Convert Color32 code to perfect blend.
Before we commit to blend_256_round_alt, let's make sure blend_perfect is really slower in practice (i.e. regresses on perf.skia.org). blend_perfect is really the most desirable algorithm if we can afford it. Not only is it correct, but it's easy to think about and break into correct pieces: for instance, its div255() doesn't require any coordination with the multiply. This looks like a 30% hit according to microbenches. That said, microbenches said my previous change would be a 20-25% perf improvement, but it didn't end up showing a significant effect at a high level. As for correctness, I see a bunch of off-by-1 compared to blend_256_round_alt (exactly what we'd expect), and one off-by-3 in a GM that looks like it has a bunch of overdraw. BUG=skia: Review URL: https://codereview.chromium.org/1098913002
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@ -142,11 +142,8 @@ SkBlitRow::Proc32 SkBlitRow::ColorProcFactory() {
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#define SK_SUPPORT_LEGACY_COLOR32_MATHx
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// Color32 and its SIMD specializations use the blend_256_round_alt algorithm
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// from tests/BlendTest.cpp. It's not quite perfect, but it's never wrong in the
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// interesting edge cases, and it's quite a bit faster than blend_perfect.
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//
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// blend_256_round_alt is our currently blessed algorithm. Please use it or an analogous one.
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// Color32 and its SIMD specializations use the blend_perfect algorithm from tests/BlendTest.cpp.
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// An acceptable alternative is blend_256_round_alt, which is faster but not quite perfect.
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void SkBlitRow::Color32(SkPMColor* SK_RESTRICT dst,
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const SkPMColor* SK_RESTRICT src,
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int count, SkPMColor color) {
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@ -156,19 +153,19 @@ void SkBlitRow::Color32(SkPMColor* SK_RESTRICT dst,
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}
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unsigned invA = 255 - SkGetPackedA32(color);
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#ifdef SK_SUPPORT_LEGACY_COLOR32_MATH // blend_256_plus1_trunc, busted
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unsigned round = 0;
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#else // blend_256_round_alt, good
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invA += invA >> 7;
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unsigned round = (128 << 16) + (128 << 0);
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#endif
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while (count --> 0) {
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// Our math is 16-bit, so we can do a little bit of SIMD in 32-bit registers.
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const uint32_t mask = 0x00FF00FF;
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uint32_t rb = (((*src >> 0) & mask) * invA + round) >> 8, // _r_b
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ag = (((*src >> 8) & mask) * invA + round) >> 0; // a_g_
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*dst = color + ((rb & mask) | (ag & ~mask));
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uint32_t rb = (((*src >> 0) & mask) * invA), // r_b_
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ag = (((*src >> 8) & mask) * invA); // a_g_
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#ifndef SK_SUPPORT_LEGACY_COLOR32_MATH
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uint32_t round = (128 << 16) + (128 << 0);
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rb += round;
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ag += round;
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rb += (rb & ~mask) >> 8;
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ag += (ag & ~mask) >> 8;
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#endif
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*dst = color + (((rb>>8) & mask) | ((ag>>0) & ~mask));
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src++;
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dst++;
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}
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@ -234,41 +234,30 @@ void S32A_Blend_BlitRow32_SSE2(SkPMColor* SK_RESTRICT dst,
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#define SK_SUPPORT_LEGACY_COLOR32_MATHx
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/* SSE2 version of Color32()
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* portable version is in core/SkBlitRow_D32.cpp
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*/
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// Color32 and its SIMD specializations use the blend_256_round_alt algorithm
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// from tests/BlendTest.cpp. It's not quite perfect, but it's never wrong in the
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// interesting edge cases, and it's quite a bit faster than blend_perfect.
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//
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// blend_256_round_alt is our currently blessed algorithm. Please use it or an analogous one.
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/* SSE2 version of Color32(), portable version is in core/SkBlitRow_D32.cpp */
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// Color32 and its SIMD specializations use the blend_perfect algorithm from tests/BlendTest.cpp.
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// An acceptable alternative is blend_256_round_alt, which is faster but not quite perfect.
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void Color32_SSE2(SkPMColor dst[], const SkPMColor src[], int count, SkPMColor color) {
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switch (SkGetPackedA32(color)) {
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case 0: memmove(dst, src, count * sizeof(SkPMColor)); return;
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case 255: sk_memset32(dst, color, count); return;
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}
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__m128i colorHigh = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_set1_epi32(color));
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#ifdef SK_SUPPORT_LEGACY_COLOR32_MATH // blend_256_plus1_trunc, busted
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__m128i colorAndRound = colorHigh;
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#else // blend_256_round_alt, good
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__m128i colorAndRound = _mm_add_epi16(colorHigh, _mm_set1_epi16(128));
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#endif
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unsigned invA = 255 - SkGetPackedA32(color);
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#ifdef SK_SUPPORT_LEGACY_COLOR32_MATH // blend_256_plus1_trunc, busted
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__m128i invA16 = _mm_set1_epi16(invA);
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#else // blend_256_round_alt, good
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SkASSERT(invA + (invA >> 7) < 256); // We should still fit in the low byte here.
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__m128i invA16 = _mm_set1_epi16(invA + (invA >> 7));
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#endif
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__m128i color_2x_high = _mm_unpacklo_epi8(_mm_setzero_si128(), _mm_set1_epi32(color)),
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invA_8x = _mm_set1_epi16(255 - SkGetPackedA32(color));
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// Does the core work of blending color onto 4 pixels, returning the resulting 4 pixels.
