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* Copyright 2012 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef SkImagePriv_DEFINED
#define SkImagePriv_DEFINED
#include "SkImage.h"
#include "SkSmallAllocator.h"
#include "SkSurface.h"
enum SkCopyPixelsMode {
kIfMutable_SkCopyPixelsMode, //!< only copy src pixels if they are marked mutable
kAlways_SkCopyPixelsMode, //!< always copy src pixels (even if they are marked immutable)
kNever_SkCopyPixelsMode, //!< never copy src pixels (even if they are marked mutable)
enum {kSkBlitterContextSize = 3332};
// 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, kSkBlitterContextSize> SkTBlitterAllocator;
// If alloc is non-nullptr, it will be used to allocate the returned SkShader, and MUST outlive
// the SkShader.
sk_sp<SkShader> SkMakeBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode,
const SkMatrix* localMatrix, SkCopyPixelsMode,
SkTBlitterAllocator* alloc);
* Examines the bitmap to decide if it can share the existing pixelRef, or
* if it needs to make a deep-copy of the pixels.
* The bitmap's pixelref will be shared if either the bitmap is marked as
* immutable, or CopyPixelsMode allows it. Shared pixel refs are also
* locked when kLocked_SharedPixelRefMode is specified.
* Passing kLocked_SharedPixelRefMode allows the image's peekPixels() method
* to succeed, but it will force any lazy decodes/generators to execute if
* they exist on the pixelref.
* It is illegal to call this with a texture-backed bitmap.
* If the bitmap's colortype cannot be converted into a corresponding
* SkImageInfo, or the bitmap's pixels cannot be accessed, this will return
* nullptr.
extern sk_sp<SkImage> SkMakeImageFromRasterBitmap(const SkBitmap&, SkCopyPixelsMode,
SkTBlitterAllocator* = nullptr);
// Given an image created from SkNewImageFromBitmap, return its pixelref. This
// may be called to see if the surface and the image share the same pixelref,
// in which case the surface may need to perform a copy-on-write.
extern const SkPixelRef* SkBitmapImageGetPixelRef(const SkImage* rasterImage);
// When a texture is shared by a surface and an image its budgeted status is that of the
// surface. This function is used when the surface makes a new texture for itself in order
// for the orphaned image to determine whether the original texture counts against the
// budget or not.
extern void SkTextureImageApplyBudgetedDecision(SkImage* textureImage);
// Update the texture wrapped by an image created with NewTexture. This
// is called when a surface and image share the same GrTexture and the
// surface needs to perform a copy-on-write
extern void SkTextureImageSetTexture(SkImage* image, GrTexture* texture);
* Will attempt to upload and lock the contents of the image as a texture, so that subsequent
* draws to a gpu-target will come from that texture (and not by looking at the original image
* src). In particular this is intended to use the texture even if the image's original content
* changes subsequent to this call (i.e. the src is mutable!).
* All successful calls must be balanced by an equal number of calls to SkImage_unpinAsTexture().
* Once in this "pinned" state, the image has all of the same thread restrictions that exist
* for a natively created gpu image (e.g. SkImage::MakeFromTexture)
* - all drawing, pinning, unpinning must happen in the same thread as the GrContext.
* @return true if the image was successfully uploaded and locked into a texture
bool SkImage_pinAsTexture(const SkImage*, GrContext*);
* The balancing call to a successful invokation of SkImage_pinAsTexture. When a balanced number of
* calls have been made, then the "pinned" texture is free to be purged, etc. This also means that a
* subsequent "pin" call will look at the original content again, and if its uniqueID/generationID
* has changed, then a newer texture will be uploaded/pinned.
* The context passed to unpin must match the one passed to pin.
void SkImage_unpinAsTexture(const SkImage*, GrContext*);
* Returns a new image containing the same pixel values as the source, but with a different color
* space assigned. This performs no color space conversion. Primarily used in tests, to visualize
* the results of rendering in wide or narrow gamuts.
sk_sp<SkImage> SkImageMakeRasterCopyAndAssignColorSpace(const SkImage*, SkColorSpace*);