| Index: src/core/SkDraw.cpp
|
| diff --git a/src/core/SkDraw.cpp b/src/core/SkDraw.cpp
|
| index 05b06453dbf200df8cebccfc3aee4c69825d5143..2c486a124aaf9f4bacb9ec889648f5391cdaee76 100644
|
| --- a/src/core/SkDraw.cpp
|
| +++ b/src/core/SkDraw.cpp
|
| @@ -2355,13 +2355,35 @@ static bool texture_to_matrix(const VertState& state, const SkPoint verts[],
|
| return matrix->setPolyToPoly(src, dst, 3);
|
| }
|
|
|
| +/**
|
| + * This class is NOT immutable due to the setup() method being called repeatedly after
|
| + * the shader has been associated with a paint. This is okay because we only ever
|
| + * associate this shader with temporary paints.
|
| + */
|
| class SkTriColorShader : public SkShader {
|
| public:
|
| SkTriColorShader() {}
|
|
|
| - bool setup(const SkPoint pts[], const SkColor colors[], int, int, int);
|
| + virtual SkShader::Context* createContext(
|
| + const SkBitmap&, const SkPaint&, const SkMatrix&, void*) const SK_OVERRIDE;
|
| + virtual size_t contextSize() const SK_OVERRIDE;
|
| +
|
| + class TriColorShaderContext : public SkShader::Context {
|
| + public:
|
| + TriColorShaderContext(const SkTriColorShader& shader, const SkBitmap& device,
|
| + const SkPaint& paint, const SkMatrix& matrix);
|
| + virtual ~TriColorShaderContext();
|
|
|
| - virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE;
|
| + bool setup(const SkPoint pts[], const SkColor colors[], int, int, int);
|
| +
|
| + virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE;
|
| +
|
| + private:
|
| + SkMatrix fDstToUnit;
|
| + SkPMColor fColors[3];
|
| +
|
| + typedef SkShader::Context INHERITED;
|
| + };
|
|
|
| SK_DEVELOPER_TO_STRING()
|
| SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkTriColorShader)
|
| @@ -2369,15 +2391,20 @@ public:
|
| protected:
|
| SkTriColorShader(SkReadBuffer& buffer) : SkShader(buffer) {}
|
|
|
| -private:
|
| - SkMatrix fDstToUnit;
|
| - SkPMColor fColors[3];
|
| -
|
| typedef SkShader INHERITED;
|
| };
|
|
|
| -bool SkTriColorShader::setup(const SkPoint pts[], const SkColor colors[],
|
| - int index0, int index1, int index2) {
|
| +SkShader::Context* SkTriColorShader::createContext(const SkBitmap& device, const SkPaint& paint,
|
| + const SkMatrix& matrix, void* storage) const {
|
| + if (!this->validContext(device, paint, matrix)) {
|
| + return NULL;
|
| + }
|
| +
|
| + return SkNEW_PLACEMENT_ARGS(storage, TriColorShaderContext, (*this, device, paint, matrix));
|
| +}
|
| +
|
| +bool SkTriColorShader::TriColorShaderContext::setup(const SkPoint pts[], const SkColor colors[],
|
| + int index0, int index1, int index2) {
|
|
|
| fColors[0] = SkPreMultiplyColor(colors[index0]);
|
| fColors[1] = SkPreMultiplyColor(colors[index1]);
|
| @@ -2411,7 +2438,18 @@ static int ScalarTo256(SkScalar v) {
|
| return SkAlpha255To256(scale);
|
| }
|
|
|
| -void SkTriColorShader::shadeSpan(int x, int y, SkPMColor dstC[], int count) {
|
| +
|
| +SkTriColorShader::TriColorShaderContext::TriColorShaderContext(
|
| + const SkTriColorShader& shader, const SkBitmap& device,
|
| + const SkPaint& paint, const SkMatrix& matrix)
|
| + : INHERITED(shader, device, paint, matrix) {}
|
| +
|
| +SkTriColorShader::TriColorShaderContext::~TriColorShaderContext() {}
|
| +
|
| +size_t SkTriColorShader::contextSize() const {
|
| + return sizeof(TriColorShaderContext);
|
| +}
|
| +void SkTriColorShader::TriColorShaderContext::shadeSpan(int x, int y, SkPMColor dstC[], int count) {
|
| SkPoint src;
|
|
|
| for (int i = 0; i < count; i++) {
|
| @@ -2518,9 +2556,7 @@ void SkDraw::drawVertices(SkCanvas::VertexMode vmode, int count,
|
| }
|
|
|
| SkAutoBlitterChoose blitter(*fBitmap, *fMatrix, p);
|
| - // important that we abort early, as below we may manipulate the shader
|
| - // and that is only valid if the shader returned true from setContext.
|
| - // If it returned false, then our blitter will be the NullBlitter.
|
| + // Abort early if we failed to create a shader context.
|
| if (blitter->isNullBlitter()) {
|
| return;
|
| }
|
| @@ -2536,30 +2572,23 @@ void SkDraw::drawVertices(SkCanvas::VertexMode vmode, int count,
|
| savedLocalM = shader->getLocalMatrix();
|
| }
|
|
|
| - // setContext has already been called and verified to return true
|
| - // by the constructor of SkAutoBlitterChoose
|
| - bool prevContextSuccess = true;
|
| while (vertProc(&state)) {
|
| if (NULL != textures) {
|
| if (texture_to_matrix(state, vertices, textures, &tempM)) {
|
| tempM.postConcat(savedLocalM);
|
| shader->setLocalMatrix(tempM);
|
| - // Need to recall setContext since we changed the local matrix.
|
| - // However, we also need to balance the calls this with a
|
| - // call to endContext which requires tracking the result of
|
| - // the previous call to setContext.
|
| - if (prevContextSuccess) {
|
| - shader->endContext();
|
| - }
|
| - prevContextSuccess = shader->setContext(*fBitmap, p, *fMatrix);
|
| - if (!prevContextSuccess) {
|
| + if (!blitter->resetShaderContext(*fBitmap, p, *fMatrix)) {
|
| continue;
|
| }
|
| }
|
| }
|
| if (NULL != colors) {
|
| - if (!triShader.setup(vertices, colors,
|
| - state.f0, state.f1, state.f2)) {
|
| + SkShader::Context* shaderContext = blitter->getShaderContext();
|
| + SkASSERT(shaderContext);
|
| + SkTriColorShader::TriColorShaderContext* triColorShaderContext =
|
| + static_cast<SkTriColorShader::TriColorShaderContext*>(shaderContext);
|
| + if (!triColorShaderContext->setup(vertices, colors,
|
| + state.f0, state.f1, state.f2)) {
|
| continue;
|
| }
|
| }
|
| @@ -2574,13 +2603,6 @@ void SkDraw::drawVertices(SkCanvas::VertexMode vmode, int count,
|
| if (NULL != shader) {
|
| shader->setLocalMatrix(savedLocalM);
|
| }
|
| -
|
| - // If the final call to setContext fails we must make it suceed so that the
|
| - // call to endContext in the destructor for SkAutoBlitterChoose is balanced.
|
| - if (!prevContextSuccess) {
|
| - prevContextSuccess = shader->setContext(*fBitmap, paint, SkMatrix::I());
|
| - SkASSERT(prevContextSuccess);
|
| - }
|
| } else {
|
| // no colors[] and no texture
|
| HairProc hairProc = ChooseHairProc(paint.isAntiAlias());
|
|
|