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authorHenrik Smiding <henrik.smiding@stericsson.com>2012-07-13 14:50:37 +0200
committerEvan McClain <aeroevan@gmail.com>2013-05-26 09:23:06 -0400
commitd1e52fcca0df402146cac256a0d9bc0374156b6c (patch)
tree31d5719aa9ddeff4a25f7a03bfe24351acdfcd3c
parentc3a04a0580f84bf26b099607eee8b6ee40bc1143 (diff)
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Add shader for Clamp_S32_Opaque_D32_filter_DX.
Adds a NEON optimized shader for S32_Opaque_D32_filter_DX when running with clamped tile mode. Improves performance of browser and many other applications. Change-Id: Ic3d83bfd70c8b0c6c956482db5f3a08667655d6e Signed-off-by: Henrik Smiding <henrik.smiding@stericsson.com> Signed-off-by: Patrik Ryd <patrik.ryd@stericsson.com>
-rw-r--r--src/opts/SkBitmapProcState_opts_arm.cpp192
1 files changed, 187 insertions, 5 deletions
diff --git a/src/opts/SkBitmapProcState_opts_arm.cpp b/src/opts/SkBitmapProcState_opts_arm.cpp
index 20d62e1..63854f7 100644
--- a/src/opts/SkBitmapProcState_opts_arm.cpp
+++ b/src/opts/SkBitmapProcState_opts_arm.cpp
@@ -10,6 +10,12 @@
#include "SkBitmapProcState.h"
#include "SkColorPriv.h"
#include "SkUtils.h"
+#include "SkShader.h"
+
+#if defined(__ARM_HAVE_NEON)
+#include "SkBitmapProcState_filter.h"
+#endif
+
#if __ARM_ARCH__ >= 6 && !defined(SK_CPU_BENDIAN)
void SI8_D16_nofilter_DX_arm(
@@ -184,6 +190,177 @@ void SI8_opaque_D32_nofilter_DX_arm(const SkBitmapProcState& s,
}
#endif //__ARM_ARCH__ >= 6 && !defined(SK_CPU_BENDIAN)
+
+#if defined(__ARM_HAVE_NEON) && defined(SK_CPU_LENDIAN)
+void Clamp_S32_opaque_D32_filter_DX_shaderproc(const SkBitmapProcState& s, int x, int y,
+ SkPMColor* SK_RESTRICT colors, int count) {
+ SkASSERT((s.fInvType & ~(SkMatrix::kTranslate_Mask |
+ SkMatrix::kScale_Mask)) == 0);
+ SkASSERT(s.fInvKy == 0);
+ SkASSERT(count > 0 && colors != NULL);
+ SkASSERT(s.fDoFilter);
+ SkDEBUGCODE(SkASSERT(s.fBitmap->config() == SkBitmap::kARGB_8888_Config); SkASSERT(s.fAlphaScale == 256);)
+
+ const unsigned maxX = s.fBitmap->width() - 1;
+ const SkFixed oneX = s.fFilterOneX;
+ const SkFixed dx = s.fInvSx;
+ SkFixed fx;
+ const SkPMColor* SK_RESTRICT row0;
+ const SkPMColor* SK_RESTRICT row1;
+ unsigned subY;
+
+ {
+ SkPoint pt;
+ s.fInvProc(*s.fInvMatrix, SkIntToScalar(x) + SK_ScalarHalf,
+ SkIntToScalar(y) + SK_ScalarHalf, &pt);
+ SkFixed fy = SkScalarToFixed(pt.fY) - (s.fFilterOneY >> 1);
+ const unsigned maxY = s.fBitmap->height() - 1;
+ // compute our two Y values up front
+ subY = (((fy) >> 12) & 0xF);
+ int y0 = SkClampMax((fy) >> 16, maxY);
+ int y1 = SkClampMax((fy + s.fFilterOneY) >> 16, maxY);
+
+ const char* SK_RESTRICT srcAddr = (const char*)s.fBitmap->getPixels();
+ unsigned rb = s.fBitmap->rowBytes();
+ row0 = (const SkPMColor*)(srcAddr + y0 * rb);
+ row1 = (const SkPMColor*)(srcAddr + y1 * rb);
+ // now initialize fx
+ fx = SkScalarToFixed(pt.fX) - (oneX >> 1);
+ }
+
+ do {
+ // Check if we can do the next four pixels using ARM NEON asm
+ if ((count >= 4) &&
+ (((dx >= 0) && (fx >= 0) && (((fx + 3 * dx) >> 16) < (const signed)maxX)) ||
+ ((dx < 0) && ((fx >> 16) < (const signed)maxX) && (((fx + 3 * dx) >> 16) >= 0)))) {
+ int asm_count;
+
+ // How many iterations can we do while still clamped?
