565 support for SIMD xfermodes
This uses the most basic approach possible: - to load an Sk4px from 565, convert to SkPMColors on the stack serially then load those SkPMColors. - to store an Sk4px to 565, store to SkPMColors on the stack then convert to 565 serially. Clearly, we can optimize these loads and stores. That's a TODO. The code using SkPMFloat is the same idea but a little more long-term viable, as we're only operating on one pixel at a time anyway. We could probably write 565 <-> SkPMFloat methods, but I'd rather not until it's really compelling. The speedups are varied but similar across SSE and NEON: a few uninteresting, many 50% faster, some 2x faster, and SoftLight ~4x faster. This will cause minor GM diffs, but I don't think any layout test changes. BUG=skia: Committed: https://skia.googlesource.com/skia/+/942930dcaa51f66d82cdaf46ae62efebd16c8cd0 Review URL: https://codereview.chromium.org/1245673002
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@ -10,6 +10,7 @@
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#include "SkNx.h"
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#include "SkColor.h"
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#include "SkColorPriv.h"
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// This file may be included multiple times by .cpp files with different flags, leading
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// to different definitions. Usually that doesn't matter because it's all inlined, but
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@ -47,6 +48,14 @@ public:
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void store2(SkPMColor[2]) const;
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void store1(SkPMColor[1]) const;
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// Same as above for 565.
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static Sk4px Load4(const SkPMColor16 src[4]);
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static Sk4px Load2(const SkPMColor16 src[2]);
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static Sk4px Load1(const SkPMColor16 src[1]);
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void store4(SkPMColor16 dst[4]) const;
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void store2(SkPMColor16 dst[2]) const;
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void store1(SkPMColor16 dst[1]) const;
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// 1, 2, or 4 SkPMColors with 16-bit components.
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// This is most useful as the result of a multiply, e.g. from mulWiden().
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class Wide : public Sk16h {
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@ -99,8 +108,8 @@ public:
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// A generic driver that maps fn over a src array into a dst array.
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// fn should take an Sk4px (4 src pixels) and return an Sk4px (4 dst pixels).
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template <typename Fn>
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static void MapSrc(int n, SkPMColor* dst, const SkPMColor* src, const Fn& fn) {
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template <typename Fn, typename Dst>
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static void MapSrc(int n, Dst* dst, const SkPMColor* src, const Fn& fn) {
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// This looks a bit odd, but it helps loop-invariant hoisting across different calls to fn.
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// Basically, we need to make sure we keep things inside a single loop.
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while (n > 0) {
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@ -129,8 +138,8 @@ public:
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}
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// As above, but with dst4' = fn(dst4, src4).
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template <typename Fn>
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static void MapDstSrc(int n, SkPMColor* dst, const SkPMColor* src, const Fn& fn) {
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template <typename Fn, typename Dst>
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static void MapDstSrc(int n, Dst* dst, const SkPMColor* src, const Fn& fn) {
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while (n > 0) {
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if (n >= 8) {
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Sk4px dst0 = fn(Load4(dst+0), Load4(src+0)),
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@ -157,8 +166,8 @@ public:
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}
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// As above, but with dst4' = fn(dst4, src4, alpha4).
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template <typename Fn>
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static void MapDstSrcAlpha(int n, SkPMColor* dst, const SkPMColor* src, const SkAlpha* a,
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template <typename Fn, typename Dst>
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static void MapDstSrcAlpha(int n, Dst* dst, const SkPMColor* src, const SkAlpha* a,
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const Fn& fn) {
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while (n > 0) {
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if (n >= 8) {
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@ -222,6 +222,19 @@ public:
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}
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}
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void xfer16(uint16_t dst[], const SkPMColor src[], int n, const SkAlpha aa[]) const override {
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if (NULL == aa) {
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Sk4px::MapDstSrc(n, dst, src, [&](const Sk4px& dst4, const Sk4px& src4) {
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return fProc4(src4, dst4);
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});
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} else {
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Sk4px::MapDstSrcAlpha(n, dst, src, aa,
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[&](const Sk4px& dst4, const Sk4px& src4, const Sk4px& alpha) {
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return fAAProc4(src4, dst4, alpha);
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});
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}
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}
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private:
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Proc4 fProc4;
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AAProc4 fAAProc4;
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@ -237,19 +250,35 @@ public:
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void xfer32(SkPMColor dst[], const SkPMColor src[], int n, const SkAlpha aa[]) const override {
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for (int i = 0; i < n; i++) {
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SkPMFloat s(src[i]),
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d(dst[i]),
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b(fProcF(s,d));
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if (aa) {
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// We do aa in full float precision before going back down to bytes, because we can!
