diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/core/SkBlitRow_D32.cpp | 27 | ||||
-rw-r--r-- | src/opts/SkBlitRow_opts_SSE2.cpp | 43 | ||||
-rw-r--r-- | src/opts/SkBlitRow_opts_arm_neon.cpp | 36 |
3 files changed, 64 insertions, 42 deletions
diff --git a/src/core/SkBlitRow_D32.cpp b/src/core/SkBlitRow_D32.cpp index 36bfa54095..ac01e427bf 100644 --- a/src/core/SkBlitRow_D32.cpp +++ b/src/core/SkBlitRow_D32.cpp @@ -142,8 +142,11 @@ SkBlitRow::Proc32 SkBlitRow::ColorProcFactory() { #define SK_SUPPORT_LEGACY_COLOR32_MATHx -// Color32 and its SIMD specializations use the blend_perfect algorithm from tests/BlendTest.cpp. -// An acceptable alternative is blend_256_round_alt, which is faster but not quite perfect. +// Color32 and its SIMD specializations use the blend_256_round_alt algorithm +// from tests/BlendTest.cpp. It's not quite perfect, but it's never wrong in the +// interesting edge cases, and it's quite a bit faster than blend_perfect. +// +// blend_256_round_alt is our currently blessed algorithm. Please use it or an analogous one. void SkBlitRow::Color32(SkPMColor* SK_RESTRICT dst, const SkPMColor* SK_RESTRICT src, int count, SkPMColor color) { @@ -153,19 +156,19 @@ void SkBlitRow::Color32(SkPMColor* SK_RESTRICT dst, } unsigned invA = 255 - SkGetPackedA32(color); +#ifdef SK_SUPPORT_LEGACY_COLOR32_MATH // blend_256_plus1_trunc, busted + unsigned round = 0; +#else // blend_256_round_alt, good + invA += invA >> 7; + unsigned round = (128 << 16) + (128 << 0); +#endif + while (count --> 0) { // Our math is 16-bit, so we can do a little bit of SIMD in 32-bit registers. const uint32_t mask = 0x00FF00FF; - uint32_t rb = (((*src >> 0) & mask) * invA), // r_b_ - ag = (((*src >> 8) & mask) * invA); // a_g_ - #ifndef SK_SUPPORT_LEGACY_COLOR32_MATH - uint32_t round = (128 << 16) + (128 << 0); - rb += round; - ag += round; - rb += (rb & ~mask) >> 8; - ag += (ag & ~mask) >> 8; - #endif - *dst = color + (((rb>>8) & mask) | ((ag>>0) & ~mask)); + uint32_t rb = (((*src >> 0) & mask) * invA + round) >> 8, // _r_b + ag = (((*src >> 8) & mask) * invA + round) >> 0; // a_g_ + *dst = color + ((rb & mask) | (ag & ~mask)); src++; dst++; } diff --git a/src/opts/SkBlitRow_opts_SSE2.cpp b/src/opts/SkBlitRow_opts_SSE2.cpp index 3fcb9e0e14..59375f1831 100644 --- a/src/opts/SkBlitRow_opts_SSE2.cpp +++ b/src/opts/SkBlitRow_opts_SSE2.cpp @@ -234,30 +234,41 @@ void S32A_Blend_BlitRow32_SSE2(SkPMColor* SK_RESTRICT dst, #define SK_SUPPORT_LEGACY_COLOR32_MATHx -/* SSE2 version of Color32(), portable version is in core/SkBlitRow_D32.cpp */ -// Color32 and its SIMD specializations use the blend_perfect algorithm from tests/BlendTest.cpp. -// An acceptable alternative is blend_256_round_alt, which is faster but not quite perfect. +/* SSE2 version of Color32() + * portable version is in core/SkBlitRow_D32.cpp + */ +// Color32 and its SIMD specializations use the blend_256_round_alt algorithm +// from tests/BlendTest.cpp. It's not quite perfect, but it's never wrong in the +// interesting edge cases, and it's quite a bit faster than blend_perfect. +// +// blend_256_round_alt is our currently blessed algorithm. Please use it or an analogous one. void Color32_SSE2(SkPMColor dst[], const SkPMColor src[], int count, SkPMColor color) { switch (SkGetPackedA32(color)) { case 0: memmove(dst, src, count * sizeof(SkPMColor)); return; case 255: sk_memset32(dst, color, count); return; } - __m128i color_2x_high = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_set1_epi32(color)), - invA_8x = _mm_set1_epi16(255 - SkGetPackedA32(color)); + __m128i colorHigh = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_set1_epi32(color)); +#ifdef SK_SUPPORT_LEGACY_COLOR32_MATH // blend_256_plus1_trunc, busted + __m128i colorAndRound = colorHigh; +#else // blend_256_round_alt, good + __m128i colorAndRound = _mm_add_epi16(colorHigh, _mm_set1_epi16(128)); +#endif + + unsigned invA = 255 - SkGetPackedA32(color); +#ifdef SK_SUPPORT_LEGACY_COLOR32_MATH // blend_256_plus1_trunc, busted + __m128i invA16 = _mm_set1_epi16(invA); +#else // blend_256_round_alt, good + SkASSERT(invA + (invA >> 7) < 256); // We should still fit in the low byte here. + __m128i invA16 = _mm_set1_epi16(invA + (invA >> 7)); +#endif // Does the core work of blending color onto 4 pixels, returning the resulting 4 pixels. - auto kernel = [&](const __m128i& src_4x) -> __m128i { - __m128i lo = _mm_mullo_epi16(invA_8x, _mm_unpacklo_epi8(src_4x, _mm_setzero_si128())), - hi = _mm_mullo_epi16(invA_8x, _mm_unpackhi_epi8(src_4x, _mm_setzero_si128())); - #ifndef SK_SUPPORT_LEGACY_COLOR32_MATH - lo = _mm_add_epi16(lo, _mm_set1_epi16(128)); - hi = _mm_add_epi16(hi, _mm_set1_epi16(128)); - lo = _mm_add_epi16(lo, _mm_srli_epi16(lo, 8)); - hi = _mm_add_epi16(hi, _mm_srli_epi16(hi, 8)); - #endif - return _mm_packus_epi16(_mm_srli_epi16(_mm_add_epi16(color_2x_high, lo), 8), - _mm_srli_epi16(_mm_add_epi16(color_2x_high, hi), 8)); + auto kernel = [&](const __m128i& src4) -> __m128i { + __m128i lo = _mm_mullo_epi16(invA16, _mm_unpacklo_epi8(src4, _mm_setzero_si128())), + hi = _mm_mullo_epi16(invA16, _mm_unpackhi_epi8(src4, _mm_setzero_si128())); + return _mm_packus_epi16(_mm_srli_epi16(_mm_add_epi16(colorAndRound, lo), 8), + _mm_srli_epi16(_mm_add_epi16(colorAndRound, hi), 8)); }; while (count >= 8) { diff --git a/src/opts/SkBlitRow_opts_arm_neon.cpp b/src/opts/SkBlitRow_opts_arm_neon.cpp index b11dd41fbc..bd0c45f4c0 100644 --- a/src/opts/SkBlitRow_opts_arm_neon.cpp +++ b/src/opts/SkBlitRow_opts_arm_neon.cpp @@ -1681,30 +1681,38 @@ void S32_D565_Opaque_Dither_neon(uint16_t* SK_RESTRICT dst, #define SK_SUPPORT_LEGACY_COLOR32_MATHx -/* NEON version of Color32(), portable version is in core/SkBlitRow_D32.cpp */ -// Color32 and its SIMD specializations use the blend_perfect algorithm from tests/BlendTest.cpp. -// An acceptable alternative is blend_256_round_alt, which is faster but not quite perfect. +// Color32 and its SIMD specializations use the blend_256_round_alt algorithm +// from tests/BlendTest.cpp. It's not quite perfect, but it's never wrong in the +// interesting edge cases, and it's quite a bit faster than blend_perfect. +// +// blend_256_round_alt is our currently blessed algorithm. Please use it or an analogous one. void Color32_arm_neon(SkPMColor* dst, const SkPMColor* src, int count, SkPMColor color) { switch (SkGetPackedA32(color)) { case 0: memmove(dst, src, count * sizeof(SkPMColor)); return; case 255: sk_memset32(dst, color, count); return; } - uint16x8_t color_2x_high = vshll_n_u8((uint8x8_t)vdup_n_u32(color), 8); - uint8x8_t invA_8x = vdup_n_u8(255 - SkGetPackedA32(color)); + uint16x8_t colorHigh = vshll_n_u8((uint8x8_t)vdup_n_u32(color), 8); +#ifdef SK_SUPPORT_LEGACY_COLOR32_MATH // blend_256_plus1_trunc, busted + uint16x8_t colorAndRound = colorHigh; +#else // blend_256_round_alt, good + uint16x8_t colorAndRound = vaddq_u16(colorHigh, vdupq_n_u16(128)); +#endif + + unsigned invA = 255 - SkGetPackedA32(color); +#ifdef SK_SUPPORT_LEGACY_COLOR32_MATH // blend_256_plus1_trunc, busted + uint8x8_t invA8 = vdup_n_u8(invA); +#else // blend_256_round_alt, good + SkASSERT(invA + (invA >> 7) < 256); // This next part only works if alpha is not 0. + uint8x8_t invA8 = vdup_n_u8(invA + (invA >> 7)); +#endif // Does the core work of blending color onto 4 pixels, returning the resulting 4 pixels. auto kernel = [&](const uint32x4_t& src4) -> uint32x4_t { - uint16x8_t lo = vmull_u8(vget_low_u8( (uint8x16_t)src4), invA_8x), - hi = vmull_u8(vget_high_u8((uint8x16_t)src4), invA_8x); - #ifndef SK_SUPPORT_LEGACY_COLOR32_MATH - lo = vaddq_u16(lo, vdupq_n_u16(128)); - hi = vaddq_u16(hi, vdupq_n_u16(128)); - lo = vaddq_u16(lo, vshrq_n_u16(lo, 8)); - hi = vaddq_u16(hi, vshrq_n_u16(hi, 8)); - #endif + uint16x8_t lo = vmull_u8(vget_low_u8( (uint8x16_t)src4), invA8), + hi = vmull_u8(vget_high_u8((uint8x16_t)src4), invA8); return (uint32x4_t) - vcombine_u8(vaddhn_u16(color_2x_high, lo), vaddhn_u16(color_2x_high, hi)); + vcombine_u8(vaddhn_u16(colorAndRound, lo), vaddhn_u16(colorAndRound, hi)); }; while (count >= 8) { |