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
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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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@ -189,6 +198,39 @@ private:
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typedef Sk16b INHERITED;
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};
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// TODO: specialize these per-backend
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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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#ifdef SKNX_NO_SIMD
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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 ProcType::Xfer(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 xfer_aa<ProcType>(src4, dst4, alpha);
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});
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}
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}
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private:
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SkT4pxXfermode(const ProcCoeff& rec) : INHERITED(rec, ProcType::kMode) {}
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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(ProcType::Xfer(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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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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dst[i] = b.round();
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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 ProcType::Xfer(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(ProcType::Xfer(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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SkTPMFloatXfermode(const ProcCoeff& rec) : INHERITED(rec, ProcType::kMode) {}
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typedef SkProcCoeffXfermode INHERITED;
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