/* * 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 "include/core/SkColor.h" #include "include/core/SkMatrix.h" #include "include/core/SkPixmap.h" #include "include/private/base/SkAssert.h" #include "src/base/SkArenaAlloc.h" #include "src/core/SkBitmapProcState.h" #include #include enum class SkTileMode; 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; } } 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 (!rec.fMatrixRec.totalInverse(&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); }