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/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkLinearBitmapPipeline_DEFINED
#define SkLinearBitmapPipeline_DEFINED
#include "SkArenaAlloc.h"
#include "SkColor.h"
#include "SkImageInfo.h"
#include "SkMatrix.h"
#include "SkShader.h"
class SkEmbeddableLinearPipeline;
enum SkGammaType {
kLinear_SkGammaType,
kSRGB_SkGammaType,
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// SkLinearBitmapPipeline - encapsulates all the machinery for doing floating point pixel
// processing in a linear color space.
// Note: this class has unusual alignment requirements due to its use of SIMD instructions. The
// class SkEmbeddableLinearPipeline below manages these requirements.
class SkLinearBitmapPipeline {
public:
SkLinearBitmapPipeline(
const SkMatrix& inverse,
SkFilterQuality filterQuality,
SkShader::TileMode xTile, SkShader::TileMode yTile,
SkColor paintColor,
const SkPixmap& srcPixmap,
SkArenaAlloc* allocator);
SkLinearBitmapPipeline(
const SkLinearBitmapPipeline& pipeline,
const SkPixmap& srcPixmap,
SkBlendMode,
const SkImageInfo& dstInfo,
SkArenaAlloc* allocator);
~SkLinearBitmapPipeline();
void shadeSpan4f(int x, int y, SkPM4f* dst, int count);
void blitSpan(int32_t x, int32_t y, void* dst, int count);
class PointProcessorInterface;
class SampleProcessorInterface;
class BlendProcessorInterface;
class DestinationInterface;
class PixelAccessorInterface;
using MatrixCloner =
std::function<PointProcessorInterface* (PointProcessorInterface*, SkArenaAlloc*)>;
using TilerCloner =
std::function<PointProcessorInterface* (SampleProcessorInterface*, SkArenaAlloc*)>;
PointProcessorInterface* chooseMatrix(
PointProcessorInterface* next,
const SkMatrix& inverse,
SkArenaAlloc* allocator);
template <typename Tiler>
PointProcessorInterface* createTiler(SampleProcessorInterface* next, SkISize dimensions,
SkArenaAlloc* allocator);
template <typename XStrategy>
PointProcessorInterface* chooseTilerYMode(
SampleProcessorInterface* next, SkShader::TileMode yMode, SkISize dimensions,
SkArenaAlloc* allocator);
PointProcessorInterface* chooseTiler(
SampleProcessorInterface* next,
SkISize dimensions,
SkShader::TileMode xMode, SkShader::TileMode yMode,
SkFilterQuality filterQuality,
SkScalar dx,
SkArenaAlloc* allocator);
template <SkColorType colorType>
PixelAccessorInterface* chooseSpecificAccessor(const SkPixmap& srcPixmap,
SkArenaAlloc* allocator);
PixelAccessorInterface* choosePixelAccessor(
const SkPixmap& srcPixmap,
const SkColor A8TintColor,
SkArenaAlloc* allocator);
SampleProcessorInterface* chooseSampler(
BlendProcessorInterface* next,
SkFilterQuality filterQuality,
SkShader::TileMode xTile, SkShader::TileMode yTile,
const SkPixmap& srcPixmap,
const SkColor A8TintColor,
SkArenaAlloc* allocator);
BlendProcessorInterface* chooseBlenderForShading(
SkAlphaType alphaType,
float postAlpha,
SkArenaAlloc* allocator);
PointProcessorInterface* fFirstStage;
MatrixCloner fMatrixStageCloner;
TilerCloner fTileStageCloner;
DestinationInterface* fLastStage;
};
#endif // SkLinearBitmapPipeline_DEFINED