diff options
Diffstat (limited to 'src/effects/SkGradientShader.cpp')
-rw-r--r-- | src/effects/SkGradientShader.cpp | 42 |
1 files changed, 0 insertions, 42 deletions
diff --git a/src/effects/SkGradientShader.cpp b/src/effects/SkGradientShader.cpp index a93bd52dbb..6e8d2fe0f1 100644 --- a/src/effects/SkGradientShader.cpp +++ b/src/effects/SkGradientShader.cpp @@ -224,16 +224,6 @@ private: typedef SkShader INHERITED; }; -static inline unsigned scalarToU16(SkScalar x) { - SkASSERT(x >= 0 && x <= SK_Scalar1); - -#ifdef SK_SCALAR_IS_FLOAT - return (unsigned)(x * 0xFFFF); -#else - return x - (x >> 16); // probably should be x - (x > 0x7FFF) but that is slower -#endif -} - Gradient_Shader::Gradient_Shader(const SkColor colors[], const SkScalar pos[], int colorCount, SkShader::TileMode mode, SkUnitMapper* mapper) { SkASSERT(colorCount > 1); @@ -473,38 +463,6 @@ void Gradient_Shader::setCacheAlpha(U8CPU alpha) const { } } -static inline int blend8(int a, int b, int scale) { - SkASSERT(a == SkToU8(a)); - SkASSERT(b == SkToU8(b)); - SkASSERT(scale >= 0 && scale <= 256); - return a + ((b - a) * scale >> 8); -} - -static inline uint32_t dot8_blend_packed32(uint32_t s0, uint32_t s1, - int blend) { -#if 0 - int a = blend8(SkGetPackedA32(s0), SkGetPackedA32(s1), blend); - int r = blend8(SkGetPackedR32(s0), SkGetPackedR32(s1), blend); - int g = blend8(SkGetPackedG32(s0), SkGetPackedG32(s1), blend); - int b = blend8(SkGetPackedB32(s0), SkGetPackedB32(s1), blend); - - return SkPackARGB32(a, r, g, b); -#else - int otherBlend = 256 - blend; - -#if 0 - U32 t0 = (((s0 & 0xFF00FF) * blend + (s1 & 0xFF00FF) * otherBlend) >> 8) & 0xFF00FF; - U32 t1 = (((s0 >> 8) & 0xFF00FF) * blend + ((s1 >> 8) & 0xFF00FF) * otherBlend) & 0xFF00FF00; - SkASSERT((t0 & t1) == 0); - return t0 | t1; -#else - return ((((s0 & 0xFF00FF) * blend + (s1 & 0xFF00FF) * otherBlend) >> 8) & 0xFF00FF) | - ((((s0 >> 8) & 0xFF00FF) * blend + ((s1 >> 8) & 0xFF00FF) * otherBlend) & 0xFF00FF00); -#endif - -#endif -} - #define Fixed_To_Dot8(x) (((x) + 0x80) >> 8) /** We take the original colors, not our premultiplied PMColors, since we can |