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Side by Side Diff: src/utils/SkTextureCompressor_ASTC.cpp

Issue 446103002: Pass compressed blitters to our mask drawing algorithm (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 6 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2014 Google Inc. 2 * Copyright 2014 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 "SkTextureCompressor_ASTC.h" 8 #include "SkTextureCompressor_ASTC.h"
9 #include "SkTextureCompressor_Blitter.h" 9 #include "SkTextureCompressor_Blitter.h"
10 10
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273 for (int y = 0; y < height; y += 12) { 273 for (int y = 0; y < height; y += 12) {
274 for (int x = 0; x < width; x += 12) { 274 for (int x = 0; x < width; x += 12) {
275 compress_a8_astc_block<GetAlpha>(dstPtr, src + y*rowBytes + x, rowBy tes); 275 compress_a8_astc_block<GetAlpha>(dstPtr, src + y*rowBytes + x, rowBy tes);
276 } 276 }
277 } 277 }
278 278
279 return true; 279 return true;
280 } 280 }
281 281
282 SkBlitter* CreateASTCBlitter(int width, int height, void* outputBuffer) { 282 SkBlitter* CreateASTCBlitter(int width, int height, void* outputBuffer) {
283 if ((width % 12) != 0 || (height % 12) != 0) {
284 return NULL;
285 }
286
287 // Memset the output buffer to an encoding that decodes to zero...
288 // In the case of ASTC, if everything index is zero, then the interpolated v alue
289 // will decode to zero provided we have the right header. We use the encodin g
290 // from recognizing all zero blocks from above.
291 const int nBlocks = (width * height / 144);
292 uint8_t *dst = reinterpret_cast<uint8_t *>(outputBuffer);
293 for (int i = 0; i < nBlocks; ++i) {
294 send_packing(&dst, SkTEndian_SwapLE64(0x0000000001FE000173ULL), 0);
295 }
296
283 return new 297 return new
284 SkTCompressedAlphaBlitter<12, 16, CompressA8ASTCBlockVertical> 298 SkTCompressedAlphaBlitter<12, 16, CompressA8ASTCBlockVertical>
285 (width, height, outputBuffer); 299 (width, height, outputBuffer);
286 } 300 }
287 301
288 } // SkTextureCompressor 302 } // SkTextureCompressor
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