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Unified Diff: src/core/SkDraw.cpp

Issue 246403013: Revert of 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 7eb0be6b6b229a04ece584a747e5bdfaeecebd79..6ddd0d274fa2d6cdf8f8401e29107bac8495101a 100644
--- a/src/core/SkDraw.cpp
+++ b/src/core/SkDraw.cpp
@@ -2354,9 +2354,26 @@
public:
SkTriColorShader() {}
- bool setup(const SkPoint pts[], const SkColor colors[], int, int, int);
-
- virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE;
+ 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;
+ };
SK_TO_STRING_OVERRIDE()
SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkTriColorShader)
@@ -2365,14 +2382,20 @@
SkTriColorShader(SkReadBuffer& buffer) : SkShader(buffer) {}
private:
- SkMatrix fDstToUnit;
- SkPMColor fColors[3];
-
typedef SkShader INHERITED;
};
-bool SkTriColorShader::setup(const SkPoint pts[], const SkColor colors[],
- int index0, int index1, int index2) {
+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) {
fColors[0] = SkPreMultiplyColor(colors[index0]);
fColors[1] = SkPreMultiplyColor(colors[index1]);
@@ -2407,7 +2430,18 @@
return SkAlpha255To256(scale);
}
-void SkTriColorShader::shadeSpan(int x, int y, SkPMColor dstC[], int count) {
+
+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) {
SkPoint src;
for (int i = 0; i < count; i++) {
@@ -2492,6 +2526,7 @@
}
// setup the custom shader (if needed)
+ SkAutoTUnref<SkComposeShader> composeShader;
if (NULL != colors) {
if (NULL == textures) {
// just colors (no texture)
@@ -2504,9 +2539,8 @@
xmode = SkXfermode::Create(SkXfermode::kModulate_Mode);
releaseMode = true;
}
- SkShader* compose = SkNEW_ARGS(SkComposeShader,
- (&triShader, shader, xmode));
- p.setShader(compose)->unref();
+ composeShader.reset(SkNEW_ARGS(SkComposeShader, (&triShader, shader, xmode)));
+ p.setShader(composeShader);
if (releaseMode) {
xmode->unref();
}
@@ -2514,9 +2548,7 @@
}
SkAutoBlitterChoose blitter(*fBitmap, *fMatrix, p);
- // 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.
+ // Abort early if we failed to create a shader context.
if (blitter->isNullBlitter()) {
return;
}
@@ -2532,30 +2564,38 @@
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);
- // 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) {
+ if (!blitter->resetShaderContext(*fBitmap, p, *fMatrix)) {
continue;
}
}
}
if (NULL != colors) {
- if (!triShader.setup(vertices, colors,
- state.f0, state.f1, state.f2)) {
+ // 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)) {
continue;
}
}
@@ -2569,13 +2609,6 @@
// 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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