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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 cf = p->setColorFilter(nullptr); | 847 p->setColorFilter(nullptr); |
| 848 cf = nullptr; |
848 mode = p->setXfermodeMode(SkXfermode::kSrc_Mode); | 849 mode = p->setXfermodeMode(SkXfermode::kSrc_Mode); |
849 p->setColor(0); | 850 p->setColor(0); |
850 } | 851 } |
851 | 852 |
852 if (nullptr == shader) { | 853 if (nullptr == shader) { |
853 if (mode) { | 854 if (mode) { |
854 // xfermodes (and filters) require shaders for our current blitters | 855 // xfermodes (and filters) require shaders for our current blitters |
855 shader = new SkColorShader(paint->getColor()); | 856 shader = new SkColorShader(paint->getColor()); |
856 paint.writable()->setShader(shader)->unref(); | 857 paint.writable()->setShader(shader)->unref(); |
857 paint.writable()->setAlpha(0xFF); | 858 paint.writable()->setAlpha(0xFF); |
858 } else if (cf) { | 859 } else if (cf) { |
859 // if no shader && no xfermode, we just apply the colorfilter to | 860 // if no shader && no xfermode, we just apply the colorfilter to |
860 // our color and move on. | 861 // our color and move on. |
861 SkPaint* writablePaint = paint.writable(); | 862 SkPaint* writablePaint = paint.writable(); |
862 writablePaint->setColor(cf->filterColor(paint->getColor())); | 863 writablePaint->setColor(cf->filterColor(paint->getColor())); |
863 writablePaint->setColorFilter(nullptr); | 864 writablePaint->setColorFilter(nullptr); |
864 cf = nullptr; | 865 cf = nullptr; |
865 } | 866 } |
866 } | 867 } |
867 | 868 |
868 if (cf) { | 869 if (cf) { |
869 SkASSERT(shader); | 870 SkASSERT(shader); |
870 paint.writable()->setShader(shader->makeWithColorFilter(cf)); | 871 paint.writable()->setShader(shader->makeWithColorFilter(sk_ref_sp(cf))); |
871 shader = paint->getShader(); | 872 shader = paint->getShader(); |
872 // blitters should ignore the presence/absence of a filter, since | 873 // blitters should ignore the presence/absence of a filter, since |
873 // if there is one, the shader will take care of it. | 874 // if there is one, the shader will take care of it. |
874 } | 875 } |
875 | 876 |
876 /* | 877 /* |
877 * We create a SkShader::Context object, and store it on the blitter. | 878 * We create a SkShader::Context object, and store it on the blitter. |
878 */ | 879 */ |
879 SkShader::Context* shaderContext = nullptr; | 880 SkShader::Context* shaderContext = nullptr; |
880 if (shader) { | 881 if (shader) { |
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1002 fShaderContext->~Context(); | 1003 fShaderContext->~Context(); |
1003 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext); | 1004 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext); |
1004 if (nullptr == ctx) { | 1005 if (nullptr == ctx) { |
1005 // Need a valid context in fShaderContext's storage, so we can later (or
our caller) call | 1006 // Need a valid context in fShaderContext's storage, so we can later (or
our caller) call |
1006 // the in-place destructor. | 1007 // the in-place destructor. |
1007 new (fShaderContext) SkZeroShaderContext(*fShader, rec); | 1008 new (fShaderContext) SkZeroShaderContext(*fShader, rec); |
1008 return false; | 1009 return false; |
1009 } | 1010 } |
1010 return true; | 1011 return true; |
1011 } | 1012 } |
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