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Unified Diff: include/core/SkShader.h

Issue 249643002: 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: include/core/SkShader.h
diff --git a/include/core/SkShader.h b/include/core/SkShader.h
index cc2cc751d8af6ca97436d5ad87ea164e91911f79..6566e691a42bd9cb5f786fa688b0f000c502acc0 100644
--- a/include/core/SkShader.h
+++ b/include/core/SkShader.h
@@ -38,7 +38,7 @@
virtual ~SkShader();
/**
- * Returns true if the local matrix is not an identity matrix.
+ * Returns true if the local matrix is not an identity matrix.
*/
bool hasLocalMatrix() const { return !fLocalMatrix.isIdentity(); }
@@ -96,7 +96,7 @@
*/
kIntrinsicly16_Flag = 0x04,
- /** set if the spans only vary in X (const in Y).
+ /** set (after setContext) if the spans only vary in X (const in Y).
e.g. an Nx1 bitmap that is being tiled in Y, or a linear-gradient
that varies from left-to-right. This flag specifies this for
shadeSpan().
@@ -112,111 +112,84 @@
};
/**
+ * Called sometimes before drawing with this shader. Return the type of
+ * alpha your shader will return. The default implementation returns 0.
+ * Your subclass should override if it can (even sometimes) report a
+ * non-zero value, since that will enable various blitters to perform
+ * faster.
+ */
+ virtual uint32_t getFlags() { return 0; }
+
+ /**
* Returns true if the shader is guaranteed to produce only opaque
* colors, subject to the SkPaint using the shader to apply an opaque
* alpha value. Subclasses should override this to allow some
- * optimizations.
+ * optimizations. isOpaque() can be called at any time, unlike getFlags,
+ * which only works properly when the context is set.
*/
virtual bool isOpaque() const { return false; }
- class Context : public ::SkNoncopyable {
- public:
- Context(const SkShader& shader, const SkBitmap& device,
- const SkPaint& paint, const SkMatrix& matrix);
-
- virtual ~Context();
-
- /**
- * Called sometimes before drawing with this shader. Return the type of
- * alpha your shader will return. The default implementation returns 0.
- * Your subclass should override if it can (even sometimes) report a
- * non-zero value, since that will enable various blitters to perform
- * faster.
- */
- virtual uint32_t getFlags() const { return 0; }
-
- /**
- * Return the alpha associated with the data returned by shadeSpan16(). If
- * kHasSpan16_Flag is not set, this value is meaningless.
- */
- virtual uint8_t getSpan16Alpha() const { return fPaintAlpha; }
-
- /**
- * Called for each span of the object being drawn. Your subclass should
- * set the appropriate colors (with premultiplied alpha) that correspond
- * to the specified device coordinates.
- */
- virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
-
- typedef void (*ShadeProc)(void* ctx, int x, int y, SkPMColor[], int count);
- virtual ShadeProc asAShadeProc(void** ctx);
-
- /**
- * Called only for 16bit devices when getFlags() returns
- * kOpaqueAlphaFlag | kHasSpan16_Flag
- */
- virtual void shadeSpan16(int x, int y, uint16_t[], int count);
-
- /**
- * Similar to shadeSpan, but only returns the alpha-channel for a span.
- * The default implementation calls shadeSpan() and then extracts the alpha
- * values from the returned colors.
- */
- virtual void shadeSpanAlpha(int x, int y, uint8_t alpha[], int count);
-
- /**
- * Helper function that returns true if this shader's shadeSpan16() method
- * can be called.
- */
- bool canCallShadeSpan16() {
- return SkShader::CanCallShadeSpan16(this->getFlags());
- }
-
- protected:
- // Reference to shader, so we don't have to dupe information.
- const SkShader& fShader;
-
- enum MatrixClass {
- kLinear_MatrixClass, // no perspective
- kFixedStepInX_MatrixClass, // fast perspective, need to call fixedStepInX() each
- // scanline
- kPerspective_MatrixClass // slow perspective, need to mappoints each pixel
- };
- static MatrixClass ComputeMatrixClass(const SkMatrix&);
-
- uint8_t getPaintAlpha() const { return fPaintAlpha; }
- const SkMatrix& getTotalInverse() const { return fTotalInverse; }
- MatrixClass getInverseClass() const { return (MatrixClass)fTotalInverseClass; }
-
- private:
- SkMatrix fTotalInverse;
- uint8_t fPaintAlpha;
- uint8_t fTotalInverseClass;
-
- typedef SkNoncopyable INHERITED;
- };
-
- /**
- * Subclasses should be sure to call their INHERITED::validContext() if
- * they override this method.
