Index: src/core/SkComposeShader.cpp |
diff --git a/src/core/SkComposeShader.cpp b/src/core/SkComposeShader.cpp |
index f53eedf8764d01e275be11801243a6d0189258a1..77bc46f30a3fc98798478a0ed621861e9955c765 100644 |
--- a/src/core/SkComposeShader.cpp |
+++ b/src/core/SkComposeShader.cpp |
@@ -45,6 +45,10 @@ SkComposeShader::~SkComposeShader() { |
fShaderA->unref(); |
} |
+size_t SkComposeShader::contextSize() const { |
+ return sizeof(ComposeShaderContext) + fShaderA->contextSize() + fShaderB->contextSize(); |
+} |
+ |
class SkAutoAlphaRestore { |
public: |
SkAutoAlphaRestore(SkPaint* paint, uint8_t newAlpha) { |
@@ -69,17 +73,16 @@ void SkComposeShader::flatten(SkWriteBuffer& buffer) const { |
buffer.writeFlattenable(fMode); |
} |
-/* We call setContext on our two worker shaders. However, we |
- always let them see opaque alpha, and if the paint really |
- is translucent, then we apply that after the fact. |
+/* We call validContext/createContext on our two worker shaders. |
+ However, we always let them see opaque alpha, and if the paint |
+ really is translucent, then we apply that after the fact. |
- We need to keep the calls to setContext/endContext balanced, since if we |
- return false, our endContext() will not be called. |
*/ |
-bool SkComposeShader::setContext(const SkBitmap& device, |
- const SkPaint& paint, |
- const SkMatrix& matrix) { |
- if (!this->INHERITED::setContext(device, paint, matrix)) { |
+bool SkComposeShader::validContext(const SkBitmap& device, |
+ const SkPaint& paint, |
+ const SkMatrix& matrix, |
+ SkMatrix* totalInverse) const { |
+ if (!this->INHERITED::validContext(device, paint, matrix, totalInverse)) { |
return false; |
} |
@@ -90,38 +93,62 @@ bool SkComposeShader::setContext(const SkBitmap& device, |
tmpM.setConcat(matrix, this->getLocalMatrix()); |
- SkAutoAlphaRestore restore(const_cast<SkPaint*>(&paint), 0xFF); |
+ return fShaderA->validContext(device, paint, tmpM) && |
+ fShaderB->validContext(device, paint, tmpM); |
+} |
- bool setContextA = fShaderA->setContext(device, paint, tmpM); |
- bool setContextB = fShaderB->setContext(device, paint, tmpM); |
- if (!setContextA || !setContextB) { |
- if (setContextB) { |
- fShaderB->endContext(); |
- } |
- else if (setContextA) { |
- fShaderA->endContext(); |
- } |
- this->INHERITED::endContext(); |
- return false; |
+SkShader::Context* SkComposeShader::createContext(const SkBitmap& device, const SkPaint& paint, |
+ const SkMatrix& matrix, void* storage) const { |
+ if (!this->validContext(device, paint, matrix)) { |
+ return NULL; |
} |
- return true; |
+ |
+ // we preconcat our localMatrix (if any) with the device matrix |
+ // before calling our sub-shaders |
+ |
+ SkMatrix tmpM; |
+ |
+ tmpM.setConcat(matrix, this->getLocalMatrix()); |
+ |
+ SkAutoAlphaRestore restore(const_cast<SkPaint*>(&paint), 0xFF); |
+ |
+ char* aStorage = (char*) storage + sizeof(ComposeShaderContext); |
+ char* bStorage = aStorage + fShaderA->contextSize(); |
+ |
+ SkShader::Context* contextA = fShaderA->createContext(device, paint, tmpM, aStorage); |
+ SkShader::Context* contextB = fShaderB->createContext(device, paint, tmpM, bStorage); |
+ |
+ // Both functions must succeed; otherwise validContext should have returned |
+ // false. |
+ SkASSERT(contextA); |
+ SkASSERT(contextB); |
+ |
+ return SkNEW_PLACEMENT_ARGS(storage, ComposeShaderContext, |
+ (*this, device, paint, matrix, contextA, contextB)); |
} |
-void SkComposeShader::endContext() { |
- fShaderB->endContext(); |
- fShaderA->endContext(); |
- this->INHERITED::endContext(); |
+SkComposeShader::ComposeShaderContext::ComposeShaderContext( |
+ const SkComposeShader& shader, const SkBitmap& device, |
+ const SkPaint& paint, const SkMatrix& matrix, |
+ SkShader::Context* contextA, SkShader::Context* contextB) |
+ : INHERITED(shader, device, paint, matrix) |
+ , fShaderContextA(contextA) |
+ , fShaderContextB(contextB) {} |
+ |
+SkComposeShader::ComposeShaderContext::~ComposeShaderContext() { |
+ fShaderContextA->~Context(); |
+ fShaderContextB->~Context(); |
} |
// larger is better (fewer times we have to loop), but we shouldn't |
// take up too much stack-space (each element is 4 bytes) |
#define TMP_COLOR_COUNT 64 |
-void SkComposeShader::shadeSpan(int x, int y, SkPMColor result[], int count) { |
- SkShader* shaderA = fShaderA; |
- SkShader* shaderB = fShaderB; |
- SkXfermode* mode = fMode; |
- unsigned scale = SkAlpha255To256(this->getPaintAlpha()); |
+void SkComposeShader::ComposeShaderContext::shadeSpan(int x, int y, SkPMColor result[], int count) { |
+ SkShader::Context* shaderContextA = fShaderContextA; |
+ SkShader::Context* shaderContextB = fShaderContextB; |
+ SkXfermode* mode = static_cast<const SkComposeShader&>(fShader).fMode; |
+ unsigned scale = SkAlpha255To256(this->getPaintAlpha()); |
SkPMColor tmp[TMP_COLOR_COUNT]; |
@@ -134,8 +161,8 @@ void SkComposeShader::shadeSpan(int x, int y, SkPMColor result[], int count) { |
n = TMP_COLOR_COUNT; |
} |
- shaderA->shadeSpan(x, y, result, n); |
- shaderB->shadeSpan(x, y, tmp, n); |
+ shaderContextA->shadeSpan(x, y, result, n); |
+ shaderContextB->shadeSpan(x, y, tmp, n); |
if (256 == scale) { |
for (int i = 0; i < n; i++) { |
@@ -159,8 +186,8 @@ void SkComposeShader::shadeSpan(int x, int y, SkPMColor result[], int count) { |
n = TMP_COLOR_COUNT; |
} |
- shaderA->shadeSpan(x, y, result, n); |
- shaderB->shadeSpan(x, y, tmp, n); |
+ shaderContextA->shadeSpan(x, y, result, n); |
+ shaderContextB->shadeSpan(x, y, tmp, n); |
mode->xfer32(result, tmp, n, NULL); |
if (256 == scale) { |