/* * 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/SkPaintPriv.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 SkSamplingOptions& sampling, 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(image, tmx, tmy); if (!state->setup(totalInverse, rec.fPaintAlpha, sampling)) { return nullptr; } return alloc->make(shader, rec, state); }