#include "SkConvolver.h"
-#if SK_ARM_ARCH >= 6 && !defined(SK_CPU_BENDIAN)
+#if !defined(SK_CPU_ARM64) && SK_ARM_ARCH >= 6 && !defined(SK_CPU_BENDIAN)
void SI8_D16_nofilter_DX_arm(
const SkBitmapProcState& s,
const uint32_t* SK_RESTRICT xy,
s.fBitmap->getColorTable()->unlockColors();
}
-#endif // SK_ARM_ARCH >= 6 && !defined(SK_CPU_BENDIAN)
+#endif // !defined(SK_CPU_ARM64) && SK_ARM_ARCH >= 6 && !defined(SK_CPU_BENDIAN)
///////////////////////////////////////////////////////////////////////////////
otherwise the shader won't even look at the matrix/sampler
*/
void SkBitmapProcState::platformProcs() {
+#if !defined(SK_CPU_ARM64) && SK_ARM_ARCH >= 6 && !defined(SK_CPU_BENDIAN)
bool isOpaque = 256 == fAlphaScale;
bool justDx = false;
switch (fBitmap->config()) {
case SkBitmap::kIndex8_Config:
-#if SK_ARM_ARCH >= 6 && !defined(SK_CPU_BENDIAN)
if (justDx && SkPaint::kNone_FilterLevel == fFilterLevel) {
#if 0 /* crashing on android device */
fSampleProc16 = SI8_D16_nofilter_DX_arm;
fShaderProc32 = NULL;
}
}
-#endif
break;
default:
break;
}
+#endif
}
///////////////////////////////////////////////////////////////////////////////