/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkLinearBitmapPipeline_DEFINED #define SkLinearBitmapPipeline_DEFINED #include "SkArenaAlloc.h" #include "SkColor.h" #include "SkImageInfo.h" #include "SkMatrix.h" #include "SkShader.h" class SkEmbeddableLinearPipeline; enum SkGammaType { kLinear_SkGammaType, kSRGB_SkGammaType, }; /////////////////////////////////////////////////////////////////////////////////////////////////// // SkLinearBitmapPipeline - encapsulates all the machinery for doing floating point pixel // processing in a linear color space. // Note: this class has unusual alignment requirements due to its use of SIMD instructions. The // class SkEmbeddableLinearPipeline below manages these requirements. class SkLinearBitmapPipeline { public: SkLinearBitmapPipeline( const SkMatrix& inverse, SkFilterQuality filterQuality, SkShader::TileMode xTile, SkShader::TileMode yTile, SkColor paintColor, const SkPixmap& srcPixmap, SkArenaAlloc* allocator); SkLinearBitmapPipeline( const SkLinearBitmapPipeline& pipeline, const SkPixmap& srcPixmap, SkBlendMode, const SkImageInfo& dstInfo, SkArenaAlloc* allocator); ~SkLinearBitmapPipeline(); void shadeSpan4f(int x, int y, SkPM4f* dst, int count); void blitSpan(int32_t x, int32_t y, void* dst, int count); class PointProcessorInterface; class SampleProcessorInterface; class BlendProcessorInterface; class DestinationInterface; class PixelAccessorInterface; using MatrixCloner = std::function; using TilerCloner = std::function; PointProcessorInterface* chooseMatrix( PointProcessorInterface* next, const SkMatrix& inverse, SkArenaAlloc* allocator); template PointProcessorInterface* createTiler(SampleProcessorInterface* next, SkISize dimensions, SkArenaAlloc* allocator); template PointProcessorInterface* chooseTilerYMode( SampleProcessorInterface* next, SkShader::TileMode yMode, SkISize dimensions, SkArenaAlloc* allocator); PointProcessorInterface* chooseTiler( SampleProcessorInterface* next, SkISize dimensions, SkShader::TileMode xMode, SkShader::TileMode yMode, SkFilterQuality filterQuality, SkScalar dx, SkArenaAlloc* allocator); template PixelAccessorInterface* chooseSpecificAccessor(const SkPixmap& srcPixmap, SkArenaAlloc* allocator); PixelAccessorInterface* choosePixelAccessor( const SkPixmap& srcPixmap, const SkColor A8TintColor, SkArenaAlloc* allocator); SampleProcessorInterface* chooseSampler( BlendProcessorInterface* next, SkFilterQuality filterQuality, SkShader::TileMode xTile, SkShader::TileMode yTile, const SkPixmap& srcPixmap, const SkColor A8TintColor, SkArenaAlloc* allocator); BlendProcessorInterface* chooseBlenderForShading( SkAlphaType alphaType, float postAlpha, SkArenaAlloc* allocator); PointProcessorInterface* fFirstStage; MatrixCloner fMatrixStageCloner; TilerCloner fTileStageCloner; DestinationInterface* fLastStage; }; #endif // SkLinearBitmapPipeline_DEFINED