/* * Copyright 2022 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "src/shaders/SkShaderBase.h" #include "include/core/SkFlattenable.h" #include "src/core/SkVM.h" /** * \class SkEmptyShader * A Shader that always draws nothing. Its createContext always returns nullptr. */ class SkEmptyShader : public SkShaderBase { public: SkEmptyShader() {} protected: void flatten(SkWriteBuffer& buffer) const override { // Do nothing. // We just don't want to fall through to SkShader::flatten(), // which will write data we don't care to serialize or decode. } bool appendStages(const SkStageRec&, const MatrixRec&) const override { return false; } skvm::Color program(skvm::Builder*, skvm::Coord, skvm::Coord, skvm::Color, const MatrixRec&, const SkColorInfo&, skvm::Uniforms*, SkArenaAlloc*) const override; private: friend void ::SkRegisterEmptyShaderFlattenable(); SK_FLATTENABLE_HOOKS(SkEmptyShader) using INHERITED = SkShaderBase; }; skvm::Color SkEmptyShader::program(skvm::Builder*, skvm::Coord, skvm::Coord, skvm::Color, const MatrixRec&, const SkColorInfo&, skvm::Uniforms*, SkArenaAlloc*) const { return {}; // signal failure } sk_sp SkEmptyShader::CreateProc(SkReadBuffer&) { return SkShaders::Empty(); } sk_sp SkShaders::Empty() { return sk_make_sp(); } void SkRegisterEmptyShaderFlattenable() { SK_REGISTER_FLATTENABLE(SkEmptyShader); }