1 /*
2  * Copyright 2013 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #ifndef SkBitmapScaler_DEFINED
9 #define SkBitmapScaler_DEFINED
10 
11 #include "SkBitmap.h"
12 #include "SkConvolver.h"
13 
14 /** \class SkBitmapScaler
15 
16     Provides the interface for high quality image resampling.
17  */
18 
19 class SK_API SkBitmapScaler {
20 public:
21     enum ResizeMethod {
22         // Quality Methods
23         //
24         // Those enumeration values express a desired quality/speed tradeoff.
25         // They are translated into an algorithm-specific method that depends
26         // on the capabilities (CPU, GPU) of the underlying platform.
27         // It is possible for all three methods to be mapped to the same
28         // algorithm on a given platform.
29 
30         // Good quality resizing. Fastest resizing with acceptable visual quality.
31         // This is typically intended for use during interactive layouts
32         // where slower platforms may want to trade image quality for large
33         // increase in resizing performance.
34         //
35         // For example the resizing implementation may devolve to linear
36         // filtering if this enables GPU acceleration to be used.
37         //
38         // Note that the underlying resizing method may be determined
39         // on the fly based on the parameters for a given resize call.
40         // For example an implementation using a GPU-based linear filter
41         // in the common case may still use a higher-quality software-based
42         // filter in cases where using the GPU would actually be slower - due
43         // to too much latency - or impossible - due to image format or size
44         // constraints.
45         RESIZE_GOOD,
46 
47         // Medium quality resizing. Close to high quality resizing (better
48         // than linear interpolation) with potentially some quality being
49         // traded-off for additional speed compared to RESIZE_BEST.
50         //
51         // This is intended, for example, for generation of large thumbnails
52         // (hundreds of pixels in each dimension) from large sources, where
53         // a linear filter would produce too many artifacts but where
54         // a RESIZE_HIGH might be too costly time-wise.
55         RESIZE_BETTER,
56 
57         // High quality resizing. The algorithm is picked to favor image quality.
58         RESIZE_BEST,
59 
60         //
61         // Algorithm-specific enumerations
62         //
63 
64         // Box filter. This is a weighted average of all of the pixels touching
65         // the destination pixel. For enlargement, this is nearest neighbor.
66         //
67         // You probably don't want this, it is here for testing since it is easy to
68         // compute. Use RESIZE_LANCZOS3 instead.
69         RESIZE_BOX,
70         RESIZE_TRIANGLE,
71         RESIZE_LANCZOS3,
72         RESIZE_HAMMING,
73         RESIZE_MITCHELL,
74 
75         // enum aliases for first and last methods by algorithm or by quality.
76         RESIZE_FIRST_QUALITY_METHOD = RESIZE_GOOD,
77         RESIZE_LAST_QUALITY_METHOD = RESIZE_BEST,
78         RESIZE_FIRST_ALGORITHM_METHOD = RESIZE_BOX,
79         RESIZE_LAST_ALGORITHM_METHOD = RESIZE_MITCHELL,
80     };
81 
82     static bool Resize(SkBitmap* result,
83                        const SkBitmap& source,
84                        ResizeMethod method,
85                        float dest_width, float dest_height,
86                        SkBitmap::Allocator* allocator = NULL);
87 
88     static SkBitmap Resize(const SkBitmap& source,
89                            ResizeMethod method,
90                            float dest_width, float dest_height,
91                            SkBitmap::Allocator* allocator = NULL);
92 
93      /** Platforms can also optionally overwrite the convolution functions
94         if we have SIMD versions of them.
95       */
96 
97     static void PlatformConvolutionProcs(SkConvolutionProcs*);
98 };
99 
100 #endif
101