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authorGravatar mtklein <mtklein@chromium.org>2015-03-18 09:51:23 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2015-03-18 09:51:24 -0700
commitf94fa7112f67af6fc5db19f86d8397307ba17105 (patch)
tree0a869f7981b087a786b09e1f630044ca303d8032 /src/opts/SkPMFloat_neon.h
parent6f94076da504a9e292c7f6173b039d2692d47c51 (diff)
SkPMFloat: avoid loads and stores where possible.
A store/load pair like this is a redundant no-op: store simd_register_a, memory_address load memory_address, simd_register_a Everyone seems to be good at removing those when using SSE, but GCC and Clang are pretty terrible at this for NEON. We end up issuing both redundant commands, usually to and from the stack. That's slow. Let's not do that. This CL unions in the native SIMD register type into SkPMFloat, so that we can assign to and from it directly, which is generating a lot better NEON code. On my Nexus 5, the benchmarks improve from 36ns to 23ns. SSE is just as fast either way, but I paralleled the NEON code for consistency. It's a little terser. And because it needed the platform headers anyway, I moved all includes into SkPMFloat.h, again only for consistency. I'd union in Sk4f too to make its conversion methods a little clearer, but MSVC won't let me (it has a copy constructor... they're apparently not up to speed with C++11 unrestricted unions). BUG=skia: Review URL: https://codereview.chromium.org/1015083004
Diffstat (limited to 'src/opts/SkPMFloat_neon.h')
-rw-r--r--src/opts/SkPMFloat_neon.h12
1 files changed, 7 insertions, 5 deletions
diff --git a/src/opts/SkPMFloat_neon.h b/src/opts/SkPMFloat_neon.h
index 036d10d0d6..6c9df37e51 100644
--- a/src/opts/SkPMFloat_neon.h
+++ b/src/opts/SkPMFloat_neon.h
@@ -1,5 +1,7 @@
-#include "SkColorPriv.h"
-#include <arm_neon.h>
+inline SkPMFloat& SkPMFloat::operator=(const SkPMFloat& that) {
+ fColors = that.fColors;
+ return *this;
+}
// For SkPMFloat(SkPMFColor), we widen our 8 bit components (fix8) to 8-bit components in 16 bits
// (fix8_16), then widen those to 8-bit-in-32-bits (fix8_32), and finally convert those to floats.
@@ -13,13 +15,13 @@ inline SkPMFloat::SkPMFloat(SkPMColor c) {
uint8x8_t fix8 = (uint8x8_t)vdup_n_u32(c);
uint16x8_t fix8_16 = vmovl_u8(fix8);
uint32x4_t fix8_32 = vmovl_u16(vget_low_u16(fix8_16));
- vst1q_f32(fColor, vcvtq_f32_u32(fix8_32));
+ fColors = vcvtq_f32_u32(fix8_32);
SkASSERT(this->isValid());
}
inline SkPMColor SkPMFloat::get() const {
SkASSERT(this->isValid());
- float32x4_t add_half = vaddq_f32(vld1q_f32(fColor), vdupq_n_f32(0.5f));
+ float32x4_t add_half = vaddq_f32(fColors, vdupq_n_f32(0.5f));
uint32x4_t fix8_32 = vcvtq_u32_f32(add_half); // vcvtq_u32_f32 truncates, so round manually
uint16x4_t fix8_16 = vmovn_u32(fix8_32);
uint8x8_t fix8 = vmovn_u16(vcombine_u16(fix8_16, vdup_n_u16(0)));
@@ -29,7 +31,7 @@ inline SkPMColor SkPMFloat::get() const {
}
inline SkPMColor SkPMFloat::clamped() const {
- float32x4_t add_half = vaddq_f32(vld1q_f32(fColor), vdupq_n_f32(0.5f));
+ float32x4_t add_half = vaddq_f32(fColors, vdupq_n_f32(0.5f));
uint32x4_t fix8_32 = vcvtq_u32_f32(add_half); // vcvtq_u32_f32 truncates, so round manually
uint16x4_t fix8_16 = vqmovn_u32(fix8_32);
uint8x8_t fix8 = vqmovn_u16(vcombine_u16(fix8_16, vdup_n_u16(0)));