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Side by Side Diff: src/core/SkBlitter.cpp

Issue 1821103004: Revert of Revert[2] of "switch colorfilters to sk_sp (patchset #11 id:200001 of https://codereview.chromium.o… (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 4 years, 9 months ago
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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"
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837 } 837 }
838 838
839 /* 839 /*
840 * If the xfermode is CLEAR, then we can completely ignore the installed 840 * If the xfermode is CLEAR, then we can completely ignore the installed
841 * color/shader/colorfilter, and just pretend we're SRC + color==0. This 841 * color/shader/colorfilter, and just pretend we're SRC + color==0. This
842 * will fall into our optimizations for SRC mode. 842 * will fall into our optimizations for SRC mode.
843 */ 843 */
844 if (SkXfermode::IsMode(mode, SkXfermode::kClear_Mode)) { 844 if (SkXfermode::IsMode(mode, SkXfermode::kClear_Mode)) {
845 SkPaint* p = paint.writable(); 845 SkPaint* p = paint.writable();
846 shader = p->setShader(nullptr); 846 shader = p->setShader(nullptr);
847 p->setColorFilter(nullptr); 847 cf = p->setColorFilter(nullptr);
848 cf = nullptr;
849 mode = p->setXfermodeMode(SkXfermode::kSrc_Mode); 848 mode = p->setXfermodeMode(SkXfermode::kSrc_Mode);
850 p->setColor(0); 849 p->setColor(0);
851 } 850 }
852 851
853 if (nullptr == shader) { 852 if (nullptr == shader) {
854 if (mode) { 853 if (mode) {
855 // xfermodes (and filters) require shaders for our current blitters 854 // xfermodes (and filters) require shaders for our current blitters
856 shader = new SkColorShader(paint->getColor()); 855 shader = new SkColorShader(paint->getColor());
857 paint.writable()->setShader(shader)->unref(); 856 paint.writable()->setShader(shader)->unref();
858 paint.writable()->setAlpha(0xFF); 857 paint.writable()->setAlpha(0xFF);
859 } else if (cf) { 858 } else if (cf) {
860 // if no shader && no xfermode, we just apply the colorfilter to 859 // if no shader && no xfermode, we just apply the colorfilter to
861 // our color and move on. 860 // our color and move on.
862 SkPaint* writablePaint = paint.writable(); 861 SkPaint* writablePaint = paint.writable();
863 writablePaint->setColor(cf->filterColor(paint->getColor())); 862 writablePaint->setColor(cf->filterColor(paint->getColor()));
864 writablePaint->setColorFilter(nullptr); 863 writablePaint->setColorFilter(nullptr);
865 cf = nullptr; 864 cf = nullptr;
866 } 865 }
867 } 866 }
868 867
869 if (cf) { 868 if (cf) {
870 SkASSERT(shader); 869 SkASSERT(shader);
871 paint.writable()->setShader(shader->makeWithColorFilter(sk_ref_sp(cf))); 870 paint.writable()->setShader(shader->makeWithColorFilter(cf));
872 shader = paint->getShader(); 871 shader = paint->getShader();
873 // blitters should ignore the presence/absence of a filter, since 872 // blitters should ignore the presence/absence of a filter, since
874 // if there is one, the shader will take care of it. 873 // if there is one, the shader will take care of it.
875 } 874 }
876 875
877 /* 876 /*
878 * We create a SkShader::Context object, and store it on the blitter. 877 * We create a SkShader::Context object, and store it on the blitter.
879 */ 878 */
880 SkShader::Context* shaderContext = nullptr; 879 SkShader::Context* shaderContext = nullptr;
881 if (shader) { 880 if (shader) {
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1003 fShaderContext->~Context(); 1002 fShaderContext->~Context();
1004 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext); 1003 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext);
1005 if (nullptr == ctx) { 1004 if (nullptr == ctx) {
1006 // Need a valid context in fShaderContext's storage, so we can later (or our caller) call 1005 // Need a valid context in fShaderContext's storage, so we can later (or our caller) call
1007 // the in-place destructor. 1006 // the in-place destructor.
1008 new (fShaderContext) SkZeroShaderContext(*fShader, rec); 1007 new (fShaderContext) SkZeroShaderContext(*fShader, rec);
1009 return false; 1008 return false;
1010 } 1009 }
1011 return true; 1010 return true;
1012 } 1011 }
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