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 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 57protected: 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 64private: 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. 73typedef 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. 77SkShader* SkCreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode, 78 const SkMatrix* localMatrix, SkTBlitterAllocator* alloc); 79 80#endif 81