| 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
|
|
|