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1 | |
2 /* | 1 /* |
3 * Copyright 2006 The Android Open Source Project | 2 * Copyright 2006 The Android Open Source Project |
4 * | 3 * |
5 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
6 * found in the LICENSE file. | 5 * found in the LICENSE file. |
7 */ | 6 */ |
8 | 7 |
9 | |
10 #include "SkBlitter.h" | 8 #include "SkBlitter.h" |
11 #include "SkAntiRun.h" | 9 #include "SkAntiRun.h" |
12 #include "SkColor.h" | 10 #include "SkColor.h" |
13 #include "SkColorFilter.h" | 11 #include "SkColorFilter.h" |
14 #include "SkCoreBlitters.h" | 12 #include "SkCoreBlitters.h" |
15 #include "SkFilterShader.h" | 13 #include "SkFilterShader.h" |
16 #include "SkReadBuffer.h" | 14 #include "SkReadBuffer.h" |
17 #include "SkWriteBuffer.h" | 15 #include "SkWriteBuffer.h" |
18 #include "SkMask.h" | 16 #include "SkMask.h" |
19 #include "SkMaskFilter.h" | 17 #include "SkMaskFilter.h" |
20 #include "SkString.h" | 18 #include "SkString.h" |
21 #include "SkTLazy.h" | 19 #include "SkTLazy.h" |
22 #include "SkUtils.h" | 20 #include "SkUtils.h" |
23 #include "SkXfermode.h" | 21 #include "SkXfermode.h" |
24 | 22 |
25 SkBlitter::~SkBlitter() {} | 23 SkBlitter::~SkBlitter() {} |
26 | 24 |
27 bool SkBlitter::isNullBlitter() const { return false; } | 25 bool SkBlitter::isNullBlitter() const { return false; } |
28 | 26 |
29 bool SkBlitter::resetShaderContext(const SkBitmap& device, const SkPaint& paint, | 27 bool SkBlitter::resetShaderContext(const SkShader::ContextRec&) { |
30 const SkMatrix& matrix) { | |
31 return true; | 28 return true; |
32 } | 29 } |
33 | 30 |
34 SkShader::Context* SkBlitter::getShaderContext() const { | 31 SkShader::Context* SkBlitter::getShaderContext() const { |
35 return NULL; | 32 return NULL; |
36 } | 33 } |
37 | 34 |
38 const SkBitmap* SkBlitter::justAnOpaqueColor(uint32_t* value) { | 35 const SkBitmap* SkBlitter::justAnOpaqueColor(uint32_t* value) { |
39 return NULL; | 36 return NULL; |
40 } | 37 } |
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1023 SkASSERT(fShaderContext); | 1020 SkASSERT(fShaderContext); |
1024 | 1021 |
1025 fShader->ref(); | 1022 fShader->ref(); |
1026 fShaderFlags = fShaderContext->getFlags(); | 1023 fShaderFlags = fShaderContext->getFlags(); |
1027 } | 1024 } |
1028 | 1025 |
1029 SkShaderBlitter::~SkShaderBlitter() { | 1026 SkShaderBlitter::~SkShaderBlitter() { |
1030 fShader->unref(); | 1027 fShader->unref(); |
1031 } | 1028 } |
1032 | 1029 |
1033 bool SkShaderBlitter::resetShaderContext(const SkBitmap& device, const SkPaint&
paint, | 1030 bool SkShaderBlitter::resetShaderContext(const SkShader::ContextRec& rec) { |
1034 const SkMatrix& matrix) { | |
1035 SkShader::ContextRec rec(device, paint, matrix); | |
1036 | |
1037 // Only destroy the old context if we have a new one. We need to ensure to h
ave a | 1031 // Only destroy the old context if we have a new one. We need to ensure to h
ave a |
1038 // live context in fShaderContext because the storage is owned by an SkSmall
Allocator | 1032 // live context in fShaderContext because the storage is owned by an SkSmall
Allocator |
1039 // outside of this class. | 1033 // outside of this class. |
1040 // The new context will be of the same size as the old one because we use th
e same | 1034 // The new context will be of the same size as the old one because we use th
e same |
1041 // shader to create it. It is therefore safe to re-use the storage. | 1035 // shader to create it. It is therefore safe to re-use the storage. |
1042 fShaderContext->~Context(); | 1036 fShaderContext->~Context(); |
1043 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext); | 1037 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext); |
1044 if (NULL == ctx) { | 1038 if (NULL == ctx) { |
1045 // Need a valid context in fShaderContext's storage, so we can later (or
our caller) call | 1039 // Need a valid context in fShaderContext's storage, so we can later (or
our caller) call |
1046 // the in-place destructor. | 1040 // the in-place destructor. |
1047 SkNEW_PLACEMENT_ARGS(fShaderContext, SkTransparentShaderContext, (*fShad
er, rec)); | 1041 SkNEW_PLACEMENT_ARGS(fShaderContext, SkTransparentShaderContext, (*fShad
er, rec)); |
| 1042 return false; |
1048 } | 1043 } |
1049 return ctx != NULL; | 1044 return true; |
1050 } | 1045 } |
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