/*
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* Copyright 2014 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "SkLocalMatrixShader.h"
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#include "SkTLazy.h"
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#if SK_SUPPORT_GPU
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#include "GrFragmentProcessor.h"
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#endif
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#if SK_SUPPORT_GPU
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std::unique_ptr<GrFragmentProcessor> SkLocalMatrixShader::asFragmentProcessor(
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const GrFPArgs& args) const {
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return as_SB(fProxyShader)->asFragmentProcessor(
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GrFPArgs::WithPreLocalMatrix(args, this->getLocalMatrix()));
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}
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#endif
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sk_sp<SkFlattenable> SkLocalMatrixShader::CreateProc(SkReadBuffer& buffer) {
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SkMatrix lm;
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buffer.readMatrix(&lm);
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auto baseShader(buffer.readShader());
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if (!baseShader) {
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return nullptr;
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}
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return baseShader->makeWithLocalMatrix(lm);
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}
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void SkLocalMatrixShader::flatten(SkWriteBuffer& buffer) const {
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buffer.writeMatrix(this->getLocalMatrix());
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buffer.writeFlattenable(fProxyShader.get());
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}
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#ifdef SK_ENABLE_LEGACY_SHADERCONTEXT
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SkShaderBase::Context* SkLocalMatrixShader::onMakeContext(
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const ContextRec& rec, SkArenaAlloc* alloc) const
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{
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SkTCopyOnFirstWrite<SkMatrix> lm(this->getLocalMatrix());
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if (rec.fLocalMatrix) {
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lm.writable()->preConcat(*rec.fLocalMatrix);
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}
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ContextRec newRec(rec);
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newRec.fLocalMatrix = lm;
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return as_SB(fProxyShader)->makeContext(newRec, alloc);
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}
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#endif
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SkImage* SkLocalMatrixShader::onIsAImage(SkMatrix* outMatrix, enum TileMode* mode) const {
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SkMatrix imageMatrix;
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SkImage* image = fProxyShader->isAImage(&imageMatrix, mode);
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if (image && outMatrix) {
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// Local matrix must be applied first so it is on the right side of the concat.
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*outMatrix = SkMatrix::Concat(imageMatrix, this->getLocalMatrix());
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}
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return image;
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}
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bool SkLocalMatrixShader::onAppendStages(const StageRec& rec) const {
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SkTCopyOnFirstWrite<SkMatrix> lm(this->getLocalMatrix());
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if (rec.fLocalM) {
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lm.writable()->preConcat(*rec.fLocalM);
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}
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StageRec newRec = rec;
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newRec.fLocalM = lm;
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return as_SB(fProxyShader)->appendStages(newRec);
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}
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sk_sp<SkShader> SkShader::makeWithLocalMatrix(const SkMatrix& localMatrix) const {
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if (localMatrix.isIdentity()) {
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return sk_ref_sp(const_cast<SkShader*>(this));
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}
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const SkMatrix* lm = &localMatrix;
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sk_sp<SkShader> baseShader;
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SkMatrix otherLocalMatrix;
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sk_sp<SkShader> proxy(as_SB(this)->makeAsALocalMatrixShader(&otherLocalMatrix));
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if (proxy) {
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otherLocalMatrix.preConcat(localMatrix);
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lm = &otherLocalMatrix;
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baseShader = proxy;
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} else {
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baseShader = sk_ref_sp(const_cast<SkShader*>(this));
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}
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return sk_make_sp<SkLocalMatrixShader>(std::move(baseShader), *lm);
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}
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