/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ // 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. // round() and roundClamp() do the opposite, working from floats to 8-bit-in-32-bit, // to 8-bit-in-16-bit, back down to 8-bit components. // roundClamp() uses vqmovn to clamp while narrowing instead of just narrowing with vmovn. inline SkPMFloat::SkPMFloat(SkPMColor c) { SkPMColorAssert(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)); fVec = vcvtq_f32_u32(fix8_32); SkASSERT(this->isValid()); } inline SkPMColor SkPMFloat::trunc() const { uint32x4_t fix8_32 = vcvtq_u32_f32(fVec); // vcvtq_u32_f32 truncates uint16x4_t fix8_16 = vmovn_u32(fix8_32); uint8x8_t fix8 = vmovn_u16(vcombine_u16(fix8_16, vdup_n_u16(0))); SkPMColor c = vget_lane_u32((uint32x2_t)fix8, 0); SkPMColorAssert(c); return c; } inline SkPMColor SkPMFloat::round() const { return SkPMFloat(Sk4f(0.5f) + *this).trunc(); } inline SkPMColor SkPMFloat::roundClamp() const { float32x4_t add_half = vaddq_f32(fVec, 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))); SkPMColor c = vget_lane_u32((uint32x2_t)fix8, 0); SkPMColorAssert(c); return c; } // TODO: we should be able to beat these loops on all three methods. inline void SkPMFloat::From4PMColors(const SkPMColor colors[4], SkPMFloat* a, SkPMFloat* b, SkPMFloat* c, SkPMFloat* d) { *a = FromPMColor(colors[0]); *b = FromPMColor(colors[1]); *c = FromPMColor(colors[2]); *d = FromPMColor(colors[3]); } inline void SkPMFloat::RoundTo4PMColors( const SkPMFloat& a, const SkPMFloat& b, const SkPMFloat&c, const SkPMFloat& d, SkPMColor colors[4]) { colors[0] = a.round(); colors[1] = b.round(); colors[2] = c.round(); colors[3] = d.round(); } inline void SkPMFloat::RoundClampTo4PMColors( const SkPMFloat& a, const SkPMFloat& b, const SkPMFloat&c, const SkPMFloat& d, SkPMColor colors[4]) { colors[0] = a.roundClamp(); colors[1] = b.roundClamp(); colors[2] = c.roundClamp(); colors[3] = d.roundClamp(); }