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authorGravatar commit-bot@chromium.org <commit-bot@chromium.org@2bbb7eff-a529-9590-31e7-b0007b416f81>2014-04-23 09:11:58 +0000
committerGravatar commit-bot@chromium.org <commit-bot@chromium.org@2bbb7eff-a529-9590-31e7-b0007b416f81>2014-04-23 09:11:58 +0000
commitbc2f1dc85e458af7bdb87873e60207f9f7299e4a (patch)
tree67d5a4307d15408c660fa7137c5a99f1e7f7c6bc /src/core/SkBitmapProcShader.h
parentea26a0e14f1f88ccffa15c149892008aa9f52f3e (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.h60
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.