namespace /* TODO: SK_OPTS_NS */ {
// Most xfermodes can be done most efficiently 4 pixels at a time in 8 or 16-bit fixed point.
-#define XFERMODE(Name) static Sk4px SK_VECTORCALL Name(Sk4px d, Sk4px s)
+#define XFERMODE(Name) static Sk4px SK_VECTORCALL Name(Sk4px s, Sk4px d)
XFERMODE(Clear) { return Sk4px::DupPMColor(0); }
XFERMODE(Src) { return s; }
XFERMODE(SrcIn) { return s.approxMulDiv255(d.alphas() ); }
XFERMODE(SrcOut) { return s.approxMulDiv255(d.alphas().inv()); }
XFERMODE(SrcOver) { return s + d.approxMulDiv255(s.alphas().inv()); }
-XFERMODE(DstIn) { return SrcIn (s,d); }
-XFERMODE(DstOut) { return SrcOut (s,d); }
-XFERMODE(DstOver) { return SrcOver(s,d); }
+XFERMODE(DstIn) { return SrcIn (d,s); }
+XFERMODE(DstOut) { return SrcOut (d,s); }
+XFERMODE(DstOver) { return SrcOver(d,s); }
// [ S * Da + (1 - Sa) * D]
XFERMODE(SrcATop) { return (s * d.alphas() + d * s.alphas().inv()).div255(); }
-XFERMODE(DstATop) { return SrcATop(s,d); }
+XFERMODE(DstATop) { return SrcATop(d,s); }
//[ S * (1 - Da) + (1 - Sa) * D ]
XFERMODE(Xor) { return (s * d.alphas().inv() + d * s.alphas().inv()).div255(); }
// [S + D ]
auto colors = (both + isLite.thenElse(lite, dark)).div255();
return alphas.zeroColors() + colors.zeroAlphas();
}
-XFERMODE(Overlay) { return HardLight(s,d); }
+XFERMODE(Overlay) { return HardLight(d,s); }
XFERMODE(Darken) {
auto sa = s.alphas(),
#undef XFERMODE
// Some xfermodes use math like divide or sqrt that's best done in floats 1 pixel at a time.
-#define XFERMODE(Name) static SkPMFloat SK_VECTORCALL Name(SkPMFloat d, SkPMFloat s)
+#define XFERMODE(Name) static SkPMFloat SK_VECTORCALL Name(SkPMFloat s, SkPMFloat d)
XFERMODE(ColorDodge) {
auto sa = s.alphas(),
// A reasonable fallback mode for doing AA is to simply apply the transfermode first,
// then linearly interpolate the AA.
template <Sk4px (SK_VECTORCALL *Mode)(Sk4px, Sk4px)>
-static Sk4px SK_VECTORCALL xfer_aa(Sk4px d, Sk4px s, Sk4px aa) {
- Sk4px bw = Mode(d, s);
+static Sk4px SK_VECTORCALL xfer_aa(Sk4px s, Sk4px d, Sk4px aa) {
+ Sk4px bw = Mode(s, d);
return (bw * aa + d * aa.inv()).div255();
}
// For some transfermodes we specialize AA, either for correctness or performance.
#define XFERMODE_AA(Name) \
- template <> Sk4px SK_VECTORCALL xfer_aa<Name>(Sk4px d, Sk4px s, Sk4px aa)
+ template <> Sk4px SK_VECTORCALL xfer_aa<Name>(Sk4px s, Sk4px d, Sk4px aa)
// Plus' clamp needs to happen after AA. skia:3852
XFERMODE_AA(Plus) { // [ clamp( (1-AA)D + (AA)(S+D) ) == clamp(D + AA*S) ]
void xfer32(SkPMColor dst[], const SkPMColor src[], int n, const SkAlpha aa[]) const override {
if (NULL == aa) {
- Sk4px::MapDstSrc(n, dst, src, fProc4);
+ Sk4px::MapDstSrc(n, dst, src, [&](const Sk4px& dst4, const Sk4px& src4) {
+ return fProc4(src4, dst4);
+ });
} else {
- Sk4px::MapDstSrcAlpha(n, dst, src, aa, fAAProc4);
+ Sk4px::MapDstSrcAlpha(n, dst, src, aa,
+ [&](const Sk4px& dst4, const Sk4px& src4, const Sk4px& alpha) {
+ return fAAProc4(src4, dst4, alpha);
+ });
}
}
void xfer16(uint16_t dst[], const SkPMColor src[], int n, const SkAlpha aa[]) const override {
if (NULL == aa) {
- Sk4px::MapDstSrc(n, dst, src, fProc4);
+ Sk4px::MapDstSrc(n, dst, src, [&](const Sk4px& dst4, const Sk4px& src4) {
+ return fProc4(src4, dst4);
+ });
} else {
- Sk4px::MapDstSrcAlpha(n, dst, src, aa, fAAProc4);
+ Sk4px::MapDstSrcAlpha(n, dst, src, aa,
+ [&](const Sk4px& dst4, const Sk4px& src4, const Sk4px& alpha) {
+ return fAAProc4(src4, dst4, alpha);
+ });
}
}
private:
inline SkPMColor xfer32(SkPMColor dst, SkPMColor src) const {
- return fProcF(SkPMFloat(dst), SkPMFloat(src)).round();
+ return fProcF(SkPMFloat(src), SkPMFloat(dst)).round();
}
inline SkPMColor xfer32(SkPMColor dst, SkPMColor src, SkAlpha aa) const {
SkPMFloat s(src),
d(dst),
- b(fProcF(d,s));
+ b(fProcF(s,d));
// We do aa in full float precision before going back down to bytes, because we can!
SkPMFloat a = Sk4f(aa) * Sk4f(1.0f/255);
b = b*a + d*(Sk4f(1)-a);