| /* | |
| * 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 "SkBitmapProcState.h" | |
| #include "SkSmallAllocator.h" | |
| class SkBitmapProcShader : public SkShader { | |
| public: | |
| SkBitmapProcShader(const SkBitmap& src, TileMode tx, TileMode ty, | |
| const SkMatrix* localMatrix = NULL); | |
| // overrides from SkShader | |
| virtual bool isOpaque() const SK_OVERRIDE; | |
| virtual BitmapType asABitmap(SkBitmap*, SkMatrix*, TileMode*) const SK_OVERRIDE; | |
| virtual size_t contextSize() const SK_OVERRIDE; | |
| static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty); | |
| SK_TO_STRING_OVERRIDE() | |
| SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader) | |
| bool asNewEffect(GrContext*, const SkPaint&, const SkMatrix*, GrColor*, GrEffect**) | |
| const SK_OVERRIDE; | |
| 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 SkBitmapProcShader&, const ContextRec&, SkBitmapProcState*); | |
| virtual ~BitmapProcShaderContext(); | |
| virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE; | |
| virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE; | |
| virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE; | |
| virtual uint32_t getFlags() const SK_OVERRIDE { return fFlags; } | |
| private: | |
| SkBitmapProcState* fState; | |
| uint32_t fFlags; | |
| typedef SkShader::Context INHERITED; | |
| }; | |
| protected: | |
| #ifdef SK_SUPPORT_LEGACY_DEEPFLATTENING | |
| SkBitmapProcShader(SkReadBuffer& ); | |
| #endif | |
| virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE; | |
| virtual Context* onCreateContext(const ContextRec&, void* storage) const SK_OVERRIDE; | |
| SkBitmap fRawBitmap; // experimental for RLE encoding | |
| uint8_t fTileModeX, fTileModeY; | |
| private: | |
| 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, 768> SkTBlitterAllocator; | |
| // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive | |
| // the SkShader. | |
| SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode, | |
| const SkMatrix* localMatrix, SkTBlitterAllocator* alloc); | |
| #endif |