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Unified Diff: src/core/SkRasterPipeline.h

Issue 2144573004: SkRasterPipeline preliminaries (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: MSVC x86 vetoed lambdas. :( Created 4 years, 5 months ago
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Index: src/core/SkRasterPipeline.h
diff --git a/src/core/SkRasterPipeline.h b/src/core/SkRasterPipeline.h
new file mode 100644
index 0000000000000000000000000000000000000000..8ae7bb1f2ed1782ebda39683f35874212386ffa4
--- /dev/null
+++ b/src/core/SkRasterPipeline.h
@@ -0,0 +1,104 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef SkRasterPipeline_DEFINED
+#define SkRasterPipeline_DEFINED
+
+#include "SkNx.h"
+#include "SkTArray.h"
+#include "SkTypes.h"
+
+/**
+ * SkRasterPipeline provides a cheap way to chain together a pixel processing pipeline.
+ *
+ * It's particularly designed for situations where the potential pipeline is extremely
+ * combinatoric: {N dst formats} x {M source formats} x {K mask formats} x {C transfer modes} ...
+ * No one wants to write specialized routines for all those combinations, and if we did, we'd
+ * end up bloating our code size dramatically. SkRasterPipeline stages can be chained together
+ * at runtime, so we can scale this problem linearly rather than combinatorically.
+ *
+ * Each stage is represented by a function conforming to a common interface, SkRasterPipeline::Fn,
+ * and by an arbitrary context pointer. Fn's arguments, and sometimes custom calling convention,
+ * are designed to maximize the amount of data we can pass along the pipeline cheaply.
+ * On many machines all arguments stay in registers the entire time.
+ *
+ * The meaning of the arguments to Fn are sometimes fixed...
+ * - The Stage* always represents the current stage, mainly providing access to ctx().
+ * - The size_t is always the destination x coordinate. If you need y, put it in your context.
+ * - By the time the shader's done, the first four vectors should hold source red,
+ * green, blue, and alpha, up to 4 pixels' worth each.
+ *
+ * ...and sometimes flexible:
+ * - In the shader, the first four vectors can be used for anything, e.g. sample coordinates.
+ * - The last four vectors are scratch registers that can be used to communicate between
+ * stages; transfer modes use these to hold the original destination pixel components.
+ *
+ * On some platforms the last four vectors are slower to work with than the other arguments.
+ *
+ * When done mutating its arguments and/or context, a stage can either:
+ * 1) call st->next() with its mutated arguments, chaining to the next stage of the pipeline; or
+ * 2) return, indicating the pipeline is complete for these pixels.
+ *
+ * Some obvious stages that typically return are those that write a color to a destination pointer,
+ * but any stage can short-circuit the rest of the pipeline by returning instead of calling next().
+ */
+
+class SkRasterPipeline {
+public:
+ struct Stage;
+ using Fn = void(SK_VECTORCALL *)(Stage*, size_t, Sk4f,Sk4f,Sk4f,Sk4f,
+ Sk4f,Sk4f,Sk4f,Sk4f);
+ struct Stage {
+ template <typename T>
+ T ctx() { return static_cast<T>(fCtx); }
+
+ void SK_VECTORCALL next(size_t x, Sk4f v0, Sk4f v1, Sk4f v2, Sk4f v3,
+ Sk4f v4, Sk4f v5, Sk4f v6, Sk4f v7) {
+ // Stages are logically a pipeline, and physically are contiguous in an array.
+ // To get to the next stage, we just increment our pointer to the next array element.
+ fNext(this+1, x, v0,v1,v2,v3, v4,v5,v6,v7);
+ }
+
+ // It makes next() a good bit cheaper if we hold the next function to call here,
+ // rather than logically simpler choice of the function implementing this stage.
+ Fn fNext;
+ void* fCtx;
+ };
+
+
+ SkRasterPipeline();
+
+ // Run the pipeline constructed with append(), walking x through [0,n),
+ // generally in 4 pixel steps, but sometimes 1 pixel at a time.
+ void run(size_t n);
+
+ // Use this append() if your stage is sensitive to the number of pixels you're working with:
+ // - body will always be called for a full 4 pixels
+ // - tail will always be called for a single pixel
+ // Typically this is only an essential distintion for stages that read or write memory.
+ void append(Fn body, const void* body_ctx,
+ Fn tail, const void* tail_ctx);
+
+ // Most stages don't actually care if they're working on 4 or 1 pixel.
+ void append(Fn fn, const void* ctx = nullptr) {
+ this->append(fn, ctx, fn, ctx);
+ }
+
+ // Most 4 pixel or 1 pixel variants share the same context pointer.
+ void append(Fn body, Fn tail, const void* ctx = nullptr) {
+ this->append(body, ctx, tail, ctx);
+ }
+
+private:
+ using Stages = SkSTArray<10, Stage, /*MEM_COPY=*/true>;
+
+ Stages fBody,
+ fTail;
+ bool fReadyToRun = false;
+};
+
+#endif//SkRasterPipeline_DEFINED
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