use sw_composite::*;
use crate::{IntPoint, Point, Transform};
use crate::draw_target::{ExtendMode, Source, FilterMode};
use euclid::vec2;
use std::marker::PhantomData;
pub trait Blitter {
fn blit_span(&mut self, y: i32, x1: i32, x2: i32, mask: &[u8]);
}
pub trait RasterBlitter {
fn blit_span(&mut self, y: i32, x1: i32, x2: i32);
}
pub struct MaskSuperBlitter {
pub x: i32,
pub y: i32,
width: i32,
pub buf: Vec<u8>,
}
const SHIFT: i32 = crate::rasterizer::SAMPLE_SHIFT;
const SCALE: i32 = 1 << SHIFT;
const MASK: i32 = SCALE - 1;
const SUPER_MASK: i32 = (1 << SHIFT) - 1;
fn coverage_to_partial_alpha(mut aa: i32) -> u8 {
aa <<= 8 - 2 * SHIFT;
return aa as u8;
}
impl MaskSuperBlitter {
pub fn new(x: i32, y: i32, width: i32, height: i32) -> MaskSuperBlitter {
MaskSuperBlitter {
x: x * SCALE, y: y * SCALE,
width,
buf: vec![0; (width * height) as usize + 1],
}
}
}
fn saturated_add(a: u8, b: u8) -> u8 {
let tmp = a as u32 + b as u32;
let result = tmp - (tmp >> 8);
result as u8
}
impl RasterBlitter for MaskSuperBlitter {
fn blit_span(&mut self, mut y: i32, mut x1: i32, mut x2: i32) {
y -= self.y;
x1 -= self.x;
x2 -= self.x;
x2 = x2.min(self.width * SCALE);
let max: u8 = ((1 << (8 - SHIFT)) - (((y & MASK) + 1) >> SHIFT)) as u8;
let start = (y / 4 * self.width) as usize;
let mut fb = x1 & SUPER_MASK;
let fe = x2 & SUPER_MASK;
let b = &mut self.buf[start + (x1 >> SHIFT) as usize..start + (x2 >> SHIFT) as usize + 1];
let len = b.len();
if len == 0 {
} else if len == 1 {
b[0] = saturated_add(b[0], coverage_to_partial_alpha(fe - fb));
} else {
fb = (1 << SHIFT) - fb;
b[0] = saturated_add(b[0], coverage_to_partial_alpha(fb));
for i in &mut b[1..len-1] {
*i += max;
}
b[len-1] = saturated_add(b[len-1], coverage_to_partial_alpha(fe));
}
}
}
pub struct MaskBlitter {
pub x: i32,
pub y: i32,
width: i32,
pub buf: Vec<u8>,
}
impl MaskBlitter {
pub fn new(x: i32, y: i32, width: i32, height: i32) -> MaskBlitter {
MaskBlitter {
x: x * SCALE,
y: y * SCALE,
width,
buf: vec![0; (width * height) as usize + 1],
}
}
}
impl RasterBlitter for MaskBlitter {
fn blit_span(&mut self, mut y: i32, mut x1: i32, mut x2: i32) {
y -= self.y;
x1 -= self.x;
x2 -= self.x;
if y % SCALE != 0 {
return;
}
x2 = x2.min(self.width * SCALE);
x1 >>= SHIFT;
x2 >>= SHIFT;
for i in x1..x2 {
self.buf[(y / 4 * self.width + i) as usize] = 0xff;
}
}
}
pub trait Shader {
fn shade_span(&self, x: i32, y: i32, dest: &mut [u32], count: usize);
}
pub struct SolidShader {
pub color: u32,
}
impl Shader for SolidShader {
fn shade_span(&self, _x: i32, _y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
dest[i] = self.color;
}
}
}
fn transform_to_fixed(transform: &Transform) -> MatrixFixedPoint {
MatrixFixedPoint {
xx: float_to_fixed(transform.m11),
xy: float_to_fixed(transform.m21),
yx: float_to_fixed(transform.m12),
yy: float_to_fixed(transform.m22),
x0: float_to_fixed(transform.m31),
y0: float_to_fixed(transform.m32),
}
}
pub struct TransformedImageShader<'a, 'b, Fetch: PixelFetch> {
image: &'a Image<'b>,
xfm: MatrixFixedPoint,
fetch: PhantomData<Fetch>,
}
impl<'a, 'b, Fetch: PixelFetch> TransformedImageShader<'a, 'b, Fetch> {
pub fn new(image: &'a Image<'b>, transform: &Transform) -> TransformedImageShader<'a, 'b, Fetch> {
TransformedImageShader {
image,
