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1 /* | 1 /* |
2 * Copyright 2011 Google Inc. | 2 * Copyright 2011 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "SkBlitRow.h" | 8 #include "SkBlitRow.h" |
9 #include "SkBlitMask.h" | 9 #include "SkBlitMask.h" |
10 #include "SkColorPriv.h" | 10 #include "SkColorPriv.h" |
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124 flags &= kFlags32_Mask; | 124 flags &= kFlags32_Mask; |
125 | 125 |
126 SkBlitRow::Proc32 proc = PlatformProcs32(flags); | 126 SkBlitRow::Proc32 proc = PlatformProcs32(flags); |
127 if (NULL == proc) { | 127 if (NULL == proc) { |
128 proc = gDefault_Procs32[flags]; | 128 proc = gDefault_Procs32[flags]; |
129 } | 129 } |
130 SkASSERT(proc); | 130 SkASSERT(proc); |
131 return proc; | 131 return proc; |
132 } | 132 } |
133 | 133 |
134 SkBlitRow::Proc32 SkBlitRow::ColorProcFactory() { | 134 // Color32 uses the blend_256_round_alt algorithm from tests/BlendTest.cpp. |
135 SkBlitRow::ColorProc proc = PlatformColorProc(); | 135 // It's not quite perfect, but it's never wrong in the interesting edge cases, |
136 if (NULL == proc) { | 136 // and it's quite a bit faster than blend_perfect. |
137 proc = Color32; | |
138 } | |
139 SkASSERT(proc); | |
140 return proc; | |
141 } | |
142 | |
143 #define SK_SUPPORT_LEGACY_COLOR32_MATHx | |
144 | |
145 // Color32 and its SIMD specializations use the blend_256_round_alt algorithm | |
146 // from tests/BlendTest.cpp. It's not quite perfect, but it's never wrong in th
e | |
147 // interesting edge cases, and it's quite a bit faster than blend_perfect. | |
148 // | 137 // |
149 // blend_256_round_alt is our currently blessed algorithm. Please use it or an
analogous one. | 138 // blend_256_round_alt is our currently blessed algorithm. Please use it or an
analogous one. |
150 void SkBlitRow::Color32(SkPMColor* SK_RESTRICT dst, | 139 void SkBlitRow::Color32(SkPMColor dst[], const SkPMColor src[], int count, SkPMC
olor color) { |
151 const SkPMColor* SK_RESTRICT src, | |
152 int count, SkPMColor color) { | |
153 switch (SkGetPackedA32(color)) { | 140 switch (SkGetPackedA32(color)) { |
154 case 0: memmove(dst, src, count * sizeof(SkPMColor)); return; | 141 case 0: memmove(dst, src, count * sizeof(SkPMColor)); return; |
155 case 255: sk_memset32(dst, color, count); return; | 142 case 255: sk_memset32(dst, color, count); return; |
156 } | 143 } |
157 | 144 |
158 unsigned invA = 255 - SkGetPackedA32(color); | 145 unsigned invA = 255 - SkGetPackedA32(color); |
159 #ifdef SK_SUPPORT_LEGACY_COLOR32_MATH // blend_256_plus1_trunc, busted | |
160 unsigned round = 0; | |
161 #else // blend_256_round_alt, good | |
162 invA += invA >> 7; | 146 invA += invA >> 7; |
| 147 SkASSERT(invA < 256); // We've already handled alpha == 0 above. |
| 148 |
| 149 #if defined(SK_ARM_HAS_NEON) |
| 150 uint16x8_t colorHigh = vshll_n_u8((uint8x8_t)vdup_n_u32(color), 8); |
| 151 uint16x8_t colorAndRound = vaddq_u16(colorHigh, vdupq_n_u16(128)); |
| 152 uint8x8_t invA8 = vdup_n_u8(invA); |
| 153 |
| 154 // Does the core work of blending color onto 4 pixels, returning the resulti
ng 4 pixels. |
| 155 auto kernel = [&](const uint32x4_t& src4) -> uint32x4_t { |
| 156 uint16x8_t lo = vmull_u8(vget_low_u8( (uint8x16_t)src4), invA8), |
| 157 hi = vmull_u8(vget_high_u8((uint8x16_t)src4), invA8); |
| 158 return (uint32x4_t) |
