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/*
* 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
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