Move implementation of SkFilterShader into its source file.

Since SkFilterShader has its own header file, makes more sense to have a
separate source file to implement it rather than placing it in a "random"
SkColorFilter.cpp file.

R=robertphillips@google.com

Review URL: https://codereview.chromium.org/19305004

git-svn-id: http://skia.googlecode.com/svn/trunk@10101 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/core/SkFilterShader.cpp b/src/core/SkFilterShader.cpp
new file mode 100644
index 0000000..4fcb936
--- /dev/null
+++ b/src/core/SkFilterShader.cpp
@@ -0,0 +1,102 @@
+/*
+ * Copyright 2013 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "SkFilterShader.h"
+
+#include "SkColorFilter.h"
+#include "SkFlattenableBuffers.h"
+#include "SkShader.h"
+#include "SkString.h"
+
+SkFilterShader::SkFilterShader(SkShader* shader, SkColorFilter* filter) {
+    fShader = shader;
+    shader->ref();
+
+    fFilter = filter;
+    filter->ref();
+}
+
+SkFilterShader::SkFilterShader(SkFlattenableReadBuffer& buffer)
+    : INHERITED(buffer) {
+    fShader = buffer.readFlattenableT<SkShader>();
+    fFilter = buffer.readFlattenableT<SkColorFilter>();
+}
+
+SkFilterShader::~SkFilterShader() {
+    fFilter->unref();
+    fShader->unref();
+}
+
+void SkFilterShader::flatten(SkFlattenableWriteBuffer& buffer) const {
+    this->INHERITED::flatten(buffer);
+    buffer.writeFlattenable(fShader);
+    buffer.writeFlattenable(fFilter);
+}
+
+uint32_t SkFilterShader::getFlags() {
+    uint32_t shaderF = fShader->getFlags();
+    uint32_t filterF = fFilter->getFlags();
+
+    // if the filter doesn't support 16bit, clear the matching bit in the shader
+    if (!(filterF & SkColorFilter::kHasFilter16_Flag)) {
+        shaderF &= ~SkShader::kHasSpan16_Flag;
+    }
+    // if the filter might change alpha, clear the opaque flag in the shader
+    if (!(filterF & SkColorFilter::kAlphaUnchanged_Flag)) {
+        shaderF &= ~(SkShader::kOpaqueAlpha_Flag | SkShader::kHasSpan16_Flag);
+    }
+    return shaderF;
+}
+
+bool SkFilterShader::setContext(const SkBitmap& device,
+                                const SkPaint& paint,
+                                const SkMatrix& matrix) {
+    // we need to keep the setContext/endContext calls balanced. If we return
+    // false, our endContext() will not be called.
+
+    if (!this->INHERITED::setContext(device, paint, matrix)) {
+        return false;
+    }
+    if (!fShader->setContext(device, paint, matrix)) {
+        this->INHERITED::endContext();
+        return false;
+    }
+    return true;
+}
+
+void SkFilterShader::endContext() {
+    fShader->endContext();
+    this->INHERITED::endContext();
+}
+
+void SkFilterShader::shadeSpan(int x, int y, SkPMColor result[], int count) {
+    fShader->shadeSpan(x, y, result, count);
+    fFilter->filterSpan(result, count, result);
+}
+
+void SkFilterShader::shadeSpan16(int x, int y, uint16_t result[], int count) {
+    SkASSERT(fShader->getFlags() & SkShader::kHasSpan16_Flag);
+    SkASSERT(fFilter->getFlags() & SkColorFilter::kHasFilter16_Flag);
+
+    fShader->shadeSpan16(x, y, result, count);
+    fFilter->filterSpan16(result, count, result);
+}
+
+#ifdef SK_DEVELOPER
+void SkFilterShader::toString(SkString* str) const {
+    str->append("SkFilterShader: (");
+
+    str->append("Shader: ");
+    fShader->toString(str);
+    str->append(" Filter: ");
+    // TODO: add "fFilter->toString(str);" once SkColorFilter::toString is added
+
+    this->INHERITED::toString(str);
+
+    str->append(")");
+}
+#endif