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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.
*/
#ifndef SkPictureShader_DEFINED
#define SkPictureShader_DEFINED
#include "SkShader.h"
class SkBitmap;
class SkPicture;
/*
* An SkPictureShader can be used to draw SkPicture-based patterns.
*
* The SkPicture is first rendered into a tile, which is then used to shade the area according
* to specified tiling rules.
*/
class SkPictureShader : public SkShader {
public:
static SkPictureShader* Create(SkPicture*, TileMode, TileMode);
virtual ~SkPictureShader();
virtual bool validContext(const SkBitmap&, const SkPaint&,
const SkMatrix&, SkMatrix* totalInverse = NULL) const SK_OVERRIDE;
virtual SkShader::Context* createContext(const SkBitmap& device, const SkPaint& paint,
const SkMatrix& matrix, void* storage) const
SK_OVERRIDE;
virtual size_t contextSize() const SK_OVERRIDE;
class PictureShaderContext : public SkShader::Context {
public:
PictureShaderContext(const SkPictureShader& shader, const SkBitmap& device,
const SkPaint& paint, const SkMatrix& matrix,
SkShader* bitmapShader);
virtual ~PictureShaderContext();
virtual uint32_t getFlags() const SK_OVERRIDE;
virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE;
virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE;
virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE;
private:
SkAutoTUnref<SkShader> fBitmapShader;
SkShader::Context* fBitmapShaderContext;
void* fBitmapShaderContextStorage;
typedef SkShader::Context INHERITED;
};
SK_TO_STRING_OVERRIDE()
SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPictureShader)
#if SK_SUPPORT_GPU
GrEffectRef* asNewEffect(GrContext*, const SkPaint&) const SK_OVERRIDE;
#endif
protected:
SkPictureShader(SkReadBuffer&);
virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE;
private:
SkPictureShader(SkPicture*, TileMode, TileMode);
SkShader* validInternal(const SkBitmap& device, const SkPaint& paint,
const SkMatrix& matrix, SkMatrix* totalInverse) const;
SkShader* buildBitmapShader(const SkMatrix&) const;
SkPicture* fPicture;
TileMode fTmx, fTmy;
mutable SkMutex fCachedBitmapShaderMutex;
mutable SkAutoTUnref<SkShader> fCachedBitmapShader;
mutable SkSize fCachedTileScale;
mutable SkMatrix fCachedLocalMatrix;
typedef SkShader INHERITED;
};
#endif // SkPictureShader_DEFINED