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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 "SkBlitter.h" | 8 #include "SkBlitter.h" |
9 #include "SkAntiRun.h" | 9 #include "SkAntiRun.h" |
10 #include "SkColor.h" | 10 #include "SkColor.h" |
11 #include "SkColorFilter.h" | 11 #include "SkColorFilter.h" |
12 #include "SkReadBuffer.h" | 12 #include "SkReadBuffer.h" |
13 #include "SkWriteBuffer.h" | 13 #include "SkWriteBuffer.h" |
14 #include "SkMask.h" | 14 #include "SkMask.h" |
15 #include "SkMaskFilter.h" | 15 #include "SkMaskFilter.h" |
16 #include "SkString.h" | 16 #include "SkString.h" |
17 #include "SkTLazy.h" | 17 #include "SkTLazy.h" |
18 #include "SkUtils.h" | 18 #include "SkUtils.h" |
19 #include "SkXfermode.h" | 19 #include "SkXfermode.h" |
20 #include "SkXfermodeInterpretation.h" | 20 #include "SkXfermodeInterpretation.h" |
21 | 21 |
22 // define this for testing srgb blits | 22 // define this for testing srgb blits |
23 //#define SK_SUPPORT_SRGB_RASTER | 23 //#define SK_FORCE_PM4f_FOR_L32_BLITS |
24 | |
25 #ifdef SK_SUPPORT_SRGB_RASTER | |
26 #define ALLOW_SRGB true | |
27 #else | |
28 #define ALLOW_SRGB false | |
29 #endif | |
30 | 24 |
31 SkBlitter::~SkBlitter() {} | 25 SkBlitter::~SkBlitter() {} |
32 | 26 |
33 bool SkBlitter::isNullBlitter() const { return false; } | 27 bool SkBlitter::isNullBlitter() const { return false; } |
34 | 28 |
35 bool SkBlitter::resetShaderContext(const SkShader::ContextRec&) { | 29 bool SkBlitter::resetShaderContext(const SkShader::ContextRec&) { |
36 return true; | 30 return true; |
37 } | 31 } |
38 | 32 |
39 SkShader::Context* SkBlitter::getShaderContext() const { | 33 SkShader::Context* SkBlitter::getShaderContext() const { |
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906 } else { | 900 } else { |
907 blitter = allocator->createT<SkA8_Blitter>(device, *paint); | 901 blitter = allocator->createT<SkA8_Blitter>(device, *paint); |
908 } | 902 } |
909 break; | 903 break; |
910 | 904 |
911 case kRGB_565_SkColorType: | 905 case kRGB_565_SkColorType: |
912 blitter = SkBlitter_ChooseD565(device, *paint, shaderContext, alloca
tor); | 906 blitter = SkBlitter_ChooseD565(device, *paint, shaderContext, alloca
tor); |
913 break; | 907 break; |
914 | 908 |
915 case kN32_SkColorType: | 909 case kN32_SkColorType: |
916 if (shader) { | 910 #ifdef SK_FORCE_PM4f_FOR_L32_BLITS |
917 if (shaderContext->supports4f() && ALLOW_SRGB) { | 911 if (true) |
918 blitter = allocator->createT<SkARGB32_Shader4f_Blitter>( | 912 #else |
919 device, *paint
, shaderContext); | 913 if (device.info().isSRGB()) |
| 914 #endif |
| 915 { |
| 916 blitter = SkBlitter_ARGB32_Create(device, *paint, shaderContext,
allocator); |
| 917 } else { |
| 918 if (shader) { |
| 919 blitter = allocator->createT<SkARGB32_Shader_Blitter>( |
| 920 device, *paint, shaderContext); |
| 921 } else if (paint->getColor() == SK_ColorBLACK) { |
| 922 blitter = allocator->createT<SkARGB32_Black_Blitter>(device,
*paint); |
| 923 } else if (paint->getAlpha() == 0xFF) { |
| 924 blitter = allocator->createT<SkARGB32_Opaque_Blitter>(device
, *paint); |
920 } else { | 925 } else { |
921 blitter = allocator->createT<SkARGB32_Shader_Blitter>( | 926 blitter = allocator->createT<SkARGB32_Blitter>(device, *pain
t); |
922 device, *paint, shaderContext); | |
923 } | 927 } |
924 } else if (paint->getColor() == SK_ColorBLACK) { | |
925 blitter = allocator->createT<SkARGB32_Black_Blitter>(device, *pa
int); | |
926 } else if (paint->getAlpha() == 0xFF) { | |
927 blitter = allocator->createT<SkARGB32_Opaque_Blitter>(device, *p
aint); | |
928 } else { | |
929 blitter = allocator->createT<SkARGB32_Blitter>(device, *paint); | |
930 } | 928 } |
931 break; | 929 break; |
