
879 size_t contextSize = shader->contextSize(); | 879 size_t contextSize = shader->contextSize(rec); |
880 if (contextSize) { | 880 if (contextSize) { |
881 // Try to create the ShaderContext | 881 // Try to create the ShaderContext |
882 void* storage = allocator->reserveT<SkShader::Context>(contextSize); | 882 void* storage = allocator->reserveT<SkShader::Context>(contextSize); |
883 shaderContext = shader->createContext(rec, storage); | 883 shaderContext = shader->createContext(rec, storage); |
884 if (!shaderContext) { | 884 if (!shaderContext) { |
885 allocator->freeLast(); | 885 allocator->freeLast(); |
886 return allocator->createT<SkNullBlitter>(); | 886 return allocator->createT<SkNullBlitter>(); |
887 } | 887 } |
888 SkASSERT(shaderContext); | 888 SkASSERT(shaderContext); |
889 SkASSERT((void*) shaderContext == storage); | 889 SkASSERT((void*) shaderContext == storage); |
(...skipping 107 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
997 fShaderContext->~Context(); | 997 fShaderContext->~Context(); |
998 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext); | 998 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext); |
999 if (nullptr == ctx) { | 999 if (nullptr == ctx) { |
1000 // Need a valid context in fShaderContext's storage, so we can later (or
our caller) call | 1000 // Need a valid context in fShaderContext's storage, so we can later (or
our caller) call |
1001 // the in-place destructor. | 1001 // the in-place destructor. |
1002 new (fShaderContext) SkZeroShaderContext(*fShader, rec); | 1002 new (fShaderContext) SkZeroShaderContext(*fShader, rec); |
1003 return false; | 1003 return false; |
1004 } | 1004 } |
1005 return true; | 1005 return true; |
1006 } | 1006 } |
OLD | NEW |