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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkImage_Base.h"
#include "SkBitmap.h"
#include "SkCanvas.h"
#include "SkData.h"
#include "SkImageCacherator.h"
#include "SkImagePriv.h"
#include "SkPixelRef.h"
#include "SkSurface.h"
class SkImage_Generator : public SkImage_Base {
public:
SkImage_Generator(SkImageCacherator* cache)
: INHERITED(cache->info().width(), cache->info().height(), cache->uniqueID(), NULL)
, fCache(cache) // take ownership
{}
bool onReadPixels(const SkImageInfo&, void*, size_t, int srcX, int srcY) const override;
const void* onPeekPixels(SkImageInfo*, size_t* /*rowBytes*/) const override;
SkData* onRefEncoded() const override;
bool isOpaque() const override { return fCache->info().isOpaque(); }
SkImage* onNewSubset(const SkIRect&) const override;
bool getROPixels(SkBitmap*) const override;
GrTexture* asTextureRef(GrContext*, SkImageUsageType) const override;
SkShader* onNewShader(SkShader::TileMode,
SkShader::TileMode,
const SkMatrix* localMatrix) const override;
bool onIsLazyGenerated() const override { return true; }
private:
SkAutoTDelete<SkImageCacherator> fCache;
typedef SkImage_Base INHERITED;
};
///////////////////////////////////////////////////////////////////////////////
SkShader* SkImage_Generator::onNewShader(SkShader::TileMode tileX, SkShader::TileMode tileY,
const SkMatrix* localMatrix) const {
// TODO: need a native Shader that takes Cacherator (or this image) so we can natively return
// textures as output from the shader.
SkBitmap bm;
if (this->getROPixels(&bm)) {
return SkShader::CreateBitmapShader(bm, tileX, tileY, localMatrix);
}
return nullptr;
}
bool SkImage_Generator::onReadPixels(const SkImageInfo& dstInfo, void* dstPixels, size_t dstRB,
int srcX, int srcY) const {
SkBitmap bm;
if (this->getROPixels(&bm)) {
return bm.readPixels(dstInfo, dstPixels, dstRB, srcX, srcY);
}
return false;
}
const void* SkImage_Generator::onPeekPixels(SkImageInfo* infoPtr, size_t* rowBytesPtr) const {
return NULL;
}
SkData* SkImage_Generator::onRefEncoded() const {
return fCache->refEncoded();
}
bool SkImage_Generator::getROPixels(SkBitmap* bitmap) const {
return fCache->lockAsBitmap(bitmap, this);
}
GrTexture* SkImage_Generator::asTextureRef(GrContext* ctx, SkImageUsageType usage) const {
return fCache->lockAsTexture(ctx, usage, this);
}
SkImage* SkImage_Generator::onNewSubset(const SkIRect& subset) const {
// TODO: make this lazy, by wrapping the subset inside a new generator or something
// For now, we do effectively what we did before, make it a raster
const SkImageInfo info = SkImageInfo::MakeN32(subset.width(), subset.height(),
this->isOpaque() ? kOpaque_SkAlphaType : kPremul_SkAlphaType);
SkAutoTUnref<SkSurface> surface(SkSurface::NewRaster(info));
if (!surface) {
return nullptr;
}
surface->getCanvas()->clear(0);
surface->getCanvas()->drawImage(this, SkIntToScalar(-subset.x()), SkIntToScalar(-subset.y()),
nullptr);
return surface->newImageSnapshot();
}
SkImage* SkImage::NewFromGenerator(SkImageGenerator* generator, const SkIRect* subset) {
SkImageCacherator* cache = SkImageCacherator::NewFromGenerator(generator, subset);
if (!cache) {
return nullptr;
}
return new SkImage_Generator(cache);
}
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