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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 setContext(const SkBitmap&, const SkPaint&, const SkMatrix&) SK_OVERRIDE;
virtual void endContext() SK_OVERRIDE;
virtual uint32_t getFlags() 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;
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);
bool buildBitmapShader(const SkMatrix&) const;
SkPicture* fPicture;
TileMode fTmx, fTmy;
mutable SkAutoTUnref<SkShader> fCachedShader;
mutable SkSize fCachedTileScale;
typedef SkShader INHERITED;
};
#endif // SkPictureShader_DEFINED