Index: src/effects/SkColorMatrixFilter.cpp |
diff --git a/src/effects/SkColorMatrixFilter.cpp b/src/effects/SkColorMatrixFilter.cpp |
index 894a7b089d378820fa81ec2cae3a01511f9ddf0b..78d4797e44c9bce37bd3cfa8e16c2d5241dd3279 100644 |
--- a/src/effects/SkColorMatrixFilter.cpp |
+++ b/src/effects/SkColorMatrixFilter.cpp |
@@ -239,25 +239,9 @@ uint32_t SkColorMatrixFilter::getFlags() const { |
return this->INHERITED::getFlags() | fFlags; |
} |
-/** |
- * Need inv255 = 1 / 255 as a constant, so when we premul a SkPMFloat, we can do this |
- * |
- * new_red = old_red * alpha * inv255 |
- * |
- * instead of (much slower) |
- * |
- * new_red = old_red * alpha / 255 |
- * |
- * However, 1.0f/255 comes to (in hex) 0x3B808081, which is slightly bigger than the "actual" |
- * value of 0x3B808080(repeat 80)... This slightly too-big value can cause us to compute |
- * new_red > alpha, which is a problem (for valid premul). To fix this, we use a |
- * hand-computed value of 0x3B808080, 1 ULP smaller. This keeps our colors valid. |
- */ |
-static const float gInv255 = 0.0039215683f; // (1.0f / 255) - ULP == SkBits2Float(0x3B808080) |
- |
static Sk4f premul(const Sk4f& x) { |
- float scale = SkPMFloat(x).a() * gInv255; |
- Sk4f pm = x * Sk4f(scale, scale, scale, 1); |
+ float scale = SkPMFloat(x).a(); |
+ Sk4f pm = x * SkPMFloat(1, scale, scale, scale); |
#ifdef SK_DEBUG |
SkPMFloat pmf(pm); |
@@ -268,12 +252,12 @@ static Sk4f premul(const Sk4f& x) { |
} |
static Sk4f unpremul(const SkPMFloat& pm) { |
- float scale = 255 / pm.a(); // candidate for fast/approx invert? |
- return pm * Sk4f(scale, scale, scale, 1); |
+ float scale = 1 / pm.a(); // candidate for fast/approx invert? |
+ return pm * SkPMFloat(1, scale, scale, scale); |
} |
-static Sk4f clamp_0_255(const Sk4f& value) { |
- return Sk4f::Max(Sk4f::Min(value, Sk4f(255)), Sk4f(0)); |
+static Sk4f clamp_0_1(const Sk4f& value) { |
+ return Sk4f::Max(Sk4f::Min(value, Sk4f(1)), Sk4f(0)); |
} |
void SkColorMatrixFilter::filterSpan(const SkPMColor src[], int count, SkPMColor dst[]) const { |
@@ -292,14 +276,16 @@ void SkColorMatrixFilter::filterSpan(const SkPMColor src[], int count, SkPMColor |
#endif |
if (use_floats) { |
+ // c0-c3 are already in [0,1]. |
const Sk4f c0 = Sk4f::Load(fTranspose + 0); |
const Sk4f c1 = Sk4f::Load(fTranspose + 4); |
const Sk4f c2 = Sk4f::Load(fTranspose + 8); |
const Sk4f c3 = Sk4f::Load(fTranspose + 12); |
- const Sk4f c4 = Sk4f::Load(fTranspose + 16); // translates |
+ // c4 (the translate vector) is in [0, 255]. Bring it back to [0,1]. |
+ const Sk4f c4 = Sk4f::Load(fTranspose + 16)*Sk4f(1.0f/255); |
// todo: we could cache this in the constructor... |
- SkPMColor matrix_translate_pmcolor = SkPMFloat(premul(clamp_0_255(c4))).roundClamp(); |
+ SkPMColor matrix_translate_pmcolor = SkPMFloat(premul(clamp_0_1(c4))).round(); |
for (int i = 0; i < count; i++) { |
const SkPMColor src_c = src[i]; |
@@ -323,7 +309,7 @@ void SkColorMatrixFilter::filterSpan(const SkPMColor src[], int count, SkPMColor |
Sk4f dst4 = c0 * r4 + c1 * g4 + c2 * b4 + c3 * a4 + c4; |
// clamp, re-premul, and write |
- dst[i] = SkPMFloat(premul(clamp_0_255(dst4))).round(); |
+ dst[i] = SkPMFloat(premul(clamp_0_1(dst4))).round(); |
} |
} else { |
const State& state = fState; |