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SkPMFloat a = Sk4f(aa[i]) * Sk4f(1.0f/255);
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b = b*a + d*(Sk4f(1)-a);
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}
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dst[i] = b.round();
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dst[i] = aa ? this->xfer32(dst[i], src[i], aa[i])
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: this->xfer32(dst[i], src[i]);
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}
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}
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void xfer16(uint16_t dst[], const SkPMColor src[], int n, const SkAlpha aa[]) const override {
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for (int i = 0; i < n; i++) {
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SkPMColor dst32 = SkPixel16ToPixel32(dst[i]);
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dst32 = aa ? this->xfer32(dst32, src[i], aa[i])
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: this->xfer32(dst32, src[i]);
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dst[i] = SkPixel32ToPixel16(dst32);
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}
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}
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private:
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inline SkPMColor xfer32(SkPMColor dst, SkPMColor src) const {
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return fProcF(SkPMFloat(src), SkPMFloat(dst)).round();
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}
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inline SkPMColor xfer32(SkPMColor dst, SkPMColor src, SkAlpha aa) const {
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SkPMFloat s(src),
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d(dst),
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b(fProcF(s,d));
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// We do aa in full float precision before going back down to bytes, because we can!
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SkPMFloat a = Sk4f(aa) * Sk4f(1.0f/255);
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b = b*a + d*(Sk4f(1)-a);
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return b.round();
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}
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ProcF fProcF;
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typedef SkProcCoeffXfermode INHERITED;
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};
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@ -89,5 +89,76 @@ inline Sk4px Sk4px::zeroAlphas() const {
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return Sk16b(vbicq_u8(this->fVec, (uint8x16_t)vdupq_n_u32(0xFF << SK_A32_SHIFT)));
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}
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static inline uint8x16_t widen_to_8888(uint16x4_t v) {
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// RGB565 format: |R....|G.....|B....|
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// Bit: 16 11 5 0
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// First get each pixel into its own 32-bit lane.
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// v == rgb3 rgb2 rgb1 rgb0
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// spread == 0000 rgb3 0000 rgb2 0000 rgb1 0000 rgb0
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uint32x4_t spread = vmovl_u16(v);
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// Get each color independently, still in 565 precison but down at bit 0.
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auto r5 = vshrq_n_u32(spread, 11),
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g6 = vandq_u32(vdupq_n_u32(63), vshrq_n_u32(spread, 5)),
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b5 = vandq_u32(vdupq_n_u32(31), spread);
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// Scale 565 precision up to 8-bit each, filling low 323 bits with high bits of each component.
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auto r8 = vorrq_u32(vshlq_n_u32(r5, 3), vshrq_n_u32(r5, 2)),
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g8 = vorrq_u32(vshlq_n_u32(g6, 2), vshrq_n_u32(g6, 4)),
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b8 = vorrq_u32(vshrq_n_u32(b5, 3), vshrq_n_u32(b5, 2));
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// Now put all the 8-bit components into SkPMColor order.
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return (uint8x16_t)vorrq_u32(vshlq_n_u32(r8, SK_R32_SHIFT), // TODO: one shift is zero...
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vorrq_u32(vshlq_n_u32(g8, SK_G32_SHIFT),
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vorrq_u32(vshlq_n_u32(b8, SK_B32_SHIFT),
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vdupq_n_u32(0xFF << SK_A32_SHIFT))));
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}
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static inline uint16x4_t narrow_to_565(uint8x16_t w8x16) {
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uint32x4_t w = (uint32x4_t)w8x16;
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// Extract out top RGB 565 bits of each pixel, with no rounding.
