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Side by Side Diff: src/core/SkBlitRow_D32.cpp

Issue 1104183004: De-proc Color32 (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: duh Created 5 years, 7 months ago
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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"
(...skipping 113 matching lines...) Expand 10 before | Expand all | Expand 10 after
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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