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1 | 1 |
2 /* | 2 /* |
3 * Copyright 2006 The Android Open Source Project | 3 * Copyright 2006 The Android Open Source Project |
4 * | 4 * |
5 * Use of this source code is governed by a BSD-style license that can be | 5 * Use of this source code is governed by a BSD-style license that can be |
6 * found in the LICENSE file. | 6 * found in the LICENSE file. |
7 */ | 7 */ |
8 | 8 |
9 | 9 |
10 #ifndef SkBitmapProcShader_DEFINED | 10 #ifndef SkBitmapProcShader_DEFINED |
11 #define SkBitmapProcShader_DEFINED | 11 #define SkBitmapProcShader_DEFINED |
12 | 12 |
13 #include "SkShader.h" | 13 #include "SkShader.h" |
14 #include "SkBitmapProcState.h" | 14 #include "SkBitmapProcState.h" |
15 #include "SkSmallAllocator.h" | 15 #include "SkSmallAllocator.h" |
16 | 16 |
17 class SkBitmapProcShader : public SkShader { | 17 class SkBitmapProcShader : public SkShader { |
18 public: | 18 public: |
19 SkBitmapProcShader(const SkBitmap& src, TileMode tx, TileMode ty); | 19 SkBitmapProcShader(const SkBitmap& src, TileMode tx, TileMode ty); |
20 | 20 |
21 // overrides from SkShader | 21 // overrides from SkShader |
22 virtual bool isOpaque() const SK_OVERRIDE; | 22 virtual bool isOpaque() const SK_OVERRIDE; |
23 virtual bool setContext(const SkBitmap&, const SkPaint&, const SkMatrix&) SK _OVERRIDE; | |
24 virtual void endContext() SK_OVERRIDE; | |
25 virtual uint32_t getFlags() SK_OVERRIDE { return fFlags; } | |
26 virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRID E; | |
27 virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE; | |
28 virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRI DE; | |
29 virtual BitmapType asABitmap(SkBitmap*, SkMatrix*, TileMode*) const SK_OVERR IDE; | 23 virtual BitmapType asABitmap(SkBitmap*, SkMatrix*, TileMode*) const SK_OVERR IDE; |
30 | 24 |
25 virtual bool validContext(const SkBitmap& device, | |
26 const SkPaint& paint, | |
27 const SkMatrix& matrix, | |
28 SkMatrix* totalInverse = NULL) const SK_OVERRIDE; | |
29 virtual SkShader::Context* createContext(const SkBitmap&, const SkPaint&, | |
30 const SkMatrix&, void* storage) con st SK_OVERRIDE; | |
31 virtual size_t contextSize() const SK_OVERRIDE; | |
32 | |
31 static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty); | 33 static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty); |
32 | 34 |
33 SK_DEVELOPER_TO_STRING() | 35 SK_DEVELOPER_TO_STRING() |
34 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader) | 36 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader) |
35 | 37 |
36 #if SK_SUPPORT_GPU | 38 #if SK_SUPPORT_GPU |
37 GrEffectRef* asNewEffect(GrContext*, const SkPaint&) const SK_OVERRIDE; | 39 GrEffectRef* asNewEffect(GrContext*, const SkPaint&) const SK_OVERRIDE; |
38 #endif | 40 #endif |
39 | 41 |
42 class BitmapProcShaderContext : public SkShader::Context { | |
43 public: | |
44 // The context takes ownership of the state. | |
scroggo
2014/04/01 18:02:41
This could use some elaboration - it will call the
Dominik Grewe
2014/04/02 18:00:48
I've extended the comment for now. If we passed a
scroggo
2014/04/02 20:16:52
I think so. We might have some examples of such a
Dominik Grewe
2014/04/03 12:12:59
On the other hand, we shouldn't create any context
scroggo
2014/04/03 15:35:54
I think that makes a lot of sense.
| |
45 BitmapProcShaderContext(const SkBitmapProcShader& shader, | |
46 const SkBitmap& device, | |
47 const SkPaint& paint, | |
48 const SkMatrix& matrix, | |
49 SkBitmapProcState* state); | |
50 virtual ~BitmapProcShaderContext(); | |
51 | |
52 virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVE RRIDE; | |
53 virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE; | |
54 virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OV ERRIDE; | |
55 | |
56 virtual uint32_t getFlags() const SK_OVERRIDE { return fFlags; } | |
57 private: | |
58 SkBitmapProcState* fState; | |
59 uint32_t fFlags; | |
60 | |
61 typedef SkShader::Context INHERITED; | |
62 }; | |
63 | |
40 protected: | 64 protected: |
41 SkBitmapProcShader(SkReadBuffer& ); | 65 SkBitmapProcShader(SkReadBuffer& ); |
42 virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; | 66 virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; |
43 | 67 |
44 SkBitmap fRawBitmap; // experimental for RLE encoding | 68 SkBitmap fRawBitmap; // experimental for RLE encoding |
45 SkBitmapProcState fState; | 69 uint8_t fTileModeX, fTileModeY; |
46 uint32_t fFlags; | |
47 | 70 |
48 private: | 71 private: |
72 bool validInternal(const SkBitmap& device, const SkPaint& paint, | |
73 const SkMatrix& matrix, SkMatrix* totalInverse, | |
74 SkBitmapProcState* state) const; | |
75 | |
49 typedef SkShader INHERITED; | 76 typedef SkShader INHERITED; |
50 }; | 77 }; |
51 | 78 |
52 // Commonly used allocator. It currently is only used to allocate up to 2 object s. The total | 79 // Commonly used allocator. It currently is only used to allocate up to 3 object s. The total |
53 // bytes requested is calculated using one of our large shaders plus the size of an Sk3DBlitter | 80 // bytes requested is calculated using one of our large shaders, its context (co ntext size |
54 // in SkDraw.cpp | 81 // is multiplied by 3 because contexts can reference other contexts) plus the si ze of |
55 typedef SkSmallAllocator<2, sizeof(SkBitmapProcShader) + sizeof(void*) * 2> SkTB litterAllocator; | 82 // an Sk3DBlitter in SkDraw.cpp |
83 typedef SkSmallAllocator<3, sizeof(SkBitmapProcShader) + | |
scroggo
2014/04/01 18:02:41
Won't this need to be 4 to account for the SkBitma
scroggo
2014/04/02 16:03:14
My mistake; you put the SkBitmapProcState in with
Dominik Grewe
2014/04/02 18:00:48
We don't have access to the SkSmallAllocator when
scroggo
2014/04/02 20:16:52
Ah, of course. Nvm.
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84 3 * sizeof(SkBitmapProcShader::BitmapProcShaderConte xt) + | |
85 sizeof(SkBitmapProcState) + | |
86 sizeof(void*) * 2> SkTBlitterAllocator; | |
56 | 87 |
57 // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive | 88 // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive |
58 // the SkShader. | 89 // the SkShader. |
59 SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader:: TileMode, | 90 SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader:: TileMode, |
60 SkTBlitterAllocator* alloc); | 91 SkTBlitterAllocator* alloc); |
61 | 92 |
62 #endif | 93 #endif |
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