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 17class SkBitmapProcShader : public SkShader { 18public: 19 SkBitmapProcShader(const SkBitmap& src, TileMode tx, TileMode ty, 20 const SkMatrix* localMatrix = NULL); 21 22 // overrides from SkShader 23 virtual bool isOpaque() const SK_OVERRIDE; 24 virtual BitmapType asABitmap(SkBitmap*, SkMatrix*, TileMode*) const SK_OVERRIDE; 25 26 virtual size_t contextSize() const SK_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*, GrColor*, 35 GrFragmentProcessor**) 36 const SK_OVERRIDE; 37 38 class BitmapProcShaderContext : public SkShader::Context { 39 public: 40 // The context takes ownership of the state. It will call its destructor 41 // but will NOT free the memory. 42 BitmapProcShaderContext(const SkBitmapProcShader&, const ContextRec&, SkBitmapProcState*); 43 virtual ~BitmapProcShaderContext(); 44 45 virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE; 46 virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE; 47 virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE; 48 49 virtual uint32_t getFlags() const SK_OVERRIDE { return fFlags; } 50 51 private: 52 SkBitmapProcState* fState; 53 uint32_t fFlags; 54 55 typedef SkShader::Context INHERITED; 56 }; 57 58protected: 59#ifdef SK_SUPPORT_LEGACY_DEEPFLATTENING 60 SkBitmapProcShader(SkReadBuffer& ); 61#endif 62 virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; 63 virtual Context* onCreateContext(const ContextRec&, void* storage) const SK_OVERRIDE; 64 65 SkBitmap fRawBitmap; // experimental for RLE encoding 66 uint8_t fTileModeX, fTileModeY; 67 68private: 69 typedef SkShader INHERITED; 70}; 71 72// Commonly used allocator. It currently is only used to allocate up to 3 objects. The total 73// bytes requested is calculated using one of our large shaders, its context size plus the size of 74// an Sk3DBlitter in SkDraw.cpp 75// Note that some contexts may contain other contexts (e.g. for compose shaders), but we've not 76// yet found a situation where the size below isn't big enough. 77typedef SkSmallAllocator<3, 1024> SkTBlitterAllocator; 78 79// If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive 80// the SkShader. 81SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode, 82 const SkMatrix* localMatrix, SkTBlitterAllocator* alloc); 83 84#endif 85