blob: d39d508734c0b4807526a80791afecf396d2a385 [file] [log] [blame]
// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "flutter/flow/layers/shader_mask_layer.h"
#include "flutter/flow/raster_cache_util.h"
namespace flutter {
ShaderMaskLayer::ShaderMaskLayer(sk_sp<SkShader> shader,
const SkRect& mask_rect,
SkBlendMode blend_mode)
: CacheableContainerLayer(
RasterCacheUtil::kMinimumRendersBeforeCachingFilterLayer),
shader_(shader),
mask_rect_(mask_rect),
blend_mode_(blend_mode) {}
void ShaderMaskLayer::Diff(DiffContext* context, const Layer* old_layer) {
DiffContext::AutoSubtreeRestore subtree(context);
auto* prev = static_cast<const ShaderMaskLayer*>(old_layer);
if (!context->IsSubtreeDirty()) {
FML_DCHECK(prev);
if (shader_ != prev->shader_ || mask_rect_ != prev->mask_rect_ ||
blend_mode_ != prev->blend_mode_) {
context->MarkSubtreeDirty(context->GetOldLayerPaintRegion(old_layer));
}
}
DiffChildren(context, prev);
context->SetLayerPaintRegion(this, context->CurrentSubtreeRegion());
}
void ShaderMaskLayer::Preroll(PrerollContext* context, const SkMatrix& matrix) {
Layer::AutoPrerollSaveLayerState save =
Layer::AutoPrerollSaveLayerState::Create(context);
AutoCache cache = AutoCache(layer_raster_cache_item_.get(), context, matrix);
ContainerLayer::Preroll(context, matrix);
// We always paint with a saveLayer (or a cached rendering),
// so we can always apply opacity in any of those cases.
context->subtree_can_inherit_opacity = true;
}
void ShaderMaskLayer::Paint(PaintContext& context) const {
TRACE_EVENT0("flutter", "ShaderMaskLayer::Paint");
FML_DCHECK(needs_painting(context));
AutoCachePaint cache_paint(context);
if (context.raster_cache) {
if (layer_raster_cache_item_->Draw(context, cache_paint.sk_paint())) {
return;
}
}
Layer::AutoSaveLayer save = Layer::AutoSaveLayer::Create(
context, paint_bounds(), cache_paint.sk_paint());
PaintChildren(context);
SkPaint paint;
paint.setBlendMode(blend_mode_);
paint.setShader(shader_);
context.leaf_nodes_canvas->translate(mask_rect_.left(), mask_rect_.top());
context.leaf_nodes_canvas->drawRect(
SkRect::MakeWH(mask_rect_.width(), mask_rect_.height()), paint);
}
} // namespace flutter