xfm: transform_to_fixed(&transform.pre_translate(vec2(0.5, 0.5)).then_translate(vec2(-0.5, -0.5))),
fetch: PhantomData,
}
}
}
impl<'a, 'b, Fetch: PixelFetch> Shader for TransformedImageShader<'a, 'b, Fetch> {
fn shade_span(&self, mut x: i32, y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
let p = self.xfm.transform(x as u16, y as u16);
dest[i] = fetch_bilinear::<Fetch>(self.image, p.x, p.y);
x += 1;
}
}
}
pub struct TransformedImageAlphaShader<'a, 'b, Fetch: PixelFetch> {
image: &'a Image<'b>,
xfm: MatrixFixedPoint,
alpha: u32,
fetch: PhantomData<Fetch>,
}
impl<'a, 'b, Fetch: PixelFetch> TransformedImageAlphaShader<'a, 'b, Fetch> {
pub fn new(image: &'a Image<'b>, transform: &Transform, alpha: u32) -> TransformedImageAlphaShader<'a, 'b, Fetch> {
TransformedImageAlphaShader {
image,
xfm: transform_to_fixed(&transform.pre_translate(vec2(0.5, 0.5)).then_translate(vec2(-0.5, -0.5))),
alpha: alpha_to_alpha256(alpha),
fetch: PhantomData,
}
}
}
impl<'a, 'b, Fetch: PixelFetch> Shader for TransformedImageAlphaShader<'a, 'b, Fetch> {
fn shade_span(&self, mut x: i32, y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
let p = self.xfm.transform(x as u16, y as u16);
dest[i] = fetch_bilinear_alpha::<Fetch>(self.image, p.x, p.y, self.alpha);
x += 1;
}
}
}
pub struct TransformedNearestImageShader<'a, 'b, Fetch: PixelFetch> {
image: &'a Image<'b>,
xfm: MatrixFixedPoint,
fetch: PhantomData<Fetch>,
}
impl<'a, 'b, Fetch: PixelFetch> TransformedNearestImageShader<'a, 'b, Fetch> {
pub fn new(image: &'a Image<'b>, transform: &Transform) -> TransformedNearestImageShader<'a, 'b, Fetch> {
TransformedNearestImageShader {
image,
xfm: transform_to_fixed(&transform.pre_translate(vec2(0.5, 0.5)).then_translate(vec2(-0.5, -0.5))),
fetch: PhantomData,
}
}
}
impl<'a, 'b, Fetch: PixelFetch> Shader for TransformedNearestImageShader<'a, 'b, Fetch> {
fn shade_span(&self, mut x: i32, y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
let p = self.xfm.transform(x as u16, y as u16);
dest[i] = fetch_nearest::<Fetch>(self.image, p.x, p.y);
x += 1;
}
}
}
pub struct TransformedNearestImageAlphaShader<'a, 'b, Fetch: PixelFetch> {
image: &'a Image<'b>,
xfm: MatrixFixedPoint,
alpha: u32,
fetch: PhantomData<Fetch>,
}
impl<'a, 'b, Fetch: PixelFetch> TransformedNearestImageAlphaShader<'a, 'b, Fetch> {
pub fn new(image: &'a Image<'b>, transform: &Transform, alpha: u32) -> TransformedNearestImageAlphaShader<'a, 'b, Fetch> {
TransformedNearestImageAlphaShader {
image,
xfm: transform_to_fixed(&transform.pre_translate(vec2(0.5, 0.5)).then_translate(vec2(-0.5, -0.5))),
alpha: alpha_to_alpha256(alpha),
fetch: PhantomData,
}
}
}
impl<'a, 'b, Fetch: PixelFetch> Shader for TransformedNearestImageAlphaShader<'a, 'b, Fetch> {
fn shade_span(&self, mut x: i32, y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
let p = self.xfm.transform(x as u16, y as u16);
dest[i] = fetch_nearest_alpha::<Fetch>(self.image, p.x, p.y, self.alpha);
x += 1;
}
}
}
pub struct ImagePadAlphaShader<'a, 'b> {
image: &'a Image<'b>,
offset_x: i32,
offset_y: i32,
alpha: u32,
}
impl<'a, 'b> ImagePadAlphaShader<'a, 'b> {
pub fn new(image: &'a Image<'b>, x: i32, y: i32, alpha: u32) -> ImagePadAlphaShader<'a, 'b> {
ImagePadAlphaShader {
image,
offset_x: x,
offset_y: y,
