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