diff options
author | 2014-04-23 09:11:58 +0000 | |
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committer | 2014-04-23 09:11:58 +0000 | |
commit | bc2f1dc85e458af7bdb87873e60207f9f7299e4a (patch) | |
tree | 67d5a4307d15408c660fa7137c5a99f1e7f7c6bc /src/core/SkBitmapProcShader.h | |
parent | ea26a0e14f1f88ccffa15c149892008aa9f52f3e (diff) |
Extract most of the mutable state of SkShader into a separate Context object.
SkShader currently stores some state during draw calls via setContext(...).
Move that mutable state into a separate SkShader::Context class that is
constructed on demand for the duration of the draw.
Calls to setContext() are replaced with createContext() which returns a context
corresponding to the shader object or NULL if the parameters to createContext
are invalid.
TEST=out/Debug/dm
BUG=skia:1976
Committed: http://code.google.com/p/skia/source/detail?r=14216
R=scroggo@google.com, skyostil@chromium.org, tomhudson@chromium.org, senorblanco@chromium.org, reed@google.com, bungeman@google.com
Author: dominikg@chromium.org
Review URL: https://codereview.chromium.org/207683004
git-svn-id: http://skia.googlecode.com/svn/trunk@14323 2bbb7eff-a529-9590-31e7-b0007b416f81
Diffstat (limited to 'src/core/SkBitmapProcShader.h')
-rw-r--r-- | src/core/SkBitmapProcShader.h | 60 |
1 files changed, 47 insertions, 13 deletions
diff --git a/src/core/SkBitmapProcShader.h b/src/core/SkBitmapProcShader.h index 8e225a5e98..e0c78b8e45 100644 --- a/src/core/SkBitmapProcShader.h +++ b/src/core/SkBitmapProcShader.h @@ -20,14 +20,16 @@ public: // overrides from SkShader virtual bool isOpaque() const SK_OVERRIDE; - virtual bool setContext(const SkBitmap&, const SkPaint&, const SkMatrix&) SK_OVERRIDE; - virtual void endContext() SK_OVERRIDE; - virtual uint32_t getFlags() SK_OVERRIDE { return fFlags; } - virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE; - virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE; - virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE; virtual BitmapType asABitmap(SkBitmap*, SkMatrix*, TileMode*) const SK_OVERRIDE; + virtual bool validContext(const SkBitmap& device, + const SkPaint& paint, + const SkMatrix& matrix, + SkMatrix* totalInverse = NULL) const SK_OVERRIDE; + virtual SkShader::Context* createContext(const SkBitmap&, const SkPaint&, + const SkMatrix&, void* storage) const SK_OVERRIDE; + virtual size_t contextSize() const SK_OVERRIDE; + static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty); SK_TO_STRING_OVERRIDE() @@ -37,22 +39,54 @@ public: GrEffectRef* asNewEffect(GrContext*, const SkPaint&) const SK_OVERRIDE; #endif + class BitmapProcShaderContext : public SkShader::Context { + public: + // The context takes ownership of the state. It will call its destructor + // but will NOT free the memory. + BitmapProcShaderContext(const SkBitmapProcShader& shader, + const SkBitmap& device, + const SkPaint& paint, + const SkMatrix& matrix, + SkBitmapProcState* state); + virtual ~BitmapProcShaderContext(); + + virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE; + virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE; + virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE; + + virtual uint32_t getFlags() const SK_OVERRIDE { return fFlags; } + + private: + SkBitmapProcState* fState; + uint32_t fFlags; + + typedef SkShader::Context INHERITED; + }; + protected: SkBitmapProcShader(SkReadBuffer& ); virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; - SkBitmap fRawBitmap; // experimental for RLE encoding - SkBitmapProcState fState; - uint32_t fFlags; + SkBitmap fRawBitmap; // experimental for RLE encoding + uint8_t fTileModeX, fTileModeY; private: + bool validInternal(const SkBitmap& device, const SkPaint& paint, + const SkMatrix& matrix, SkMatrix* totalInverse, + SkBitmapProcState* state) const; + typedef SkShader INHERITED; }; -// Commonly used allocator. It currently is only used to allocate up to 2 objects. The total -// bytes requested is calculated using one of our large shaders plus the size of an Sk3DBlitter -// in SkDraw.cpp -typedef SkSmallAllocator<2, sizeof(SkBitmapProcShader) + sizeof(void*) * 2> SkTBlitterAllocator; +// Commonly used allocator. It currently is only used to allocate up to 3 objects. The total +// bytes requested is calculated using one of our large shaders, its context size plus the size of +// an Sk3DBlitter in SkDraw.cpp +// Note that some contexts may contain other contexts (e.g. for compose shaders), but we've not +// yet found a situation where the size below isn't big enough. +typedef SkSmallAllocator<3, sizeof(SkBitmapProcShader) + + sizeof(SkBitmapProcShader::BitmapProcShaderContext) + + sizeof(SkBitmapProcState) + + sizeof(void*) * 2> SkTBlitterAllocator; // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive // the SkShader. |