alpha: alpha_to_alpha256(alpha),
}
}
}
impl<'a, 'b> Shader for ImagePadAlphaShader<'a, 'b> {
fn shade_span(&self, mut x: i32, mut y: i32, dest: &mut [u32], mut count: usize) {
x += self.offset_x;
y += self.offset_y;
let mut dest_x = 0;
if y < 0 {
y = 0;
} else if y >= self.image.height {
y = self.image.height - 1;
}
while x < 0 && count > 0 {
dest[dest_x] = alpha_mul(self.image.data[(self.image.width * y) as usize], self.alpha);
x += 1;
dest_x += 1;
count -= 1;
}
if count > 0 && x < self.image.width {
let len = count.min((self.image.width - x) as usize);
let d = &mut dest[dest_x..dest_x + len];
let src_start = (self.image.width * y + x) as usize;
let s = &self.image.data[src_start..src_start + len];
for (d, s) in d.iter_mut().zip(s) {
*d = alpha_mul(*s, self.alpha);
}
dest_x += len;
count -= len;
}
while count > 0 {
dest[dest_x] = alpha_mul(self.image.data[(self.image.width * y + self.image.width - 1) as usize], self.alpha);
dest_x += 1;
count -= 1;
}
}
}
pub struct ImageRepeatAlphaShader<'a, 'b> {
image: &'a Image<'b>,
offset_x: i32,
offset_y: i32,
alpha: u32,
}
impl<'a, 'b> ImageRepeatAlphaShader<'a, 'b> {
pub fn new(image: &'a Image<'b>, x: i32, y: i32, alpha: u32) -> ImageRepeatAlphaShader<'a, 'b> {
ImageRepeatAlphaShader {
image,
offset_x: x,
offset_y: y,
alpha: alpha_to_alpha256(alpha),
}
}
}
impl<'a, 'b> Shader for ImageRepeatAlphaShader<'a, 'b> {
fn shade_span(&self, mut x: i32, mut y: i32, dest: &mut [u32], mut count: usize) {
x += self.offset_x;
y += self.offset_y;
let mut dest_x = 0;
let y = y.rem_euclid(self.image.height);
let mut x = x.rem_euclid(self.image.width);
while count > 0 {
let len = count.min((self.image.width - x) as usize);
let d = &mut dest[dest_x..dest_x + len];
let src_start = (self.image.width * y + x) as usize;
let s = &self.image.data[src_start..src_start + len];
for (d, s) in d.iter_mut().zip(s) {
*d = alpha_mul(*s, self.alpha);
}
dest_x += len;
count -= len;
x = 0;
}
}
}
pub struct RadialGradientShader {
gradient: Box<GradientSource>,
spread: Spread,
}
impl RadialGradientShader {
pub fn new(gradient: &Gradient, transform: &Transform, spread: Spread, alpha: u32) -> RadialGradientShader {
RadialGradientShader {
gradient: gradient.make_source(&transform_to_fixed(
&transform.pre_translate(vec2(0.5, 0.5))),
alpha
),
spread,
}
}
}
impl Shader for RadialGradientShader {
fn shade_span(&self, mut x: i32, y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
dest[i] = self.gradient.radial_gradient_eval(x as u16, y as u16, self.spread);
x += 1;
}
}
}
pub struct TwoCircleRadialGradientShader {
gradient: Box<TwoCircleRadialGradientSource>,
spread: Spread,
}
impl TwoCircleRadialGradientShader {
pub fn new(gradient: &Gradient,
transform: &Transform,
c1: Point,
r1: f32,
c2: Point,
r2: f32,
spread: Spread,
alpha: u32) -> TwoCircleRadialGradientShader {
TwoCircleRadialGradientShader {
gradient: gradient.make_two_circle_source(
c1.x, c1.y,
r1,
c2.x, c2.y,
r2,
&transform_to_fixed(&transform.pre_translate(vec2(0.5, 0.5))), alpha
),
spread,
}
}
}
impl Shader for TwoCircleRadialGradientShader {
fn shade_span(&self, mut x: i32, y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
dest[i] = self.gradient.eval(x as u16, y as u16, self.spread);
x += 1;
}
}
}
pub struct SweepGradientShader {