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auto r5 = vandq_u32(vdupq_n_u32(31), vshrq_n_u32(w, SK_R32_SHIFT + 3)),
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g6 = vandq_u32(vdupq_n_u32(63), vshrq_n_u32(w, SK_G32_SHIFT + 2)),
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b5 = vandq_u32(vdupq_n_u32(31), vshrq_n_u32(w, SK_B32_SHIFT + 3));
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// Now put the bits in place in the low 16-bits of each 32-bit lane.
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auto spread = vorrq_u32(vshlq_n_u32(r5, 11),
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vorrq_u32(vshlq_n_u32(g6, 5),
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b5));
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// Pack the low 16-bits of our 128-bit register down into a 64-bit register.
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// spread == 0000 rgb3 0000 rgb2 0000 rgb1 0000 rgb0
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// v == rgb3 rgb2 rgb1 rgb0
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auto v = vmovn_u32(spread);
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return v;
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}
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inline Sk4px Sk4px::Load4(const SkPMColor16 src[4]) {
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return Sk16b(widen_to_8888(vld1_u16(src)));
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}
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inline Sk4px Sk4px::Load2(const SkPMColor16 src[2]) {
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auto src2 = ((uint32_t)src[0] )
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| ((uint32_t)src[1] << 16);
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return Sk16b(widen_to_8888(vcreate_u16(src2)));
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}
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inline Sk4px Sk4px::Load1(const SkPMColor16 src[1]) {
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return Sk16b(widen_to_8888(vcreate_u16(src[0])));
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}
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inline void Sk4px::store4(SkPMColor16 dst[4]) const {
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vst1_u16(dst, narrow_to_565(this->fVec));
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}
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inline void Sk4px::store2(SkPMColor16 dst[2]) const {
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auto v = narrow_to_565(this->fVec);
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dst[0] = vget_lane_u16(v, 0);
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dst[1] = vget_lane_u16(v, 1);
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}
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inline void Sk4px::store1(SkPMColor16 dst[1]) const {
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dst[0] = vget_lane_u16(narrow_to_565(this->fVec), 0);
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}
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} // namespace
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return Sk16b(_mm_andnot_si128(_mm_set1_epi32(0xFF << SK_A32_SHIFT), this->fVec));
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}
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static inline __m128i widen_low_half_to_8888(__m128i v) {
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// RGB565 format: |R....|G.....|B....|
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// Bit: 16 11 5 0
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// First get each pixel into its own 32-bit lane.
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// v == ____ ____ ____ ____ rgb3 rgb2 rgb1 rgb0
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// spread == 0000 rgb3 0000 rgb2 0000 rgb1 0000 rgb0
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auto spread = _mm_unpacklo_epi16(v, _mm_setzero_si128());
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// Get each color independently, still in 565 precison but down at bit 0.
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auto r5 = _mm_srli_epi32(spread, 11),
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g6 = _mm_and_si128(_mm_set1_epi32(63), _mm_srli_epi32(spread, 5)),
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b5 = _mm_and_si128(_mm_set1_epi32(31), spread);
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// Scale 565 precision up to 8-bit each, filling low 323 bits with high bits of each component.
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auto r8 = _mm_or_si128(_mm_slli_epi32(r5, 3), _mm_srli_epi32(r5, 2)),
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g8 = _mm_or_si128(_mm_slli_epi32(g6, 2), _mm_srli_epi32(g6, 4)),
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b8 = _mm_or_si128(_mm_slli_epi32(b5, 3), _mm_srli_epi32(b5, 2));
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// Now put all the 8-bit components into SkPMColor order.
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return _mm_or_si128(_mm_slli_epi32(r8, SK_R32_SHIFT), // TODO: one of these shifts is zero...
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_mm_or_si128(_mm_slli_epi32(g8, SK_G32_SHIFT),
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_mm_or_si128(_mm_slli_epi32(b8, SK_B32_SHIFT),
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_mm_set1_epi32(0xFF << SK_A32_SHIFT))));
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}
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static inline __m128i narrow_to_565(__m128i w) {
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// Extract out top RGB 565 bits of each pixel, with no rounding.
