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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,
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
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