gradient: Box<SweepGradientSource>,
spread: Spread,
}
impl SweepGradientShader {
pub fn new(gradient: &Gradient,
transform: &Transform,
start_angle: f32,
end_angle: f32,
spread: Spread,
alpha: u32) -> SweepGradientShader {
SweepGradientShader {
gradient: gradient.make_sweep_source(
start_angle,
end_angle,
&transform_to_fixed(&transform.pre_translate(vec2(0.5, 0.5))), alpha
),
spread,
}
}
}
impl Shader for SweepGradientShader {
fn shade_span(&self, mut x: i32, y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
dest[i] = self.gradient.eval(x as u16, y as u16, self.spread);
x += 1;
}
}
}
pub struct LinearGradientShader {
gradient: Box<GradientSource>,
spread: Spread,
}
impl LinearGradientShader {
pub fn new(gradient: &Gradient, transform: &Transform, spread: Spread, alpha: u32) -> LinearGradientShader {
LinearGradientShader {
gradient: gradient.make_source(&transform_to_fixed(
&transform.pre_translate(vec2(0.5, 0.5))),
alpha
),
spread,
}
}
}
impl Shader for LinearGradientShader {
fn shade_span(&self, mut x: i32, y: i32, dest: &mut [u32], count: usize) {
for i in 0..count {
dest[i] = self.gradient.linear_gradient_eval(x as u16, y as u16, self.spread);
x += 1;
}
}
}
pub struct ShaderMaskBlitter<'a> {
pub x: i32,
pub y: i32,
pub shader: &'a dyn Shader,
pub tmp: Vec<u32>,
pub dest: &'a mut [u32],
pub dest_stride: i32,
}
impl<'a> Blitter for ShaderMaskBlitter<'a> {
fn blit_span(&mut self, y: i32, x1: i32, x2: i32, mask: &[u8]) {
let dest_row = (y - self.y) * self.dest_stride;
let count = (x2 - x1) as usize;
self.shader.shade_span(x1, y, &mut self.tmp[..], count);
for i in 0..count {
let mask = mask[i] as u32;
if mask != 0 {
self.dest[(dest_row + x1 - self.x) as usize + i] = over_in(
self.tmp[i],
self.dest[(dest_row + x1 - self.x) as usize + i],
mask,
);
}
}
}
}
pub struct ShaderClipMaskBlitter<'a> {
pub x: i32,
pub y: i32,
pub shader: &'a dyn Shader,
pub tmp: Vec<u32>,
pub dest: &'a mut [u32],
pub dest_stride: i32,
pub clip: &'a [u8],
pub clip_stride: i32,
}
impl<'a> Blitter for ShaderClipMaskBlitter<'a> {
fn blit_span(&mut self, y: i32, x1: i32, x2: i32, mask: &[u8]) {
let dest_row = (y - self.y) * self.dest_stride;
let clip_row = y * self.clip_stride;
let count = (x2 - x1) as usize;
self.shader.shade_span(x1, y, &mut self.tmp[..], count);
for i in 0..count {
let mask = mask[i] as u32;
let clip = self.clip[(clip_row + x1) as usize + i] as u32;
if mask != 0 && clip != 0 {
self.dest[(dest_row + x1 - self.x) as usize + i] = over_in_in(
self.tmp[i],
self.dest[(dest_row + x1 - self.x) as usize + i],
mask,
clip,
);
}
}
}
}
pub struct ShaderClipBlendMaskBlitter<'a> {
pub x: i32,
pub y: i32,
pub shader: &'a dyn Shader,
pub tmp: Vec<u32>,
pub dest: &'a mut [u32],
pub dest_stride: i32,
pub clip: &'a [u8],
pub clip_stride: i32,
pub blend_fn: fn (&[u32], &[u8], &[u8], &mut [u32]),
}
impl<'a> Blitter for ShaderClipBlendMaskBlitter<'a> {
fn blit_span(&mut self, y: i32, x1: i32, x2: i32, mask: &[u8]) {
let dest_row = (y - self.y) * self.dest_stride;
let clip_row = y * self.clip_stride;
let count = (x2 - x1) as usize;
self.shader.shade_span(x1, y, &mut self.tmp[..], count);
(self.blend_fn)(&self.tmp[..],
mask,
&self.clip[(clip_row + x1) as usize..],
&mut self.dest[(dest_row + x1 - self.x) as usize..])