+ if (dx >= 0) {
+ asm_count = (((((const signed)maxX - 1) << 16) - fx) / dx) >> 2;
+ } else {
+ asm_count = ((0 - fx) / dx) >> 2;
+ }
+
+ if (asm_count <= 0) {
+ asm_count = 1;
+ } else if ((asm_count << 2) > count) {
+ asm_count = count >> 2;
+ }
+
+ count -= asm_count << 2;
+
+ // We know that oneX is 1.0 since we are running clamped.
+ // This means that we can load both x0 and x1 pixels in one go.
+ asm volatile (
+ // Setup constants
+ "rsb r8, %[subY], #16 \n\t" // 16 - subY
+ "vdup.8 d30, %[subY] \n\t" // Create constant for subY
+ "vdup.8 d31, r8 \n\t" // Create constant for 16 - subY
+ "vmov.u16 d29, #16 \n\t" // Create constant for 16
+ "1: \n\t" // Loop start
+ // Pre-load pixel #1
+ "asr r7, %[fx], #16 \n\t" // Calculate offset fx >> 16
+ "lsl r7, r7, #2 \n\t" // Adjust offset for 32-bit RGBA values
+ "add r8, %[row0], r7 \n\t" // Calculate address for row0
+ "vld1.32 {d0}, [r8] \n\t" // Load two RGBA pixels from row0
+ "add r7, %[row1], r7 \n\t" // Calculate address for row1
+ "vld1.32 {d1}, [r7] \n\t" // Load two RGBA pixels from row1
+ "subs %[cnt], %[cnt], #1 \n\t" // Decrement loop counter
+ // Calculate pixel #1 and pre-load #2
+ "lsr r8, %[fx], #12 \n\t" // Calculate subX = ((fx >> 12) & 0xF)
+ "and r8, r8, #0xF \n\t" //
+ "add %[fx], %[fx], %[dx] \n\t" // Move fx to next position
+ "vdup.16 d28, r8 \n\t" // subX
+ "vmull.u8 q1, d0, d31 \n\t" // q1 = [a00|a01] * (16 - y)
+ "vmull.u8 q2, d1, d30 \n\t" // q2 = [a10|a11] * y
+ "asr r7, %[fx], #16 \n\t" // Calculate offset fx >> 16
+ "lsl r7, r7, #2 \n\t" // Adjust offset for 32-bit RGBA values
+ "add r8, %[row0], r7 \n\t" // Calculate next address for row0
+ "add r7, %[row1], r7 \n\t" // Calculate next address for row1
+ "vld1.32 {d0}, [r8] \n\t" // Load next two RGBA pixels from row0
+ "vmul.i16 d16, d3, d28 \n\t" // d16 = a01 * x
+ "vmla.i16 d16, d5, d28 \n\t" // d16 += a11 * x
+ "vld1.32 {d1}, [r7] \n\t" // Load next two RGBA pixels from row1
+ "vsub.i16 d27, d29, d28 \n\t" // 16 - subX
+ "vmla.i16 d16, d2, d27 \n\t" // d16 += a00 * (16 - x)
+ "vmla.i16 d16, d4, d27 \n\t" // d16 += a10 * (16 - x)
+ // Calculate pixel #2 and pre-load #3
+ "lsr r8, %[fx], #12 \n\t" // Calculate subX = ((fx >> 12) & 0xF)
+ "and r8, r8, #0xF \n\t" //
+ "add %[fx], %[fx], %[dx] \n\t" // Move fx to next position
+ "vdup.16 d28, r8 \n\t" // subX
+ "vmull.u8 q1, d0, d31 \n\t" // q1 = [a00|a01] * (16 - y)
+ "vmull.u8 q2, d1, d30 \n\t" // q2 = [a10|a11] * y
+ "asr r7, %[fx], #16 \n\t" // Calculate offset fx >> 16
+ "lsl r7, r7, #2 \n\t" // Adjust offset for 32-bit RGBA values
+ "add r8, %[row0], r7 \n\t" // Calculate next address for row0
+ "add r7, %[row1], r7 \n\t" // Calculate next address for row1
+ "vld1.32 {d0}, [r8] \n\t" // Load next two RGBA pixels from row0
+ "vmul.i16 d17, d3, d28 \n\t" // d17 = a01 * x
+ "vmla.i16 d17, d5, d28 \n\t" // d17 += a11 * x
+ "vld1.32 {d1}, [r7] \n\t" // Load next two RGBA pixels from row1
+ "vsub.i16 d27, d29, d28 \n\t" // 16 - subX
+ "vmla.i16 d17, d2, d27 \n\t" // d17 += a00 * (16 - x)
+ "vmla.i16 d17, d4, d27 \n\t" // d17 += a10 * (16 - x)
+ // Calculate pixel #3 and pre-load #4
+ "lsr r8, %[fx], #12 \n\t" // Calculate subX = ((fx >> 12) & 0xF)
+ "and r8, r8, #0xF \n\t" //
