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Side by Side Diff: src/opts/SkPMFloat_neon.h

Issue 1015083004: SkPMFloat: avoid loads and stores where possible. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 9 months ago
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1 #include "SkColorPriv.h" 1 inline SkPMFloat& SkPMFloat::operator=(const SkPMFloat& that) {
2 #include <arm_neon.h> 2 fColors = that.fColors;
3 return *this;
4 }
3 5
4 // For SkPMFloat(SkPMFColor), we widen our 8 bit components (fix8) to 8-bit comp onents in 16 bits 6 // For SkPMFloat(SkPMFColor), we widen our 8 bit components (fix8) to 8-bit comp onents in 16 bits
5 // (fix8_16), then widen those to 8-bit-in-32-bits (fix8_32), and finally conver t those to floats. 7 // (fix8_16), then widen those to 8-bit-in-32-bits (fix8_32), and finally conver t those to floats.
6 8
7 // get() and clamped() do the opposite, working from floats to 8-bit-in-32-bit, 9 // get() and clamped() do the opposite, working from floats to 8-bit-in-32-bit,
8 // to 8-bit-in-16-bit, back down to 8-bit components. 10 // to 8-bit-in-16-bit, back down to 8-bit components.
9 // clamped() uses vqmovn to clamp while narrowing instead of just narrowing with vmovn. 11 // clamped() uses vqmovn to clamp while narrowing instead of just narrowing with vmovn.
10 12
11 inline SkPMFloat::SkPMFloat(SkPMColor c) { 13 inline SkPMFloat::SkPMFloat(SkPMColor c) {
12 SkPMColorAssert(c); 14 SkPMColorAssert(c);
13 uint8x8_t fix8 = (uint8x8_t)vdup_n_u32(c); 15 uint8x8_t fix8 = (uint8x8_t)vdup_n_u32(c);
14 uint16x8_t fix8_16 = vmovl_u8(fix8); 16 uint16x8_t fix8_16 = vmovl_u8(fix8);
15 uint32x4_t fix8_32 = vmovl_u16(vget_low_u16(fix8_16)); 17 uint32x4_t fix8_32 = vmovl_u16(vget_low_u16(fix8_16));
16 vst1q_f32(fColor, vcvtq_f32_u32(fix8_32)); 18 fColors = vcvtq_f32_u32(fix8_32);
17 SkASSERT(this->isValid()); 19 SkASSERT(this->isValid());
18 } 20 }
19 21
20 inline SkPMColor SkPMFloat::get() const { 22 inline SkPMColor SkPMFloat::get() const {
21 SkASSERT(this->isValid()); 23 SkASSERT(this->isValid());
22 float32x4_t add_half = vaddq_f32(vld1q_f32(fColor), vdupq_n_f32(0.5f)); 24 float32x4_t add_half = vaddq_f32(fColors, vdupq_n_f32(0.5f));
23 uint32x4_t fix8_32 = vcvtq_u32_f32(add_half); // vcvtq_u32_f32 truncates, so round manually 25 uint32x4_t fix8_32 = vcvtq_u32_f32(add_half); // vcvtq_u32_f32 truncates, so round manually
24 uint16x4_t fix8_16 = vmovn_u32(fix8_32); 26 uint16x4_t fix8_16 = vmovn_u32(fix8_32);
25 uint8x8_t fix8 = vmovn_u16(vcombine_u16(fix8_16, vdup_n_u16(0))); 27 uint8x8_t fix8 = vmovn_u16(vcombine_u16(fix8_16, vdup_n_u16(0)));
26 SkPMColor c = vget_lane_u32((uint32x2_t)fix8, 0); 28 SkPMColor c = vget_lane_u32((uint32x2_t)fix8, 0);
27 SkPMColorAssert(c); 29 SkPMColorAssert(c);
28 return c; 30 return c;
29 } 31 }
30 32
31 inline SkPMColor SkPMFloat::clamped() const { 33 inline SkPMColor SkPMFloat::clamped() const {
32 float32x4_t add_half = vaddq_f32(vld1q_f32(fColor), vdupq_n_f32(0.5f)); 34 float32x4_t add_half = vaddq_f32(fColors, vdupq_n_f32(0.5f));
33 uint32x4_t fix8_32 = vcvtq_u32_f32(add_half); // vcvtq_u32_f32 truncates, so round manually 35 uint32x4_t fix8_32 = vcvtq_u32_f32(add_half); // vcvtq_u32_f32 truncates, so round manually
34 uint16x4_t fix8_16 = vqmovn_u32(fix8_32); 36 uint16x4_t fix8_16 = vqmovn_u32(fix8_32);
35 uint8x8_t fix8 = vqmovn_u16(vcombine_u16(fix8_16, vdup_n_u16(0))); 37 uint8x8_t fix8 = vqmovn_u16(vcombine_u16(fix8_16, vdup_n_u16(0)));
36 SkPMColor c = vget_lane_u32((uint32x2_t)fix8, 0); 38 SkPMColor c = vget_lane_u32((uint32x2_t)fix8, 0);
37 SkPMColorAssert(c); 39 SkPMColorAssert(c);
38 return c; 40 return c;
39 } 41 }
40 42
41 // TODO: we should be able to beat these loops on all three methods. 43 // TODO: we should be able to beat these loops on all three methods.
42 inline void SkPMFloat::From4PMColors(SkPMFloat floats[4], const SkPMColor colors [4]) { 44 inline void SkPMFloat::From4PMColors(SkPMFloat floats[4], const SkPMColor colors [4]) {
43 for (int i = 0; i < 4; i++) { floats[i] = FromPMColor(colors[i]); } 45 for (int i = 0; i < 4; i++) { floats[i] = FromPMColor(colors[i]); }
44 } 46 }
45 47
46 inline void SkPMFloat::To4PMColors(SkPMColor colors[4], const SkPMFloat floats[4 ]) { 48 inline void SkPMFloat::To4PMColors(SkPMColor colors[4], const SkPMFloat floats[4 ]) {
47 for (int i = 0; i < 4; i++) { colors[i] = floats[i].get(); } 49 for (int i = 0; i < 4; i++) { colors[i] = floats[i].get(); }
48 } 50 }
49 51
50 inline void SkPMFloat::ClampTo4PMColors(SkPMColor colors[4], const SkPMFloat flo ats[4]) { 52 inline void SkPMFloat::ClampTo4PMColors(SkPMColor colors[4], const SkPMFloat flo ats[4]) {
51 for (int i = 0; i < 4; i++) { colors[i] = floats[i].clamped(); } 53 for (int i = 0; i < 4; i++) { colors[i] = floats[i].clamped(); }
52 } 54 }
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