SkBitmapProcShader.h revision 9c9005a347e9996f357bd79591bd34f74f8bbc66
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 bool validContext(const SkBitmap& device, 27 const SkPaint& paint, 28 const SkMatrix& matrix, 29 SkMatrix* totalInverse = NULL) const SK_OVERRIDE; 30 virtual SkShader::Context* createContext(const SkBitmap&, const SkPaint&, 31 const SkMatrix&, void* storage) const SK_OVERRIDE; 32 virtual size_t contextSize() const SK_OVERRIDE; 33 34 static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty); 35 36 SK_TO_STRING_OVERRIDE() 37 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader) 38 39#if SK_SUPPORT_GPU 40 GrEffectRef* asNewEffect(GrContext*, const SkPaint&) const SK_OVERRIDE; 41#endif 42 43 class BitmapProcShaderContext : public SkShader::Context { 44 public: 45 // The context takes ownership of the state. It will call its destructor 46 // but will NOT free the memory. 47 BitmapProcShaderContext(const SkBitmapProcShader& shader, 48 const SkBitmap& device, 49 const SkPaint& paint, 50 const SkMatrix& matrix, 51 SkBitmapProcState* state); 52 virtual ~BitmapProcShaderContext(); 53 54 virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE; 55 virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE; 56 virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE; 57 58 virtual uint32_t getFlags() const SK_OVERRIDE { return fFlags; } 59 60 private: 61 SkBitmapProcState* fState; 62 uint32_t fFlags; 63 64 typedef SkShader::Context INHERITED; 65 }; 66 67protected: 68 SkBitmapProcShader(SkReadBuffer& ); 69 virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; 70 71 SkBitmap fRawBitmap; // experimental for RLE encoding 72 uint8_t fTileModeX, fTileModeY; 73 74private: 75 bool validInternal(const SkBitmap& device, const SkPaint& paint, 76 const SkMatrix& matrix, SkMatrix* totalInverse, 77 SkBitmapProcState* state) const; 78 79 typedef SkShader INHERITED; 80}; 81 82// Commonly used allocator. It currently is only used to allocate up to 3 objects. The total 83// bytes requested is calculated using one of our large shaders, its context size plus the size of 84// an Sk3DBlitter in SkDraw.cpp 85// Note that some contexts may contain other contexts (e.g. for compose shaders), but we've not 86// yet found a situation where the size below isn't big enough. 87typedef SkSmallAllocator<3, sizeof(SkBitmapProcShader) + 88 sizeof(SkBitmapProcShader::BitmapProcShaderContext) + 89 sizeof(SkBitmapProcState) + 90 sizeof(void*) * 2> SkTBlitterAllocator; 91 92// If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive 93// the SkShader. 94SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode, 95 const SkMatrix* localMatrix, SkTBlitterAllocator* alloc); 96 97#endif 98