Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(173)

Unified Diff: src/core/SkBitmapProcShader.h

Issue 241283003: Revert of 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: Created 6 years, 8 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
« no previous file with comments | « include/effects/SkTransparentShader.h ('k') | src/core/SkBitmapProcShader.cpp » ('j') | no next file with comments »
Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
Index: src/core/SkBitmapProcShader.h
diff --git a/src/core/SkBitmapProcShader.h b/src/core/SkBitmapProcShader.h
index e0c78b8e455a75425d32c7bbe76c839948f5fa95..8e225a5e986503cb0675b52d7e8b16dc5065bcc6 100644
--- a/src/core/SkBitmapProcShader.h
+++ b/src/core/SkBitmapProcShader.h
@@ -20,15 +20,13 @@
// 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);
@@ -39,54 +37,22 @@
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
- uint8_t fTileModeX, fTileModeY;
+ SkBitmap fRawBitmap; // experimental for RLE encoding
+ SkBitmapProcState fState;
+ uint32_t fFlags;
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 3 objects. The total
-// bytes requested is calculated using one of our large shaders, its context size plus the size of
-// an Sk3DBlitter in SkDraw.cpp
-// Note that some contexts may contain other contexts (e.g. for compose shaders), but we've not
-// yet found a situation where the size below isn't big enough.
-typedef SkSmallAllocator<3, sizeof(SkBitmapProcShader) +
- sizeof(SkBitmapProcShader::BitmapProcShaderContext) +
- sizeof(SkBitmapProcState) +
- sizeof(void*) * 2> SkTBlitterAllocator;
+// 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;
// If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive
// the SkShader.
« no previous file with comments | « include/effects/SkTransparentShader.h ('k') | src/core/SkBitmapProcShader.cpp » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698