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Unified Diff: src/core/SkDraw.cpp

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
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Index: src/core/SkDraw.cpp
diff --git a/src/core/SkDraw.cpp b/src/core/SkDraw.cpp
index 6ddd0d274fa2d6cdf8f8401e29107bac8495101a..7eb0be6b6b229a04ece584a747e5bdfaeecebd79 100644
--- a/src/core/SkDraw.cpp
+++ b/src/core/SkDraw.cpp
@@ -2354,26 +2354,9 @@
public:
SkTriColorShader() {}
- 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();
-
- 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;
- };
+ bool setup(const SkPoint pts[], const SkColor colors[], int, int, int);
+
+ virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE;
SK_TO_STRING_OVERRIDE()
SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkTriColorShader)
@@ -2382,20 +2365,14 @@
SkTriColorShader(SkReadBuffer& buffer) : SkShader(buffer) {}
private:
+ SkMatrix fDstToUnit;
+ SkPMColor fColors[3];
+
typedef SkShader INHERITED;
};
-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) {
+bool SkTriColorShader::setup(const SkPoint pts[], const SkColor colors[],
+ int index0, int index1, int index2) {
fColors[0] = SkPreMultiplyColor(colors[index0]);
fColors[1] = SkPreMultiplyColor(colors[index1]);
@@ -2430,18 +2407,7 @@
return SkAlpha255To256(scale);
}
-
-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) {
+void SkTriColorShader::shadeSpan(int x, int y, SkPMColor dstC[], int count) {
SkPoint src;
for (int i = 0; i < count; i++) {
@@ -2526,7 +2492,6 @@
}
// setup the custom shader (if needed)
- SkAutoTUnref<SkComposeShader> composeShader;
if (NULL != colors) {
if (NULL == textures) {
// just colors (no texture)
@@ -2539,8 +2504,9 @@
xmode = SkXfermode::Create(SkXfermode::kModulate_Mode);
releaseMode = true;
}
- composeShader.reset(SkNEW_ARGS(SkComposeShader, (&triShader, shader, xmode)));
- p.setShader(composeShader);
+ SkShader* compose = SkNEW_ARGS(SkComposeShader,
+ (&triShader, shader, xmode));
+ p.setShader(compose)->unref();
if (releaseMode) {
xmode->unref();
}
@@ -2548,7 +2514,9 @@
}
SkAutoBlitterChoose blitter(*fBitmap, *fMatrix, p);
- // Abort early if we failed to create a shader context.
+ // 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.
if (blitter->isNullBlitter()) {
return;
}
@@ -2564,38 +2532,30 @@
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);
- if (!blitter->resetShaderContext(*fBitmap, p, *fMatrix)) {
+ // 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) {
continue;
}
}
}
if (NULL != colors) {
- // Find the context for triShader.
- SkTriColorShader::TriColorShaderContext* triColorShaderContext;
-
- SkShader::Context* shaderContext = blitter->getShaderContext();
- SkASSERT(shaderContext);
- if (p.getShader() == &triShader) {
- triColorShaderContext =
- static_cast<SkTriColorShader::TriColorShaderContext*>(shaderContext);
- } else {
- // The shader is a compose shader and triShader is its first shader.
- SkASSERT(p.getShader() == composeShader);
- SkASSERT(composeShader->getShaderA() == &triShader);
- SkComposeShader::ComposeShaderContext* composeShaderContext =
- static_cast<SkComposeShader::ComposeShaderContext*>(shaderContext);
- SkShader::Context* shaderContextA = composeShaderContext->getShaderContextA();
- triColorShaderContext =
- static_cast<SkTriColorShader::TriColorShaderContext*>(shaderContextA);
- }
-
- if (!triColorShaderContext->setup(vertices, colors,
- state.f0, state.f1, state.f2)) {
+ if (!triShader.setup(vertices, colors,
+ state.f0, state.f1, state.f2)) {
continue;
}
}
@@ -2609,6 +2569,13 @@
// now restore the shader's original local matrix
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
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