Move implementation of SkFilterShader into its source file.

Since SkFilterShader has its own header file, makes more sense to have a
separate source file to implement it rather than placing it in a "random"
SkColorFilter.cpp file.

R=robertphillips@google.com

Review URL: https://codereview.chromium.org/19305004

git-svn-id: http://skia.googlecode.com/svn/trunk@10101 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
tfarina@chromium.org 2013-07-16 13:05:27 +00:00
parent a79d40e5ae
commit 883fe7f8b1
3 changed files with 104 additions and 89 deletions

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@ -80,6 +80,7 @@
'<(skia_src_path)/core/SkFP.h',
'<(skia_src_path)/core/SkFilterProc.cpp',
'<(skia_src_path)/core/SkFilterProc.h',
'<(skia_src_path)/core/SkFilterShader.cpp',
'<(skia_src_path)/core/SkFlattenable.cpp',
'<(skia_src_path)/core/SkFlattenableBuffers.cpp',
'<(skia_src_path)/core/SkFloat.cpp',

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@ -6,7 +6,7 @@
*/
#include "SkColorFilter.h"
#include "SkFilterShader.h"
#include "SkFlattenableBuffers.h"
#include "SkShader.h"
#include "SkUnPreMultiply.h"
@ -44,91 +44,3 @@ SkColor SkColorFilter::filterColor(SkColor c) const {
GrEffectRef* SkColorFilter::asNewEffect(GrContext*) const {
return NULL;
}
///////////////////////////////////////////////////////////////////////////////
SkFilterShader::SkFilterShader(SkShader* shader, SkColorFilter* filter) {
fShader = shader; shader->ref();
fFilter = filter; filter->ref();
}
SkFilterShader::SkFilterShader(SkFlattenableReadBuffer& buffer) :
INHERITED(buffer) {
fShader = buffer.readFlattenableT<SkShader>();
fFilter = buffer.readFlattenableT<SkColorFilter>();
}
SkFilterShader::~SkFilterShader() {
fFilter->unref();
fShader->unref();
}
void SkFilterShader::flatten(SkFlattenableWriteBuffer& buffer) const {
this->INHERITED::flatten(buffer);
buffer.writeFlattenable(fShader);
buffer.writeFlattenable(fFilter);
}
uint32_t SkFilterShader::getFlags() {
uint32_t shaderF = fShader->getFlags();
uint32_t filterF = fFilter->getFlags();
// if the filter doesn't support 16bit, clear the matching bit in the shader
if (!(filterF & SkColorFilter::kHasFilter16_Flag)) {
shaderF &= ~SkShader::kHasSpan16_Flag;
}
// if the filter might change alpha, clear the opaque flag in the shader
if (!(filterF & SkColorFilter::kAlphaUnchanged_Flag)) {
shaderF &= ~(SkShader::kOpaqueAlpha_Flag | SkShader::kHasSpan16_Flag);
}
return shaderF;
}
bool SkFilterShader::setContext(const SkBitmap& device,
const SkPaint& paint,
const SkMatrix& matrix) {
// we need to keep the setContext/endContext calls balanced. If we return
// false, our endContext() will not be called.
if (!this->INHERITED::setContext(device, paint, matrix)) {
return false;
}
if (!fShader->setContext(device, paint, matrix)) {
this->INHERITED::endContext();
return false;
}
return true;
}
void SkFilterShader::endContext() {
fShader->endContext();
this->INHERITED::endContext();
}
void SkFilterShader::shadeSpan(int x, int y, SkPMColor result[], int count) {
fShader->shadeSpan(x, y, result, count);
fFilter->filterSpan(result, count, result);
}
void SkFilterShader::shadeSpan16(int x, int y, uint16_t result[], int count) {
SkASSERT(fShader->getFlags() & SkShader::kHasSpan16_Flag);
SkASSERT(fFilter->getFlags() & SkColorFilter::kHasFilter16_Flag);
fShader->shadeSpan16(x, y, result, count);
fFilter->filterSpan16(result, count, result);
}
#ifdef SK_DEVELOPER
void SkFilterShader::toString(SkString* str) const {
str->append("SkFilterShader: (");
str->append("Shader: ");
fShader->toString(str);
str->append(" Filter: ");
// TODO: add "fFilter->toString(str);" once SkColorFilter::toString is added
this->INHERITED::toString(str);
str->append(")");
}
#endif

102
src/core/SkFilterShader.cpp Normal file
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@ -0,0 +1,102 @@
/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkFilterShader.h"
#include "SkColorFilter.h"
#include "SkFlattenableBuffers.h"
#include "SkShader.h"
#include "SkString.h"
SkFilterShader::SkFilterShader(SkShader* shader, SkColorFilter* filter) {
fShader = shader;
shader->ref();
fFilter = filter;
filter->ref();
}
SkFilterShader::SkFilterShader(SkFlattenableReadBuffer& buffer)
: INHERITED(buffer) {
fShader = buffer.readFlattenableT<SkShader>();
fFilter = buffer.readFlattenableT<SkColorFilter>();
}
SkFilterShader::~SkFilterShader() {
fFilter->unref();
fShader->unref();
}
void SkFilterShader::flatten(SkFlattenableWriteBuffer& buffer) const {
this->INHERITED::flatten(buffer);
buffer.writeFlattenable(fShader);
buffer.writeFlattenable(fFilter);
}
uint32_t SkFilterShader::getFlags() {
uint32_t shaderF = fShader->getFlags();
uint32_t filterF = fFilter->getFlags();
// if the filter doesn't support 16bit, clear the matching bit in the shader
if (!(filterF & SkColorFilter::kHasFilter16_Flag)) {
shaderF &= ~SkShader::kHasSpan16_Flag;
}
// if the filter might change alpha, clear the opaque flag in the shader
if (!(filterF & SkColorFilter::kAlphaUnchanged_Flag)) {
shaderF &= ~(SkShader::kOpaqueAlpha_Flag | SkShader::kHasSpan16_Flag);
}
return shaderF;
}
bool SkFilterShader::setContext(const SkBitmap& device,
const SkPaint& paint,
const SkMatrix& matrix) {
// we need to keep the setContext/endContext calls balanced. If we return
// false, our endContext() will not be called.
if (!this->INHERITED::setContext(device, paint, matrix)) {
return false;
}
if (!fShader->setContext(device, paint, matrix)) {
this->INHERITED::endContext();
return false;
}
return true;
}
void SkFilterShader::endContext() {
fShader->endContext();
this->INHERITED::endContext();
}
void SkFilterShader::shadeSpan(int x, int y, SkPMColor result[], int count) {
fShader->shadeSpan(x, y, result, count);
fFilter->filterSpan(result, count, result);
}
void SkFilterShader::shadeSpan16(int x, int y, uint16_t result[], int count) {
SkASSERT(fShader->getFlags() & SkShader::kHasSpan16_Flag);
SkASSERT(fFilter->getFlags() & SkColorFilter::kHasFilter16_Flag);
fShader->shadeSpan16(x, y, result, count);
fFilter->filterSpan16(result, count, result);
}
#ifdef SK_DEVELOPER
void SkFilterShader::toString(SkString* str) const {
str->append("SkFilterShader: (");
str->append("Shader: ");
fShader->toString(str);
str->append(" Filter: ");
// TODO: add "fFilter->toString(str);" once SkColorFilter::toString is added
this->INHERITED::toString(str);
str->append(")");
}
#endif