932 | 930 |
| 931 case kRGBA_F16_SkColorType: |
| 932 // kU16_SkColorType: |
| 933 blitter = SkBlitter_ARGB64_Create(device, *paint, shaderContext, all
ocator); |
| 934 break; |
| 935 |
933 default: | 936 default: |
934 SkDEBUGFAIL("unsupported device config"); | 937 SkDEBUGFAIL("unsupported device config"); |
935 blitter = allocator->createT<SkNullBlitter>(); | 938 blitter = allocator->createT<SkNullBlitter>(); |
936 break; | 939 break; |
937 } | 940 } |
938 | 941 |
939 if (shader3D) { | 942 if (shader3D) { |
940 SkBlitter* innerBlitter = blitter; | 943 SkBlitter* innerBlitter = blitter; |
941 // innerBlitter was allocated by allocator, which will delete it. | 944 // innerBlitter was allocated by allocator, which will delete it. |
942 // We know shaderContext or its proxies is of type Sk3DShaderContext, so
we need to | 945 // We know shaderContext or its proxies is of type Sk3DShaderContext, so
we need to |
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965 SkShaderBlitter::SkShaderBlitter(const SkPixmap& device, const SkPaint& paint, | 968 SkShaderBlitter::SkShaderBlitter(const SkPixmap& device, const SkPaint& paint, |
966 SkShader::Context* shaderContext) | 969 SkShader::Context* shaderContext) |
967 : INHERITED(device) | 970 : INHERITED(device) |
968 , fShader(paint.getShader()) | 971 , fShader(paint.getShader()) |
969 , fShaderContext(shaderContext) { | 972 , fShaderContext(shaderContext) { |
970 SkASSERT(fShader); | 973 SkASSERT(fShader); |
971 SkASSERT(fShaderContext); | 974 SkASSERT(fShaderContext); |
972 | 975 |
973 fShader->ref(); | 976 fShader->ref(); |
974 fShaderFlags = fShaderContext->getFlags(); | 977 fShaderFlags = fShaderContext->getFlags(); |
| 978 fConstInY = SkToBool(fShaderFlags & SkShader::kConstInY32_Flag); |
975 } | 979 } |
976 | 980 |
977 SkShaderBlitter::~SkShaderBlitter() { | 981 SkShaderBlitter::~SkShaderBlitter() { |
978 fShader->unref(); | 982 fShader->unref(); |
979 } | 983 } |
980 | 984 |
981 bool SkShaderBlitter::resetShaderContext(const SkShader::ContextRec& rec) { | 985 bool SkShaderBlitter::resetShaderContext(const SkShader::ContextRec& rec) { |
982 // Only destroy the old context if we have a new one. We need to ensure to h
ave a | 986 // Only destroy the old context if we have a new one. We need to ensure to h
ave a |
983 // live context in fShaderContext because the storage is owned by an SkSmall
Allocator | 987 // live context in fShaderContext because the storage is owned by an SkSmall
Allocator |
984 // outside of this class. | 988 // outside of this class. |
985 // The new context will be of the same size as the old one because we use th
e same | 989 // The new context will be of the same size as the old one because we use th
e same |
986 // shader to create it. It is therefore safe to re-use the storage. | 990 // shader to create it. It is therefore safe to re-use the storage. |
987 fShaderContext->~Context(); | 991 fShaderContext->~Context(); |
988 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext); | 992 SkShader::Context* ctx = fShader->createContext(rec, (void*)fShaderContext); |
989 if (nullptr == ctx) { | 993 if (nullptr == ctx) { |
990 // Need a valid context in fShaderContext's storage, so we can later (or
our caller) call | 994 // Need a valid context in fShaderContext's storage, so we can later (or
our caller) call |
991 // the in-place destructor. | 995 // the in-place destructor. |
992 new (fShaderContext) SkZeroShaderContext(*fShader, rec); | 996 new (fShaderContext) SkZeroShaderContext(*fShader, rec); |
993 return false; | 997 return false; |
994 } | 998 } |
995 return true; | 999 return true; |
996 } | 1000 } |
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