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/*
* 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 <vector>
/**
* 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(callback) \
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(constant_color) M(seed_shader) M(dither) \
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(load_rgba) M(store_rgba) \
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(hue) M(saturation) M(color) M(luminosity) \
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(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(evenly_spaced_gradient) \
M(gradient) \
M(evenly_spaced_2_stop_gradient) \
M(xy_to_unit_angle) \
M(xy_to_radius) \
M(byte_tables) M(byte_tables_rgb) \
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<void*>(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:
std::vector<Stage> fStages;
};
#endif//SkRasterPipeline_DEFINED
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