SkBitmapProcShader.h revision 0f10f7bf1fb43ca6346dc220a076773b1f19a367
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
21    // overrides from SkShader
22    virtual bool isOpaque() const SK_OVERRIDE;
23    virtual bool setContext(const SkBitmap&, const SkPaint&, const SkMatrix&) SK_OVERRIDE;
24    virtual void endContext() SK_OVERRIDE;
25    virtual uint32_t getFlags() SK_OVERRIDE { return fFlags; }
26    virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE;
27    virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE;
28    virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE;
29    virtual BitmapType asABitmap(SkBitmap*, SkMatrix*, TileMode*) const SK_OVERRIDE;
30
31    static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty);
32
33    SK_TO_STRING_OVERRIDE()
34    SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader)
35
36#if SK_SUPPORT_GPU
37    GrEffectRef* asNewEffect(GrContext*, const SkPaint&) const SK_OVERRIDE;
38#endif
39
40protected:
41    SkBitmapProcShader(SkReadBuffer& );
42    virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE;
43
44    SkBitmap          fRawBitmap;   // experimental for RLE encoding
45    SkBitmapProcState fState;
46    uint32_t          fFlags;
47
48private:
49    typedef SkShader INHERITED;
50};
51
52// Commonly used allocator. It currently is only used to allocate up to 2 objects. The total
53// bytes requested is calculated using one of our large shaders plus the size of an Sk3DBlitter
54// in SkDraw.cpp
55typedef SkSmallAllocator<2, sizeof(SkBitmapProcShader) + sizeof(void*) * 2> SkTBlitterAllocator;
56
57// If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive
58// the SkShader.
59SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode,
60                             SkTBlitterAllocator* alloc);
61
62#endif
63