Add SK_RESTRICT inside radial gradient shader - we can't currently see a benefit, but it shouldn't hurt, and some compiler somewhere ought to benefit from it.
git-svn-id: http://skia.googlecode.com/svn/trunk@2383 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -1343,11 +1343,12 @@ static inline bool no_need_for_radial_pin(int fx, int dx,
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// On Linux, this is faster with SkPMColor[] params than SkPMColor* SK_RESTRICT
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static void radial_clamp(SkFixed fx, SkFixed fy, SkFixed dx, SkFixed dy,
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SkPMColor* dstC, int count, const SkPMColor* cache,
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SkPMColor* SK_RESTRICT dstC, int count,
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const SkPMColor* SK_RESTRICT cache,
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const int kCache32Bits, const int kCache32Count) {
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// Floating point seems to be slower than fixed point,
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// even when we have float hardware.
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const uint8_t* sqrt_table = gSqrt8Table;
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const uint8_t* SK_RESTRICT sqrt_table = gSqrt8Table;
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fx >>= 1;
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dx >>= 1;
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fy >>= 1;
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@ -1387,7 +1388,7 @@ void Radial_Gradient::shadeSpan(int x, int y,
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SkPoint srcPt;
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SkMatrix::MapXYProc dstProc = fDstToIndexProc;
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TileProc proc = fTileProc;
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const SkPMColor* cache = this->getCache32();
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const SkPMColor* SK_RESTRICT cache = this->getCache32();
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if (fDstToIndexClass != kPerspective_MatrixClass) {
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dstProc(fDstToIndex, SkIntToScalar(x) + SK_ScalarHalf,
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