1
2/*
3 * Copyright 2006 The Android Open Source Project
4 *
5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file.
7 */
8
9
10#include "SkSpriteBlitter.h"
11
12SkSpriteBlitter::SkSpriteBlitter(const SkBitmap& source)
13        : fSource(&source) {
14    fSource->lockPixels();
15}
16
17SkSpriteBlitter::~SkSpriteBlitter() {
18    fSource->unlockPixels();
19}
20
21void SkSpriteBlitter::setup(const SkBitmap& device, int left, int top,
22                            const SkPaint& paint) {
23    fDevice = &device;
24    fLeft = left;
25    fTop = top;
26    fPaint = &paint;
27}
28
29#ifdef SK_DEBUG
30void SkSpriteBlitter::blitH(int x, int y, int width) {
31    SkDEBUGFAIL("how did we get here?");
32}
33
34void SkSpriteBlitter::blitAntiH(int x, int y, const SkAlpha antialias[],
35                                const int16_t runs[]) {
36    SkDEBUGFAIL("how did we get here?");
37}
38
39void SkSpriteBlitter::blitV(int x, int y, int height, SkAlpha alpha) {
40    SkDEBUGFAIL("how did we get here?");
41}
42
43void SkSpriteBlitter::blitMask(const SkMask&, const SkIRect& clip) {
44    SkDEBUGFAIL("how did we get here?");
45}
46#endif
47
48///////////////////////////////////////////////////////////////////////////////
49
50// returning null means the caller will call SkBlitter::Choose() and
51// have wrapped the source bitmap inside a shader
52SkBlitter* SkBlitter::ChooseSprite( const SkBitmap& device,
53                                    const SkPaint& paint,
54                                    const SkBitmap& source,
55                                    int left, int top,
56                                    void* storage, size_t storageSize) {
57    /*  We currently ignore antialiasing and filtertype, meaning we will take our
58        special blitters regardless of these settings. Ignoring filtertype seems fine
59        since by definition there is no scale in the matrix. Ignoring antialiasing is
60        a bit of a hack, since we "could" pass in the fractional left/top for the bitmap,
61        and respect that by blending the edges of the bitmap against the device. To support
62        this we could either add more special blitters here, or detect antialiasing in the
63        paint and return null if it is set, forcing the client to take the slow shader case
64        (which does respect soft edges).
65    */
66
67    SkSpriteBlitter* blitter;
68
69    switch (device.getConfig()) {
70        case SkBitmap::kRGB_565_Config:
71            blitter = SkSpriteBlitter::ChooseD16(source, paint, storage,
72                                                 storageSize);
73            break;
74        case SkBitmap::kARGB_8888_Config:
75            blitter = SkSpriteBlitter::ChooseD32(source, paint, storage,
76                                                 storageSize);
77            break;
78        default:
79            blitter = NULL;
80            break;
81    }
82
83    if (blitter) {
84        blitter->setup(device, left, top, paint);
85    }
86    return blitter;
87}
88
89