SkImage-backed SkPictureShader

Instead of using an explicit image generator + SkBitmap + bitmap shader,
switch to the shiny new SkImage/image generator/image shader.

R=reed@google.com

Review URL: https://codereview.chromium.org/1343153003
This commit is contained in:
fmalita 2015-09-25 15:04:43 -07:00 committed by Commit bot
parent 2f5891ea64
commit 97be9a0c86

View File

@ -7,10 +7,10 @@
#include "SkPictureShader.h"
#include "SkBitmap.h"
#include "SkBitmapProcShader.h"
#include "SkCanvas.h"
#include "SkImageCacherator.h"
#include "SkImageGenerator.h"
#include "SkImageShader.h"
#include "SkMatrixUtils.h"
#include "SkPicture.h"
#include "SkReadBuffer.h"
@ -215,20 +215,26 @@ SkShader* SkPictureShader::refBitmapShader(const SkMatrix& viewMatrix, const SkM
this->getLocalMatrix());
if (!SkResourceCache::Find(key, BitmapShaderRec::Visitor, &tileShader)) {
SkMatrix tileMatrix;
tileMatrix.setRectToRect(fTile, SkRect::MakeIWH(tileSize.width(), tileSize.height()),
SkMatrix::kFill_ScaleToFit);
SkBitmap bm;
if (!SkDEPRECATED_InstallDiscardablePixelRef(
SkImageGenerator::NewFromPicture(tileSize, fPicture, &tileMatrix, nullptr), &bm)) {
SkMatrix tileMatrix =
SkMatrix::MakeRectToRect(fTile, SkRect::MakeIWH(tileSize.width(), tileSize.height()),
SkMatrix::kFill_ScaleToFit);
SkAutoTUnref<SkImage> tileImage(
SkImage::NewFromPicture(fPicture, tileSize, &tileMatrix, nullptr));
if (!tileImage) {
return nullptr;
}
SkMatrix shaderMatrix = this->getLocalMatrix();
shaderMatrix.preScale(1 / tileScale.width(), 1 / tileScale.height());
tileShader.reset(CreateBitmapShader(bm, fTmx, fTmy, &shaderMatrix));
tileShader.reset(tileImage->newShader(fTmx, fTmy, &shaderMatrix));
SkResourceCache::Add(new BitmapShaderRec(key, tileShader.get(), bm.getSize()));
// The actual pixels are accounted for in the SkImage cacherator budget. Here we
// use a rough estimate for the related objects.
const size_t bytesUsed = sizeof(SkImageShader) +
sizeof(SkImage) +
sizeof(SkImageCacherator) +
sizeof(SkImageGenerator);
SkResourceCache::Add(new BitmapShaderRec(key, tileShader.get(), bytesUsed));
}
return tileShader.detach();