blob: 4b08c1f35f03b6a7237318992dad5e612b3547a5 [file] [log] [blame]
/*
* Copyright 2010 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrColor_DEFINED
#define GrColor_DEFINED
#include "include/core/SkColor.h"
#include "include/core/SkColorPriv.h"
#include "include/gpu/GrTypes.h"
#include "include/private/SkColorData.h"
#include "src/base/SkHalf.h"
#include "src/gpu/BufferWriter.h"
/**
* GrColor is 4 bytes for R, G, B, A, in a specific order defined below. Whether the color is
* premultiplied or not depends on the context in which it is being used.
*/
typedef uint32_t GrColor;
// shift amount to assign a component to a GrColor int
// These shift values are chosen for compatibility with GL attrib arrays
// ES doesn't allow BGRA vertex attrib order so if they were not in this order
// we'd have to swizzle in shaders.
#ifdef SK_CPU_BENDIAN
#define GrColor_SHIFT_R 24
#define GrColor_SHIFT_G 16
#define GrColor_SHIFT_B 8
#define GrColor_SHIFT_A 0
#else
#define GrColor_SHIFT_R 0
#define GrColor_SHIFT_G 8
#define GrColor_SHIFT_B 16
#define GrColor_SHIFT_A 24
#endif
/**
* Pack 4 components (RGBA) into a GrColor int
*/
static inline GrColor GrColorPackRGBA(unsigned r, unsigned g, unsigned b, unsigned a) {
SkASSERT((uint8_t)r == r);
SkASSERT((uint8_t)g == g);
SkASSERT((uint8_t)b == b);
SkASSERT((uint8_t)a == a);
return (r << GrColor_SHIFT_R) |
(g << GrColor_SHIFT_G) |
(b << GrColor_SHIFT_B) |
(a << GrColor_SHIFT_A);
}
// extract a component (byte) from a GrColor int
#define GrColorUnpackR(color) (((color) >> GrColor_SHIFT_R) & 0xFF)
#define GrColorUnpackG(color) (((color) >> GrColor_SHIFT_G) & 0xFF)
#define GrColorUnpackB(color) (((color) >> GrColor_SHIFT_B) & 0xFF)
#define GrColorUnpackA(color) (((color) >> GrColor_SHIFT_A) & 0xFF)
/**
* Since premultiplied means that alpha >= color, we construct a color with
* each component==255 and alpha == 0 to be "illegal"
*/
#define GrColor_ILLEGAL (~(0xFF << GrColor_SHIFT_A))
/** Normalizes and coverts an uint8_t to a float. [0, 255] -> [0.0, 1.0] */
static inline float GrNormalizeByteToFloat(uint8_t value) {
static const float ONE_OVER_255 = 1.f / 255.f;
return value * ONE_OVER_255;
}
/** Used to pick vertex attribute types. */
static inline bool SkPMColor4fFitsInBytes(const SkPMColor4f& color) {
// Might want to instead check that the components are [0...a] instead of [0...1]?
return color.fitsInBytes();
}
static inline uint64_t SkPMColor4f_toFP16(const SkPMColor4f& color) {
uint64_t halfColor;
to_half(skvx::float4::Load(color.vec())).store(&halfColor);
return halfColor;
}
#endif