#include "SkNx.h"
#include "SkColor.h"
-#include "SkColorPriv.h"
// This file may be included multiple times by .cpp files with different flags, leading
// to different definitions. Usually that doesn't matter because it's all inlined, but
void store2(SkPMColor[2]) const;
void store1(SkPMColor[1]) const;
- // Same as above for 565.
- static Sk4px Load4(const SkPMColor16 src[4]);
- static Sk4px Load2(const SkPMColor16 src[2]);
- static Sk4px Load1(const SkPMColor16 src[1]);
- void store4(SkPMColor16 dst[4]) const;
- void store2(SkPMColor16 dst[2]) const;
- void store1(SkPMColor16 dst[1]) const;
-
// 1, 2, or 4 SkPMColors with 16-bit components.
// This is most useful as the result of a multiply, e.g. from mulWiden().
class Wide : public Sk16h {
// A generic driver that maps fn over a src array into a dst array.
// fn should take an Sk4px (4 src pixels) and return an Sk4px (4 dst pixels).
- template <typename Fn, typename Dst>
- static void MapSrc(int n, Dst* dst, const SkPMColor* src, const Fn& fn) {
+ template <typename Fn>
+ static void MapSrc(int n, SkPMColor* dst, const SkPMColor* src, const Fn& fn) {
// This looks a bit odd, but it helps loop-invariant hoisting across different calls to fn.
// Basically, we need to make sure we keep things inside a single loop.
while (n > 0) {
}
// As above, but with dst4' = fn(dst4, src4).
- template <typename Fn, typename Dst>
- static void MapDstSrc(int n, Dst* dst, const SkPMColor* src, const Fn& fn) {
+ template <typename Fn>
+ static void MapDstSrc(int n, SkPMColor* dst, const SkPMColor* src, const Fn& fn) {
while (n > 0) {
if (n >= 8) {
Sk4px dst0 = fn(Load4(dst+0), Load4(src+0)),
}
// As above, but with dst4' = fn(dst4, src4, alpha4).
- template <typename Fn, typename Dst>
- static void MapDstSrcAlpha(int n, Dst* dst, const SkPMColor* src, const SkAlpha* a,
+ template <typename Fn>
+ static void MapDstSrcAlpha(int n, SkPMColor* dst, const SkPMColor* src, const SkAlpha* a,
const Fn& fn) {
while (n > 0) {
if (n >= 8) {
}
}
- void xfer16(uint16_t dst[], const SkPMColor src[], int n, const SkAlpha aa[]) const override {
- if (NULL == aa) {
- Sk4px::MapDstSrc(n, dst, src, [&](const Sk4px& dst4, const Sk4px& src4) {
- return fProc4(src4, dst4);
- });
- } else {
- Sk4px::MapDstSrcAlpha(n, dst, src, aa,
- [&](const Sk4px& dst4, const Sk4px& src4, const Sk4px& alpha) {
- return fAAProc4(src4, dst4, alpha);
- });
- }
- }
-
private:
Proc4 fProc4;
AAProc4 fAAProc4;
void xfer32(SkPMColor dst[], const SkPMColor src[], int n, const SkAlpha aa[]) const override {
for (int i = 0; i < n; i++) {
- dst[i] = aa ? this->xfer32(dst[i], src[i], aa[i])
- : this->xfer32(dst[i], src[i]);
- }
- }
-
- void xfer16(uint16_t dst[], const SkPMColor src[], int n, const SkAlpha aa[]) const override {
- for (int i = 0; i < n; i++) {
- SkPMColor dst32 = SkPixel16ToPixel32(dst[i]);
- dst32 = aa ? this->xfer32(dst32, src[i], aa[i])
- : this->xfer32(dst32, src[i]);
- dst[i] = SkPixel32ToPixel16(dst32);
+ SkPMFloat s(src[i]),
+ d(dst[i]),
+ b(fProcF(s,d));
+ if (aa) {
+ // We do aa in full float precision before going back down to bytes, because we can!
+ SkPMFloat a = Sk4f(aa[i]) * Sk4f(1.0f/255);
+ b = b*a + d*(Sk4f(1)-a);
+ }
+ dst[i] = b.round();
}
}
private:
- inline SkPMColor xfer32(SkPMColor dst, SkPMColor src) const {
- return fProcF(SkPMFloat(src), SkPMFloat(dst)).round();
- }
-
- inline SkPMColor xfer32(SkPMColor dst, SkPMColor src, SkAlpha aa) const {
- SkPMFloat s(src),
- d(dst),
- 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);
- return b.round();
- }
-
ProcF fProcF;
typedef SkProcCoeffXfermode INHERITED;
};
return Sk16b(vbicq_u8(this->fVec, (uint8x16_t)vdupq_n_u32(0xFF << SK_A32_SHIFT)));
}
-static inline uint8x16_t widen_to_8888(uint16x4_t v) {
- // RGB565 format: |R....|G.....|B....|
- // Bit: 16 11 5 0
-
- // First get each pixel into its own 32-bit lane.
