Add SkShader::asShadeProc to fast-path the caller when the shader is fast
Review URL: https://codereview.appspot.com/6649055 git-svn-id: http://skia.googlecode.com/svn/trunk@5930 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -148,6 +148,9 @@ public:
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*/
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virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
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typedef void (*ShadeProc)(void* ctx, int x, int y, SkPMColor[], int count);
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virtual ShadeProc asAShadeProc(void** ctx);
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/**
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* Called only for 16bit devices when getFlags() returns
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* kOpaqueAlphaFlag | kHasSpan16_Flag
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@ -203,6 +203,14 @@ void SkBitmapProcShader::shadeSpan(int x, int y, SkPMColor dstC[], int count) {
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}
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}
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SkShader::ShadeProc SkBitmapProcShader::asAShadeProc(void** ctx) {
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if (fState.getShaderProc32()) {
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*ctx = &fState;
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return (ShadeProc)fState.getShaderProc32();
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}
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return NULL;
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}
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void SkBitmapProcShader::shadeSpan16(int x, int y, uint16_t dstC[], int count) {
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const SkBitmapProcState& state = fState;
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if (state.getShaderProc16()) {
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@ -22,6 +22,7 @@ public:
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virtual bool setContext(const SkBitmap&, const SkPaint&, const SkMatrix&);
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virtual uint32_t getFlags() { return fFlags; }
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virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count);
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virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE;
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virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count);
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virtual void beginSession();
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virtual void endSession();
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@ -303,6 +303,52 @@ void SkARGB32_Shader_Blitter::blitH(int x, int y, int width) {
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}
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}
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void SkARGB32_Shader_Blitter::blitRect(int x, int y, int width, int height) {
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SkASSERT(x >= 0 && y >= 0 &&
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x + width <= fDevice.width() && y + height <= fDevice.height());
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uint32_t* device = fDevice.getAddr32(x, y);
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size_t deviceRB = fDevice.rowBytes();
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SkShader* shader = fShader;
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if (fXfermode == NULL && (shader->getFlags() & SkShader::kOpaqueAlpha_Flag)) {
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void* ctx;
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SkShader::ShadeProc shadeProc = fShader->asAShadeProc(&ctx);
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if (shadeProc) {
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do {
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shadeProc(ctx, x, y, device, width);
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y += 1;
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device = (uint32_t*)((char*)device + deviceRB);
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} while (--height > 0);
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} else {
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do {
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shader->shadeSpan(x, y, device, width);
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y += 1;
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device = (uint32_t*)((char*)device + deviceRB);
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} while (--height > 0);
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}
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} else {
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SkPMColor* span = fBuffer;
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SkXfermode* xfer = fXfermode;
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if (xfer) {
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do {
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shader->shadeSpan(x, y, span, width);
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xfer->xfer32(device, span, width, NULL);
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y += 1;
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device = (uint32_t*)((char*)device + deviceRB);
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} while (--height > 0);
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} else {
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SkBlitRow::Proc32 proc = fProc32;
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do {
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shader->shadeSpan(x, y, span, width);
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proc(device, span, width, 255);
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y += 1;
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device = (uint32_t*)((char*)device + deviceRB);
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} while (--height > 0);
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}
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}
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}
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void SkARGB32_Shader_Blitter::blitAntiH(int x, int y, const SkAlpha antialias[],
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const int16_t runs[]) {
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SkPMColor* span = fBuffer;
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@ -130,6 +130,7 @@ public:
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SkARGB32_Shader_Blitter(const SkBitmap& device, const SkPaint& paint);
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virtual ~SkARGB32_Shader_Blitter();
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virtual void blitH(int x, int y, int width);
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virtual void blitRect(int x, int y, int width, int height) SK_OVERRIDE;
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virtual void blitAntiH(int x, int y, const SkAlpha antialias[], const int16_t runs[]);
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virtual void blitMask(const SkMask&, const SkIRect&);
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@ -103,6 +103,10 @@ bool SkShader::setContext(const SkBitmap& device,
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return false;
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}
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SkShader::ShadeProc SkShader::asAShadeProc(void** ctx) {
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return NULL;
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}
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#include "SkColorPriv.h"
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void SkShader::shadeSpan16(int x, int y, uint16_t span16[], int count) {
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