Index: src/core/SkBlitRow_D32.cpp |
diff --git a/src/core/SkBlitRow_D32.cpp b/src/core/SkBlitRow_D32.cpp |
index de99894282b8fdd6adaa96db1be3b2966d93ce53..f5cb45d0fa8beb5d8e44a5eac9509b91a9e674e4 100644 |
--- a/src/core/SkBlitRow_D32.cpp |
+++ b/src/core/SkBlitRow_D32.cpp |
@@ -131,6 +131,8 @@ SkBlitRow::Proc32 SkBlitRow::Factory32(unsigned flags) { |
return proc; |
} |
+#include "Sk4px.h" |
+ |
// Color32 uses the blend_256_round_alt algorithm from tests/BlendTest.cpp. |
// It's not quite perfect, but it's never wrong in the interesting edge cases, |
// and it's quite a bit faster than blend_perfect. |
@@ -146,94 +148,10 @@ void SkBlitRow::Color32(SkPMColor dst[], const SkPMColor src[], int count, SkPMC |
invA += invA >> 7; |
SkASSERT(invA < 256); // We've already handled alpha == 0 above. |
-#if defined(SK_ARM_HAS_NEON) |
- uint16x8_t colorHigh = vshll_n_u8((uint8x8_t)vdup_n_u32(color), 8); |
- uint16x8_t colorAndRound = vaddq_u16(colorHigh, vdupq_n_u16(128)); |
- uint8x8_t invA8 = vdup_n_u8(invA); |
- |
- // Does the core work of blending color onto 4 pixels, returning the resulting 4 pixels. |
- auto kernel = [&](const uint32x4_t& src4) -> uint32x4_t { |
- uint16x8_t lo = vmull_u8(vget_low_u8( (uint8x16_t)src4), invA8), |
- hi = vmull_u8(vget_high_u8((uint8x16_t)src4), invA8); |
- return (uint32x4_t) |
- vcombine_u8(vaddhn_u16(colorAndRound, lo), vaddhn_u16(colorAndRound, hi)); |
- }; |
- |
- while (count >= 8) { |
- uint32x4_t dst0 = kernel(vld1q_u32(src+0)), |
- dst4 = kernel(vld1q_u32(src+4)); |
- vst1q_u32(dst+0, dst0); |
- vst1q_u32(dst+4, dst4); |
- src += 8; |
- dst += 8; |
- count -= 8; |
- } |
- if (count >= 4) { |
- vst1q_u32(dst, kernel(vld1q_u32(src))); |
- src += 4; |
- dst += 4; |
- count -= 4; |
- } |
- if (count >= 2) { |
- uint32x2_t src2 = vld1_u32(src); |
- vst1_u32(dst, vget_low_u32(kernel(vcombine_u32(src2, src2)))); |
- src += 2; |
- dst += 2; |
- count -= 2; |
- } |
- if (count >= 1) { |
- vst1q_lane_u32(dst, kernel(vdupq_n_u32(*src)), 0); |
- } |
+ Sk16h colorHighAndRound = Sk4px(color).widenHi() + Sk16h(128); |
+ Sk16b invA_16x(invA); |
-#elif SK_CPU_SSE_LEVEL >= SK_CPU_SSE_LEVEL_SSE2 |
- __m128i colorHigh = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_set1_epi32(color)); |
- __m128i colorAndRound = _mm_add_epi16(colorHigh, _mm_set1_epi16(128)); |
- __m128i invA16 = _mm_set1_epi16(invA); |
- |
- // Does the core work of blending color onto 4 pixels, returning the resulting 4 pixels. |
- auto kernel = [&](const __m128i& src4) -> __m128i { |
- __m128i lo = _mm_mullo_epi16(invA16, _mm_unpacklo_epi8(src4, _mm_setzero_si128())), |
- hi = _mm_mullo_epi16(invA16, _mm_unpackhi_epi8(src4, _mm_setzero_si128())); |
- return _mm_packus_epi16(_mm_srli_epi16(_mm_add_epi16(colorAndRound, lo), 8), |
- _mm_srli_epi16(_mm_add_epi16(colorAndRound, hi), 8)); |
- }; |
- |
- while (count >= 8) { |
- __m128i dst0 = kernel(_mm_loadu_si128((const __m128i*)(src+0))), |
- dst4 = kernel(_mm_loadu_si128((const __m128i*)(src+4))); |
- _mm_storeu_si128((__m128i*)(dst+0), dst0); |
- _mm_storeu_si128((__m128i*)(dst+4), dst4); |
- src += 8; |
- dst += 8; |
- count -= 8; |
- } |
- if (count >= 4) { |
- _mm_storeu_si128((__m128i*)dst, kernel(_mm_loadu_si128((const __m128i*)src))); |
- src += 4; |
- dst += 4; |
- count -= 4; |
- } |
- if (count >= 2) { |
- _mm_storel_epi64((__m128i*)dst, kernel(_mm_loadl_epi64((const __m128i*)src))); |
- src += 2; |
- dst += 2; |
- count -= 2; |
- } |
- if (count >= 1) { |
- *dst = _mm_cvtsi128_si32(kernel(_mm_cvtsi32_si128(*src))); |
- } |
-#else // Neither NEON nor SSE2. |
- unsigned round = (128 << 16) + (128 << 0); |
- |
- while (count --> 0) { |
- // Our math is 16-bit, so we can do a little bit of SIMD in 32-bit registers. |
- const uint32_t mask = 0x00FF00FF; |
- uint32_t rb = (((*src >> 0) & mask) * invA + round) >> 8, // _r_b |
- ag = (((*src >> 8) & mask) * invA + round) >> 0; // a_g_ |
- *dst = color + ((rb & mask) | (ag & ~mask)); |
- src++; |
- dst++; |
- } |
-#endif |
+ Sk4px::MapSrc(count, dst, src, [&](const Sk4px& src4) -> Sk4px { |
+ return src4.mulWiden(invA_16x).addNarrowHi(colorHighAndRound); |
+ }); |
} |
- |