c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
113 lines
3.5 KiB
C++
113 lines
3.5 KiB
C++
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/*
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* Copyright 2010 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrColor_DEFINED
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#define GrColor_DEFINED
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#include "include/core/SkColor.h"
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#include "include/core/SkColorPriv.h"
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#include "include/private/SkColorData.h"
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#include "include/private/SkHalf.h"
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/**
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* GrColor is 4 bytes for R, G, B, A, in a specific order defined below. Whether the color is
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* premultiplied or not depends on the context in which it is being used.
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*/
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typedef uint32_t GrColor;
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// shift amount to assign a component to a GrColor int
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// These shift values are chosen for compatibility with GL attrib arrays
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// ES doesn't allow BGRA vertex attrib order so if they were not in this order
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// we'd have to swizzle in shaders.
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#ifdef SK_CPU_BENDIAN
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#define GrColor_SHIFT_R 24
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#define GrColor_SHIFT_G 16
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#define GrColor_SHIFT_B 8
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#define GrColor_SHIFT_A 0
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#else
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#define GrColor_SHIFT_R 0
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#define GrColor_SHIFT_G 8
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#define GrColor_SHIFT_B 16
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#define GrColor_SHIFT_A 24
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#endif
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/**
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* Pack 4 components (RGBA) into a GrColor int
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*/
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static inline GrColor GrColorPackRGBA(unsigned r, unsigned g, unsigned b, unsigned a) {
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SkASSERT((uint8_t)r == r);
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SkASSERT((uint8_t)g == g);
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SkASSERT((uint8_t)b == b);
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SkASSERT((uint8_t)a == a);
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return (r << GrColor_SHIFT_R) |
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(g << GrColor_SHIFT_G) |
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(b << GrColor_SHIFT_B) |
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(a << GrColor_SHIFT_A);
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}
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// extract a component (byte) from a GrColor int
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#define GrColorUnpackR(color) (((color) >> GrColor_SHIFT_R) & 0xFF)
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#define GrColorUnpackG(color) (((color) >> GrColor_SHIFT_G) & 0xFF)
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#define GrColorUnpackB(color) (((color) >> GrColor_SHIFT_B) & 0xFF)
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#define GrColorUnpackA(color) (((color) >> GrColor_SHIFT_A) & 0xFF)
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/**
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* Since premultiplied means that alpha >= color, we construct a color with
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* each component==255 and alpha == 0 to be "illegal"
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*/
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#define GrColor_ILLEGAL (~(0xFF << GrColor_SHIFT_A))
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/** Normalizes and coverts an uint8_t to a float. [0, 255] -> [0.0, 1.0] */
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static inline float GrNormalizeByteToFloat(uint8_t value) {
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static const float ONE_OVER_255 = 1.f / 255.f;
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return value * ONE_OVER_255;
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}
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/** Used to pick vertex attribute types. */
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static inline bool SkPMColor4fFitsInBytes(const SkPMColor4f& color) {
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// Might want to instead check that the components are [0...a] instead of [0...1]?
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return color.fitsInBytes();
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}
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static inline uint64_t SkPMColor4f_toFP16(const SkPMColor4f& color) {
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uint64_t halfColor;
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SkFloatToHalf_finite_ftz(Sk4f::Load(color.vec())).store(&halfColor);
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return halfColor;
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}
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/**
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* GrVertexColor is a helper for writing colors to a vertex attribute. It stores either GrColor
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* or four half-float channels, depending on the wideColor parameter. GrVertexWriter will write
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* the correct amount of data. Note that the GP needs to have been constructed with the correct
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* attribute type for colors, to match the usage here.
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*/
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class GrVertexColor {
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public:
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explicit GrVertexColor(const SkPMColor4f& color, bool wideColor)
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: fWideColor(wideColor) {
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if (wideColor) {
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SkFloatToHalf_finite_ftz(Sk4f::Load(color.vec())).store(&fColor);
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} else {
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fColor[0] = color.toBytes_RGBA();
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}
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}
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size_t size() const { return fWideColor ? 8 : 4; }
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private:
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friend struct GrVertexWriter;
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uint32_t fColor[2];
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bool fWideColor;
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};
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#endif
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