}
}
pub struct ShaderBlendMaskBlitter<'a> {
pub x: i32,
pub y: i32,
pub shader: &'a dyn Shader,
pub tmp: Vec<u32>,
pub dest: &'a mut [u32],
pub dest_stride: i32,
pub blend_fn: fn (&[u32], &[u8], &mut [u32]),
}
impl<'a> Blitter for ShaderBlendMaskBlitter<'a> {
fn blit_span(&mut self, y: i32, x1: i32, x2: i32, mask: &[u8]) {
let dest_row = (y - self.y) * self.dest_stride;
let count = (x2 - x1) as usize;
self.shader.shade_span(x1, y, &mut self.tmp[..], count);
(self.blend_fn)(&self.tmp[..],
mask,
&mut self.dest[(dest_row + x1 - self.x) as usize..])
}
}
pub struct ShaderBlendBlitter<'a> {
pub x: i32,
pub y: i32,
pub shader: &'a dyn Shader,
pub tmp: Vec<u32>,
pub dest: &'a mut [u32],
pub dest_stride: i32,
pub blend_fn: fn (&[u32], &mut [u32]),
}
impl<'a> Blitter for ShaderBlendBlitter<'a> {
fn blit_span(&mut self, y: i32, x1: i32, x2: i32, _: &[u8]) {
let dest_row = (y - self.y) * self.dest_stride;
let count = (x2 - x1) as usize;
self.shader.shade_span(x1, y, &mut self.tmp[..], count);
(self.blend_fn)(&self.tmp[..],
&mut self.dest[(dest_row + x1 - self.x) as usize..])
}
}
fn is_integer_transform(trans: &Transform) -> Option<IntPoint> {
if trans.m11 == 1. &&
trans.m12 == 0. &&
trans.m21 == 0. &&
trans.m22 == 1. {
let x = trans.m31 as i32;
let y = trans.m32 as i32;
if x as f32 == trans.m31 &&
y as f32 == trans.m32 {
return Some(IntPoint::new(x, y))
}
}
None
}
pub enum ShaderStorage<'a, 'b> {
None,
Solid(SolidShader),
ImagePadAlpha(ImagePadAlphaShader<'a, 'b>),
ImageRepeatAlpha(ImageRepeatAlphaShader<'a, 'b>),
TransformedNearestPadImageAlpha(TransformedNearestImageAlphaShader<'a, 'b, PadFetch>),
TransformedNearestRepeatImageAlpha(TransformedNearestImageAlphaShader<'a, 'b, RepeatFetch>),
TransformedPadImageAlpha(TransformedImageAlphaShader<'a, 'b, PadFetch>),
TransformedRepeatImageAlpha(TransformedImageAlphaShader<'a, 'b, RepeatFetch>),
TransformedPadImage(TransformedImageShader<'a, 'b, PadFetch>),
TransformedRepeatImage(TransformedImageShader<'a, 'b, RepeatFetch>),
TransformedNearestPadImage(TransformedNearestImageShader<'a, 'b, PadFetch>),
TransformedNearestRepeatImage(TransformedNearestImageShader<'a, 'b, RepeatFetch>),
RadialGradient(RadialGradientShader),
TwoCircleRadialGradient(TwoCircleRadialGradientShader),
LinearGradient(LinearGradientShader),
SweepGradient(SweepGradientShader),
}
pub fn choose_shader<'a, 'b, 'c>(ti: &Transform, src: &'b Source<'c>, alpha: f32, shader_storage: &'a mut ShaderStorage<'b, 'c>) -> &'a dyn Shader {
let alpha = (alpha * 255. + 0.5) as u32;
*shader_storage = match src {
Source::Solid(c) => {
let color = alpha_mul(c.to_u32(), alpha_to_alpha256(alpha));
let s = SolidShader { color };
ShaderStorage::Solid(s)
}
Source::Image(ref image, ExtendMode::Pad, filter, transform) => {
if let Some(offset) = is_integer_transform(&ti.then(&transform)) {
ShaderStorage::ImagePadAlpha(ImagePadAlphaShader::new(image, offset.x, offset.y, alpha))
} else {
if alpha != 255 {
if *filter == FilterMode::Bilinear {
let s = TransformedImageAlphaShader::<PadFetch>::new(image, &ti.then(&transform), alpha);
ShaderStorage::TransformedPadImageAlpha(s)
} else {
let s = TransformedNearestImageAlphaShader::<PadFetch>::new(image, &ti.then(&transform), alpha);
