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authorGravatar Mike Klein <mtklein@chromium.org>2017-12-11 09:59:47 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-12-18 22:35:16 +0000
commit8a64e52a98d178be13fd137b3b3a3c6aff457d85 (patch)
tree89db476673fa2893c8fa8e771e735d46fe1ca8b1 /src/core/SkRasterPipeline.h
parentf226e66d75374e370f3ae2c6895bc689670e9e18 (diff)
attempt 2: add experimental bilerp_clamp_8888 stage
It looks like we can specialize hot image shaders into their own single stages for a good speedup on both x86 and ARM. I've started here with bilerp_clamp_8888, and will follow up with bgra and 565, and lowp versions of those, and probably also the same for nearest neighbors. All pixels are identical in GMs. Change-Id: Ib5ed6e528efd9e3eed96ba67d02fbec2e8133a81 Reviewed-on: https://skia-review.googlesource.com/86860 Reviewed-by: Mike Klein <mtklein@chromium.org> Commit-Queue: Mike Klein <mtklein@chromium.org>
Diffstat (limited to 'src/core/SkRasterPipeline.h')
-rw-r--r--src/core/SkRasterPipeline.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/core/SkRasterPipeline.h b/src/core/SkRasterPipeline.h
index ad9fd77a84..28fb5cb361 100644
--- a/src/core/SkRasterPipeline.h
+++ b/src/core/SkRasterPipeline.h
@@ -53,6 +53,7 @@ struct SkJumper_Engine;
M(load_f32) M(load_f32_dst) M(store_f32) \
M(load_8888) M(load_8888_dst) M(store_8888) M(gather_8888) \
M(load_bgra) M(load_bgra_dst) M(store_bgra) M(gather_bgra) \
+ M(bilerp_clamp_8888) \
M(load_u16_be) M(load_rgb_u16_be) M(store_u16_be) \
M(load_tables_u16_be) M(load_tables_rgb_u16_be) M(load_tables) \
M(load_rgba) M(store_rgba) \