/* * Copyright 2006 The Android Open Source Project * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkCoreBlitters_DEFINED #define SkCoreBlitters_DEFINED #include "SkBitmapProcShader.h" #include "SkBlitter.h" #include "SkBlitRow.h" #include "SkShader.h" #include "SkSmallAllocator.h" class SkRasterBlitter : public SkBlitter { public: SkRasterBlitter(const SkBitmap& device) : fDevice(device) {} protected: const SkBitmap& fDevice; private: typedef SkBlitter INHERITED; }; class SkShaderBlitter : public SkRasterBlitter { public: /** * The storage for shaderContext is owned by the caller, but the object itself is not. * The blitter only ensures that the storage always holds a live object, but it may * exchange that object. */ SkShaderBlitter(const SkBitmap& device, const SkPaint& paint, SkShader::Context* shaderContext); virtual ~SkShaderBlitter(); /** * Create a new shader context and uses it instead of the old one if successful. * Will create the context at the same location as the old one (this is safe * because the shader itself is unchanged). */ virtual bool resetShaderContext(const SkShader::ContextRec&) SK_OVERRIDE; virtual SkShader::Context* getShaderContext() const SK_OVERRIDE { return fShaderContext; } protected: uint32_t fShaderFlags; const SkShader* fShader; SkShader::Context* fShaderContext; private: // illegal SkShaderBlitter& operator=(const SkShaderBlitter&); typedef SkRasterBlitter INHERITED; }; /////////////////////////////////////////////////////////////////////////////// class SkA8_Coverage_Blitter : public SkRasterBlitter { public: SkA8_Coverage_Blitter(const SkBitmap& device, const SkPaint& paint); virtual void blitH(int x, int y, int width) SK_OVERRIDE; virtual void blitAntiH(int x, int y, const SkAlpha antialias[], const int16_t runs[]) SK_OVERRIDE; virtual void blitV(int x, int y, int height, SkAlpha alpha) SK_OVERRIDE; virtual void blitRect(int x, int y, int width, int height) SK_OVERRIDE; virtual void blitMask(const SkMask&, const SkIRect&) SK_OVERRIDE; virtual const SkBitmap* justAnOpaqueColor(uint32_t*) SK_OVERRIDE; }; class SkA8_Blitter : public SkRasterBlitter { public: SkA8_Blitter(const SkBitmap& device, const SkPaint& paint); virtual void blitH(int x, int y, int width); virtual void blitAntiH(int x, int y, const SkAlpha antialias[], const int16_t runs[]); virtual void blitV(int x, int y, int height, SkAlpha alpha); virtual void blitRect(int x, int y, int width, int height); virtual void blitMask(const SkMask&, const SkIRect&); virtual const SkBitmap* justAnOpaqueColor(uint32_t*); private: unsigned fSrcA; // illegal SkA8_Blitter& operator=(const SkA8_Blitter&); typedef SkRasterBlitter INHERITED; }; class SkA8_Shader_Blitter : public SkShaderBlitter { public: SkA8_Shader_Blitter(const SkBitmap& device, const SkPaint& paint, SkShader::Context* shaderContext); virtual ~SkA8_Shader_Blitter(); virtual void blitH(int x, int y, int width); virtual void blitAntiH(int x, int y, const SkAlpha antialias[], const int16_t runs[]); virtual void blitMask(const SkMask&, const SkIRect&); private: SkXfermode* fXfermode; SkPMColor* fBuffer; uint8_t* fAAExpand; // illegal SkA8_Shader_Blitter& operator=(const SkA8_Shader_Blitter&); typedef SkShaderBlitter INHERITED; }; //////////////////////////////////////////////////////////////// class SkARGB32_Blitter : public SkRasterBlitter { public: SkARGB32_Blitter(const SkBitmap& device, const SkPaint& paint); virtual void blitH(int x, int y, int width); virtual void blitAntiH(int x, int y, const SkAlpha antialias[], const int16_t runs[]); virtual void blitV(int x, int y, int height, SkAlpha alpha); virtual void blitRect(int x, int y, int width, int height); virtual void blitMask(const SkMask&, const SkIRect&); virtual const SkBitmap* justAnOpaqueColor(uint32_t*); protected: SkColor fColor; SkPMColor fPMColor; SkBlitRow::ColorProc fColor32Proc; SkBlitRow::ColorRectProc fColorRect32Proc; private: unsigned fSrcA, fSrcR, fSrcG, fSrcB; // illegal SkARGB32_Blitter& operator=(const SkARGB32_Blitter&); typedef SkRasterBlitter INHERITED; }; class SkARGB32_Opaque_Blitter : public SkARGB32_Blitter { public: SkARGB32_Opaque_Blitter(const SkBitmap& device, const SkPaint& paint) : INHERITED(device, paint) { SkASSERT(paint.getAlpha() == 0xFF); } virtual void blitMask(const SkMask&, const SkIRect&); private: typedef SkARGB32_Blitter INHERITED; }; class SkARGB32_Black_Blitter : public SkARGB32_Opaque_Blitter { public: SkARGB32_Black_Blitter(const SkBitmap& device, const SkPaint& paint) : INHERITED(device, paint) {} virtual void blitAntiH(int x, int y, const SkAlpha antialias[], const int16_t runs[]); private: typedef SkARGB32_Opaque_Blitter INHERITED; }; class SkARGB32_Shader_Blitter : public SkShaderBlitter { public: SkARGB32_Shader_Blitter(const SkBitmap& device, const SkPaint& paint, SkShader::Context* shaderContext); virtual ~SkARGB32_Shader_Blitter(); virtual void blitH(int x, int y, int width) SK_OVERRIDE; virtual void blitV(int x, int y, int height, SkAlpha alpha) SK_OVERRIDE; virtual void blitRect(int x, int y, int width, int height) SK_OVERRIDE; virtual void blitAntiH(int x, int y, const SkAlpha[], const int16_t[]) SK_OVERRIDE; virtual void blitMask(const SkMask&, const SkIRect&) SK_OVERRIDE; private: SkXfermode* fXfermode; SkPMColor* fBuffer; SkBlitRow::Proc32 fProc32; SkBlitRow::Proc32 fProc32Blend; bool fShadeDirectlyIntoDevice; bool fConstInY; // illegal SkARGB32_Shader_Blitter& operator=(const SkARGB32_Shader_Blitter&); typedef SkShaderBlitter INHERITED; }; /////////////////////////////////////////////////////////////////////////////// /* These return the correct subclass of blitter for their device config. Currently, they make the following assumptions about the state of the paint: 1. If there is an xfermode, there will also be a shader 2. If there is a colorfilter, there will be a shader that itself handles calling the filter, so the blitter can always ignore the colorfilter obj These pre-conditions must be handled by the caller, in our case SkBlitter::Choose(...) */ SkBlitter* SkBlitter_ChooseD565(const SkBitmap& device, const SkPaint& paint, SkShader::Context* shaderContext, SkTBlitterAllocator* allocator); #endif