+ "add %[fx], %[fx], %[dx] \n\t" // Move fx to next position
+ "vdup.16 d28, r8 \n\t" // subX
+ "vmull.u8 q1, d0, d31 \n\t" // q1 = [a00|a01] * (16 - y)
+ "vmull.u8 q2, d1, d30 \n\t" // q2 = [a10|a11] * y
+ "vshrn.i16 d16, q8, #8 \n\t" // shift down result by 8
+ "asr r7, %[fx], #16 \n\t" // Calculate offset fx >> 16
+ "lsl r7, r7, #2 \n\t" // Adjust offset for 32-bit RGBA values
+ "add r8, %[row0], r7 \n\t" // Calculate next address for row0
+ "add r7, %[row1], r7 \n\t" // Calculate next address for row1
+ "vld1.32 {d0}, [r8] \n\t" // Load next two RGBA pixels from row0
+ "vmul.i16 d18, d3, d28 \n\t" // d18 = a01 * x
+ "vmla.i16 d18, d5, d28 \n\t" // d18 += a11 * x
+ "vld1.32 {d1}, [r7] \n\t" // Load next two RGBA pixels from row1
+ "vsub.i16 d27, d29, d28 \n\t" // 16 - subX
+ "vmla.i16 d18, d2, d27 \n\t" // d18 += a00 * (16 - x)
+ "vmla.i16 d18, d4, d27 \n\t" // d18 += a10 * (16 - x)
+ // Calculate pixel #4
+ "vmull.u8 q1, d0, d31 \n\t" // q1 = [a00|a01] * (16 - y)
+ "vmull.u8 q2, d1, d30 \n\t" // q2 = [a10|a11] * y
+ "lsr r8, %[fx], #12 \n\t" // Calculate subX = ((fx >> 12) & 0xF)
+ "and r8, r8, #0xF \n\t" //
+ "add %[fx], %[fx], %[dx] \n\t" // Move fx to next position
+ "vdup.16 d28, r8 \n\t" // subX
+ "vmul.i16 d19, d3, d28 \n\t" // d19 = a01 * x
+ "vmla.i16 d19, d5, d28 \n\t" // d19 += a11 * x
+ "vsub.i16 d27, d29, d28 \n\t" // 16 - subX
+ "vmla.i16 d19, d2, d27 \n\t" // d19 += a00 * (16 - x)
+ "vmla.i16 d19, d4, d27 \n\t" // d19 += a10 * (16 - x)
+ "vshrn.i16 d17, q9, #8 \n\t" // shift down result by 8
+ "vst1.32 {d16-d17}, [%[colors]]! \n\t" // Write result to memory
+ "bne 1b \n\t"
+ : [fx] "+r" (fx), [colors] "+r" (colors), [cnt] "+r" (asm_count)
+ : [row0] "r" (row0), [row1] "r" (row1), [subY] "r" (subY), [dx] "r" (dx)
+ : "cc", "memory", "r7", "r8", "d0", "d1", "d2", "d3", "d4", "d5", "d16", "d17", "d18", "d19", "d27", "d28", "d29", "d30", "d31"
+ );
+ } else {
+ unsigned subX = (((fx) >> 12) & 0xF);
+ unsigned x0 = SkClampMax((fx) >> 16, maxX);
+ unsigned x1 = SkClampMax((fx + oneX) >> 16, maxX);
+
+ Filter_32_opaque(subX, subY,
+ row0[x0],
+ row0[x1],
+ row1[x0],
+ row1[x1],
+ colors);
+ colors += 1;
+ fx += dx;
+ count--;
+ }
+ } while (count != 0);
+}
+#endif
+
+
///////////////////////////////////////////////////////////////////////////////
/* If we replace a sampleproc, then we null-out the associated shaderproc,
@@ -192,11 +369,9 @@ void SI8_opaque_D32_nofilter_DX_arm(const SkBitmapProcState& s,
void SkBitmapProcState::platformProcs() {
bool doFilter = fDoFilter;
bool isOpaque = 256 == fAlphaScale;
- bool justDx = false;
-
- if (fInvType <= (SkMatrix::kTranslate_Mask | SkMatrix::kScale_Mask)) {
- justDx = true;
- }
+ bool justDx = (fInvType <= (SkMatrix::kTranslate_Mask | SkMatrix::kScale_Mask));
+ bool clamp_clamp = ((SkShader::kClamp_TileMode == fTileModeX) &&
+ (SkShader::kClamp_TileMode == fTileModeY));
switch (fBitmap->config()) {
case SkBitmap::kIndex8_Config:
@@ -214,6 +389,13 @@ void SkBitmapProcState::platformProcs() {
}
#endif
break;
+ case SkBitmap::kARGB_8888_Config:
+#if defined(__ARM_HAVE_NEON) && defined(SK_CPU_LENDIAN)
+ if (S32_opaque_D32_filter_DX == fSampleProc32 && clamp_clamp) {
+ fShaderProc32 = Clamp_S32_opaque_D32_filter_DX_shaderproc;
+ }
+#endif
+ break;
default:
break;
}