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/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkLocalMatrixShader.h"
#if SK_SUPPORT_GPU
#include "GrFragmentProcessor.h"
#endif
#if SK_SUPPORT_GPU
sk_sp<GrFragmentProcessor> SkLocalMatrixShader::asFragmentProcessor(const AsFPArgs& args) const {
SkMatrix tmp = this->getLocalMatrix();
if (args.fLocalMatrix) {
tmp.preConcat(*args.fLocalMatrix);
}
return fProxyShader->asFragmentProcessor(AsFPArgs(
args.fContext, args.fViewMatrix, &tmp, args.fFilterQuality, args.fDstColorSpace,
args.fColorMode));
}
#endif
sk_sp<SkFlattenable> SkLocalMatrixShader::CreateProc(SkReadBuffer& buffer) {
SkMatrix lm;
buffer.readMatrix(&lm);
auto baseShader(buffer.readShader());
if (!baseShader) {
return nullptr;
}
return baseShader->makeWithLocalMatrix(lm);
}
void SkLocalMatrixShader::flatten(SkWriteBuffer& buffer) const {
buffer.writeMatrix(this->getLocalMatrix());
buffer.writeFlattenable(fProxyShader.get());
}
SkShader::Context* SkLocalMatrixShader::onCreateContext(const ContextRec& rec,
void* storage) const {
ContextRec newRec(rec);
SkMatrix tmp;
if (rec.fLocalMatrix) {
tmp.setConcat(*rec.fLocalMatrix, this->getLocalMatrix());
newRec.fLocalMatrix = &tmp;
} else {
newRec.fLocalMatrix = &this->getLocalMatrix();
}
return fProxyShader->createContext(newRec, storage);
}
#ifndef SK_IGNORE_TO_STRING
void SkLocalMatrixShader::toString(SkString* str) const {
str->append("SkLocalMatrixShader: (");
fProxyShader->toString(str);
this->INHERITED::toString(str);
str->append(")");
}
#endif
sk_sp<SkShader> SkShader::makeWithLocalMatrix(const SkMatrix& localMatrix) const {
if (localMatrix.isIdentity()) {
return sk_ref_sp(const_cast<SkShader*>(this));
}
const SkMatrix* lm = &localMatrix;
sk_sp<SkShader> baseShader;
SkMatrix otherLocalMatrix;
sk_sp<SkShader> proxy(this->makeAsALocalMatrixShader(&otherLocalMatrix));
if (proxy) {
otherLocalMatrix.preConcat(localMatrix);
lm = &otherLocalMatrix;
baseShader = proxy;
} else {
baseShader = sk_ref_sp(const_cast<SkShader*>(this));
}
return sk_make_sp<SkLocalMatrixShader>(std::move(baseShader), *lm);
}
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