| 159 vcombine_u8(vaddhn_u16(colorAndRound, lo), vaddhn_u16(colorAndRound,
hi)); |
| 160 }; |
| 161 |
| 162 while (count >= 8) { |
| 163 uint32x4_t dst0 = kernel(vld1q_u32(src+0)), |
| 164 dst4 = kernel(vld1q_u32(src+4)); |
| 165 vst1q_u32(dst+0, dst0); |
| 166 vst1q_u32(dst+4, dst4); |
| 167 src += 8; |
| 168 dst += 8; |
| 169 count -= 8; |
| 170 } |
| 171 if (count >= 4) { |
| 172 vst1q_u32(dst, kernel(vld1q_u32(src))); |
| 173 src += 4; |
| 174 dst += 4; |
| 175 count -= 4; |
| 176 } |
| 177 if (count >= 2) { |
| 178 uint32x2_t src2 = vld1_u32(src); |
| 179 vst1_u32(dst, vget_low_u32(kernel(vcombine_u32(src2, src2)))); |
| 180 src += 2; |
| 181 dst += 2; |
| 182 count -= 2; |
| 183 } |
| 184 if (count >= 1) { |
| 185 vst1q_lane_u32(dst, kernel(vdupq_n_u32(*src)), 0); |
| 186 } |
| 187 |
| 188 #elif SK_CPU_SSE_LEVEL >= SK_CPU_SSE_LEVEL_SSE2 |
| 189 __m128i colorHigh = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_set1_epi32(co
lor)); |
| 190 __m128i colorAndRound = _mm_add_epi16(colorHigh, _mm_set1_epi16(128)); |
| 191 __m128i invA16 = _mm_set1_epi16(invA); |
| 192 |
| 193 // Does the core work of blending color onto 4 pixels, returning the resulti
ng 4 pixels. |
| 194 auto kernel = [&](const __m128i& src4) -> __m128i { |
| 195 __m128i lo = _mm_mullo_epi16(invA16, _mm_unpacklo_epi8(src4, _mm_setzero
_si128())), |
| 196 hi = _mm_mullo_epi16(invA16, _mm_unpackhi_epi8(src4, _mm_setzero
_si128())); |
| 197 return _mm_packus_epi16(_mm_srli_epi16(_mm_add_epi16(colorAndRound, lo),
8), |
| 198 _mm_srli_epi16(_mm_add_epi16(colorAndRound, hi),
8)); |
| 199 }; |
| 200 |
| 201 while (count >= 8) { |
| 202 __m128i dst0 = kernel(_mm_loadu_si128((const __m128i*)(src+0))), |
| 203 dst4 = kernel(_mm_loadu_si128((const __m128i*)(src+4))); |
| 204 _mm_storeu_si128((__m128i*)(dst+0), dst0); |
| 205 _mm_storeu_si128((__m128i*)(dst+4), dst4); |
| 206 src += 8; |
| 207 dst += 8; |
| 208 count -= 8; |
| 209 } |
| 210 if (count >= 4) { |
| 211 _mm_storeu_si128((__m128i*)dst, kernel(_mm_loadu_si128((const __m128i*)s
rc))); |
| 212 src += 4; |
| 213 dst += 4; |
| 214 count -= 4; |
| 215 } |
| 216 if (count >= 2) { |
| 217 _mm_storel_epi64((__m128i*)dst, kernel(_mm_loadl_epi64((const __m128i*)s
rc))); |
| 218 src += 2; |
| 219 dst += 2; |
| 220 count -= 2; |
| 221 } |
| 222 if (count >= 1) { |
| 223 *dst = _mm_cvtsi128_si32(kernel(_mm_cvtsi32_si128(*src))); |
| 224 } |
| 225 #else // Neither NEON nor SSE2. |
163 unsigned round = (128 << 16) + (128 << 0); | 226 unsigned round = (128 << 16) + (128 << 0); |
164 #endif | |
165 | 227 |
166 while (count --> 0) { | 228 while (count --> 0) { |
167 // Our math is 16-bit, so we can do a little bit of SIMD in 32-bit regis
ters. | 229 // Our math is 16-bit, so we can do a little bit of SIMD in 32-bit regis
ters. |
168 const uint32_t mask = 0x00FF00FF; | 230 const uint32_t mask = 0x00FF00FF; |
169 uint32_t rb = (((*src >> 0) & mask) * invA + round) >> 8, // _r_b | 231 uint32_t rb = (((*src >> 0) & mask) * invA + round) >> 8, // _r_b |
170 ag = (((*src >> 8) & mask) * invA + round) >> 0; // a_g_ | 232 ag = (((*src >> 8) & mask) * invA + round) >> 0; // a_g_ |
171 *dst = color + ((rb & mask) | (ag & ~mask)); | 233 *dst = color + ((rb & mask) | (ag & ~mask)); |
172 src++; | 234 src++; |
173 dst++; | 235 dst++; |
174 } | 236 } |
| 237 #endif |
175 } | 238 } |
176 | 239 |
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