当前位置: 首页>>代码示例>>C++>>正文


C++ SkXfermode::xfer32方法代码示例

本文整理汇总了C++中SkXfermode::xfer32方法的典型用法代码示例。如果您正苦于以下问题:C++ SkXfermode::xfer32方法的具体用法?C++ SkXfermode::xfer32怎么用?C++ SkXfermode::xfer32使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在SkXfermode的用法示例。


在下文中一共展示了SkXfermode::xfer32方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: blitRect

    virtual void blitRect(int x, int y, int width, int height) {
        SkASSERT(width > 0 && height > 0);
        SK_RESTRICT SkPMColor* dst = fDevice->getAddr32(x, y);
        const SK_RESTRICT SkPMColor16* src = fSource->getAddr16(x - fLeft,
                                                                y - fTop);
        unsigned dstRB = fDevice->rowBytes();
        unsigned srcRB = fSource->rowBytes();
        SK_RESTRICT SkPMColor* buffer = fBuffer;
        SkColorFilter* colorFilter = fColorFilter;
        SkXfermode* xfermode = fXfermode;

        do {
            fillbuffer(buffer, src, width);

            if (NULL != colorFilter) {
                colorFilter->filterSpan(buffer, width, buffer);
            }
            if (NULL != xfermode) {
                xfermode->xfer32(dst, buffer, width, NULL);
            } else {
                fProc32(dst, buffer, width, fAlpha);
            }

            dst = (SK_RESTRICT SkPMColor*)((char*)dst + dstRB);
            src = (const SK_RESTRICT SkPMColor16*)((const char*)src + srcRB);
        } while (--height != 0);
    }
开发者ID:ACSOP,项目名称:android_external_skia,代码行数:27,代码来源:SkSpriteBlitter_ARGB32.cpp

示例2: SkPMSrcOver

void SkComposeShader::ComposeShaderContext::shadeSpan(int x, int y, SkPMColor result[], int count) {
    SkShader::Context* shaderContextA = fShaderContextA;
    SkShader::Context* shaderContextB = fShaderContextB;
    SkBlendMode        mode = static_cast<const SkComposeShader&>(fShader).fMode;
    unsigned           scale = SkAlpha255To256(this->getPaintAlpha());

    SkPMColor   tmp[TMP_COLOR_COUNT];

    SkXfermode* xfer = SkXfermode::Peek(mode);
    if (nullptr == xfer) {   // implied SRC_OVER
        // TODO: when we have a good test-case, should use SkBlitRow::Proc32
        // for these loops
        do {
            int n = count;
            if (n > TMP_COLOR_COUNT) {
                n = TMP_COLOR_COUNT;
            }

            shaderContextA->shadeSpan(x, y, result, n);
            shaderContextB->shadeSpan(x, y, tmp, n);

            if (256 == scale) {
                for (int i = 0; i < n; i++) {
                    result[i] = SkPMSrcOver(tmp[i], result[i]);
                }
            } else {
                for (int i = 0; i < n; i++) {
                    result[i] = SkAlphaMulQ(SkPMSrcOver(tmp[i], result[i]),
                                            scale);
                }
            }

            result += n;
            x += n;
            count -= n;
        } while (count > 0);
    } else {    // use mode for the composition
        do {
            int n = count;
            if (n > TMP_COLOR_COUNT) {
                n = TMP_COLOR_COUNT;
            }

            shaderContextA->shadeSpan(x, y, result, n);
            shaderContextB->shadeSpan(x, y, tmp, n);
            xfer->xfer32(result, tmp, n, nullptr);

            if (256 != scale) {
                for (int i = 0; i < n; i++) {
                    result[i] = SkAlphaMulQ(result[i], scale);
                }
            }

            result += n;
            x += n;
            count -= n;
        } while (count > 0);
    }
}
开发者ID:Wafflespeanut,项目名称:gecko-dev,代码行数:59,代码来源:SkComposeShader.cpp

示例3: shadeSpan

void SkComposeShader::shadeSpan(int x, int y, SkPMColor result[], int count) {
    SkShader*   shaderA = fShaderA;
    SkShader*   shaderB = fShaderB;
    SkXfermode* mode = fMode;
    unsigned    scale = SkAlpha255To256(this->getPaintAlpha());

