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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 SkComposeShader_DEFINED
#define SkComposeShader_DEFINED
#include "SkShader.h"
#include "SkBlendMode.h"
///////////////////////////////////////////////////////////////////////////////////////////
/** \class SkComposeShader
This subclass of shader returns the composition of two other shaders, combined by
a xfermode.
*/
class SK_API SkComposeShader : public SkShader {
public:
/** Create a new compose shader, given shaders A, B, and a combining xfermode mode.
When the xfermode is called, it will be given the result from shader A as its
"dst", and the result from shader B as its "src".
mode->xfer32(sA_result, sB_result, ...)
@param shaderA The colors from this shader are seen as the "dst" by the xfermode
@param shaderB The colors from this shader are seen as the "src" by the xfermode
@param mode The xfermode that combines the colors from the two shaders. If mode
is null, then SRC_OVER is assumed.
*/
SkComposeShader(sk_sp<SkShader> sA, sk_sp<SkShader> sB, SkBlendMode mode)
: fShaderA(std::move(sA))
, fShaderB(std::move(sB))
, fMode(mode)
{}
#if SK_SUPPORT_GPU
sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
#endif
class ComposeShaderContext : public SkShader::Context {
public:
// When this object gets destroyed, it will call contextA and contextB's destructor
// but it will NOT free the memory.
ComposeShaderContext(const SkComposeShader&, const ContextRec&,
SkShader::Context* contextA, SkShader::Context* contextB);
void shadeSpan(int x, int y, SkPMColor[], int count) override;
private:
SkShader::Context* fShaderContextA;
SkShader::Context* fShaderContextB;
typedef SkShader::Context INHERITED;
};
#ifdef SK_DEBUG
SkShader* getShaderA() { return fShaderA.get(); }
SkShader* getShaderB() { return fShaderB.get(); }
#endif
bool asACompose(ComposeRec* rec) const override;
SK_TO_STRING_OVERRIDE()
SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkComposeShader)
protected:
SkComposeShader(SkReadBuffer&);
void flatten(SkWriteBuffer&) const override;
Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override;
private:
sk_sp<SkShader> fShaderA;
sk_sp<SkShader> fShaderB;
SkBlendMode fMode;
typedef SkShader INHERITED;
};
#endif
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