/* * Copyright 2006 The Android Open Source Project * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkBitmapProcShader_DEFINED #define SkBitmapProcShader_DEFINED #include "SkShader.h" #include "SkBitmapProcState.h" #include "SkSmallAllocator.h" class SkBitmapProcShader : public SkShader { public: SkBitmapProcShader(const SkBitmap& src, TileMode tx, TileMode ty, const SkMatrix* localMatrix = NULL); // overrides from SkShader virtual bool isOpaque() const 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() SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader) #if SK_SUPPORT_GPU 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 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 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. SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode, const SkMatrix* localMatrix, SkTBlitterAllocator* alloc); #endif