blob: 780981bd9555192961950dec0813aa19fee3f69b [file] [log] [blame]
/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
inline SkPMFloat& SkPMFloat::operator=(const SkPMFloat& that) {
fColors = that.fColors;
return *this;
}
// For SkPMFloat(SkPMFColor), we widen our 8 bit components (fix8) to 8-bit components in 16 bits
// (fix8_16), then widen those to 8-bit-in-32-bits (fix8_32), and finally convert those to floats.
// get() and clamped() do the opposite, working from floats to 8-bit-in-32-bit,
// to 8-bit-in-16-bit, back down to 8-bit components.
// clamped() uses vqmovn to clamp while narrowing instead of just narrowing with vmovn.
inline SkPMFloat::SkPMFloat(SkPMColor c) {
SkPMColorAssert(c);
uint8x8_t fix8 = (uint8x8_t)vdup_n_u32(c);
uint16x8_t fix8_16 = vmovl_u8(fix8);
uint32x4_t fix8_32 = vmovl_u16(vget_low_u16(fix8_16));
fColors = vcvtq_f32_u32(fix8_32);
SkASSERT(this->isValid());
}
inline SkPMColor SkPMFloat::get() const {
SkASSERT(this->isValid());
float32x4_t add_half = vaddq_f32(fColors, vdupq_n_f32(0.5f));
uint32x4_t fix8_32 = vcvtq_u32_f32(add_half); // vcvtq_u32_f32 truncates, so round manually
uint16x4_t fix8_16 = vmovn_u32(fix8_32);
uint8x8_t fix8 = vmovn_u16(vcombine_u16(fix8_16, vdup_n_u16(0)));
SkPMColor c = vget_lane_u32((uint32x2_t)fix8, 0);
SkPMColorAssert(c);
return c;
}
inline SkPMColor SkPMFloat::clamped() const {
float32x4_t add_half = vaddq_f32(fColors, vdupq_n_f32(0.5f));
uint32x4_t fix8_32 = vcvtq_u32_f32(add_half); // vcvtq_u32_f32 truncates, so round manually
uint16x4_t fix8_16 = vqmovn_u32(fix8_32);
uint8x8_t fix8 = vqmovn_u16(vcombine_u16(fix8_16, vdup_n_u16(0)));
SkPMColor c = vget_lane_u32((uint32x2_t)fix8, 0);
SkPMColorAssert(c);
return c;
}
// TODO: we should be able to beat these loops on all three methods.
inline void SkPMFloat::From4PMColors(const SkPMColor colors[4],
SkPMFloat* a, SkPMFloat* b, SkPMFloat* c, SkPMFloat* d) {
*a = FromPMColor(colors[0]);
*b = FromPMColor(colors[1]);
*c = FromPMColor(colors[2]);
*d = FromPMColor(colors[3]);
}
inline void SkPMFloat::To4PMColors(
const SkPMFloat& a, const SkPMFloat& b, const SkPMFloat&c, const SkPMFloat& d,
SkPMColor colors[4]) {
colors[0] = a.get();
colors[1] = b.get();
colors[2] = c.get();
colors[3] = d.get();
}
inline void SkPMFloat::ClampTo4PMColors(
const SkPMFloat& a, const SkPMFloat& b, const SkPMFloat&c, const SkPMFloat& d,
SkPMColor colors[4]) {
colors[0] = a.clamped();
colors[1] = b.clamped();
colors[2] = c.clamped();
colors[3] = d.clamped();
}