Revert[2] of float color components
This reverts commit 2a2bdc6984
.
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2a2bdc6984
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@ -160,4 +160,44 @@ SK_API SkPMColor SkPreMultiplyColor(SkColor c);
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*/
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typedef SkPMColor (*SkXfermodeProc)(SkPMColor src, SkPMColor dst);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/*
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* The float values are 0...1 premultiplied
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*/
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struct SK_ATTRIBUTE(aligned(16)) SkPM4f {
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float fVec[4];
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float a() const { return fVec[SK_A32_SHIFT/8]; }
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};
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/*
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* The float values are 0...1 unpremultiplied
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*/
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struct SkColor4f {
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float fA;
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float fR;
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float fG;
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float fB;
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bool operator==(const SkColor4f& other) const {
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return fA == other.fA && fR == other.fR && fG == other.fG && fB == other.fB;
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}
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bool operator!=(const SkColor4f& other) const {
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return !(*this == other);
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}
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const float* vec() const { return &fA; }
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float* vec() { return &fA; }
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static SkColor4f Pin(float a, float r, float g, float b);
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static SkColor4f FromColor(SkColor);
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SkColor4f pin() const {
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return Pin(fA, fR, fG, fB);
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}
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SkPM4f premul() const;
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};
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#endif
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@ -68,10 +68,13 @@ public:
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*/
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virtual void filterSpan(const SkPMColor src[], int count, SkPMColor result[]) const = 0;
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virtual void filterSpan4f(const SkPM4f src[], int count, SkPM4f result[]) const;
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enum Flags {
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/** If set the filter methods will not change the alpha channel of the colors.
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*/
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kAlphaUnchanged_Flag = 0x01,
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kAlphaUnchanged_Flag = 1 << 0,
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kSupports4f_Flag = 1 << 1,
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};
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/** Returns the flags for this filter. Override in subclasses to return custom flags.
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@ -71,6 +71,11 @@
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SK_B32_SHIFT == SK_BGRA_B32_SHIFT)
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#define SK_A_INDEX (SK_A32_SHIFT/8)
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#define SK_R_INDEX (SK_R32_SHIFT/8)
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#define SK_G_INDEX (SK_G32_SHIFT/8)
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#define SK_B_INDEX (SK_B32_SHIFT/8)
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#if defined(SK_PMCOLOR_IS_RGBA) && !LOCAL_PMCOLOR_SHIFTS_EQUIVALENT_TO_RGBA
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#error "SK_PMCOLOR_IS_RGBA does not match SK_*32_SHIFT values"
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#endif
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@ -81,6 +81,7 @@ public:
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shadeSpan().
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*/
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kConstInY32_Flag = 1 << 1,
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kSupports4f_Flag = 1 << 2,
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};
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/**
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@ -127,6 +128,8 @@ public:
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*/
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virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
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virtual void shadeSpan4f(int x, int y, SkPM4f[], int count);
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/**
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* The const void* ctx is only const because all the implementations are const.
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* This can be changed to non-const if a new shade proc needs to change the ctx.
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@ -29,6 +29,7 @@ public:
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static SkColorFilter* CreateLightingFilter(SkColor mul, SkColor add);
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void filterSpan(const SkPMColor src[], int count, SkPMColor[]) const override;
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void filterSpan4f(const SkPM4f src[], int count, SkPM4f[]) const override;
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uint32_t getFlags() const override;
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bool asColorMatrix(SkScalar matrix[20]) const override;
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SkColorFilter* newComposed(const SkColorFilter*) const override;
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@ -100,3 +100,37 @@ SkColor SkHSVToColor(U8CPU a, const SkScalar hsv[3]) {
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}
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return SkColorSetARGB(a, r, g, b);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include "SkNx.h"
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SkColor4f SkColor4f::Pin(float a, float r, float g, float b) {
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SkColor4f c4;
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Sk4f::Min(Sk4f::Max(Sk4f(a, r, g, b), Sk4f(0)), Sk4f(1)).store(c4.vec());
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return c4;
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}
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SkColor4f SkColor4f::FromColor(SkColor c) {
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Sk4f value = SkNx_shuffle<3,2,1,0>(SkNx_cast<float>(Sk4b::Load((const uint8_t*)&c)));
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SkColor4f c4;
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(value * Sk4f(1.0f / 255)).store(c4.vec());
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return c4;
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}
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SkPM4f SkColor4f::premul() const {
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auto src = Sk4f::Load(this->pin().vec());
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float srcAlpha = src.kth<0>(); // need the pinned version of our alpha
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src = src * Sk4f(1, srcAlpha, srcAlpha, srcAlpha);
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#ifdef SK_PMCOLOR_IS_BGRA
