/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkRasterPipeline_DEFINED #define SkRasterPipeline_DEFINED #include "SkNx.h" #include "SkTArray.h" #include "SkTypes.h" #include /** * SkRasterPipeline provides a cheap way to chain together a pixel processing pipeline. * * It's particularly designed for situations where the potential pipeline is extremely * combinatoric: {N dst formats} x {M source formats} x {K mask formats} x {C transfer modes} ... * No one wants to write specialized routines for all those combinations, and if we did, we'd * end up bloating our code size dramatically. SkRasterPipeline stages can be chained together * at runtime, so we can scale this problem linearly rather than combinatorically. * * Each stage is represented by a function conforming to a common interface, SkRasterPipeline::Fn, * and by an arbitrary context pointer. Fn's arguments, and sometimes custom calling convention, * are designed to maximize the amount of data we can pass along the pipeline cheaply. * On many machines all arguments stay in registers the entire time. * * The meaning of the arguments to Fn are sometimes fixed: * - The Stage* always represents the current stage, mainly providing access to ctx(). * - The first size_t is always the destination x coordinate. * (If you need y, put it in your context.) * - The second size_t is always tail: 0 when working on a full 4-pixel slab, * or 1..3 when using only the bottom 1..3 lanes of each register. * - By the time the shader's done, the first four vectors should hold source red, * green, blue, and alpha, up to 4 pixels' worth each. * * Sometimes arguments are flexible: * - In the shader, the first four vectors can be used for anything, e.g. sample coordinates. * - The last four vectors are scratch registers that can be used to communicate between * stages; transfer modes use these to hold the original destination pixel components. * * On some platforms the last four vectors are slower to work with than the other arguments. * * When done mutating its arguments and/or context, a stage can either: * 1) call st->next() with its mutated arguments, chaining to the next stage of the pipeline; or * 2) return, indicating the pipeline is complete for these pixels. * * Some stages that typically return are those that write a color to a destination pointer, * but any stage can short-circuit the rest of the pipeline by returning instead of calling next(). */ // TODO: There may be a better place to stuff tail, e.g. in the bottom alignment bits of // the Stage*. This mostly matters on 64-bit Windows where every register is precious. #define SK_RASTER_PIPELINE_STAGES(M) \ M(swap_src_dst) M(constant_color) M(clamp_1) \ M(load_s_565) M(load_d_565) M(store_565) \ M(load_s_srgb) M(load_d_srgb) M(store_srgb) \ M(load_s_f16) M(load_d_f16) M(store_f16) \ M(scale_u8) \ M(lerp_u8) M(lerp_565) M(lerp_constant_float) \ M(dst) \ M(dstatop) M(dstin) M(dstout) M(dstover) \ M(srcatop) M(srcin) M(srcout) M(srcover) \ M(clear) M(modulate) M(multiply) M(plus_) M(screen) M(xor_) \ M(colorburn) M(colordodge) M(darken) M(difference) \ M(exclusion) M(hardlight) M(lighten) M(overlay) M(softlight) \ M(luminance_to_alpha) class SkRasterPipeline { public: // No pipeline may be more than kMaxStages long. static const int kMaxStages = 32; SkRasterPipeline(); enum StockStage { #define M(stage) stage, SK_RASTER_PIPELINE_STAGES(M) #undef M }; void append(StockStage, void* = nullptr); void append(StockStage stage, const void* ctx) { this->append(stage, const_cast(ctx)); } // Append all stages to this pipeline. void extend(const SkRasterPipeline&); // Runs the pipeline walking x through [x,x+n). std::function compile() const; struct Stage { StockStage stage; void* ctx; }; private: int fNum = 0; Stage fStages[kMaxStages]; }; #endif//SkRasterPipeline_DEFINED