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Side by Side Diff: src/core/SkBlitter.cpp

Issue 264843006: create struct to hold all the params passed around for shader::context (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: address review comments Created 6 years, 7 months ago
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1 1
2 /* 2 /*
3 * Copyright 2006 The Android Open Source Project 3 * Copyright 2006 The Android Open Source Project
4 * 4 *
5 * Use of this source code is governed by a BSD-style license that can be 5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file. 6 * found in the LICENSE file.
7 */ 7 */
8 8
9 9
10 #include "SkBlitter.h" 10 #include "SkBlitter.h"
(...skipping 573 matching lines...) Expand 10 before | Expand all | Expand 10 after
584 } 584 }
585 585
586 virtual size_t contextSize() const SK_OVERRIDE { 586 virtual size_t contextSize() const SK_OVERRIDE {
587 size_t size = sizeof(Sk3DShaderContext); 587 size_t size = sizeof(Sk3DShaderContext);
588 if (fProxy) { 588 if (fProxy) {
589 size += fProxy->contextSize(); 589 size += fProxy->contextSize();
590 } 590 }
591 return size; 591 return size;
592 } 592 }
593 593
594 virtual bool validContext(const SkBitmap& device, const SkPaint& paint, 594 virtual bool validContext(const ContextRec& rec, SkMatrix* totalInverse) con st SK_OVERRIDE {
595 const SkMatrix& matrix, SkMatrix* totalInverse = N ULL) const 595 if (!this->INHERITED::validContext(rec, totalInverse)) {
596 SK_OVERRIDE
597 {
598 if (!this->INHERITED::validContext(device, paint, matrix, totalInverse)) {
599 return false; 596 return false;
600 } 597 }
601 if (fProxy) { 598 if (fProxy) {
602 return fProxy->validContext(device, paint, matrix); 599 return fProxy->validContext(rec);
603 } 600 }
604 return true; 601 return true;
605 } 602 }
606 603
607 virtual SkShader::Context* createContext(const SkBitmap& device, 604 virtual SkShader::Context* createContext(const ContextRec& rec, void* storag e) const SK_OVERRIDE
608 const SkPaint& paint,
609 const SkMatrix& matrix,
610 void* storage) const SK_OVERRIDE
611 { 605 {
612 if (!this->validContext(device, paint, matrix)) { 606 if (!this->validContext(rec, NULL)) {
613 return NULL; 607 return NULL;
614 } 608 }
615 609
616 SkShader::Context* proxyContext; 610 SkShader::Context* proxyContext;
617 if (fProxy) { 611 if (fProxy) {
618 char* proxyContextStorage = (char*) storage + sizeof(Sk3DShaderConte xt); 612 char* proxyContextStorage = (char*) storage + sizeof(Sk3DShaderConte xt);
619 proxyContext = fProxy->createContext(device, paint, matrix, proxyCon textStorage); 613 proxyContext = fProxy->createContext(rec, proxyContextStorage);
620 SkASSERT(proxyContext); 614 SkASSERT(proxyContext);
621 } else { 615 } else {
622 proxyContext = NULL; 616 proxyContext = NULL;
623 } 617 }
624 return SkNEW_PLACEMENT_ARGS(storage, Sk3DShaderContext, (*this, device, paint, matrix, 618 return SkNEW_PLACEMENT_ARGS(storage, Sk3DShaderContext, (*this, rec, pro xyContext));
625 proxyContext));
626 } 619 }
627 620
628 class Sk3DShaderContext : public SkShader::Context { 621 class Sk3DShaderContext : public SkShader::Context {
629 public: 622 public:
630 // Calls proxyContext's destructor but will NOT free its memory. 623 // Calls proxyContext's destructor but will NOT free its memory.
