/* * 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 "SkImageInfo.h" #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(trace) M(registers) \ M(move_src_dst) M(move_dst_src) M(swap) \ M(clamp_0) M(clamp_1) M(clamp_a) \ M(unpremul) M(premul) \ M(set_rgb) M(swap_rb) \ M(from_srgb) M(to_srgb) \ M(from_2dot2) M(to_2dot2) \ M(constant_color) M(seed_shader) \ M(load_a8) M(store_a8) \ M(load_g8) \ M(load_565) M(store_565) \ M(load_4444) M(store_4444) \ M(load_f16) M(store_f16) \ M(load_f32) M(store_f32) \ M(load_8888) M(store_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(scale_u8) M(scale_1_float) \ M(lerp_u8) M(lerp_565) M(lerp_1_float) \ 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) \ M(matrix_2x3) M(matrix_3x4) M(matrix_4x5) \ M(matrix_perspective) \ M(parametric_r) M(parametric_g) M(parametric_b) \ M(parametric_a) \ M(table_r) M(table_g) M(table_b) M(table_a) \ M(color_lookup_table) M(lab_to_xyz) \ M(clamp_x) M(mirror_x) M(repeat_x) \ M(clamp_y) M(mirror_y) M(repeat_y) \ M(gather_a8) M(gather_g8) M(gather_i8) \ M(gather_565) M(gather_4444) M(gather_8888) M(gather_f16) \ M(bilinear_nx) M(bilinear_px) M(bilinear_ny) M(bilinear_py) \ M(bicubic_n3x) M(bicubic_n1x) M(bicubic_p1x) M(bicubic_p3x) \ M(bicubic_n3y) M(bicubic_n1y) M(bicubic_p1y) M(bicubic_p3y) \ M(save_xy) M(accumulate) \ M(linear_gradient_2stops) \ M(byte_tables) M(byte_tables_rgb) \ M(shader_adapter) \ M(rgb_to_hsl) \ M(hsl_to_rgb) class SkRasterPipeline { public: 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). void run(size_t x, size_t n) const; void dump() const; struct Stage { StockStage stage; void* ctx; }; // Conversion from sRGB can be subtly tricky when premultiplication is involved. // Use these helpers to keep things sane. void append_from_srgb(SkAlphaType); bool empty() const { return fStages.empty(); } private: bool run_with_jumper(size_t x, size_t n) const; std::vector fStages; }; #endif//SkRasterPipeline_DEFINED