ShaderStorage::TransformedNearestPadImageAlpha(s)
}
} else {
if *filter == FilterMode::Bilinear {
let s = TransformedImageShader::<PadFetch>::new(image, &ti.then(&transform));
ShaderStorage::TransformedPadImage(s)
} else {
let s = TransformedNearestImageShader::<PadFetch>::new(image, &ti.then(&transform));
ShaderStorage::TransformedNearestPadImage(s)
}
}
}
}
Source::Image(ref image, ExtendMode::Repeat, filter, transform) => {
if let Some(offset) = is_integer_transform(&ti.then(&transform)) {
ShaderStorage::ImageRepeatAlpha(ImageRepeatAlphaShader::new(image, offset.x, offset.y, alpha))
} else {
if *filter == FilterMode::Bilinear {
if alpha != 255 {
let s = TransformedImageAlphaShader::<RepeatFetch>::new(image, &ti.then(&transform), alpha);
ShaderStorage::TransformedRepeatImageAlpha(s)
} else {
let s = TransformedImageShader::<RepeatFetch>::new(image, &ti.then(&transform));
ShaderStorage::TransformedRepeatImage(s)
}
} else {
if alpha != 255 {
let s = TransformedNearestImageAlphaShader::<RepeatFetch>::new(image, &ti.then(&transform), alpha);
ShaderStorage::TransformedNearestRepeatImageAlpha(s)
} else {
let s = TransformedNearestImageShader::<RepeatFetch>::new(image, &ti.then(&transform));
ShaderStorage::TransformedNearestRepeatImage(s)
}
}
}
}
Source::RadialGradient(ref gradient, spread, transform) => {
let s = RadialGradientShader::new(gradient, &ti.then(&transform), *spread, alpha);
ShaderStorage::RadialGradient(s)
}
Source::TwoCircleRadialGradient(ref gradient, spread, c1, r1, c2, r2, transform) => {
let s = TwoCircleRadialGradientShader::new(gradient, &ti.then(&transform), *c1, *r1, *c2, *r2, *spread, alpha);
ShaderStorage::TwoCircleRadialGradient(s)
}
Source::SweepGradient(ref gradient, spread, start_angle, end_angle, transform) => {
let s = SweepGradientShader::new(gradient, &ti.then(&transform), *start_angle, *end_angle, *spread, alpha);
ShaderStorage::SweepGradient(s)
}
Source::LinearGradient(ref gradient, spread, transform) => {
let s = LinearGradientShader::new(gradient, &ti.then(&transform), *spread, alpha);
ShaderStorage::LinearGradient(s)
}
};
match shader_storage {
ShaderStorage::None => unreachable!(),
ShaderStorage::Solid(s) => s,
ShaderStorage::ImagePadAlpha(s) => s,
ShaderStorage::ImageRepeatAlpha(s) => s,
ShaderStorage::TransformedNearestPadImageAlpha(s) => s,
ShaderStorage::TransformedNearestRepeatImageAlpha(s) => s,
ShaderStorage::TransformedPadImageAlpha(s) => s,
ShaderStorage::TransformedRepeatImageAlpha(s) => s,
ShaderStorage::TransformedPadImage(s) => s,
ShaderStorage::TransformedRepeatImage(s) => s,
ShaderStorage::TransformedNearestPadImage(s) => s,
ShaderStorage::TransformedNearestRepeatImage(s) => s,
ShaderStorage::RadialGradient(s) => s,
ShaderStorage::TwoCircleRadialGradient(s) => s,
ShaderStorage::SweepGradient(s) => s,
ShaderStorage::LinearGradient(s) => s,
}
}
pub enum ShaderBlitterStorage<'a> {
None,
ShaderBlendMaskBlitter(ShaderBlendMaskBlitter<'a>),
ShaderClipBlendMaskBlitter(ShaderClipBlendMaskBlitter<'a>),
ShaderMaskBlitter(ShaderMaskBlitter<'a>),
ShaderClipMaskBlitter(ShaderClipMaskBlitter<'a>),
ShaderBlendBlitter(ShaderBlendBlitter<'a>),
}