blob: 9e45bb7b5eac5192516f4ab4a5deff7780c68cb7 [file] [log] [blame]
/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/shaders/SkBitmapProcShader.h"
#include "src/core/SkArenaAlloc.h"
#include "src/core/SkBitmapProcState.h"
#include "src/core/SkXfermodePriv.h"
class BitmapProcShaderContext : public SkShaderBase::Context {
public:
BitmapProcShaderContext(const SkShaderBase& shader, const SkShaderBase::ContextRec& rec,
SkBitmapProcState* state)
: INHERITED(shader, rec)
, fState(state)
, fFlags(0)
{
if (fState->fPixmap.isOpaque() && (255 == this->getPaintAlpha())) {
fFlags |= SkShaderBase::kOpaqueAlpha_Flag;
}
auto only_scale_and_translate = [](const SkMatrix& matrix) {
unsigned mask = SkMatrix::kTranslate_Mask | SkMatrix::kScale_Mask;
return (matrix.getType() & ~mask) == 0;
};
if (1 == fState->fPixmap.height() && only_scale_and_translate(this->getTotalInverse())) {
fFlags |= SkShaderBase::kConstInY32_Flag;
}
}
uint32_t getFlags() const override { return fFlags; }
void shadeSpan(int x, int y, SkPMColor dstC[], int count) override {
const SkBitmapProcState& state = *fState;
if (state.getShaderProc32()) {
state.getShaderProc32()(&state, x, y, dstC, count);
return;
}
const int BUF_MAX = 128;
uint32_t buffer[BUF_MAX];
SkBitmapProcState::MatrixProc mproc = state.getMatrixProc();
SkBitmapProcState::SampleProc32 sproc = state.getSampleProc32();
const int max = state.maxCountForBufferSize(sizeof(buffer[0]) * BUF_MAX);
SkASSERT(state.fPixmap.addr());
for (;;) {
int n = std::min(count, max);
SkASSERT(n > 0 && n < BUF_MAX*2);
mproc(state, buffer, n, x, y);
sproc(state, buffer, n, dstC);
if ((count -= n) == 0) {
break;
}
SkASSERT(count > 0);
x += n;
dstC += n;
}
}
private:
SkBitmapProcState* fState;
uint32_t fFlags;
using INHERITED = SkShaderBase::Context;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
SkShaderBase::Context* SkBitmapProcLegacyShader::MakeContext(
const SkShaderBase& shader, SkTileMode tmx, SkTileMode tmy,
const SkImage_Base* image, const ContextRec& rec, SkArenaAlloc* alloc)
{
SkMatrix totalInverse;
// Do this first, so we know the matrix can be inverted.
if (!shader.computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, &totalInverse)) {
return nullptr;
}
SkBitmapProcState* state = alloc->make<SkBitmapProcState>(image, tmx, tmy);
if (!state->setup(totalInverse, *rec.fPaint)) {
return nullptr;
}
return alloc->make<BitmapProcShaderContext>(shader, rec, state);
}