/* * Copyright 2006 The Android Open Source Project * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkBitmapProcShader_DEFINED #define SkBitmapProcShader_DEFINED #include "SkShader.h" #include "SkSmallAllocator.h" struct SkBitmapProcState; class SkBitmapProvider; class SkBitmapProcShader : public SkShader { public: SkBitmapProcShader(const SkBitmap& src, TileMode tx, TileMode ty, const SkMatrix* localMatrix = nullptr); bool isOpaque() const override; size_t contextSize(const ContextRec&) const override { return ContextSize(); } SK_TO_STRING_OVERRIDE() SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader) #if SK_SUPPORT_GPU const GrFragmentProcessor* asFragmentProcessor(GrContext*, const SkMatrix& viewM, const SkMatrix*, SkFilterQuality) const override; #endif protected: class BitmapProcShaderContext : public SkShader::Context { public: // The context takes ownership of the state. It will call its destructor // but will NOT free the memory. BitmapProcShaderContext(const SkShader&, const ContextRec&, SkBitmapProcState*); ~BitmapProcShaderContext() override; void shadeSpan(int x, int y, SkPMColor dstC[], int count) override; ShadeProc asAShadeProc(void** ctx) override; uint32_t getFlags() const override { return fFlags; } private: SkBitmapProcState* fState; uint32_t fFlags; typedef SkShader::Context INHERITED; }; void flatten(SkWriteBuffer&) const override; Context* onCreateContext(const ContextRec&, void* storage) const override; bool onIsABitmap(SkBitmap*, SkMatrix*, TileMode*) const override; SkBitmap fRawBitmap; // experimental for RLE encoding uint8_t fTileModeX, fTileModeY; private: friend class SkImageShader; static size_t ContextSize(); static Context* MakeContext(const SkShader&, TileMode tmx, TileMode tmy, const SkBitmapProvider&, const ContextRec&, void* storage); typedef SkShader INHERITED; }; // Commonly used allocator. It currently is only used to allocate up to 3 objects. The total // bytes requested is calculated using one of our large shaders, its context size plus the size of // an Sk3DBlitter in SkDraw.cpp // Note that some contexts may contain other contexts (e.g. for compose shaders), but we've not // yet found a situation where the size below isn't big enough. typedef SkSmallAllocator<3, 1500> SkTBlitterAllocator; // If alloc is non-nullptr, it will be used to allocate the returned SkShader, and MUST outlive // the SkShader. SkShader* SkCreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode, const SkMatrix* localMatrix, SkTBlitterAllocator* alloc); #endif