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authorGravatar mtklein <mtklein@chromium.org>2015-08-12 10:52:25 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2015-08-12 10:52:25 -0700
commit6028a8476504022fe40b6870b1460b5e4a80969f (patch)
treecb0a197946fe5a688e6145f580d0c7feb281f0ca /src/opts
parentb07bee3121680b53b98b780ac08d14d374dd4c6f (diff)
Normalize SkXfermode_opts.h argument order as d,s[,aa].
At head they're s,d[,aa] in SkXfermode_opts.h but Sk4px::Map* expect d,s[,aa] so we ended up having to write weird little lambda shims to match impedance. There's no reason for these to disagree, and d,s[,aa] is the One True Order (because no matter what you're doing in graphics, there's always a dst). Should be no perf or image diff, though I'm suspicious it might help MSVC code generation. BUG=skia:4117 Review URL: https://codereview.chromium.org/1289903002
Diffstat (limited to 'src/opts')
-rw-r--r--src/opts/SkXfermode_opts.h42
1 files changed, 16 insertions, 26 deletions
diff --git a/src/opts/SkXfermode_opts.h b/src/opts/SkXfermode_opts.h
index 5394e636e7..97c0243053 100644
--- a/src/opts/SkXfermode_opts.h
+++ b/src/opts/SkXfermode_opts.h
@@ -15,7 +15,7 @@
namespace 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 s, Sk4px d)
+#define XFERMODE(Name) static Sk4px SK_VECTORCALL Name(Sk4px d, Sk4px s)
XFERMODE(Clear) { return Sk4px::DupPMColor(0); }
XFERMODE(Src) { return s; }
@@ -23,13 +23,13 @@ XFERMODE(Dst) { return d; }
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 (d,s); }
-XFERMODE(DstOut) { return SrcOut (d,s); }
-XFERMODE(DstOver) { return SrcOver(d,s); }
+XFERMODE(DstIn) { return SrcIn (s,d); }
+XFERMODE(DstOut) { return SrcOut (s,d); }
+XFERMODE(DstOver) { return SrcOver(s,d); }
// [ S * Da + (1 - Sa) * D]
XFERMODE(SrcATop) { return (s * d.alphas() + d * s.alphas().inv()).div255(); }
-XFERMODE(DstATop) { return SrcATop(d,s); }
+XFERMODE(DstATop) { return SrcATop(s,d); }
//[ S * (1 - Da) + (1 - Sa) * D ]
XFERMODE(Xor) { return (s * d.alphas().inv() + d * s.alphas().inv()).div255(); }
// [S + D ]
@@ -79,7 +79,7 @@ XFERMODE(HardLight) {
auto colors = (both + isLite.thenElse(lite, dark)).div255();
return alphas.zeroColors() + colors.zeroAlphas();
}
-XFERMODE(Overlay) { return HardLight(d,s); }
+XFERMODE(Overlay) { return HardLight(s,d); }
XFERMODE(Darken) {
auto sa = s.alphas(),
@@ -110,7 +110,7 @@ XFERMODE(Lighten) {
#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 s, SkPMFloat d)
+#define XFERMODE(Name) static SkPMFloat SK_VECTORCALL Name(SkPMFloat d, SkPMFloat s)
XFERMODE(ColorDodge) {
auto sa = s.alphas(),
@@ -174,14 +174,14 @@ XFERMODE(SoftLight) {
// 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 s, Sk4px d, Sk4px aa) {
- Sk4px bw = Mode(s, d);
+static Sk4px SK_VECTORCALL xfer_aa(Sk4px d, Sk4px s, Sk4px aa) {
+ Sk4px bw = Mode(d, s);
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 s, Sk4px d, Sk4px aa)
+ template <> Sk4px SK_VECTORCALL xfer_aa<Name>(Sk4px d, Sk4px s, 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) ]
@@ -202,27 +202,17 @@ public:
void xfer32(SkPMColor 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);
- });
+ Sk4px::MapDstSrc(n, dst, src, fProc4);
} else {
- Sk4px::MapDstSrcAlpha(n, dst, src, aa,
- [&](const Sk4px& dst4, const Sk4px& src4, const Sk4px& alpha) {
- return fAAProc4(src4, dst4, alpha);
- });
+ Sk4px::MapDstSrcAlpha(n, dst, src, aa, fAAProc4);
}
}
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);
- });
+ Sk4px::MapDstSrc(n, dst, src, fProc4);
} else {
- Sk4px::MapDstSrcAlpha(n, dst, src, aa,
- [&](const Sk4px& dst4, const Sk4px& src4, const Sk4px& alpha) {
- return fAAProc4(src4, dst4, alpha);
- });
+ Sk4px::MapDstSrcAlpha(n, dst, src, aa, fAAProc4);
}
}
@@ -257,13 +247,13 @@ public:
private:
inline SkPMColor xfer32(SkPMColor dst, SkPMColor src) const {
- return fProcF(SkPMFloat(src), SkPMFloat(dst)).round();
+ return fProcF(SkPMFloat(dst), SkPMFloat(src)).round();
}
inline SkPMColor xfer32(SkPMColor dst, SkPMColor src, SkAlpha aa) const {
SkPMFloat s(src),
d(dst),
- b(fProcF(s,d));
+ b(fProcF(d,s));
// 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);