Revert "impl. _clamp_8888 shaders using general mechanism"

This reverts commit dfa1de9180.

Reason for revert: 1 Google3 Scuba diff.  :/

Original change's description:
> impl. _clamp_8888 shaders using general mechanism
> 
> This should result in roughly the same binary at
> the same speed but with less duplication of code.
> 
> The idea is that we take all the runtime configurable
> fields and make it clear to the compiler that they're
> actually constants, and it propagates them through.
> 
> Order of operations does change slightly up in the float
> code and some operations become FMAs so there are tiny
> invisible diffs when we don't hit lowp.
> 
> Cq-Include-Trybots: luci.chromium.try:linux-blink-rel
> Change-Id: Ic9d44207bcad39d0cf96c0b55bd65fb61997194f
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/249054
> Reviewed-by: Mike Reed <reed@google.com>
> Commit-Queue: Mike Klein <mtklein@google.com>

TBR=mtklein@google.com,reed@google.com

Change-Id: Ic549e8c6488dc6db1d71e34f5e06fcdf9410c8b6
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Cq-Include-Trybots: luci.chromium.try:linux-blink-rel
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/249279
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
This commit is contained in:
Mike Klein 2019-10-17 20:13:14 +00:00 committed by Skia Commit-Bot
parent eddfc3562f
commit ad82b40708

