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:

Review URL: https://codereview.chromium.org/1245673002
This commit is contained in:
mtklein 2015-07-20 10:35:30 -07:00 committed by Commit bot
parent 1accc4cc35
commit 942930dcaa
2 changed files with 86 additions and 15 deletions

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@ -10,6 +10,7 @@
#include "SkNx.h"
#include "SkColor.h"
#include "SkColorPriv.h"
// This file may be included multiple times by .cpp files with different flags, leading
// to different definitions. Usually that doesn't matter because it's all inlined, but
@ -47,6 +48,14 @@ public:
void store2(SkPMColor[2]) const;
void store1(SkPMColor[1]) const;
// Same as above for 565.
static Sk4px Load4(const SkPMColor16 src[4]);
static Sk4px Load2(const SkPMColor16 src[2]);
static Sk4px Load1(const SkPMColor16 src[1]);
void store4(SkPMColor16 dst[4]) const;
void store2(SkPMColor16 dst[2]) const;
void store1(SkPMColor16 dst[1]) const;
// 1, 2, or 4 SkPMColors with 16-bit components.
// This is most useful as the result of a multiply, e.g. from mulWiden().
class Wide : public Sk16h {
@ -99,8 +108,8 @@ public:
// A generic driver that maps fn over a src array into a dst array.
// fn should take an Sk4px (4 src pixels) and return an Sk4px (4 dst pixels).
template <typename Fn>
static void MapSrc(int n, SkPMColor* dst, const SkPMColor* src, const Fn& fn) {
template <typename Fn, typename Dst>
static void MapSrc(int n, Dst* dst, const SkPMColor* src, const Fn& fn) {
// This looks a bit odd, but it helps loop-invariant hoisting across different calls to fn.
// Basically, we need to make sure we keep things inside a single loop.
while (n > 0) {
@ -129,8 +138,8 @@ public:
}
// As above, but with dst4' = fn(dst4, src4).
template <typename Fn>
static void MapDstSrc(int n, SkPMColor* dst, const SkPMColor* src, const Fn& fn) {
template <typename Fn, typename Dst>
static void MapDstSrc(int n, Dst* dst, const SkPMColor* src, const Fn& fn) {
while (n > 0) {
if (n >= 8) {
Sk4px dst0 = fn(Load4(dst+0), Load4(src+0)),
@ -157,8 +166,8 @@ public:
}
// As above, but with dst4' = fn(dst4, src4, alpha4).
template <typename Fn>
static void MapDstSrcAlpha(int n, SkPMColor* dst, const SkPMColor* src, const SkAlpha* a,
template <typename Fn, typename Dst>
static void MapDstSrcAlpha(int n, Dst* dst, const SkPMColor* src, const SkAlpha* a,
const Fn& fn) {
while (n > 0) {
if (n >= 8) {
@ -189,6 +198,39 @@ private:
typedef Sk16b INHERITED;
};
// TODO: specialize these per-backend
inline Sk4px Sk4px::Load4(const SkPMColor16 src[4]) {
SkPMColor src32[4];
for (int i = 0; i < 4; i++) { src32[i] = SkPixel16ToPixel32(src[i]); }
return Load4(src32);
}
inline Sk4px Sk4px::Load2(const SkPMColor16 src[2]) {
SkPMColor src32[2];
for (int i = 0; i < 2; i++) { src32[i] = SkPixel16ToPixel32(src[i]); }
return Load2(src32);
}
inline Sk4px Sk4px::Load1(const SkPMColor16 src[1]) {
SkPMColor src32 = SkPixel16ToPixel32(src[0]);
return Load1(&src32);
}
inline void Sk4px::store4(SkPMColor16 dst[4]) const {
SkPMColor dst32[4];
this->store4(dst32);
for (int i = 0; i < 4; i++) { dst[i] = SkPixel32ToPixel16(dst32[i]); }
}
inline void Sk4px::store2(SkPMColor16 dst[2]) const {
SkPMColor dst32[2];
this->store2(dst32);
for (int i = 0; i < 2; i++) { dst[i] = SkPixel32ToPixel16(dst32[i]); }
}
inline void Sk4px::store1(SkPMColor16 dst[1]) const {
SkPMColor dst32;
this->store1(&dst32);
dst[0] = SkPixel32ToPixel16(dst32);
}
} // namespace
#ifdef SKNX_NO_SIMD

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@ -222,6 +222,19 @@ public:
}
}
void xfer16(uint16_t dst[], const SkPMColor src[], int n, const SkAlpha aa[]) const override {
if (NULL == aa) {
Sk4px::MapDstSrc(n, dst, src, [&](const Sk4px& dst4, const Sk4px& src4) {
return ProcType::Xfer(src4, dst4);
});
} else {
Sk4px::MapDstSrcAlpha(n, dst, src, aa,
[&](const Sk4px& dst4, const Sk4px& src4, const Sk4px& alpha) {
return xfer_aa<ProcType>(src4, dst4, alpha);
});
}
}
private:
SkT4pxXfermode(const ProcCoeff& rec) : INHERITED(rec, ProcType::kMode) {}
@ -237,19 +250,35 @@ public:
void xfer32(SkPMColor dst[], const SkPMColor src[], int n, const SkAlpha aa[]) const override {
for (int i = 0; i < n; i++) {
SkPMFloat s(src[i]),
d(dst[i]),
b(ProcType::Xfer(s,d));
if (aa) {
// We do aa in full float precision before going back down to bytes, because we can!
SkPMFloat a = Sk4f(aa[i]) * Sk4f(1.0f/255);
b = b*a + d*(Sk4f(1)-a);
}
dst[i] = b.round();
dst[i] = aa ? this->xfer32(dst[i], src[i], aa[i])
: this->xfer32(dst[i], src[i]);
}
}
void xfer16(uint16_t dst[], const SkPMColor src[], int n, const SkAlpha aa[]) const override {
for (int i = 0; i < n; i++) {
SkPMColor dst32 = SkPixel16ToPixel32(dst[i]);
dst32 = aa ? this->xfer32(dst32, src[i], aa[i])
: this->xfer32(dst32, src[i]);
dst[i] = SkPixel32ToPixel16(dst32);
}
}
private:
inline SkPMColor xfer32(SkPMColor dst, SkPMColor src) const {
return ProcType::Xfer(SkPMFloat(src), SkPMFloat(dst)).round();
}
inline SkPMColor xfer32(SkPMColor dst, SkPMColor src, SkAlpha aa) const {
SkPMFloat s(src),
d(dst),
b(ProcType::Xfer(s,d));
// We do aa in full float precision before going back down to bytes, because we can!
SkPMFloat a = Sk4f(aa) * Sk4f(1.0f/255);
b = b*a + d*(Sk4f(1)-a);
return b.round();
}
SkTPMFloatXfermode(const ProcCoeff& rec) : INHERITED(rec, ProcType::kMode) {}
typedef SkProcCoeffXfermode INHERITED;