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Side by Side Diff: src/opts/SkPMFloat_neon.h

Issue 982123002: SKPMFloat: we can beat the naive loops when clamping (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: restore some asserts Created 5 years, 9 months ago
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1 #include "SkColorPriv.h" 1 #include "SkColorPriv.h"
2 #include <arm_neon.h> 2 #include <arm_neon.h>
3 3
4 // For SkPMFloat(SkPMFColor), we widen our 8 bit components (fix8) to 8-bit comp onents in 16 bits 4 // For SkPMFloat(SkPMFColor), we widen our 8 bit components (fix8) to 8-bit comp onents in 16 bits
5 // (fix8_16), then widen those to 8-bit-in-32-bits (fix8_32), and finally conver t those to floats. 5 // (fix8_16), then widen those to 8-bit-in-32-bits (fix8_32), and finally conver t those to floats.
6 6
7 // get() and clamped() do the opposite, working from floats to 8-bit-in-32-bit, 7 // get() and clamped() do the opposite, working from floats to 8-bit-in-32-bit,
8 // to 8-bit-in-16-bit, back down to 8-bit components. 8 // to 8-bit-in-16-bit, back down to 8-bit components.
9 // clamped() uses vqmovn to clamp while narrowing instead of just narrowing with vmovn. 9 // clamped() uses vqmovn to clamp while narrowing instead of just narrowing with vmovn.
10 10
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30 30
31 inline SkPMColor SkPMFloat::clamped() const { 31 inline SkPMColor SkPMFloat::clamped() const {
32 float32x4_t add_half = vaddq_f32(vld1q_f32(fColor), vdupq_n_f32(0.5f)); 32 float32x4_t add_half = vaddq_f32(vld1q_f32(fColor), vdupq_n_f32(0.5f));
33 uint32x4_t fix8_32 = vcvtq_u32_f32(add_half); // vcvtq_u32_f32 truncates, so round manually 33 uint32x4_t fix8_32 = vcvtq_u32_f32(add_half); // vcvtq_u32_f32 truncates, so round manually
34 uint16x4_t fix8_16 = vqmovn_u32(fix8_32); 34 uint16x4_t fix8_16 = vqmovn_u32(fix8_32);
35 uint8x8_t fix8 = vqmovn_u16(vcombine_u16(fix8_16, vdup_n_u16(0))); 35 uint8x8_t fix8 = vqmovn_u16(vcombine_u16(fix8_16, vdup_n_u16(0)));
36 SkPMColor c = vget_lane_u32((uint32x2_t)fix8, 0); 36 SkPMColor c = vget_lane_u32((uint32x2_t)fix8, 0);
37 SkPMColorAssert(c); 37 SkPMColorAssert(c);
38 return c; 38 return c;
39 } 39 }
40
41 // TODO: we should be able to beat these loops on all three methods.
42 inline void SkPMFloat::From4PMColors(SkPMFloat floats[4], const SkPMColor colors [4]) {
43 for (int i = 0; i < 4; i++) { floats[i] = FromPMColor(colors[i]); }
44 }
45
46 inline void SkPMFloat::To4PMColors(SkPMColor colors[4], const SkPMFloat floats[4 ]) {
47 for (int i = 0; i < 4; i++) { colors[i] = floats[i].get(); }
48 }
49
50 inline void SkPMFloat::ClampTo4PMColors(SkPMColor colors[4], const SkPMFloat flo ats[4]) {
51 for (int i = 0; i < 4; i++) { colors[i] = floats[i].clamped(); }
52 }
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