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      1 
      2 /*
      3  * Copyright 2006 The Android Open Source Project
      4  *
      5  * Use of this source code is governed by a BSD-style license that can be
      6  * found in the LICENSE file.
      7  */
      8 
      9 
     10 #ifndef SkBitmapProcShader_DEFINED
     11 #define SkBitmapProcShader_DEFINED
     12 
     13 #include "SkShader.h"
     14 #include "SkBitmapProcState.h"
     15 #include "SkSmallAllocator.h"
     16 
     17 class SkBitmapProcShader : public SkShader {
     18 public:
     19     SkBitmapProcShader(const SkBitmap& src, TileMode tx, TileMode ty,
     20                        const SkMatrix* localMatrix = NULL);
     21 
     22     // overrides from SkShader
     23     bool isOpaque() const override;
     24     BitmapType asABitmap(SkBitmap*, SkMatrix*, TileMode*) const override;
     25 
     26     size_t contextSize() const override;
     27 
     28     static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty);
     29 
     30     SK_TO_STRING_OVERRIDE()
     31     SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader)
     32 
     33 
     34     bool asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix& viewM, const SkMatrix*,
     35                              GrColor*, GrFragmentProcessor**) const override;
     36 
     37     class BitmapProcShaderContext : public SkShader::Context {
     38     public:
     39         // The context takes ownership of the state. It will call its destructor
     40         // but will NOT free the memory.
     41         BitmapProcShaderContext(const SkBitmapProcShader&, const ContextRec&, SkBitmapProcState*);
     42         virtual ~BitmapProcShaderContext();
     43 
     44         void shadeSpan(int x, int y, SkPMColor dstC[], int count) override;
     45         ShadeProc asAShadeProc(void** ctx) override;
     46         void shadeSpan16(int x, int y, uint16_t dstC[], int count) override;
     47 
     48         uint32_t getFlags() const override { return fFlags; }
     49 
     50     private:
     51         SkBitmapProcState*  fState;
     52         uint32_t            fFlags;
     53 
     54         typedef SkShader::Context INHERITED;
     55     };
     56 
     57 protected:
     58     void flatten(SkWriteBuffer&) const override;
     59     Context* onCreateContext(const ContextRec&, void* storage) const override;
     60 
     61     SkBitmap    fRawBitmap;   // experimental for RLE encoding
     62     uint8_t     fTileModeX, fTileModeY;
     63 
     64 private:
     65     typedef SkShader INHERITED;
     66 };
     67 
     68 // Commonly used allocator. It currently is only used to allocate up to 3 objects. The total
     69 // bytes requested is calculated using one of our large shaders, its context size plus the size of
     70 // an Sk3DBlitter in SkDraw.cpp
     71 // Note that some contexts may contain other contexts (e.g. for compose shaders), but we've not
     72 // yet found a situation where the size below isn't big enough.
     73 typedef SkSmallAllocator<3, 1024> SkTBlitterAllocator;
     74 
     75 // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive
     76 // the SkShader.
     77 SkShader* SkCreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode,
     78                                const SkMatrix* localMatrix, SkTBlitterAllocator* alloc);
     79 
     80 #endif
     81