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// ARGB -> BGRA
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Sk4f dst = SkNx_shuffle<3,2,1,0>(src);
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#else
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// ARGB -> RGBA
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Sk4f dst = SkNx_shuffle<1,2,3,0>(src);
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#endif
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SkPM4f pm4;
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dst.store(pm4.fVec);
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return pm4;
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}
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@ -35,6 +35,10 @@ SkColor SkColorFilter::filterColor(SkColor c) const {
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return SkUnPreMultiply::PMColorToColor(dst);
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}
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void SkColorFilter::filterSpan4f(const SkPM4f[], int count, SkPM4f[]) const {
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SkASSERT(false && "filterSpan4f called but not implemented");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/*
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@ -36,8 +36,10 @@ public:
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uint32_t getFlags() const override;
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void shadeSpan(int x, int y, SkPMColor span[], int count) override;
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void shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) override;
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void shadeSpan4f(int x, int y, SkPM4f[], int count) override;
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private:
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SkPM4f fPM4f;
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SkPMColor fPMColor;
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uint32_t fFlags;
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@ -78,4 +78,8 @@ static inline unsigned SkDiv255Round(unsigned prod) {
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return (prod + (prod >> 8)) >> 8;
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}
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static inline float SkPinToUnitFloat(float x) {
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return SkTMin(SkTMax(x, 0.0f), 1.0f);
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}
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#endif
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@ -117,6 +117,10 @@ SkShader::Context::ShadeProc SkShader::Context::asAShadeProc(void** ctx) {
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return nullptr;
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}
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void SkShader::Context::shadeSpan4f(int x, int y, SkPM4f[], int count) {
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SkASSERT(false && "shadeSpan4f called but not implemented");
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}
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#include "SkColorPriv.h"
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#define kTempColorQuadCount 6 // balance between speed (larger) and saving stack-space
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@ -279,7 +283,11 @@ SkColorShader::ColorShaderContext::ColorShaderContext(const SkColorShader& shade
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}
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fPMColor = SkPackARGB32(a, r, g, b);
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fFlags = kConstInY32_Flag;
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SkColor4f c4 = SkColor4f::FromColor(shader.fColor);
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c4.fA *= rec.fPaint->getAlpha() / 255.0f;
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fPM4f = c4.premul();
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fFlags = kConstInY32_Flag | kSupports4f_Flag;
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if (255 == a) {
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fFlags |= kOpaqueAlpha_Flag;
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}
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@ -293,6 +301,12 @@ void SkColorShader::ColorShaderContext::shadeSpanAlpha(int x, int y, uint8_t alp
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memset(alpha, SkGetPackedA32(fPMColor), count);
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}
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void SkColorShader::ColorShaderContext::shadeSpan4f(int x, int y, SkPM4f span[], int count) {
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for (int i = 0; i < count; ++i) {
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span[i] = fPM4f;
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}
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}
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SkShader::GradientType SkColorShader::asAGradient(GradientInfo* info) const {
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if (info) {
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if (info->fColors && info->fColorCount >= 1) {
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@ -45,10 +45,11 @@ void SkColorMatrixFilter::initState(const SkScalar* SK_RESTRICT src) {
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bool usesAlpha = (array[3] || array[8] || array[13]);
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if (changesAlpha || usesAlpha) {
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fFlags = changesAlpha ? 0 : SkColorFilter::kAlphaUnchanged_Flag;
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fFlags = changesAlpha ? 0 : kAlphaUnchanged_Flag;
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} else {
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fFlags = SkColorFilter::kAlphaUnchanged_Flag;
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fFlags = kAlphaUnchanged_Flag;
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}
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fFlags |= kSupports4f_Flag;
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}
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///////////////////////////////////////////////////////////////////////////////
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@ -89,28 +90,28 @@ static SkPMColor round(const Sk4f& x) {
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return c;
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}
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void SkColorMatrixFilter::filterSpan(const SkPMColor src[], int count, SkPMColor dst[]) const {
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template <typename Adaptor, typename T>
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void filter_span(const float array[], const T src[], int count, T dst[]) {
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// c0-c3 are already in [0,1].
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const Sk4f c0 = Sk4f::Load(fTranspose + 0);
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const Sk4f c1 = Sk4f::Load(fTranspose + 4);
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const Sk4f c2 = Sk4f::Load(fTranspose + 8);
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const Sk4f c3 = Sk4f::Load(fTranspose + 12);
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const Sk4f c0 = Sk4f::Load(array + 0);
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const Sk4f c1 = Sk4f::Load(array + 4);
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const Sk4f c2 = Sk4f::Load(array + 8);
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const Sk4f c3 = Sk4f::Load(array + 12);
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// c4 (the translate vector) is in [0, 255]. Bring it back to [0,1].
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const Sk4f c4 = Sk4f::Load(fTranspose + 16)*Sk4f(1.0f/255);
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const Sk4f c4 = Sk4f::Load(array + 16)*Sk4f(1.0f/255);
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// todo: we could cache this in the constructor...
