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Unified 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: rebase & cleanup Created 6 years, 9 months ago
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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.

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