    SkPMColor   tmp[TMP_COLOR_COUNT];

    if (NULL == mode) {   // implied SRC_OVER
        // TODO: when we have a good test-case, should use SkBlitRow::Proc32
        // for these loops
        do {
            int n = count;
            if (n > TMP_COLOR_COUNT) {
                n = TMP_COLOR_COUNT;
            }

            shaderA->shadeSpan(x, y, result, n);
            shaderB->shadeSpan(x, y, tmp, n);

            if (256 == scale) {
                for (int i = 0; i < n; i++) {
                    result[i] = SkPMSrcOver(tmp[i], result[i]);
                }
            } else {
                for (int i = 0; i < n; i++) {
                    result[i] = SkAlphaMulQ(SkPMSrcOver(tmp[i], result[i]),
                                            scale);
                }
            }

            result += n;
            x += n;
            count -= n;
        } while (count > 0);
    } else {    // use mode for the composition
        do {
            int n = count;
            if (n > TMP_COLOR_COUNT) {
                n = TMP_COLOR_COUNT;
            }

            shaderA->shadeSpan(x, y, result, n);
            shaderB->shadeSpan(x, y, tmp, n);
            mode->xfer32(result, tmp, n, NULL);

            if (256 == scale) {
                for (int i = 0; i < n; i++) {
                    result[i] = SkAlphaMulQ(result[i], scale);
                }
            }

            result += n;
            x += n;
            count -= n;
        } while (count > 0);
    }
}
开发者ID:Cue,项目名称:skia,代码行数:58,代码来源:SkComposeShader.cpp

示例4: SkASSERT

void SkARGB32_Shader_Blitter::blitMask(const SkMask& mask, const SkIRect& clip) {
    // we only handle kA8 with an xfermode
    if (fXfermode && (SkMask::kA8_Format != mask.fFormat)) {
        this->INHERITED::blitMask(mask, clip);
        return;
    }

    SkASSERT(mask.fBounds.contains(clip));

    SkBlitMask::RowProc proc = NULL;
    if (!fXfermode) {
        unsigned flags = 0;
        if (fShader->getFlags() & SkShader::kOpaqueAlpha_Flag) {
            flags |= SkBlitMask::kSrcIsOpaque_RowFlag;
        }
        proc = SkBlitMask::RowFactory(SkBitmap::kARGB_8888_Config, mask.fFormat,
                                      (SkBlitMask::RowFlags)flags);
        if (NULL == proc) {
            this->INHERITED::blitMask(mask, clip);
            return;
        }
    }

    const int x = clip.fLeft;
    const int width = clip.width();
    int y = clip.fTop;
    int height = clip.height();

    char* dstRow = (char*)fDevice.getAddr32(x, y);
    const size_t dstRB = fDevice.rowBytes();
    const uint8_t* maskRow = (const uint8_t*)mask.getAddr(x, y);
    const size_t maskRB = mask.fRowBytes;

    SkShader* shader = fShader;
    SkPMColor* span = fBuffer;

    if (fXfermode) {
        SkASSERT(SkMask::kA8_Format == mask.fFormat);
        SkXfermode* xfer = fXfermode;
        do {
            shader->shadeSpan(x, y, span, width);
            xfer->xfer32((SkPMColor*)dstRow, span, width, maskRow);
            dstRow += dstRB;
            maskRow += maskRB;
            y += 1;
        } while (--height > 0);
    } else {
        do {
            shader->shadeSpan(x, y, span, width);
            proc(dstRow, maskRow, span, width);
            dstRow += dstRB;
            maskRow += maskRB;
            y += 1;
        } while (--height > 0);
    }
}
开发者ID:ghub,项目名称:NVprSDK,代码行数:56,代码来源:SkBlitter_ARGB32.cpp

