blob: 03382ed45de39223e0e9a94e1169137eae94bc0e [file] [log] [blame]
/*
* Copyright 2006 The Android Open Source Project
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkCoreBlitters_DEFINED
#define SkCoreBlitters_DEFINED
#include "include/core/SkColor.h"
#include "include/core/SkPaint.h"
#include "include/core/SkPixmap.h"
#include "include/core/SkRefCnt.h"
#include "include/private/base/SkAssert.h"
#include "include/private/base/SkCPUTypes.h"
#include "src/core/SkBlitRow.h"
#include "src/core/SkBlitter.h"
#include "src/shaders/SkShaderBase.h"
#include <cstdint>
#include <optional>
class SkArenaAlloc;
class SkMatrix;
class SkRasterPipeline;
class SkShader;
class SkSurfaceProps;
struct SkIRect;
struct SkMask;
class SkRasterBlitter : public SkBlitter {
public:
SkRasterBlitter(const SkPixmap& device) : fDevice(device) {}
protected:
const SkPixmap fDevice;
};
class SkShaderBlitter : public SkRasterBlitter {
public:
/**
* The storage for shaderContext is owned by the caller, but the object itself is not.
* The blitter only ensures that the storage always holds a live object, but it may
* exchange that object.
*/
SkShaderBlitter(const SkPixmap& device, const SkPaint& paint,
SkShaderBase::Context* shaderContext);
~SkShaderBlitter() override;
protected:
sk_sp<SkShader> fShader;
SkShaderBase::Context* fShaderContext;
};
///////////////////////////////////////////////////////////////////////////////
class SkARGB32_Blitter : public SkRasterBlitter {
public:
SkARGB32_Blitter(const SkPixmap& device, const SkPaint& paint);
void blitH(int x, int y, int width) override;
void blitAntiH(int x, int y, const SkAlpha antialias[], const int16_t runs[]) override;
void blitV(int x, int y, int height, SkAlpha alpha) override;
void blitRect(int x, int y, int width, int height) override;
void blitMask(const SkMask&, const SkIRect&) override;
void blitAntiH2(int x, int y, U8CPU a0, U8CPU a1) override;
void blitAntiV2(int x, int y, U8CPU a0, U8CPU a1) override;
protected:
SkColor fColor;
SkPMColor fPMColor;
SkAlpha fSrcA;
};
class SkARGB32_Opaque_Blitter : public SkARGB32_Blitter {
public:
SkARGB32_Opaque_Blitter(const SkPixmap& device, const SkPaint& paint)
: SkARGB32_Blitter(device, paint) {
SkASSERT(paint.getAlpha() == 0xFF);
}
void blitMask(const SkMask&, const SkIRect&) override;
void blitAntiH(int x, int y, const SkAlpha antialias[], const int16_t runs[]) override;
void blitAntiH2(int x, int y, U8CPU a0, U8CPU a1) override;
void blitAntiV2(int x, int y, U8CPU a0, U8CPU a1) override;
std::optional<DirectBlit> canDirectBlit() override;
};
class SkARGB32_Black_Blitter : public SkARGB32_Opaque_Blitter {
public:
SkARGB32_Black_Blitter(const SkPixmap& device, const SkPaint& paint)
: SkARGB32_Opaque_Blitter(device, paint) {
SkASSERT(paint.getColor() == SK_ColorBLACK);
}
void blitAntiH(int x, int y, const SkAlpha antialias[], const int16_t runs[]) override;
void blitAntiH2(int x, int y, U8CPU a0, U8CPU a1) override;
void blitAntiV2(int x, int y, U8CPU a0, U8CPU a1) override;
};
class SkARGB32_Shader_Blitter : public SkShaderBlitter {
public:
SkARGB32_Shader_Blitter(const SkPixmap& device, const SkPaint& paint,
SkShaderBase::Context* shaderContext);
~SkARGB32_Shader_Blitter() override;
void blitH(int x, int y, int width) override;
void blitV(int x, int y, int height, SkAlpha alpha) override;
void blitRect(int x, int y, int width, int height) override;
void blitAntiH(int x, int y, const SkAlpha[], const int16_t[]) override;
void blitMask(const SkMask&, const SkIRect&) override;
private:
SkPMColor* fBuffer;
SkBlitRow::Proc32 fProc32;
SkBlitRow::Proc32 fProc32Blend;
bool fShadeDirectlyIntoDevice;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
SkBlitter* SkCreateRasterPipelineBlitter(const SkPixmap&,
const SkPaint&,
const SkMatrix& ctm,
SkArenaAlloc*,
sk_sp<SkShader> clipShader,
const SkSurfaceProps& props,
const SkRect& devBounds);
// Use this if you've pre-baked a shader pipeline, including modulating with paint alpha.
SkBlitter* SkCreateRasterPipelineBlitter(const SkPixmap&, const SkPaint&,
const SkRasterPipeline& shaderPipeline,
bool shader_is_opaque,
SkArenaAlloc*, sk_sp<SkShader> clipShader);
#endif