View File

@ -2834,35 +2834,93 @@ STAGE(bicubic, SkRasterPipeline_SamplerCtx2* ctx) {
sampler(ctx, x,y, wx,wy, &r,&g,&b,&a);
}
// Adapt an SkRasterPipeline_GatherCtx to sample RGBA_8888 / clamp / clamp.
SI SkRasterPipeline_SamplerCtx2 clamp_8888(const SkRasterPipeline_GatherCtx* ctx) {
SkRasterPipeline_SamplerCtx2 ctx2;
memcpy(&ctx2, ctx, sizeof(*ctx));
ctx2.ct = kRGBA_8888_SkColorType;
ctx2.tileX = SkTileMode::kClamp;
ctx2.tileY = SkTileMode::kClamp;
ctx2.invWidth = 0; // invWidth and invHeight will be ignored because we're kClamp.
ctx2.invHeight = 0;
return ctx2;
}
// A specialized fused image shader for clamp-x, clamp-y, non-sRGB sampling.
STAGE(bilerp_clamp_8888, const SkRasterPipeline_GatherCtx* ctx) {
F x = r, fx = fract(x + 0.5f),
y = g, fy = fract(y + 0.5f);
const F wx[] = {1.0f - fx, fx};
const F wy[] = {1.0f - fy, fy};
// (cx,cy) are the center of our sample.
F cx = r,
cy = g;
SkRasterPipeline_SamplerCtx2 ctx2 = clamp_8888(ctx);
sampler(&ctx2, x,y, wx,wy, &r,&g,&b,&a);
// All sample points are at the same fractional offset (fx,fy).
// They're the 4 corners of a logical 1x1 pixel surrounding (x,y) at (0.5,0.5) offsets.
F fx = fract(cx + 0.5f),
fy = fract(cy + 0.5f);
// We'll accumulate the color of all four samples into {r,g,b,a} directly.
r = g = b = a = 0;
for (float dy = -0.5f; dy <= +0.5f; dy += 1.0f)
for (float dx = -0.5f; dx <= +0.5f; dx += 1.0f) {
// (x,y) are the coordinates of this sample point.
F x = cx + dx,
y = cy + dy;
// ix_and_ptr() will clamp to the image's bounds for us.
const uint32_t* ptr;
U32 ix = ix_and_ptr(&ptr, ctx, x,y);
F sr,sg,sb,sa;
from_8888(gather(ptr, ix), &sr,&sg,&sb,&sa);
// In bilinear interpolation, the 4 pixels at +/- 0.5 offsets from the sample pixel center
// are combined in direct proportion to their area overlapping that logical query pixel.
// At positive offsets, the x-axis contribution to that rectangle is fx,
// or (1-fx) at negative x. Same deal for y.
F sx = (dx > 0) ? fx : 1.0f - fx,
sy = (dy > 0) ? fy : 1.0f - fy,
area = sx * sy;
r += sr * area;
g += sg * area;
b += sb * area;
a += sa * area;
}
}
STAGE(bicubic_clamp_8888, const SkRasterPipeline_GatherCtx* ctx) {
F x = r, fx = fract(x + 0.5f),
y = g, fy = fract(y + 0.5f);
const F wx[] = { bicubic_far(1-fx), bicubic_near(1-fx), bicubic_near(fx), bicubic_far(fx) };
const F wy[] = { bicubic_far(1-fy), bicubic_near(1-fy), bicubic_near(fy), bicubic_far(fy) };
SkRasterPipeline_SamplerCtx2 ctx2 = clamp_8888(ctx);
sampler(&ctx2, x,y, wx,wy, &r,&g,&b,&a);
// A specialized fused image shader for clamp-x, clamp-y, non-sRGB sampling.
STAGE(bicubic_clamp_8888, const SkRasterPipeline_GatherCtx* ctx) {
// (cx,cy) are the center of our sample.
F cx = r,
cy = g;
// All sample points are at the same fractional offset (fx,fy).
// They're the 4 corners of a logical 1x1 pixel surrounding (x,y) at (0.5,0.5) offsets.
F fx = fract(cx + 0.5f),
fy = fract(cy + 0.5f);
// We'll accumulate the color of all four samples into {r,g,b,a} directly.
r = g = b = a = 0;
const F scaley[4] = {
bicubic_far (1.0f - fy), bicubic_near(1.0f - fy),
bicubic_near( fy), bicubic_far ( fy),
};
const F scalex[4] = {
bicubic_far (1.0f - fx), bicubic_near(1.0f - fx),
bicubic_near( fx), bicubic_far ( fx),
};
F sample_y = cy - 1.5f;
for (int yy = 0; yy <= 3; ++yy) {
F sample_x = cx - 1.5f;
for (int xx = 0; xx <= 3; ++xx) {
F scale = scalex[xx] * scaley[yy];
// ix_and_ptr() will clamp to the image's bounds for us.
const uint32_t* ptr;
U32 ix = ix_and_ptr(&ptr, ctx, sample_x, sample_y);
F sr,sg,sb,sa;
from_8888(gather(ptr, ix), &sr,&sg,&sb,&sa);
r = mad(scale, sr, r);
g = mad(scale, sg, g);
b = mad(scale, sb, b);
a = mad(scale, sa, a);
sample_x += 1;
}
sample_y += 1;
}
}
// ~~~~~~ GrSwizzle stage ~~~~~~ //
@ -4015,6 +4073,69 @@ STAGE_PP(srcover_rgba_8888, const SkRasterPipeline_MemoryCtx* ctx) {
static void(*bilerp_clamp_8888)(void) = nullptr;
static void(*bilinear)(void) = nullptr;
#else
STAGE_GP(bilerp_clamp_8888, const SkRasterPipeline_GatherCtx* ctx) {
// (cx,cy) are the center of our sample.
F cx = x,
cy = y;
// All sample points are at the same fractional offset (fx,fy).
// They're the 4 corners of a logical 1x1 pixel surrounding (x,y) at (0.5,0.5) offsets.
F fx = fract(cx + 0.5f),
fy = fract(cy + 0.5f);
// We'll accumulate the color of all four samples into {r,g,b,a} directly.
r = g = b = a = 0;
// The first three sample points will calculate their area using math
// just like in the float code above, but the fourth will take up all the rest.
//
// Logically this is the same as doing the math for the fourth pixel too,
// but rounding error makes this a better strategy, keeping opaque opaque, etc.
//
// We can keep up to 8 bits of fractional precision without overflowing 16-bit,
// so our "1.0" area is 256.
const uint16_t bias = 256;
U16 remaining = bias;
for (float dy = -0.5f; dy <= +0.5f; dy += 1.0f)
for (float dx = -0.5f; dx <= +0.5f; dx += 1.0f) {
// (x,y) are the coordinates of this sample point.
F x = cx + dx,
y = cy + dy;
// ix_and_ptr() will clamp to the image's bounds for us.
const uint32_t* ptr;
U32 ix = ix_and_ptr(&ptr, ctx, x,y);
U16 sr,sg,sb,sa;
from_8888(gather<U32>(ptr, ix), &sr,&sg,&sb,&sa);
// In bilinear interpolation, the 4 pixels at +/- 0.5 offsets from the sample pixel center
// are combined in direct proportion to their area overlapping that logical query pixel.
// At positive offsets, the x-axis contribution to that rectangle is fx,
// or (1-fx) at negative x. Same deal for y.
F sx = (dx > 0) ? fx : 1.0f - fx,
sy = (dy > 0) ? fy : 1.0f - fy;
U16 area = (dy == 0.5f && dx == 0.5f) ? remaining
: cast<U16>(sx * sy * bias);
for (size_t i = 0; i < N; i++) {
SkASSERT(remaining[i] >= area[i]);
}
remaining -= area;
r += sr * area;
g += sg * area;
b += sb * area;
a += sa * area;
}
r = (r + bias/2) / bias;
g = (g + bias/2) / bias;
b = (b + bias/2) / bias;
a = (a + bias/2) / bias;
}
// TODO: lowp::tile() is identical to the highp tile()... share?
SI F tile(F v, SkTileMode mode, float limit, float invLimit) {
// After ix_and_ptr() will clamp the output of tile(), so we need not clamp here.
@ -4090,16 +4211,6 @@ STAGE_GP(bilinear, const SkRasterPipeline_SamplerCtx2* ctx) {
sampler(ctx, x,y, wx,wy, &r,&g,&b,&a);
}
STAGE_GP(bilerp_clamp_8888, const SkRasterPipeline_GatherCtx* ctx) {
F fx = fract(x + 0.5f),
fy = fract(y + 0.5f);
const F wx[] = {1.0f - fx, fx};
const F wy[] = {1.0f - fy, fy};
SkRasterPipeline_SamplerCtx2 ctx2 = clamp_8888(ctx);
sampler(&ctx2, x,y, wx,wy, &r,&g,&b,&a);
}
#endif
// ~~~~~~ GrSwizzle stage ~~~~~~ //