示例5: if

void SkARGB32_Shader_Blitter::blitAntiH(int x, int y, const SkAlpha antialias[],
                                        const int16_t runs[]) {
    SkPMColor*  span = fBuffer;
    uint32_t*   device = fDevice.getAddr32(x, y);
    SkShader*   shader = fShader;

    if (fXfermode) {
        for (;;) {
            SkXfermode* xfer = fXfermode;

            int count = *runs;
            if (count <= 0)
                break;
            int aa = *antialias;
            if (aa) {
                shader->shadeSpan(x, y, span, count);
                if (aa == 255) {
                    xfer->xfer32(device, span, count, NULL);
                } else {
                    // count is almost always 1
                    for (int i = count - 1; i >= 0; --i) {
                        xfer->xfer32(&device[i], &span[i], 1, antialias);
                    }
                }
            }
            device += count;
            runs += count;
            antialias += count;
            x += count;
        }
    } else if (fShader->getFlags() & SkShader::kOpaqueAlpha_Flag) {
        for (;;) {
            int count = *runs;
            if (count <= 0) {
                break;
            }
            int aa = *antialias;
            if (aa) {
                if (aa == 255) {
                    // cool, have the shader draw right into the device
                    shader->shadeSpan(x, y, device, count);
                } else {
                    shader->shadeSpan(x, y, span, count);
                    fProc32Blend(device, span, count, aa);
                }
            }
            device += count;
            runs += count;
            antialias += count;
            x += count;
        }
    } else {    // no xfermode but the shader not opaque
        for (;;) {
            int count = *runs;
            if (count <= 0) {
                break;
            }
            int aa = *antialias;
            if (aa) {
                fShader->shadeSpan(x, y, span, count);
                if (aa == 255) {
                    fProc32(device, span, count, 255);
                } else {
                    fProc32Blend(device, span, count, aa);
                }
            }
            device += count;
            runs += count;
            antialias += count;
            x += count;
        }
    }
}
开发者ID:ghub,项目名称:NVprSDK,代码行数:73,代码来源:SkBlitter_ARGB32.cpp

示例6: SkPMSrcOver

void SkComposeShader::ComposeShaderContext::shadeSpan(int x, int y, SkPMColor result[], int count) {
    SkShader::Context* shaderContextA = fShaderContextA;
    SkShader::Context* shaderContextB = fShaderContextB;
    SkXfermode*        mode = static_cast<const SkComposeShader&>(fShader).fMode;
    unsigned           scale = SkAlpha255To256(this->getPaintAlpha());

#ifdef SK_BUILD_FOR_ANDROID
    scale = 256;    // ugh -- maintain old bug/behavior for now
#endif

    SkPMColor   tmp[TMP_COLOR_COUNT];

    if (NULL == mode) {   // implied SRC_OVER
        // TODO: when we have a good test-case, should use SkBlitRow::Proc32
        // for these loops
        do {
            int n = count;
            if (n > TMP_COLOR_COUNT) {
                n = TMP_COLOR_COUNT;
            }

            shaderContextA->shadeSpan(x, y, result, n);
            shaderContextB->shadeSpan(x, y, tmp, n);

            if (256 == scale) {
                for (int i = 0; i < n; i++) {
                    result[i] = SkPMSrcOver(tmp[i], result[i]);
                }
            } else {
                for (int i = 0; i < n; i++) {
                    result[i] = SkAlphaMulQ(SkPMSrcOver(tmp[i], result[i]),
                                            scale);
                }
            }

            result += n;
            x += n;
            count -= n;
        } while (count > 0);
    } else {    // use mode for the composition
        do {
            int n = count;
            if (n > TMP_COLOR_COUNT) {
                n = TMP_COLOR_COUNT;
            }

            shaderContextA->shadeSpan(x, y, result, n);
            shaderContextB->shadeSpan(x, y, tmp, n);
            mode->xfer32(result, tmp, n, NULL);

            if (256 != scale) {
                for (int i = 0; i < n; i++) {
                    result[i] = SkAlphaMulQ(result[i], scale);
                }
            }

            result += n;
            x += n;
            count -= n;
        } while (count > 0);
    }
}
开发者ID:3rdexp,项目名称:soui,代码行数:62,代码来源:SkComposeShader.cpp


注:本文中的SkXfermode::xfer32方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。