| |
| /* |
| * Copyright 2006 The Android Open Source Project |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| |
| #ifndef SkBitmapProcShader_DEFINED |
| #define SkBitmapProcShader_DEFINED |
| |
| #include "SkShader.h" |
| #include "SkBitmapProcState.h" |
| #include "SkSmallAllocator.h" |
| |
| class SkBitmapProcShader : public SkShader { |
| public: |
| SkBitmapProcShader(const SkBitmap& src, TileMode tx, TileMode ty); |
| |
| // overrides from SkShader |
| virtual bool isOpaque() const SK_OVERRIDE; |
| virtual BitmapType asABitmap(SkBitmap*, SkMatrix*, TileMode*) const SK_OVERRIDE; |
| |
| virtual bool validContext(const SkBitmap& device, |
| const SkPaint& paint, |
| const SkMatrix& matrix, |
| SkMatrix* totalInverse = NULL) const SK_OVERRIDE; |
| virtual SkShader::Context* createContext(const SkBitmap&, const SkPaint&, |
| const SkMatrix&, void* storage) const SK_OVERRIDE; |
| virtual size_t contextSize() const SK_OVERRIDE; |
| |
| static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty); |
| |
| SK_TO_STRING_OVERRIDE() |
| SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader) |
| |
| #if SK_SUPPORT_GPU |
| GrEffectRef* asNewEffect(GrContext*, const SkPaint&) const SK_OVERRIDE; |
| #endif |
| |
| class BitmapProcShaderContext : public SkShader::Context { |
| public: |
| // The context takes ownership of the state. It will call its destructor |
| // but will NOT free the memory. |
| BitmapProcShaderContext(const SkBitmapProcShader& shader, |
| const SkBitmap& device, |
| const SkPaint& paint, |
| const SkMatrix& matrix, |
| SkBitmapProcState* state); |
| virtual ~BitmapProcShaderContext(); |
| |
| virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE; |
| virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE; |
| virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE; |
| |
| virtual uint32_t getFlags() const SK_OVERRIDE { return fFlags; } |
| |
| private: |
| SkBitmapProcState* fState; |
| uint32_t fFlags; |
| |
| typedef SkShader::Context INHERITED; |
| }; |
| |
| protected: |
| SkBitmapProcShader(SkReadBuffer& ); |
| virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; |
| |
| SkBitmap fRawBitmap; // experimental for RLE encoding |
| uint8_t fTileModeX, fTileModeY; |
| |
| private: |
| bool validInternal(const SkBitmap& device, const SkPaint& paint, |
| const SkMatrix& matrix, SkMatrix* totalInverse, |
| SkBitmapProcState* state) const; |
| |
| typedef SkShader INHERITED; |
| }; |
| |
| // Commonly used allocator. It currently is only used to allocate up to 3 objects. The total |
| // bytes requested is calculated using one of our large shaders, its context size plus the size of |
| // an Sk3DBlitter in SkDraw.cpp |
| // Note that some contexts may contain other contexts (e.g. for compose shaders), but we've not |
| // yet found a situation where the size below isn't big enough. |
| typedef SkSmallAllocator<3, sizeof(SkBitmapProcShader) + |
| sizeof(SkBitmapProcShader::BitmapProcShaderContext) + |
| sizeof(SkBitmapProcState) + |
| sizeof(void*) * 2> SkTBlitterAllocator; |
| |
| // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive |
| // the SkShader. |
| SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode, |
| SkTBlitterAllocator* alloc); |
| |
| #endif |