/* * 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 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) bool asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix& viewM, const SkMatrix*, GrColor*, GrFragmentProcessor**) const SK_OVERRIDE; 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&, const ContextRec&, SkBitmapProcState*); 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: virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; virtual Context* onCreateContext(const ContextRec&, void* storage) const SK_OVERRIDE; SkBitmap fRawBitmap; // experimental for RLE encoding uint8_t fTileModeX, fTileModeY; private: 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, 1024> SkTBlitterAllocator; // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive // the SkShader. SkShader* SkCreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode, const SkMatrix* localMatrix, SkTBlitterAllocator* alloc); #endif