/** * Description of how the LCD strips are arranged for each pixel. If this is unknown, or the * pixels are meant to be "portable" and/or transformed before showing (e.g. rotated, scaled) * then use kUnknown_SkPixelGeometry.
*/ enum SkPixelGeometry {
kUnknown_SkPixelGeometry,
kRGB_H_SkPixelGeometry,
kBGR_H_SkPixelGeometry,
kRGB_V_SkPixelGeometry,
kBGR_V_SkPixelGeometry,
};
// Returns true iff geo is a known geometry and is RGB. staticinlinebool SkPixelGeometryIsRGB(SkPixelGeometry geo) { return kRGB_H_SkPixelGeometry == geo || kRGB_V_SkPixelGeometry == geo;
}
// Returns true iff geo is a known geometry and is BGR. staticinlinebool SkPixelGeometryIsBGR(SkPixelGeometry geo) { return kBGR_H_SkPixelGeometry == geo || kBGR_V_SkPixelGeometry == geo;
}
// Returns true iff geo is a known geometry and is horizontal. staticinlinebool SkPixelGeometryIsH(SkPixelGeometry geo) { return kRGB_H_SkPixelGeometry == geo || kBGR_H_SkPixelGeometry == geo;
}
// Returns true iff geo is a known geometry and is vertical. staticinlinebool SkPixelGeometryIsV(SkPixelGeometry geo) { return kRGB_V_SkPixelGeometry == geo || kBGR_V_SkPixelGeometry == geo;
}
/** * Describes properties and constraints of a given SkSurface. The rendering engine can parse these * during drawing, and can sometimes optimize its performance (e.g. disabling an expensive * feature).
*/ class SK_API SkSurfaceProps { public: enum Flags {
kDefault_Flag = 0,
kUseDeviceIndependentFonts_Flag = 1 << 0, // Use internal MSAA to render to non-MSAA GPU surfaces.
kDynamicMSAA_Flag = 1 << 1, // If set, all rendering will have dithering enabled // Currently this only impacts GPU backends
kAlwaysDither_Flag = 1 << 2,
};
/** No flags, unknown pixel geometry, platform-default contrast/gamma. */
SkSurfaceProps(); /** TODO(kschmi): Remove this constructor and replace with the one below. **/
SkSurfaceProps(uint32_t flags, SkPixelGeometry); /** Specified pixel geometry, text contrast, and gamma **/
SkSurfaceProps(uint32_t flags, SkPixelGeometry, SkScalar textContrast, SkScalar textGamma);
// This gamma value is specifically about blending of mask coverage. // The surface also has a color space, but that applies to the colors.
SkScalar fTextContrast;
SkScalar fTextGamma;
};
#endif
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