blob: 4534f1142c307c9d1e5976fd79197f9ac01cf2cd [file] [log] [blame]
#ifndef SkPM_DEFINED
#define SkPM_DEFINED
#include "SkTypes.h"
#include "SkColor.h"
#include "Sk4x.h"
// A pre-multiplied color storing each component in the same order as SkPMColor,
// but as a float in the range [0, 255].
class SK_STRUCT_ALIGN(16) SkPMFloat {
public:
static SkPMFloat FromPMColor(SkPMColor c) { return SkPMFloat(c); }
static SkPMFloat FromARGB(float a, float r, float g, float b) { return SkPMFloat(a,r,g,b); }
// May be more efficient than one at a time. No special alignment assumed for SkPMColors.
static void From4PMColors(SkPMFloat[4], const SkPMColor[4]);
explicit SkPMFloat(SkPMColor);
SkPMFloat(float a, float r, float g, float b) {
// TODO: faster when specialized?
fColor[SK_A32_SHIFT / 8] = a;
fColor[SK_R32_SHIFT / 8] = r;
fColor[SK_G32_SHIFT / 8] = g;
fColor[SK_B32_SHIFT / 8] = b;
}
// Uninitialized.
SkPMFloat() {}
// Copy and assign are fastest if we remind the compiler we work best as Sk4f.
SkPMFloat(const SkPMFloat& that) { Sk4f(that).storeAligned(fColor); }
SkPMFloat& operator=(const SkPMFloat& that) {
Sk4f(that).storeAligned(fColor);
return *this;
}
// Freely autoconvert between SkPMFloat and Sk4f.
/*implicit*/ SkPMFloat(const Sk4f& fs) { fs.storeAligned(fColor); }
/*implicit*/ operator Sk4f() const { return Sk4f::LoadAligned(fColor); }
float a() const { return fColor[SK_A32_SHIFT / 8]; }
float r() const { return fColor[SK_R32_SHIFT / 8]; }
float g() const { return fColor[SK_G32_SHIFT / 8]; }
float b() const { return fColor[SK_B32_SHIFT / 8]; }
// get() and clamped() round component values to the nearest integer.
SkPMColor get() const; // May SkASSERT(this->isValid()). Some implementations may clamp.
SkPMColor clamped() const; // Will clamp all values to [0, 255]. Then may assert isValid().
// 4-at-a-time versions of get() and clamped(). Like From4PMColors(), no alignment assumed.
static void To4PMColors(SkPMColor[4], const SkPMFloat[4]);
static void ClampTo4PMColors(SkPMColor[4], const SkPMFloat[4]);
bool isValid() const {
return this->a() >= 0 && this->a() <= 255
&& this->r() >= 0 && this->r() <= this->a()
&& this->g() >= 0 && this->g() <= this->a()
&& this->b() >= 0 && this->b() <= this->a();
}
private:
float fColor[4];
};
#if SK_CPU_SSE_LEVEL >= SK_CPU_SSE_LEVEL_SSSE3
#include "../opts/SkPMFloat_SSSE3.h"
#elif SK_CPU_SSE_LEVEL >= SK_CPU_SSE_LEVEL_SSE2
#include "../opts/SkPMFloat_SSE2.h"
#elif defined(__ARM_NEON__)
#include "../opts/SkPMFloat_neon.h"
#else
#include "../opts/SkPMFloat_none.h"
#endif
#endif//SkPM_DEFINED