- // v == rgb3 rgb2 rgb1 rgb0
- // spread == 0000 rgb3 0000 rgb2 0000 rgb1 0000 rgb0
- uint32x4_t spread = vmovl_u16(v);
-
- // Get each color independently, still in 565 precison but down at bit 0.
- auto r5 = vshrq_n_u32(spread, 11),
- g6 = vandq_u32(vdupq_n_u32(63), vshrq_n_u32(spread, 5)),
- b5 = vandq_u32(vdupq_n_u32(31), spread);
-
- // Scale 565 precision up to 8-bit each, filling low 323 bits with high bits of each component.
- auto r8 = vorrq_u32(vshlq_n_u32(r5, 3), vshrq_n_u32(r5, 2)),
- g8 = vorrq_u32(vshlq_n_u32(g6, 2), vshrq_n_u32(g6, 4)),
- b8 = vorrq_u32(vshrq_n_u32(b5, 3), vshrq_n_u32(b5, 2));
-
- // Now put all the 8-bit components into SkPMColor order.
- return (uint8x16_t)vorrq_u32(vshlq_n_u32(r8, SK_R32_SHIFT), // TODO: one shift is zero...
- vorrq_u32(vshlq_n_u32(g8, SK_G32_SHIFT),
- vorrq_u32(vshlq_n_u32(b8, SK_B32_SHIFT),
- vdupq_n_u32(0xFF << SK_A32_SHIFT))));
-}
-
-static inline uint16x4_t narrow_to_565(uint8x16_t w8x16) {
- uint32x4_t w = (uint32x4_t)w8x16;
-
- // Extract out top RGB 565 bits of each pixel, with no rounding.
- auto r5 = vandq_u32(vdupq_n_u32(31), vshrq_n_u32(w, SK_R32_SHIFT + 3)),
- g6 = vandq_u32(vdupq_n_u32(63), vshrq_n_u32(w, SK_G32_SHIFT + 2)),
- b5 = vandq_u32(vdupq_n_u32(31), vshrq_n_u32(w, SK_B32_SHIFT + 3));
-
- // Now put the bits in place in the low 16-bits of each 32-bit lane.
- auto spread = vorrq_u32(vshlq_n_u32(r5, 11),
- vorrq_u32(vshlq_n_u32(g6, 5),
- b5));
-
- // Pack the low 16-bits of our 128-bit register down into a 64-bit register.
- // spread == 0000 rgb3 0000 rgb2 0000 rgb1 0000 rgb0
- // v == rgb3 rgb2 rgb1 rgb0
- auto v = vmovn_u32(spread);
- return v;
-}
-
-
-inline Sk4px Sk4px::Load4(const SkPMColor16 src[4]) {
- return Sk16b(widen_to_8888(vld1_u16(src)));
-}
-inline Sk4px Sk4px::Load2(const SkPMColor16 src[2]) {
- auto src2 = ((uint32_t)src[0] )
- | ((uint32_t)src[1] << 16);
- return Sk16b(widen_to_8888(vcreate_u16(src2)));
-}
-inline Sk4px Sk4px::Load1(const SkPMColor16 src[1]) {
- return Sk16b(widen_to_8888(vcreate_u16(src[0])));
-}
-
-inline void Sk4px::store4(SkPMColor16 dst[4]) const {
- vst1_u16(dst, narrow_to_565(this->fVec));
-}
-inline void Sk4px::store2(SkPMColor16 dst[2]) const {
- auto v = narrow_to_565(this->fVec);
- dst[0] = vget_lane_u16(v, 0);
- dst[1] = vget_lane_u16(v, 1);
-}
-inline void Sk4px::store1(SkPMColor16 dst[1]) const {
- dst[0] = vget_lane_u16(narrow_to_565(this->fVec), 0);
-}
-
} // namespace
return Sk16b(_mm_andnot_si128(_mm_set1_epi32(0xFF << SK_A32_SHIFT), this->fVec));
}
-static inline __m128i widen_low_half_to_8888(__m128i v) {
- // RGB565 format: |R....|G.....|B....|
- // Bit: 16 11 5 0
-
- // First get each pixel into its own 32-bit lane.
- // v == ____ ____ ____ ____ rgb3 rgb2 rgb1 rgb0
- // spread == 0000 rgb3 0000 rgb2 0000 rgb1 0000 rgb0
- auto spread = _mm_unpacklo_epi16(v, _mm_setzero_si128());
-
- // Get each color independently, still in 565 precison but down at bit 0.
- auto r5 = _mm_srli_epi32(spread, 11),
- g6 = _mm_and_si128(_mm_set1_epi32(63), _mm_srli_epi32(spread, 5)),
- b5 = _mm_and_si128(_mm_set1_epi32(31), spread);
-
- // Scale 565 precision up to 8-bit each, filling low 323 bits with high bits of each component.
- auto r8 = _mm_or_si128(_mm_slli_epi32(r5, 3), _mm_srli_epi32(r5, 2)),
- g8 = _mm_or_si128(_mm_slli_epi32(g6, 2), _mm_srli_epi32(g6, 4)),
- b8 = _mm_or_si128(_mm_slli_epi32(b5, 3), _mm_srli_epi32(b5, 2));
-
- // Now put all the 8-bit components into SkPMColor order.