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auto kernel = [&](const __m128i& src4) -> __m128i {
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__m128i lo = _mm_mullo_epi16(invA16, _mm_unpacklo_epi8(src4, _mm_setzero_si128())),
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hi = _mm_mullo_epi16(invA16, _mm_unpackhi_epi8(src4, _mm_setzero_si128()));
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return _mm_packus_epi16(_mm_srli_epi16(_mm_add_epi16(colorAndRound, lo), 8),
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_mm_srli_epi16(_mm_add_epi16(colorAndRound, hi), 8));
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auto kernel = [&](const __m128i& src_4x) -> __m128i {
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__m128i lo = _mm_mullo_epi16(invA_8x, _mm_unpacklo_epi8(src_4x, _mm_setzero_si128())),
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hi = _mm_mullo_epi16(invA_8x, _mm_unpackhi_epi8(src_4x, _mm_setzero_si128()));
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#ifndef SK_SUPPORT_LEGACY_COLOR32_MATH
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lo = _mm_add_epi16(lo, _mm_set1_epi16(128));
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hi = _mm_add_epi16(hi, _mm_set1_epi16(128));
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lo = _mm_add_epi16(lo, _mm_srli_epi16(lo, 8));
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hi = _mm_add_epi16(hi, _mm_srli_epi16(hi, 8));
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#endif
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return _mm_packus_epi16(_mm_srli_epi16(_mm_add_epi16(color_2x_high, lo), 8),
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_mm_srli_epi16(_mm_add_epi16(color_2x_high, hi), 8));
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};
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while (count >= 8) {
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@ -1681,38 +1681,30 @@ void S32_D565_Opaque_Dither_neon(uint16_t* SK_RESTRICT dst,
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#define SK_SUPPORT_LEGACY_COLOR32_MATHx
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// Color32 and its SIMD specializations use the blend_256_round_alt algorithm
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// from tests/BlendTest.cpp. It's not quite perfect, but it's never wrong in the
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// interesting edge cases, and it's quite a bit faster than blend_perfect.
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//
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// blend_256_round_alt is our currently blessed algorithm. Please use it or an analogous one.
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/* NEON version of Color32(), portable version is in core/SkBlitRow_D32.cpp */
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// Color32 and its SIMD specializations use the blend_perfect algorithm from tests/BlendTest.cpp.
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// An acceptable alternative is blend_256_round_alt, which is faster but not quite perfect.
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void Color32_arm_neon(SkPMColor* dst, const SkPMColor* src, int count, SkPMColor color) {
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switch (SkGetPackedA32(color)) {
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case 0: memmove(dst, src, count * sizeof(SkPMColor)); return;
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case 255: sk_memset32(dst, color, count); return;
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}
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uint16x8_t colorHigh = vshll_n_u8((uint8x8_t)vdup_n_u32(color), 8);
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#ifdef SK_SUPPORT_LEGACY_COLOR32_MATH // blend_256_plus1_trunc, busted
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uint16x8_t colorAndRound = colorHigh;
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#else // blend_256_round_alt, good
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uint16x8_t colorAndRound = vaddq_u16(colorHigh, vdupq_n_u16(128));
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#endif
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unsigned invA = 255 - SkGetPackedA32(color);
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#ifdef SK_SUPPORT_LEGACY_COLOR32_MATH // blend_256_plus1_trunc, busted
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uint8x8_t invA8 = vdup_n_u8(invA);
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#else // blend_256_round_alt, good
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SkASSERT(invA + (invA >> 7) < 256); // This next part only works if alpha is not 0.
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uint8x8_t invA8 = vdup_n_u8(invA + (invA >> 7));
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#endif
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uint16x8_t color_2x_high = vshll_n_u8((uint8x8_t)vdup_n_u32(color), 8);
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uint8x8_t invA_8x = vdup_n_u8(255 - SkGetPackedA32(color));
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// Does the core work of blending color onto 4 pixels, returning the resulting 4 pixels.
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auto kernel = [&](const uint32x4_t& src4) -> uint32x4_t {
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uint16x8_t lo = vmull_u8(vget_low_u8( (uint8x16_t)src4), invA8),
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hi = vmull_u8(vget_high_u8((uint8x16_t)src4), invA8);
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uint16x8_t lo = vmull_u8(vget_low_u8( (uint8x16_t)src4), invA_8x),
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hi = vmull_u8(vget_high_u8((uint8x16_t)src4), invA_8x);
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#ifndef SK_SUPPORT_LEGACY_COLOR32_MATH
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lo = vaddq_u16(lo, vdupq_n_u16(128));
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hi = vaddq_u16(hi, vdupq_n_u16(128));
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lo = vaddq_u16(lo, vshrq_n_u16(lo, 8));
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hi = vaddq_u16(hi, vshrq_n_u16(hi, 8));
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#endif
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return (uint32x4_t)
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vcombine_u8(vaddhn_u16(colorAndRound, lo), vaddhn_u16(colorAndRound, hi));
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vcombine_u8(vaddhn_u16(color_2x_high, lo), vaddhn_u16(color_2x_high, hi));
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};
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while (count >= 8) {
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