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* Copyright 2014 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef SkPictureShader_DEFINED
#define SkPictureShader_DEFINED
#include "include/core/SkTileMode.h"
#include "src/shaders/SkShaderBase.h"
#include <atomic>
class SkArenaAlloc;
class SkBitmap;
class SkPicture;
* An SkPictureShader can be used to draw SkPicture-based patterns.
* The SkPicture is first rendered into a tile, which is then used to shade the area according
* to specified tiling rules.
class SkPictureShader : public SkShaderBase {
~SkPictureShader() override;
static sk_sp<SkShader> Make(sk_sp<SkPicture>, SkTileMode, SkTileMode, const SkMatrix*,
const SkRect*);
std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const override;
SkPicture* isAPicture(SkMatrix*, SkTileMode[2], SkRect* tile) const override;
void flatten(SkWriteBuffer&) const override;
bool onAppendStages(const SkStageRec&) const override;
Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override;
SkPictureShader(sk_sp<SkPicture>, SkTileMode, SkTileMode, const SkMatrix*, const SkRect*);
sk_sp<SkShader> refBitmapShader(const SkMatrix&, SkTCopyOnFirstWrite<SkMatrix>* localMatrix,
SkColorType dstColorType, SkColorSpace* dstColorSpace,
const int maxTextureSize = 0) const;
class PictureShaderContext : public Context {
const SkPictureShader&, const ContextRec&, sk_sp<SkShader> bitmapShader, SkArenaAlloc*);
uint32_t getFlags() const override;
void shadeSpan(int x, int y, SkPMColor dstC[], int count) override;
sk_sp<SkShader> fBitmapShader;
SkShaderBase::Context* fBitmapShaderContext;
void* fBitmapShaderContextStorage;
typedef Context INHERITED;
sk_sp<SkPicture> fPicture;
SkRect fTile;
SkTileMode fTmx, fTmy;
const uint32_t fUniqueID;
mutable std::atomic<bool> fAddedToCache;
typedef SkShaderBase INHERITED;
#endif // SkPictureShader_DEFINED