1/* 2 * Copyright 2006 The Android Open Source Project 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8#include "SkSmallAllocator.h" 9#include "SkSpriteBlitter.h" 10 11SkSpriteBlitter::SkSpriteBlitter(const SkBitmap& source) 12 : fSource(&source) { 13 fSource->lockPixels(); 14} 15 16SkSpriteBlitter::~SkSpriteBlitter() { 17 fSource->unlockPixels(); 18} 19 20void SkSpriteBlitter::setup(const SkBitmap& device, int left, int top, 21 const SkPaint& paint) { 22 fDevice = &device; 23 fLeft = left; 24 fTop = top; 25 fPaint = &paint; 26} 27 28#ifdef SK_DEBUG 29void SkSpriteBlitter::blitH(int x, int y, int width) { 30 SkDEBUGFAIL("how did we get here?"); 31} 32 33void SkSpriteBlitter::blitAntiH(int x, int y, const SkAlpha antialias[], 34 const int16_t runs[]) { 35 SkDEBUGFAIL("how did we get here?"); 36} 37 38void SkSpriteBlitter::blitV(int x, int y, int height, SkAlpha alpha) { 39 SkDEBUGFAIL("how did we get here?"); 40} 41 42void SkSpriteBlitter::blitMask(const SkMask&, const SkIRect& clip) { 43 SkDEBUGFAIL("how did we get here?"); 44} 45#endif 46 47/////////////////////////////////////////////////////////////////////////////// 48 49// returning null means the caller will call SkBlitter::Choose() and 50// have wrapped the source bitmap inside a shader 51SkBlitter* SkBlitter::ChooseSprite(const SkBitmap& device, const SkPaint& paint, 52 const SkBitmap& source, int left, int top, SkTBlitterAllocator* allocator) { 53 /* We currently ignore antialiasing and filtertype, meaning we will take our 54 special blitters regardless of these settings. Ignoring filtertype seems fine 55 since by definition there is no scale in the matrix. Ignoring antialiasing is 56 a bit of a hack, since we "could" pass in the fractional left/top for the bitmap, 57 and respect that by blending the edges of the bitmap against the device. To support 58 this we could either add more special blitters here, or detect antialiasing in the 59 paint and return null if it is set, forcing the client to take the slow shader case 60 (which does respect soft edges). 61 */ 62 SkASSERT(allocator != NULL); 63 64 SkSpriteBlitter* blitter; 65 66 switch (device.colorType()) { 67 case kRGB_565_SkColorType: 68 blitter = SkSpriteBlitter::ChooseD16(source, paint, allocator); 69 break; 70 case kN32_SkColorType: 71 blitter = SkSpriteBlitter::ChooseD32(source, paint, allocator); 72 break; 73 default: 74 blitter = NULL; 75 break; 76 } 77 78 if (blitter) { 79 blitter->setup(device, left, top, paint); 80 } 81 return blitter; 82} 83