Chromium Code Reviews| Index: src/core/SkBitmapProcShader.h |
| diff --git a/src/core/SkBitmapProcShader.h b/src/core/SkBitmapProcShader.h |
| index 8e225a5e986503cb0675b52d7e8b16dc5065bcc6..2969c1eb22b2c272a25face31090965c51f278c4 100644 |
| --- a/src/core/SkBitmapProcShader.h |
| +++ b/src/core/SkBitmapProcShader.h |
| @@ -20,14 +20,16 @@ public: |
| // overrides from SkShader |
| virtual bool isOpaque() const SK_OVERRIDE; |
| - virtual bool setContext(const SkBitmap&, const SkPaint&, const SkMatrix&) SK_OVERRIDE; |
| - virtual void endContext() SK_OVERRIDE; |
| - virtual uint32_t getFlags() SK_OVERRIDE { return fFlags; } |
| - virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE; |
| - virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE; |
| - virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE; |
| virtual BitmapType asABitmap(SkBitmap*, SkMatrix*, TileMode*) const SK_OVERRIDE; |
| + virtual bool validContext(const SkBitmap& device, |
| + const SkPaint& paint, |
| + const SkMatrix& matrix, |
| + SkMatrix* totalInverse = NULL) const SK_OVERRIDE; |
| + virtual SkShader::Context* createContext(const SkBitmap&, const SkPaint&, |
| + const SkMatrix&, void* storage) const SK_OVERRIDE; |
| + virtual size_t contextSize() const SK_OVERRIDE; |
| + |
| static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty); |
| SK_TO_STRING_OVERRIDE() |
| @@ -37,22 +39,52 @@ public: |
| GrEffectRef* asNewEffect(GrContext*, const SkPaint&) const SK_OVERRIDE; |
| #endif |
| + class BitmapProcShaderContext : public SkShader::Context { |
| + public: |
| + // The context takes ownership of the state. It will call its destructor |
| + // but will NOT free the memory. |
| + BitmapProcShaderContext(const SkBitmapProcShader& shader, |
| + const SkBitmap& device, |
| + const SkPaint& paint, |
| + const SkMatrix& matrix, |
| + SkBitmapProcState* state); |
| + virtual ~BitmapProcShaderContext(); |
| + |
| + virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE; |
| + virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE; |
| + virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE; |
| + |
| + virtual uint32_t getFlags() const SK_OVERRIDE { return fFlags; } |
| + private: |
| + SkBitmapProcState* fState; |
| + uint32_t fFlags; |
| + |
| + typedef SkShader::Context INHERITED; |
| + }; |
| + |
| protected: |
| SkBitmapProcShader(SkReadBuffer& ); |
| virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; |
| SkBitmap fRawBitmap; // experimental for RLE encoding |
| - SkBitmapProcState fState; |
| - uint32_t fFlags; |
| + uint8_t fTileModeX, fTileModeY; |
|
scroggo
2014/04/03 15:35:54
nit: Spacing. fTileModeX should line up with fRawB
Dominik Grewe
2014/04/04 10:59:41
Done.
|
| private: |
| + bool validInternal(const SkBitmap& device, const SkPaint& paint, |
| + const SkMatrix& matrix, SkMatrix* totalInverse, |
| + SkBitmapProcState* state) const; |
| + |
| typedef SkShader INHERITED; |
| }; |
| -// Commonly used allocator. It currently is only used to allocate up to 2 objects. The total |
| -// bytes requested is calculated using one of our large shaders plus the size of an Sk3DBlitter |
| -// in SkDraw.cpp |
| -typedef SkSmallAllocator<2, sizeof(SkBitmapProcShader) + sizeof(void*) * 2> SkTBlitterAllocator; |
| +// Commonly used allocator. It currently is only used to allocate up to 3 objects. The total |
| +// bytes requested is calculated using one of our large shaders, its context (context size |
| +// is multiplied by 3 because contexts can reference other contexts) plus the size of |
| +// an Sk3DBlitter in SkDraw.cpp |
| +typedef SkSmallAllocator<3, sizeof(SkBitmapProcShader) + |
|
scroggo
2014/04/03 15:35:54
We may want to try different sizes, to make sure w
Dominik Grewe
2014/04/04 10:59:41
It seems we can get away with counting the BitmapP
|
| + 3 * sizeof(SkBitmapProcShader::BitmapProcShaderContext) + |
| + sizeof(SkBitmapProcState) + |
| + sizeof(void*) * 2> SkTBlitterAllocator; |
| // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive |
| // the SkShader. |