- */
- virtual bool validContext(const SkBitmap& device, const SkPaint& paint,
- const SkMatrix& matrix, SkMatrix* totalInverse = NULL) const;
-
- /**
- * Create the actual object that does the shading.
- * Returns NULL if validContext() returns false.
- * Size of storage must be >= contextSize.
- */
- virtual Context* createContext(const SkBitmap& device,
- const SkPaint& paint,
- const SkMatrix& matrix,
- void* storage) const = 0;
-
- /**
- * Return the size of a Context returned by createContext.
- */
- virtual size_t contextSize() const = 0;
+ /**
+ * Return the alpha associated with the data returned by shadeSpan16(). If
+ * kHasSpan16_Flag is not set, this value is meaningless.
+ */
+ virtual uint8_t getSpan16Alpha() const { return fPaintAlpha; }
+
+ /**
+ * Called once before drawing, with the current paint and device matrix.
+ * Return true if your shader supports these parameters, or false if not.
+ * If false is returned, nothing will be drawn. If true is returned, then
+ * a balancing call to endContext() will be made before the next call to
+ * setContext.
+ *
+ * Subclasses should be sure to call their INHERITED::setContext() if they
+ * override this method.
+ */
+ virtual bool setContext(const SkBitmap& device, const SkPaint& paint,
+ const SkMatrix& matrix);
+
+ /**
+ * Assuming setContext returned true, endContext() will be called when
+ * the draw using the shader has completed. It is an error for setContext
+ * to be called twice w/o an intervening call to endContext().
+ *
+ * Subclasses should be sure to call their INHERITED::endContext() if they
+ * override this method.
+ */
+ virtual void endContext();
+
+ SkDEBUGCODE(bool setContextHasBeenCalled() const { return SkToBool(fInSetContext); })
+
+ /**
+ * Called for each span of the object being drawn. Your subclass should
+ * set the appropriate colors (with premultiplied alpha) that correspond
+ * to the specified device coordinates.
+ */
+ virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
+
+ typedef void (*ShadeProc)(void* ctx, int x, int y, SkPMColor[], int count);
+ virtual ShadeProc asAShadeProc(void** ctx);
+
+ /**
+ * Called only for 16bit devices when getFlags() returns
+ * kOpaqueAlphaFlag | kHasSpan16_Flag
+ */
+ virtual void shadeSpan16(int x, int y, uint16_t[], int count);
+
+ /**
+ * Similar to shadeSpan, but only returns the alpha-channel for a span.
+ * The default implementation calls shadeSpan() and then extracts the alpha
+ * values from the returned colors.
+ */
+ virtual void shadeSpanAlpha(int x, int y, uint8_t alpha[], int count);
+
+ /**
+ * Helper function that returns true if this shader's shadeSpan16() method
+ * can be called.
+ */
+ bool canCallShadeSpan16() {
+ return SkShader::CanCallShadeSpan16(this->getFlags());
+ }
/**
* Helper to check the flags to know if it is legal to call shadeSpan16()
@@ -349,7 +322,7 @@
* The incoming color to the effect has r=g=b=a all extracted from the SkPaint's alpha.
* The output color should be the computed SkShader premul color modulated by the incoming
* color. The GrContext may be used by the effect to create textures. The GPU device does not
- * call createContext. Instead we pass the SkPaint here in case the shader needs paint info.
+ * call setContext. Instead we pass the SkPaint here in case the shader needs paint info.
*/
virtual GrEffectRef* asNewEffect(GrContext* context, const SkPaint& paint) const;
@@ -389,14 +362,26 @@
SK_DEFINE_FLATTENABLE_TYPE(SkShader)
protected:
+ enum MatrixClass {
+ kLinear_MatrixClass, // no perspective
+ kFixedStepInX_MatrixClass, // fast perspective, need to call fixedStepInX() each scanline
+ kPerspective_MatrixClass // slow perspective, need to mappoints each pixel
+ };
+ static MatrixClass ComputeMatrixClass(const SkMatrix&);
+
+ // These can be called by your subclass after setContext() has been called
+ uint8_t getPaintAlpha() const { return fPaintAlpha; }
+ const SkMatrix& getTotalInverse() const { return fTotalInverse; }
+ MatrixClass getInverseClass() const { return (MatrixClass)fTotalInverseClass; }
SkShader(SkReadBuffer& );
virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE;
-
private:
SkMatrix fLocalMatrix;
-
- bool computeTotalInverse(const SkMatrix& matrix, SkMatrix* totalInverse) const;
+ SkMatrix fTotalInverse;
+ uint8_t fPaintAlpha;
+ uint8_t fTotalInverseClass;
+ SkDEBUGCODE(SkBool8 fInSetContext;)
typedef SkFlattenable INHERITED;
};
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