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auto r5 = _mm_and_si128(_mm_set1_epi32(31), _mm_srli_epi32(w, SK_R32_SHIFT + 3)),
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g6 = _mm_and_si128(_mm_set1_epi32(63), _mm_srli_epi32(w, SK_G32_SHIFT + 2)),
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b5 = _mm_and_si128(_mm_set1_epi32(31), _mm_srli_epi32(w, SK_B32_SHIFT + 3));
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// Now put the bits in place in the low 16-bits of each 32-bit lane.
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auto spread = _mm_or_si128(_mm_slli_epi32(r5, 11),
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_mm_or_si128(_mm_slli_epi32(g6, 5),
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b5));
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// We want to pack the bottom 16-bits of spread down into the low half of the register, v.
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// spread == 0000 rgb3 0000 rgb2 0000 rgb1 0000 rgb0
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// v == ____ ____ ____ ____ rgb3 rgb2 rgb1 rgb0
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// Ideally now we'd use _mm_packus_epi32(spread, <anything>) to pack v. But that's from SSE4.
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// With only SSE2, we need to use _mm_packs_epi32. That does signed saturation, and
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// we need to preserve all 16 bits. So we pretend our data is signed by sign-extending first.
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// TODO: is it faster to just _mm_shuffle_epi8 this when we have SSSE3?
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auto signExtended = _mm_srai_epi32(_mm_slli_epi32(spread, 16), 16);
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auto v = _mm_packs_epi32(signExtended, signExtended);
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return v;
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}
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inline Sk4px Sk4px::Load4(const SkPMColor16 src[4]) {
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return Sk16b(widen_low_half_to_8888(_mm_loadl_epi64((const __m128i*)src)));
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}
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inline Sk4px Sk4px::Load2(const SkPMColor16 src[2]) {
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auto src2 = ((uint32_t)src[0] )
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| ((uint32_t)src[1] << 16);
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return Sk16b(widen_low_half_to_8888(_mm_cvtsi32_si128(src2)));
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}
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inline Sk4px Sk4px::Load1(const SkPMColor16 src[1]) {
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return Sk16b(widen_low_half_to_8888(_mm_insert_epi16(_mm_setzero_si128(), src[0], 0)));
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}
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inline void Sk4px::store4(SkPMColor16 dst[4]) const {
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_mm_storel_epi64((__m128i*)dst, narrow_to_565(this->fVec));
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}
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inline void Sk4px::store2(SkPMColor16 dst[2]) const {
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uint32_t dst2 = _mm_cvtsi128_si32(narrow_to_565(this->fVec));
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dst[0] = dst2;
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dst[1] = dst2 >> 16;
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}
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inline void Sk4px::store1(SkPMColor16 dst[1]) const {
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uint32_t dst2 = _mm_cvtsi128_si32(narrow_to_565(this->fVec));
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dst[0] = dst2;
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}
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} // namespace
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0,0,0, this->kth<15>());
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}
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inline Sk4px Sk4px::Load4(const SkPMColor16 src[4]) {
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SkPMColor src32[4];
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for (int i = 0; i < 4; i++) { src32[i] = SkPixel16ToPixel32(src[i]); }
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return Load4(src32);
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}
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inline Sk4px Sk4px::Load2(const SkPMColor16 src[2]) {
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SkPMColor src32[2];
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for (int i = 0; i < 2; i++) { src32[i] = SkPixel16ToPixel32(src[i]); }
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return Load2(src32);
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}
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inline Sk4px Sk4px::Load1(const SkPMColor16 src[1]) {
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SkPMColor src32 = SkPixel16ToPixel32(src[0]);
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return Load1(&src32);
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}
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inline void Sk4px::store4(SkPMColor16 dst[4]) const {
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SkPMColor dst32[4];
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this->store4(dst32);
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for (int i = 0; i < 4; i++) { dst[i] = SkPixel32ToPixel16(dst32[i]); }
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}
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inline void Sk4px::store2(SkPMColor16 dst[2]) const {
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SkPMColor dst32[2];
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this->store2(dst32);
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for (int i = 0; i < 2; i++) { dst[i] = SkPixel32ToPixel16(dst32[i]); }
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}
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inline void Sk4px::store1(SkPMColor16 dst[1]) const {
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SkPMColor dst32;
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this->store1(&dst32);
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dst[0] = SkPixel32ToPixel16(dst32);
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}
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} // namespace
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