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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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| 802 // which check, in case we're being called by a client with a dummy device | 802 // which check, in case we're being called by a client with a dummy device |
| 803 // (e.g. they have a bounder that always aborts the draw) | 803 // (e.g. they have a bounder that always aborts the draw) |
| 804 if (kUnknown_SkColorType == device.colorType() || | 804 if (kUnknown_SkColorType == device.colorType() || |
| 805 (drawCoverage && (kAlpha_8_SkColorType != device.colorType()))) { | 805 (drawCoverage && (kAlpha_8_SkColorType != device.colorType()))) { |
| 806 return allocator->createT<SkNullBlitter>(); | 806 return allocator->createT<SkNullBlitter>(); |
| 807 } | 807 } |
| 808 | 808 |
| 809 SkShader* shader = origPaint.getShader(); | 809 SkShader* shader = origPaint.getShader(); |
| 810 SkColorFilter* cf = origPaint.getColorFilter(); | 810 SkColorFilter* cf = origPaint.getColorFilter(); |
| 811 SkXfermode* mode = origPaint.getXfermode(); | 811 SkXfermode* mode = origPaint.getXfermode(); |
| 812 Sk3DShader* shader3D = nullptr; | 812 sk_sp<Sk3DShader> shader3D; |
| 813 | 813 |
| 814 SkTCopyOnFirstWrite<SkPaint> paint(origPaint); | 814 SkTCopyOnFirstWrite<SkPaint> paint(origPaint); |
| 815 | 815 |
| 816 if (origPaint.getMaskFilter() != nullptr && | 816 if (origPaint.getMaskFilter() != nullptr && |
| 817 origPaint.getMaskFilter()->getFormat() == SkMask::k3D_Format) { | 817 origPaint.getMaskFilter()->getFormat() == SkMask::k3D_Format) { |
| 818 shader3D = new Sk3DShader(sk_sp<SkShader>(SkSafeRef(shader))); | 818 shader3D = sk_make_sp<Sk3DShader>(sk_ref_sp(shader)); |
| 819 // we know we haven't initialized lazyPaint yet, so just do it | 819 // we know we haven't initialized lazyPaint yet, so just do it |
| 820 paint.writable()->setShader(shader3D)->unref(); | 820 paint.writable()->setShader(shader3D); |
| 821 shader = shader3D; | 821 shader = shader3D.get(); |
| 822 } | 822 } |
| 823 | 823 |
| 824 if (mode) { | 824 if (mode) { |
| 825 bool deviceIsOpaque = kRGB_565_SkColorType == device.colorType(); | 825 bool deviceIsOpaque = kRGB_565_SkColorType == device.colorType(); |
| 826 switch (SkInterpretXfermode(*paint, deviceIsOpaque)) { | 826 switch (SkInterpretXfermode(*paint, deviceIsOpaque)) { |
| 827 case kSrcOver_SkXfermodeInterpretation: | 827 case kSrcOver_SkXfermodeInterpretation: |
| 828 mode = nullptr; | 828 mode = nullptr; |
| 829 paint.writable()->setXfermode(nullptr); | 829 paint.writable()->setXfermode(nullptr); |
| 830 break; | 830 break; |
| 831 case kSkipDrawing_SkXfermodeInterpretation:{ | 831 case kSkipDrawing_SkXfermodeInterpretation:{ |
| 832 return allocator->createT<SkNullBlitter>(); | 832 return allocator->createT<SkNullBlitter>(); |
| 833 } | 833 } |
| 834 default: | 834 default: |
| 835 break; | 835 break; |
| 836 } | 836 } |
| 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 p->setShader(nullptr); |
| 847 shader = nullptr; |
| 847 p->setColorFilter(nullptr); | 848 p->setColorFilter(nullptr); |
| 848 cf = nullptr; | 849 cf = nullptr; |
| 849 mode = p->setXfermodeMode(SkXfermode::kSrc_Mode); | 850 mode = p->setXfermodeMode(SkXfermode::kSrc_Mode); |
| 850 p->setColor(0); | 851 p->setColor(0); |
| 851 } | 852 } |
| 852 | 853 |
| 853 if (nullptr == shader) { | 854 if (nullptr == shader) { |
| 854 if (mode) { | 855 if (mode) { |
| 855 // xfermodes (and filters) require shaders for our current blitters | 856 // xfermodes (and filters) require shaders for our current blitters |
| 856 shader = new SkColorShader(paint->getColor()); | 857 paint.writable()->setShader(SkShader::MakeColorShader(paint->getColo
r())); |
| 857 paint.writable()->setShader(shader)->unref(); | |
| 858 paint.writable()->setAlpha(0xFF); | 858 paint.writable()->setAlpha(0xFF); |
| 859 shader = paint->getShader(); |
| 859 } else if (cf) { | 860 } else if (cf) { |
| 860 // if no shader && no xfermode, we just apply the colorfilter to | 861 // if no shader && no xfermode, we just apply the colorfilter to |
| 861 // our color and move on. | 862 // our color and move on. |
| 862 SkPaint* writablePaint = paint.writable(); | 863 SkPaint* writablePaint = paint.writable(); |
| 863 writablePaint->setColor(cf->filterColor(paint->getColor())); | 864 writablePaint->setColor(cf->filterColor(paint->getColor())); |
| 864 writablePaint->setColorFilter(nullptr); | 865 writablePaint->setColorFilter(nullptr); |
| 865 cf = nullptr; | 866 cf = nullptr; |
| 866 } | 867 } |
| 867 } | 868 } |
| 868 | 869 |
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| 1003 fShaderContext->~Context(); | 1004 fShaderContext->~Context(); |
| 1004 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext); | 1005 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext); |
| 1005 if (nullptr == ctx) { | 1006 if (nullptr == ctx) { |
| 1006 // Need a valid context in fShaderContext's storage, so we can later (or
our caller) call | 1007 // Need a valid context in fShaderContext's storage, so we can later (or
our caller) call |
| 1007 // the in-place destructor. | 1008 // the in-place destructor. |
| 1008 new (fShaderContext) SkZeroShaderContext(*fShader, rec); | 1009 new (fShaderContext) SkZeroShaderContext(*fShader, rec); |
| 1009 return false; | 1010 return false; |
| 1010 } | 1011 } |
| 1011 return true; | 1012 return true; |
| 1012 } | 1013 } |
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