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1 /* | 1 /* |
2 * Copyright 2016 Google Inc. | 2 * Copyright 2016 Google Inc. |
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 "SkCoreBlitters.h" | 8 #include "SkCoreBlitters.h" |
9 #include "SkColorPriv.h" | 9 #include "SkColorPriv.h" |
10 #include "SkShader.h" | 10 #include "SkShader.h" |
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318 ////////////////////////////////////////////////////////////////////////////////
/////////////////// | 318 ////////////////////////////////////////////////////////////////////////////////
/////////////////// |
319 ////////////////////////////////////////////////////////////////////////////////
/////////////////// | 319 ////////////////////////////////////////////////////////////////////////////////
/////////////////// |
320 | 320 |
321 static bool is_opaque(const SkPaint& paint, const SkShader::Context* shaderConte
xt) { | 321 static bool is_opaque(const SkPaint& paint, const SkShader::Context* shaderConte
xt) { |
322 return shaderContext ? SkToBool(shaderContext->getFlags() & SkShader::kOpaqu
eAlpha_Flag) | 322 return shaderContext ? SkToBool(shaderContext->getFlags() & SkShader::kOpaqu
eAlpha_Flag) |
323 : 0xFF == paint.getAlpha(); | 323 : 0xFF == paint.getAlpha(); |
324 } | 324 } |
325 | 325 |
326 struct State4f { | 326 struct State4f { |
327 State4f(const SkImageInfo& info, const SkPaint& paint, const SkShader::Conte
xt* shaderContext) { | 327 State4f(const SkImageInfo& info, const SkPaint& paint, const SkShader::Conte
xt* shaderContext) { |
328 fXfer = paint.getXfermode(); | 328 fXfer = SkXfermode::Peek(paint.getBlendMode()); |
329 if (shaderContext) { | 329 if (shaderContext) { |
330 fBuffer.reset(info.width()); | 330 fBuffer.reset(info.width()); |
331 } else { | 331 } else { |
332 fPM4f = SkColor4f::FromColor(paint.getColor()).premul(); | 332 fPM4f = SkColor4f::FromColor(paint.getColor()).premul(); |
333 } | 333 } |
334 fFlags = 0; | 334 fFlags = 0; |
335 } | 335 } |
336 | 336 |
337 SkXfermode* fXfer; | 337 SkXfermode* fXfer; |
338 SkPM4f fPM4f; | 338 SkPM4f fPM4f; |
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403 | 403 |
404 template <typename State> SkBlitter* create(const SkPixmap& device, const SkPain
t& paint, | 404 template <typename State> SkBlitter* create(const SkPixmap& device, const SkPain
t& paint, |
405 SkShader::Context* shaderContext, | 405 SkShader::Context* shaderContext, |
406 SkTBlitterAllocator* allocator) { | 406 SkTBlitterAllocator* allocator) { |
407 SkASSERT(allocator != nullptr); | 407 SkASSERT(allocator != nullptr); |
408 | 408 |
409 if (shaderContext) { | 409 if (shaderContext) { |
410 SkShader::Context::BlitState bstate; | 410 SkShader::Context::BlitState bstate; |
411 sk_bzero(&bstate, sizeof(bstate)); | 411 sk_bzero(&bstate, sizeof(bstate)); |
412 bstate.fCtx = shaderContext; | 412 bstate.fCtx = shaderContext; |
413 bstate.fXfer = paint.getXfermode(); | 413 bstate.fXfer = SkXfermode::Peek(paint.getBlendMode()); |
414 | 414 |
415 (void)shaderContext->chooseBlitProcs(device.info(), &bstate); | 415 (void)shaderContext->chooseBlitProcs(device.info(), &bstate); |
416 return allocator->createT<SkState_Shader_Blitter<State>>(device, paint,
bstate); | 416 return allocator->createT<SkState_Shader_Blitter<State>>(device, paint,
bstate); |
417 } else { | 417 } else { |
418 SkColor color = paint.getColor(); | 418 SkColor color = paint.getColor(); |
419 if (0 == SkColorGetA(color)) { | 419 if (0 == SkColorGetA(color)) { |
420 return nullptr; | 420 return nullptr; |
421 } | 421 } |
422 return allocator->createT<SkState_Blitter<State>>(device, paint); | 422 return allocator->createT<SkState_Blitter<State>>(device, paint); |
423 } | 423 } |
424 } | 424 } |
425 | 425 |
426 SkBlitter* SkBlitter_ARGB32_Create(const SkPixmap& device, const SkPaint& paint, | 426 SkBlitter* SkBlitter_ARGB32_Create(const SkPixmap& device, const SkPaint& paint, |
427 SkShader::Context* shaderContext, | 427 SkShader::Context* shaderContext, |
428 SkTBlitterAllocator* allocator) { | 428 SkTBlitterAllocator* allocator) { |
429 return create<State32>(device, paint, shaderContext, allocator); | 429 return create<State32>(device, paint, shaderContext, allocator); |
430 } | 430 } |
431 | 431 |
432 SkBlitter* SkBlitter_F16_Create(const SkPixmap& device, const SkPaint& paint, | 432 SkBlitter* SkBlitter_F16_Create(const SkPixmap& device, const SkPaint& paint, |
433 SkShader::Context* shaderContext, | 433 SkShader::Context* shaderContext, |
434 SkTBlitterAllocator* allocator) { | 434 SkTBlitterAllocator* allocator) { |
435 return create<StateF16>(device, paint, shaderContext, allocator); | 435 return create<StateF16>(device, paint, shaderContext, allocator); |
436 } | 436 } |
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