- return _mm_or_si128(_mm_slli_epi32(r8, SK_R32_SHIFT), // TODO: one of these shifts is zero...
- _mm_or_si128(_mm_slli_epi32(g8, SK_G32_SHIFT),
- _mm_or_si128(_mm_slli_epi32(b8, SK_B32_SHIFT),
- _mm_set1_epi32(0xFF << SK_A32_SHIFT))));
-}
-
-static inline __m128i narrow_to_565(__m128i w) {
- // Extract out top RGB 565 bits of each pixel, with no rounding.
- auto r5 = _mm_and_si128(_mm_set1_epi32(31), _mm_srli_epi32(w, SK_R32_SHIFT + 3)),
- g6 = _mm_and_si128(_mm_set1_epi32(63), _mm_srli_epi32(w, SK_G32_SHIFT + 2)),
- b5 = _mm_and_si128(_mm_set1_epi32(31), _mm_srli_epi32(w, SK_B32_SHIFT + 3));
-
- // Now put the bits in place in the low 16-bits of each 32-bit lane.
- auto spread = _mm_or_si128(_mm_slli_epi32(r5, 11),
- _mm_or_si128(_mm_slli_epi32(g6, 5),
- b5));
-
- // We want to pack the bottom 16-bits of spread down into the low half of the register, v.
- // spread == 0000 rgb3 0000 rgb2 0000 rgb1 0000 rgb0
- // v == ____ ____ ____ ____ rgb3 rgb2 rgb1 rgb0
-
- // Ideally now we'd use _mm_packus_epi32(spread, <anything>) to pack v. But that's from SSE4.
- // With only SSE2, we need to use _mm_packs_epi32. That does signed saturation, and
- // we need to preserve all 16 bits. So we pretend our data is signed by sign-extending first.
- // TODO: is it faster to just _mm_shuffle_epi8 this when we have SSSE3?
- auto signExtended = _mm_srai_epi32(_mm_slli_epi32(spread, 16), 16);
- auto v = _mm_packs_epi32(signExtended, signExtended);
- return v;
-}
-
-inline Sk4px Sk4px::Load4(const SkPMColor16 src[4]) {
- return Sk16b(widen_low_half_to_8888(_mm_loadl_epi64((const __m128i*)src)));
-}
-inline Sk4px Sk4px::Load2(const SkPMColor16 src[2]) {
- auto src2 = ((uint32_t)src[0] )
- | ((uint32_t)src[1] << 16);
- return Sk16b(widen_low_half_to_8888(_mm_cvtsi32_si128(src2)));
-}
-inline Sk4px Sk4px::Load1(const SkPMColor16 src[1]) {
- return Sk16b(widen_low_half_to_8888(_mm_insert_epi16(_mm_setzero_si128(), src[0], 0)));
-}
-
-inline void Sk4px::store4(SkPMColor16 dst[4]) const {
- _mm_storel_epi64((__m128i*)dst, narrow_to_565(this->fVec));
-}
-inline void Sk4px::store2(SkPMColor16 dst[2]) const {
- uint32_t dst2 = _mm_cvtsi128_si32(narrow_to_565(this->fVec));
- dst[0] = dst2;
- dst[1] = dst2 >> 16;
-}
-inline void Sk4px::store1(SkPMColor16 dst[1]) const {
- uint32_t dst2 = _mm_cvtsi128_si32(narrow_to_565(this->fVec));
- dst[0] = dst2;
-}
-
} // namespace
0,0,0, this->kth<15>());
}
-inline Sk4px Sk4px::Load4(const SkPMColor16 src[4]) {
- SkPMColor src32[4];
- for (int i = 0; i < 4; i++) { src32[i] = SkPixel16ToPixel32(src[i]); }
- return Load4(src32);
-}
-inline Sk4px Sk4px::Load2(const SkPMColor16 src[2]) {
- SkPMColor src32[2];
- for (int i = 0; i < 2; i++) { src32[i] = SkPixel16ToPixel32(src[i]); }
- return Load2(src32);
-}
-inline Sk4px Sk4px::Load1(const SkPMColor16 src[1]) {
- SkPMColor src32 = SkPixel16ToPixel32(src[0]);
- return Load1(&src32);
-}
-
-inline void Sk4px::store4(SkPMColor16 dst[4]) const {
- SkPMColor dst32[4];
- this->store4(dst32);
- for (int i = 0; i < 4; i++) { dst[i] = SkPixel32ToPixel16(dst32[i]); }
-}
-inline void Sk4px::store2(SkPMColor16 dst[2]) const {
- SkPMColor dst32[2];
- this->store2(dst32);
- for (int i = 0; i < 2; i++) { dst[i] = SkPixel32ToPixel16(dst32[i]); }
-}
-inline void Sk4px::store1(SkPMColor16 dst[1]) const {
- SkPMColor dst32;
- this->store1(&dst32);
- dst[0] = SkPixel32ToPixel16(dst32);
-}
-
} // namespace