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/*
* 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);
// 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;
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
protected:
SkBitmapProcShader(SkReadBuffer& );
virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE;
SkBitmap fRawBitmap; // experimental for RLE encoding
SkBitmapProcState fState;
uint32_t fFlags;
private:
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;
// 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,
SkTBlitterAllocator* alloc);
#endif
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