SkBitmapProcShader.h revision e901b6de3ef8dea842008a08fc81e92fb1478d61
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 ContextRec&, SkMatrix* totalInverse) const SK_OVERRIDE; 27 virtual SkShader::Context* createContext(const ContextRec&, void* storage) const SK_OVERRIDE; 28 virtual size_t contextSize() const SK_OVERRIDE; 29 30 static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty); 31 32 SK_TO_STRING_OVERRIDE() 33 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader) 34 35#if SK_SUPPORT_GPU 36 GrEffectRef* asNewEffect(GrContext*, const SkPaint&) const SK_OVERRIDE; 37#endif 38 39 class BitmapProcShaderContext : public SkShader::Context { 40 public: 41 // The context takes ownership of the state. It will call its destructor 42 // but will NOT free the memory. 43 BitmapProcShaderContext(const SkBitmapProcShader&, const ContextRec&, SkBitmapProcState*); 44 virtual ~BitmapProcShaderContext(); 45 46 virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE; 47 virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE; 48 virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE; 49 50 virtual uint32_t getFlags() const SK_OVERRIDE { return fFlags; } 51 52 private: 53 SkBitmapProcState* fState; 54 uint32_t fFlags; 55 56 typedef SkShader::Context INHERITED; 57 }; 58 59protected: 60 SkBitmapProcShader(SkReadBuffer& ); 61 virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; 62 63 SkBitmap fRawBitmap; // experimental for RLE encoding 64 uint8_t fTileModeX, fTileModeY; 65 66private: 67 bool validInternal(const ContextRec&, SkMatrix* totalInverse, SkBitmapProcState*) const; 68 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, sizeof(SkBitmapProcShader) + 78 sizeof(SkBitmapProcShader::BitmapProcShaderContext) + 79 sizeof(SkBitmapProcState) + 80 sizeof(void*) * 2> SkTBlitterAllocator; 81 82// If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive 83// the SkShader. 84SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode, 85 const SkMatrix* localMatrix, SkTBlitterAllocator* alloc); 86 87#endif 88