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Unified Diff: src/core/SkComposeShader.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/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 @@
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 @@
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 need to keep the calls to setContext/endContext balanced, since if we
- return false, our endContext() will not be called.
+/* 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.
+
*/
-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 @@
tmpM.setConcat(matrix, this->getLocalMatrix());
+ return fShaderA->validContext(device, paint, tmpM) &&
+ fShaderB->validContext(device, paint, tmpM);
+}
+
+SkShader::Context* SkComposeShader::createContext(const SkBitmap& device, const SkPaint& paint,
+ const SkMatrix& matrix, void* storage) const {
+ if (!this->validContext(device, paint, matrix)) {
+ return NULL;
+ }
+
+ // 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);
- 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;
- }
- return true;
-}
-
-void SkComposeShader::endContext() {
- fShaderB->endContext();
- fShaderA->endContext();
- this->INHERITED::endContext();
+ 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));
+}
+
+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 @@
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 @@
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) {
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