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Side by Side Diff: src/core/SkBlitter_Sprite.cpp

Issue 1143173011: use pixmaps for dst in sprites -- NO BITMAPS (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: add dox Created 5 years, 6 months ago
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1 /* 1 /*
2 * Copyright 2006 The Android Open Source Project 2 * Copyright 2006 The Android Open Source Project
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "SkSmallAllocator.h" 8 #include "SkSmallAllocator.h"
9 #include "SkSpriteBlitter.h" 9 #include "SkSpriteBlitter.h"
10 10
11 SkSpriteBlitter::SkSpriteBlitter(const SkPixmap& source) : fSource(source) {} 11 SkSpriteBlitter::SkSpriteBlitter(const SkPixmap& source) : fSource(source) {}
12 12
13 void SkSpriteBlitter::setup(const SkBitmap& device, int left, int top, const SkP aint& paint) { 13 void SkSpriteBlitter::setup(const SkPixmap& dst, int left, int top, const SkPain t& paint) {
14 fDevice = &device; 14 fDst = dst;
15 fLeft = left; 15 fLeft = left;
16 fTop = top; 16 fTop = top;
17 fPaint = &paint; 17 fPaint = &paint;
18 } 18 }
19 19
20 #ifdef SK_DEBUG 20 #ifdef SK_DEBUG
21 void SkSpriteBlitter::blitH(int x, int y, int width) { 21 void SkSpriteBlitter::blitH(int x, int y, int width) {
22 SkDEBUGFAIL("how did we get here?"); 22 SkDEBUGFAIL("how did we get here?");
23 } 23 }
24 24
25 void SkSpriteBlitter::blitAntiH(int x, int y, const SkAlpha antialias[], 25 void SkSpriteBlitter::blitAntiH(int x, int y, const SkAlpha antialias[],
26 const int16_t runs[]) { 26 const int16_t runs[]) {
27 SkDEBUGFAIL("how did we get here?"); 27 SkDEBUGFAIL("how did we get here?");
28 } 28 }
29 29
30 void SkSpriteBlitter::blitV(int x, int y, int height, SkAlpha alpha) { 30 void SkSpriteBlitter::blitV(int x, int y, int height, SkAlpha alpha) {
31 SkDEBUGFAIL("how did we get here?"); 31 SkDEBUGFAIL("how did we get here?");
32 } 32 }
33 33
34 void SkSpriteBlitter::blitMask(const SkMask&, const SkIRect& clip) { 34 void SkSpriteBlitter::blitMask(const SkMask&, const SkIRect& clip) {
35 SkDEBUGFAIL("how did we get here?"); 35 SkDEBUGFAIL("how did we get here?");
36 } 36 }
37 #endif 37 #endif
38 38
39 /////////////////////////////////////////////////////////////////////////////// 39 ///////////////////////////////////////////////////////////////////////////////
40 40
41 // returning null means the caller will call SkBlitter::Choose() and 41 // returning null means the caller will call SkBlitter::Choose() and
42 // have wrapped the source bitmap inside a shader 42 // have wrapped the source bitmap inside a shader
43 SkBlitter* SkBlitter::ChooseSprite(const SkBitmap& device, const SkPaint& paint, 43 SkBlitter* SkBlitter::ChooseSprite(const SkPixmap& dst, const SkPaint& paint,
44 const SkPixmap& source, int left, int top, SkTBlitterAllocator* allocato r) { 44 const SkPixmap& source, int left, int top, SkTBlitterAllocator* allocato r) {
45 /* We currently ignore antialiasing and filtertype, meaning we will take ou r 45 /* We currently ignore antialiasing and filtertype, meaning we will take ou r
46 special blitters regardless of these settings. Ignoring filtertype seems fine 46 special blitters regardless of these settings. Ignoring filtertype seems fine
47 since by definition there is no scale in the matrix. Ignoring antialiasi ng is 47 since by definition there is no scale in the matrix. Ignoring antialiasi ng is
48 a bit of a hack, since we "could" pass in the fractional left/top for th e bitmap, 48 a bit of a hack, since we "could" pass in the fractional left/top for th e bitmap,
49 and respect that by blending the edges of the bitmap against the device. To support 49 and respect that by blending the edges of the bitmap against the device. To support
50 this we could either add more special blitters here, or detect antialias ing in the 50 this we could either add more special blitters here, or detect antialias ing in the
51 paint and return null if it is set, forcing the client to take the slow shader case 51 paint and return null if it is set, forcing the client to take the slow shader case
52 (which does respect soft edges). 52 (which does respect soft edges).
53 */ 53 */
54 SkASSERT(allocator != NULL); 54 SkASSERT(allocator != NULL);
55 55
56 SkSpriteBlitter* blitter; 56 SkSpriteBlitter* blitter;
57 57
58 switch (device.colorType()) { 58 switch (dst.colorType()) {
59 case kRGB_565_SkColorType: 59 case kRGB_565_SkColorType:
60 blitter = SkSpriteBlitter::ChooseD16(source, paint, allocator); 60 blitter = SkSpriteBlitter::ChooseD16(source, paint, allocator);
61 break; 61 break;
62 case kN32_SkColorType: 62 case kN32_SkColorType:
63 blitter = SkSpriteBlitter::ChooseD32(source, paint, allocator); 63 blitter = SkSpriteBlitter::ChooseD32(source, paint, allocator);
64 break; 64 break;
65 default: 65 default:
66 blitter = NULL; 66 blitter = NULL;
67 break; 67 break;
68 } 68 }
69 69
70 if (blitter) { 70 if (blitter) {
71 blitter->setup(device, left, top, paint); 71 blitter->setup(dst, left, top, paint);
72 } 72 }
73 return blitter; 73 return blitter;
74 } 74 }
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