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Side by Side Diff: src/core/SkBitmapProcShader.h

Issue 207683004: Extract most of the mutable state of SkShader into a separate Context object. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: clean up Created 6 years, 9 months ago
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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) const SK_OVERRIDE;
28 virtual SkShader::Context* createContext(const SkBitmap&, const SkPaint&,
29 const SkMatrix&, void* storage) con st SK_OVERRIDE;
30 virtual size_t contextSize() const SK_OVERRIDE;
31
31 static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty); 32 static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty);
32 33
33 SK_DEVELOPER_TO_STRING() 34 SK_DEVELOPER_TO_STRING()
34 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader) 35 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader)
35 36
36 #if SK_SUPPORT_GPU 37 #if SK_SUPPORT_GPU
37 GrEffectRef* asNewEffect(GrContext*, const SkPaint&) const SK_OVERRIDE; 38 GrEffectRef* asNewEffect(GrContext*, const SkPaint&) const SK_OVERRIDE;
38 #endif 39 #endif
39 40
41 class BitmapProcShaderContext : public SkShader::Context {
42 public:
43 BitmapProcShaderContext(const SkBitmapProcShader& shader,
44 const SkBitmap& device,
45 const SkPaint& paint,
46 const SkMatrix& matrix);
47 virtual ~BitmapProcShaderContext();
48
49 virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVE RRIDE;
50 virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE;
51 virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OV ERRIDE;
52
53 virtual uint32_t getFlags() const SK_OVERRIDE { return fFlags; }
54 private:
55 SkBitmapProcState fState;
56 uint32_t fFlags;
57
58 typedef SkShader::Context INHERITED;
59 };
60
40 protected: 61 protected:
41 SkBitmapProcShader(SkReadBuffer& ); 62 SkBitmapProcShader(SkReadBuffer& );
42 virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; 63 virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE;
43 64
44 SkBitmap fRawBitmap; // experimental for RLE encoding 65 SkBitmap fRawBitmap; // experimental for RLE encoding
45 SkBitmapProcState fState; 66 uint8_t fTileModeX, fTileModeY;
46 uint32_t fFlags;
47 67
48 private: 68 private:
49 typedef SkShader INHERITED; 69 typedef SkShader INHERITED;
50 }; 70 };
51 71
52 // Commonly used allocator. It currently is only used to allocate up to 2 object s. The total 72 // 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 73 // bytes requested is calculated using one of our large shaders, its context (co ntext size
54 // in SkDraw.cpp 74 // 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; 75 // an Sk3DBlitter in SkDraw.cpp
76 typedef SkSmallAllocator<3, sizeof(SkBitmapProcShader) +
77 3 * sizeof(SkBitmapProcShader::BitmapProcShaderConte xt) +
78 sizeof(void*) * 2> SkTBlitterAllocator;
56 79
57 // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive 80 // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive
58 // the SkShader. 81 // the SkShader.
59 SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader:: TileMode, 82 SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader:: TileMode,
60 SkTBlitterAllocator* alloc); 83 SkTBlitterAllocator* alloc);
61 84
62 #endif 85 #endif
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