http://codereview.appspot.com/3980041/

Add blitmask procs (with optional platform acceleration)
patch by yaojie.yan



git-svn-id: http://skia.googlecode.com/svn/trunk@910 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/core/SkCoreBlitters.h b/src/core/SkCoreBlitters.h
index 32e8035..5a407d6 100644
--- a/src/core/SkCoreBlitters.h
+++ b/src/core/SkCoreBlitters.h
@@ -2,16 +2,16 @@
 **
 ** Copyright 2006, The Android Open Source Project
 **
-** Licensed under the Apache License, Version 2.0 (the "License"); 
-** you may not use this file except in compliance with the License. 
-** You may obtain a copy of the License at 
+** Licensed under the Apache License, Version 2.0 (the "License");
+** you may not use this file except in compliance with the License.
+** You may obtain a copy of the License at
 **
-**     http://www.apache.org/licenses/LICENSE-2.0 
+**     http://www.apache.org/licenses/LICENSE-2.0
 **
-** Unless required by applicable law or agreed to in writing, software 
-** distributed under the License is distributed on an "AS IS" BASIS, 
-** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 
-** See the License for the specific language governing permissions and 
+** Unless required by applicable law or agreed to in writing, software
+** distributed under the License is distributed on an "AS IS" BASIS,
+** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+** See the License for the specific language governing permissions and
 ** limitations under the License.
 */
 
@@ -103,6 +103,7 @@
 protected:
     SkColor                fPMColor;
     SkBlitRow::ColorProc   fColor32Proc;
+    SkBlitMask::Proc       fBlitMaskProc;
 
 private:
     unsigned fSrcA, fSrcR, fSrcG, fSrcB;
@@ -165,7 +166,7 @@
 
     // illegal
     SkA1_Blitter& operator=(const SkA1_Blitter&);
-    
+
     typedef SkRasterBlitter INHERITED;
 };
 
@@ -175,7 +176,7 @@
 
     Currently, they make the following assumptions about the state of the
     paint:
- 
+
     1. If there is an xfermode, there will also be a shader
     2. If there is a colorfilter, there will be a shader that itself handles
        calling the filter, so the blitter can always ignore the colorfilter obj