3d4c4a5a9f
Add and test trunc(), which is what get() used to be before rounding. Using trunc() is a ~40% speedup on our linear gradient bench. #neon #floats BUG=skia:3592 #n5 #n9 CQ_INCLUDE_TRYBOTS=client.skia.android:Test-Android-Nexus5-Adreno330-Arm7-Debug-Trybot;client.skia.android:Test-Android-Nexus9-TegraK1-Arm64-Release-Trybot Review URL: https://codereview.chromium.org/1032243002
59 lines
2.1 KiB
C++
59 lines
2.1 KiB
C++
/*
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* Copyright 2015 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 "SkPMFloat.h"
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#include "Test.h"
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DEF_TEST(SkPMFloat, r) {
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// Test SkPMColor <-> SkPMFloat
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SkPMColor c = SkPreMultiplyColor(0xFFCC9933);
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SkPMFloat pmf(c);
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REPORTER_ASSERT(r, SkScalarNearlyEqual(255.0f, pmf.a()));
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REPORTER_ASSERT(r, SkScalarNearlyEqual(204.0f, pmf.r()));
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REPORTER_ASSERT(r, SkScalarNearlyEqual(153.0f, pmf.g()));
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REPORTER_ASSERT(r, SkScalarNearlyEqual( 51.0f, pmf.b()));
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REPORTER_ASSERT(r, c == pmf.get());
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// Test rounding.
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pmf = SkPMFloat(254.5f, 203.5f, 153.1f, 50.8f);
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REPORTER_ASSERT(r, c == pmf.get());
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pmf = SkPMFloat(255.9f, 204.01f, 153.0f, -0.9f);
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REPORTER_ASSERT(r, SkPreMultiplyColor(0xFFCC9900) == pmf.trunc());
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// Test clamping.
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SkPMFloat clamped(SkPMFloat(510.0f, 153.0f, 1.0f, -0.2f).clamped());
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REPORTER_ASSERT(r, SkScalarNearlyEqual(255.0f, clamped.a()));
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REPORTER_ASSERT(r, SkScalarNearlyEqual(153.0f, clamped.r()));
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REPORTER_ASSERT(r, SkScalarNearlyEqual( 1.0f, clamped.g()));
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REPORTER_ASSERT(r, SkScalarNearlyEqual( 0.0f, clamped.b()));
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// Test SkPMFloat <-> Sk4f conversion.
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Sk4f fs = clamped;
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SkPMFloat scaled = fs * Sk4f(0.25f);
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REPORTER_ASSERT(r, SkScalarNearlyEqual(63.75f, scaled.a()));
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REPORTER_ASSERT(r, SkScalarNearlyEqual(38.25f, scaled.r()));
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REPORTER_ASSERT(r, SkScalarNearlyEqual( 0.25f, scaled.g()));
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REPORTER_ASSERT(r, SkScalarNearlyEqual( 0.00f, scaled.b()));
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// Test 4-at-a-time conversions.
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SkPMColor colors[4] = { 0xFF000000, 0xFFFF0000, 0xFF00FF00, 0xFF0000FF };
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SkPMFloat floats[4];
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SkPMFloat::From4PMColors(colors, floats+0, floats+1, floats+2, floats+3);
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SkPMColor back[4];
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SkPMFloat::To4PMColors(floats[0], floats[1], floats[2], floats[3], back);
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for (int i = 0; i < 4; i++) {
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REPORTER_ASSERT(r, back[i] == colors[i]);
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}
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SkPMFloat::ClampTo4PMColors(floats[0], floats[1], floats[2], floats[3], back);
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for (int i = 0; i < 4; i++) {
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REPORTER_ASSERT(r, back[i] == colors[i]);
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}
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}
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