| |
| /* |
| * 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 "SkSmallAllocator.h" |
| |
| struct SkBitmapProcState; |
| class SkBitmapProvider; |
| |
| class SkBitmapProcShader : public SkShader { |
| public: |
| SkBitmapProcShader(const SkBitmap& src, TileMode tx, TileMode ty, |
| const SkMatrix* localMatrix = nullptr); |
| |
| bool isOpaque() const override; |
| |
| size_t contextSize() const override { return ContextSize(); } |
| |
| SK_TO_STRING_OVERRIDE() |
| SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader) |
| |
| #if SK_SUPPORT_GPU |
| const GrFragmentProcessor* asFragmentProcessor(GrContext*, const SkMatrix& viewM, |
| const SkMatrix*, SkFilterQuality) const override; |
| #endif |
| |
| protected: |
| 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 SkShader&, const ContextRec&, SkBitmapProcState*); |
| ~BitmapProcShaderContext() override; |
| |
| void shadeSpan(int x, int y, SkPMColor dstC[], int count) override; |
| ShadeProc asAShadeProc(void** ctx) override; |
| |
| uint32_t getFlags() const override { return fFlags; } |
| |
| private: |
| SkBitmapProcState* fState; |
| uint32_t fFlags; |
| |
| typedef SkShader::Context INHERITED; |
| }; |
| |
| void flatten(SkWriteBuffer&) const override; |
| Context* onCreateContext(const ContextRec&, void* storage) const override; |
| bool onIsABitmap(SkBitmap*, SkMatrix*, TileMode*) const override; |
| |
| SkBitmap fRawBitmap; // experimental for RLE encoding |
| uint8_t fTileModeX, fTileModeY; |
| |
| private: |
| friend class SkImageShader; |
| |
| static size_t ContextSize(); |
| static Context* MakeContext(const SkShader&, TileMode tmx, TileMode tmy, |
| const SkBitmapProvider&, const ContextRec&, void* storage); |
| |
| 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, 1160> SkTBlitterAllocator; |
| |
| // If alloc is non-nullptr, it will be used to allocate the returned SkShader, and MUST outlive |
| // the SkShader. |
| SkShader* SkCreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode, |
| const SkMatrix* localMatrix, SkTBlitterAllocator* alloc); |
| |
| #endif |