631 Sk3DShaderContext(const Sk3DShader& shader, const SkBitmap& device, cons t SkPaint& paint, 624 Sk3DShaderContext(const Sk3DShader& shader, const ContextRec& rec,
632 const SkMatrix& matrix, SkShader::Context* proxyContex t) 625 SkShader::Context* proxyContext)
633 : INHERITED(shader, device, paint, matrix) 626 : INHERITED(shader, rec)
634 , fMask(NULL) 627 , fMask(NULL)
635 , fProxyContext(proxyContext) 628 , fProxyContext(proxyContext)
636 { 629 {
637 if (!fProxyContext) { 630 if (!fProxyContext) {
638 fPMColor = SkPreMultiplyColor(paint.getColor()); 631 fPMColor = SkPreMultiplyColor(rec.fPaint->getColor());
639 } 632 }
640 } 633 }
641 634
642 virtual ~Sk3DShaderContext() { 635 virtual ~Sk3DShaderContext() {
643 if (fProxyContext) { 636 if (fProxyContext) {
644 fProxyContext->~Context(); 637 fProxyContext->~Context();
645 } 638 }
646 } 639 }
647 640
648 void setMask(const SkMask* mask) { fMask = mask; } 641 void setMask(const SkMask* mask) { fMask = mask; }
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947 paint.writable()->setShader(shader)->unref(); 940 paint.writable()->setShader(shader)->unref();
948 // blitters should ignore the presence/absence of a filter, since 941 // blitters should ignore the presence/absence of a filter, since
949 // if there is one, the shader will take care of it. 942 // if there is one, the shader will take care of it.
950 } 943 }
951 944
952 /* 945 /*
953 * We create a SkShader::Context object, and store it on the blitter. 946 * We create a SkShader::Context object, and store it on the blitter.
954 */ 947 */
955 SkShader::Context* shaderContext; 948 SkShader::Context* shaderContext;
956 if (shader) { 949 if (shader) {
950 SkShader::ContextRec rec(device, *paint, matrix);
957 // Try to create the ShaderContext 951 // Try to create the ShaderContext
958 void* storage = allocator->reserveT<SkShader::Context>(shader->contextSi ze()); 952 void* storage = allocator->reserveT<SkShader::Context>(shader->contextSi ze());
959 shaderContext = shader->createContext(device, *paint, matrix, storage); 953 shaderContext = shader->createContext(rec, storage);
960 if (!shaderContext) { 954 if (!shaderContext) {
961 allocator->freeLast(); 955 allocator->freeLast();
962 blitter = allocator->createT<SkNullBlitter>(); 956 blitter = allocator->createT<SkNullBlitter>();
963 return blitter; 957 return blitter;
964 } 958 }
965 SkASSERT(shaderContext); 959 SkASSERT(shaderContext);
966 SkASSERT((void*) shaderContext == storage); 960 SkASSERT((void*) shaderContext == storage);
967 } else { 961 } else {
968 shaderContext = NULL; 962 shaderContext = NULL;
969 } 963 }
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1033 fShader->ref(); 1027 fShader->ref();
1034 fShaderFlags = fShaderContext->getFlags(); 1028 fShaderFlags = fShaderContext->getFlags();
1035 } 1029 }
1036 1030
1037 SkShaderBlitter::~SkShaderBlitter() { 1031 SkShaderBlitter::~SkShaderBlitter() {
1038 fShader->unref(); 1032 fShader->unref();
1039 } 1033 }
1040 1034
1041 bool SkShaderBlitter::resetShaderContext(const SkBitmap& device, const SkPaint& paint, 1035 bool SkShaderBlitter::resetShaderContext(const SkBitmap& device, const SkPaint& paint,
1042 const SkMatrix& matrix) { 1036 const SkMatrix& matrix) {
1043 if (!fShader->validContext(device, paint, matrix)) { 1037 SkShader::ContextRec rec(device, paint, matrix);
1038 if (!fShader->validContext(rec)) {
1044 return false; 1039 return false;
1045 } 1040 }
1046 1041
1047 // Only destroy the old context if we have a new one. We need to ensure to h ave a 1042 // Only destroy the old context if we have a new one. We need to ensure to h ave a
1048 // live context in fShaderContext because the storage is owned by an SkSmall Allocator 1043 // live context in fShaderContext because the storage is owned by an SkSmall Allocator
1049 // outside of this class. 1044 // outside of this class.
1050 // The new context will be of the same size as the old one because we use th e same 1045 // The new context will be of the same size as the old one because we use th e same
1051 // shader to create it. It is therefore safe to re-use the storage. 1046 // shader to create it. It is therefore safe to re-use the storage.
1052 fShaderContext->~Context(); 1047 fShaderContext->~Context();
1053 fShaderContext = fShader->createContext(device, paint, matrix, (void*)fShade rContext); 1048 fShaderContext = fShader->createContext(rec, (void*)fShaderContext);
1054 SkASSERT(fShaderContext); 1049 SkASSERT(fShaderContext);
1055 1050
1056 return true; 1051 return true;
1057 } 1052 }
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