Use SkRuntimeEffect rather than SkRuntimeShaderFactory

The old API was a shim over the new API, and will be deleted soon.
The new API is actually public, simpler, and more powerful.

Test: Everything still builds.
Change-Id: I11af8da9132e23a070e87dd5a7401c4854dd102a
This commit is contained in:
Brian Osman
2020-01-03 15:28:06 -05:00
parent d02b11f663
commit bc44fa0fa8
2 changed files with 19 additions and 19 deletions

View File

@@ -5,7 +5,7 @@
#include "SkShader.h"
#include "SkBlendMode.h"
#include "core_jni_helpers.h"
#include "src/shaders/SkRTShader.h"
#include "include/effects/SkRuntimeEffect.h"
#include <jni.h>
@@ -214,14 +214,14 @@ static jlong ComposeShader_create(JNIEnv* env, jobject o, jlong matrixPtr,
///////////////////////////////////////////////////////////////////////////////////////////////
static jlong RuntimeShader_create(JNIEnv* env, jobject, jlong shaderFactory, jlong matrixPtr,
jbyteArray inputs, jlong colorSpaceHandle) {
SkRuntimeShaderFactory* factory = reinterpret_cast<SkRuntimeShaderFactory*>(shaderFactory);
jbyteArray inputs, jlong colorSpaceHandle, jboolean isOpaque) {
SkRuntimeEffect* effect = reinterpret_cast<SkRuntimeEffect*>(shaderFactory);
AutoJavaByteArray arInputs(env, inputs);
sk_sp<SkData> fData;
fData = SkData::MakeWithCopy(arInputs.ptr(), arInputs.length());
const SkMatrix* matrix = reinterpret_cast<const SkMatrix*>(matrixPtr);
sk_sp<SkShader> shader = factory->make(fData, matrix);
sk_sp<SkShader> shader = effect->makeShader(fData, nullptr, 0, matrix, isOpaque == JNI_TRUE);
ThrowIAE_IfNull(env, shader);
return reinterpret_cast<jlong>(shader.release());
@@ -229,24 +229,22 @@ static jlong RuntimeShader_create(JNIEnv* env, jobject, jlong shaderFactory, jlo
///////////////////////////////////////////////////////////////////////////////////////////////
static jlong RuntimeShader_createShaderFactory(JNIEnv* env, jobject, jstring sksl,
jboolean isOpaque) {
static jlong RuntimeShader_createShaderFactory(JNIEnv* env, jobject, jstring sksl) {
ScopedUtfChars strSksl(env, sksl);
SkRuntimeShaderFactory* shaderFactory = new SkRuntimeShaderFactory(SkString(strSksl.c_str()),
isOpaque == JNI_TRUE);
ThrowIAE_IfNull(env, shaderFactory);
sk_sp<SkRuntimeEffect> effect = std::get<0>(SkRuntimeEffect::Make(SkString(strSksl.c_str())));
ThrowIAE_IfNull(env, effect);
return reinterpret_cast<jlong>(shaderFactory);
return reinterpret_cast<jlong>(effect.release());
}
///////////////////////////////////////////////////////////////////////////////////////////////
static void RuntimeShader_delete(SkRuntimeShaderFactory* shaderFactory) {
delete shaderFactory;
static void Effect_safeUnref(SkRuntimeEffect* effect) {
SkSafeUnref(effect);
}
static jlong RuntimeShader_getNativeFinalizer(JNIEnv*, jobject) {
return static_cast<jlong>(reinterpret_cast<uintptr_t>(&RuntimeShader_delete));
return static_cast<jlong>(reinterpret_cast<uintptr_t>(&Effect_safeUnref));
}
///////////////////////////////////////////////////////////////////////////////////////////////
@@ -282,8 +280,8 @@ static const JNINativeMethod gComposeShaderMethods[] = {
static const JNINativeMethod gRuntimeShaderMethods[] = {
{ "nativeGetFinalizer", "()J", (void*)RuntimeShader_getNativeFinalizer },
{ "nativeCreate", "(JJ[BJ)J", (void*)RuntimeShader_create },
{ "nativeCreateShaderFactory", "(Ljava/lang/String;Z)J",
{ "nativeCreate", "(JJ[BJZ)J", (void*)RuntimeShader_create },
{ "nativeCreateShaderFactory", "(Ljava/lang/String;)J",
(void*)RuntimeShader_createShaderFactory },
};

View File

@@ -34,6 +34,7 @@ public class RuntimeShader extends Shader {
}
private byte[] mUniforms;
private boolean mIsOpaque;
/**
* Current native shader factory instance.
@@ -56,7 +57,8 @@ public class RuntimeShader extends Shader {
ColorSpace colorSpace) {
super(colorSpace);
mUniforms = uniforms;
mNativeInstanceRuntimeShaderFactory = nativeCreateShaderFactory(sksl, isOpaque);
mIsOpaque = isOpaque;
mNativeInstanceRuntimeShaderFactory = nativeCreateShaderFactory(sksl);
NoImagePreloadHolder.sRegistry.registerNativeAllocation(this,
mNativeInstanceRuntimeShaderFactory);
}
@@ -75,13 +77,13 @@ public class RuntimeShader extends Shader {
@Override
long createNativeInstance(long nativeMatrix) {
return nativeCreate(mNativeInstanceRuntimeShaderFactory, nativeMatrix, mUniforms,
colorSpace().getNativeInstance());
colorSpace().getNativeInstance(), mIsOpaque);
}
private static native long nativeCreate(long shaderFactory, long matrix, byte[] inputs,
long colorSpaceHandle);
long colorSpaceHandle, boolean isOpaque);
private static native long nativeCreateShaderFactory(String sksl, boolean isOpaque);
private static native long nativeCreateShaderFactory(String sksl);
private static native long nativeGetFinalizer();
}