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SkPMColor matrix_translate_pmcolor = round(premul(clamp_0_1(c4)));
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T matrix_translate_pmcolor = Adaptor::From4f(premul(clamp_0_1(c4)));
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for (int i = 0; i < count; i++) {
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const SkPMColor src_c = src[i];
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if (0 == src_c) {
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Sk4f srcf = Adaptor::To4f(src[i]);
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float srcA = srcf.kth<SK_A32_SHIFT/8>();
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if (0 == srcA) {
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dst[i] = matrix_translate_pmcolor;
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continue;
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}
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Sk4f srcf = SkNx_cast<float>(Sk4b::Load((const uint8_t*)&src_c)) * Sk4f(1.0f/255);
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if (0xFF != SkGetPackedA32(src_c)) {
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if (1 != srcA) {
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srcf = unpremul(srcf);
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}
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@ -122,11 +123,36 @@ void SkColorMatrixFilter::filterSpan(const SkPMColor src[], int count, SkPMColor
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// apply matrix
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Sk4f dst4 = c0 * r4 + c1 * g4 + c2 * b4 + c3 * a4 + c4;
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// clamp, re-premul, and write
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dst[i] = round(premul(clamp_0_1(dst4)));
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dst[i] = Adaptor::From4f(premul(clamp_0_1(dst4)));
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}
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}
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struct SkPMColorAdaptor {
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static SkPMColor From4f(const Sk4f& c4) {
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return round(c4);
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}
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static Sk4f To4f(SkPMColor c) {
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return SkNx_cast<float>(Sk4b::Load((const uint8_t*)&c)) * Sk4f(1.0f/255);
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}
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};
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void SkColorMatrixFilter::filterSpan(const SkPMColor src[], int count, SkPMColor dst[]) const {
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filter_span<SkPMColorAdaptor>(fTranspose, src, count, dst);
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}
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struct SkPM4fAdaptor {
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static SkPM4f From4f(const Sk4f& c4) {
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SkPM4f c;
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c4.store(c.fVec);
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return c;
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}
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static Sk4f To4f(const SkPM4f& c) {
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return Sk4f::Load(c.fVec);
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}
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};
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void SkColorMatrixFilter::filterSpan4f(const SkPM4f src[], int count, SkPM4f dst[]) const {
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filter_span<SkPM4fAdaptor>(fTranspose, src, count, dst);
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}
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///////////////////////////////////////////////////////////////////////////////
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void SkColorMatrixFilter::flatten(SkWriteBuffer& buffer) const {
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62
tests/SkColor4fTest.cpp
Normal file
62
tests/SkColor4fTest.cpp
Normal file
@ -0,0 +1,62 @@
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/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "SkColor.h"
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#include "SkShader.h"
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#include "SkColorMatrixFilter.h"
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#include "Test.h"
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#include "SkRandom.h"
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DEF_TEST(SkColor4f_FromColor, reporter) {
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const struct {
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SkColor fC;
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SkColor4f fC4;
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} recs[] = {
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{ SK_ColorBLACK, { 1, 0, 0, 0 } },
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{ SK_ColorWHITE, { 1, 1, 1, 1 } },
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{ SK_ColorRED, { 1, 1, 0, 0 } },
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{ SK_ColorGREEN, { 1, 0, 1, 0 } },
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{ SK_ColorBLUE, { 1, 0, 0, 1 } },
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{ 0, { 0, 0, 0, 0 } },
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{ 0x55AAFF00, { 1/3.0f, 2/3.0f, 1, 0 } },
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};
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for (const auto& r : recs) {
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SkColor4f c4 = SkColor4f::FromColor(r.fC);
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REPORTER_ASSERT(reporter, c4 == r.fC4);
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}
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}
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static bool nearly_equal(float a, float b) {
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const float kTolerance = 1.0f / (1 << 20);
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return fabsf(a - b) < kTolerance;
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}
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DEF_TEST(SkColor4f_premul, reporter) {
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SkRandom rand;
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for (int i = 0; i < 1000000; ++i) {
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// First just test opaque colors, so that the premul should be exact
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SkColor4f c4 {
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1, rand.nextUScalar1(), rand.nextUScalar1(), rand.nextUScalar1()
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};
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SkPM4f pm4 = c4.premul();
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REPORTER_ASSERT(reporter, pm4.fVec[SK_A_INDEX] == c4.fA);
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REPORTER_ASSERT(reporter, pm4.fVec[SK_R_INDEX] == c4.fA * c4.fR);
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REPORTER_ASSERT(reporter, pm4.fVec[SK_G_INDEX] == c4.fA * c4.fG);
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REPORTER_ASSERT(reporter, pm4.fVec[SK_B_INDEX] == c4.fA * c4.fB);
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// We compare with a tolerance, in case our premul multiply is implemented at slightly
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// different precision than the test code.
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c4.fA = rand.nextUScalar1();
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pm4 = c4.premul();
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REPORTER_ASSERT(reporter, pm4.fVec[SK_A_INDEX] == c4.fA);
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REPORTER_ASSERT(reporter, nearly_equal(pm4.fVec[SK_R_INDEX], c4.fA * c4.fR));
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REPORTER_ASSERT(reporter, nearly_equal(pm4.fVec[SK_G_INDEX], c4.fA * c4.fG));
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REPORTER_ASSERT(reporter, nearly_equal(pm4.fVec[SK_B_INDEX], c4.fA * c4.fB));
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}
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}
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