skia2/include/private/GrColor.h
Mike Reed 011d166d37 Move responsibility to onMakeContext for device colorspace decision
Prior to this CL, we always used raster-pipeline if the device had a
colorspace. In this CL, we defer to individual shaders to decide if they can still
use the legacy path (onMakeContext).

The motivation is purely performance (and perhaps short-term backwards
compat): the legacy blits are usually faster, so staying in them
(as long as we still draw correctly) is preferable.

Causes some (mostly unimportant) rebaselines, esp. around bilerp, as the
rasterpipeline does a much better (but slower) job of it, and now we will
use the legacy bilerp more often.

Bug: skia:8793
Change-Id: I1e7e482a863a1a09ffef86a87e2aa9a4a8d1b9b5
Reviewed-on: https://skia-review.googlesource.com/c/195888
Commit-Queue: Mike Reed <reed@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
2019-02-28 22:50:02 +00:00

113 lines
3.4 KiB
C++

/*
* Copyright 2010 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrColor_DEFINED
#define GrColor_DEFINED
#include "SkColor.h"
#include "SkColorData.h"
#include "SkColorPriv.h"
#include "SkHalf.h"
/**
* GrColor is 4 bytes for R, G, B, A, in a specific order defined below. Whether the color is
* premultiplied or not depends on the context in which it is being used.
*/
typedef uint32_t GrColor;
// shift amount to assign a component to a GrColor int
// These shift values are chosen for compatibility with GL attrib arrays
// ES doesn't allow BGRA vertex attrib order so if they were not in this order
// we'd have to swizzle in shaders.
#ifdef SK_CPU_BENDIAN
#define GrColor_SHIFT_R 24
#define GrColor_SHIFT_G 16
#define GrColor_SHIFT_B 8
#define GrColor_SHIFT_A 0
#else
#define GrColor_SHIFT_R 0
#define GrColor_SHIFT_G 8
#define GrColor_SHIFT_B 16
#define GrColor_SHIFT_A 24
#endif
/**
* Pack 4 components (RGBA) into a GrColor int
*/
static inline GrColor GrColorPackRGBA(unsigned r, unsigned g, unsigned b, unsigned a) {
SkASSERT((uint8_t)r == r);
SkASSERT((uint8_t)g == g);
SkASSERT((uint8_t)b == b);
SkASSERT((uint8_t)a == a);
return (r << GrColor_SHIFT_R) |
(g << GrColor_SHIFT_G) |
(b << GrColor_SHIFT_B) |
(a << GrColor_SHIFT_A);
}
// extract a component (byte) from a GrColor int
#define GrColorUnpackR(color) (((color) >> GrColor_SHIFT_R) & 0xFF)
#define GrColorUnpackG(color) (((color) >> GrColor_SHIFT_G) & 0xFF)
#define GrColorUnpackB(color) (((color) >> GrColor_SHIFT_B) & 0xFF)
#define GrColorUnpackA(color) (((color) >> GrColor_SHIFT_A) & 0xFF)
/**
* Since premultiplied means that alpha >= color, we construct a color with
* each component==255 and alpha == 0 to be "illegal"
*/
#define GrColor_ILLEGAL (~(0xFF << GrColor_SHIFT_A))
/** Normalizes and coverts an uint8_t to a float. [0, 255] -> [0.0, 1.0] */
static inline float GrNormalizeByteToFloat(uint8_t value) {
static const float ONE_OVER_255 = 1.f / 255.f;
return value * ONE_OVER_255;
}
/** Used to pick vertex attribute types. */
static inline bool SkPMColor4fFitsInBytes(const SkPMColor4f& color) {
// Might want to instead check that the components are [0...a] instead of [0...1]?
return color.fitsInBytes();
}
static inline uint64_t SkPMColor4f_toFP16(const SkPMColor4f& color) {
uint64_t halfColor;
SkFloatToHalf_finite_ftz(Sk4f::Load(color.vec())).store(&halfColor);
return halfColor;
}
/**
* GrVertexColor is a helper for writing colors to a vertex attribute. It stores either GrColor
* or four half-float channels, depending on the wideColor parameter. GrVertexWriter will write
* the correct amount of data. Note that the GP needs to have been constructed with the correct
* attribute type for colors, to match the usage here.
*/
class GrVertexColor {
public:
explicit GrVertexColor(const SkPMColor4f& color, bool wideColor)
: fWideColor(wideColor) {
if (wideColor) {
SkFloatToHalf_finite_ftz(Sk4f::Load(color.vec())).store(&fColor);
} else {
fColor[0] = color.toBytes_RGBA();
}
}
size_t size() const { return fWideColor ? 8 : 4; }
private:
friend struct GrVertexWriter;
uint32_t fColor[2];
bool fWideColor;
};
#endif