зеркало из https://github.com/mozilla/gecko-dev.git
267 строки
12 KiB
C++
267 строки
12 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Thebes gfx.
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*
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* The Initial Developer of the Original Code is Oracle Corporation.
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "mozilla/SSE.h"
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#include "gfxAlphaRecovery.h"
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#include <emmintrin.h>
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// This file should only be compiled on x86 and x64 systems. Additionally,
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// you'll need to compile it with -msse2 if you're using GCC on x86.
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#if defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_AMD64))
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__declspec(align(16)) static PRUint32 greenMaski[] =
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{ 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00 };
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__declspec(align(16)) static PRUint32 alphaMaski[] =
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{ 0xff000000, 0xff000000, 0xff000000, 0xff000000 };
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#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
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static PRUint32 greenMaski[] __attribute__ ((aligned (16))) =
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{ 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00 };
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static PRUint32 alphaMaski[] __attribute__ ((aligned (16))) =
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{ 0xff000000, 0xff000000, 0xff000000, 0xff000000 };
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#elif defined(__SUNPRO_CC) && (defined(__i386) || defined(__x86_64__))
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#pragma align 16 (greenMaski, alphaMaski)
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static PRUint32 greenMaski[] = { 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00 };
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static PRUint32 alphaMaski[] = { 0xff000000, 0xff000000, 0xff000000, 0xff000000 };
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#endif
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PRBool
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gfxAlphaRecovery::RecoverAlphaSSE2(gfxImageSurface* blackSurf,
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const gfxImageSurface* whiteSurf)
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{
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gfxIntSize size = blackSurf->GetSize();
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if (size != whiteSurf->GetSize() ||
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(blackSurf->Format() != gfxASurface::ImageFormatARGB32 &&
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blackSurf->Format() != gfxASurface::ImageFormatRGB24) ||
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(whiteSurf->Format() != gfxASurface::ImageFormatARGB32 &&
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whiteSurf->Format() != gfxASurface::ImageFormatRGB24))
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return PR_FALSE;
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blackSurf->Flush();
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whiteSurf->Flush();
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unsigned char* blackData = blackSurf->Data();
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unsigned char* whiteData = whiteSurf->Data();
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if ((NS_PTR_TO_UINT32(blackData) & 0xf) != (NS_PTR_TO_UINT32(whiteData) & 0xf) ||
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(blackSurf->Stride() - whiteSurf->Stride()) & 0xf) {
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// Cannot keep these in alignment.
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return PR_FALSE;
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}
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__m128i greenMask = _mm_load_si128((__m128i*)greenMaski);
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__m128i alphaMask = _mm_load_si128((__m128i*)alphaMaski);
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for (PRInt32 i = 0; i < size.height; ++i) {
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PRInt32 j = 0;
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// Loop single pixels until at 4 byte alignment.
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while (NS_PTR_TO_UINT32(blackData) & 0xf && j < size.width) {
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*((PRUint32*)blackData) =
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RecoverPixel(*reinterpret_cast<PRUint32*>(blackData),
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*reinterpret_cast<PRUint32*>(whiteData));
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blackData += 4;
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whiteData += 4;
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j++;
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}
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// This extra loop allows the compiler to do some more clever registry
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// management and makes it about 5% faster than with only the 4 pixel
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// at a time loop.
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for (; j < size.width - 8; j += 8) {
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__m128i black1 = _mm_load_si128((__m128i*)blackData);
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__m128i white1 = _mm_load_si128((__m128i*)whiteData);
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__m128i black2 = _mm_load_si128((__m128i*)(blackData + 16));
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__m128i white2 = _mm_load_si128((__m128i*)(whiteData + 16));
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// Execute the same instructions as described in RecoverPixel, only
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// using an SSE2 packed saturated subtract.
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white1 = _mm_subs_epu8(white1, black1);
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white2 = _mm_subs_epu8(white2, black2);
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white1 = _mm_subs_epu8(greenMask, white1);
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white2 = _mm_subs_epu8(greenMask, white2);
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// Producing the final black pixel in an XMM register and storing
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// that is actually faster than doing a masked store since that
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// does an unaligned storage. We have the black pixel in a register
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// anyway.
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black1 = _mm_andnot_si128(alphaMask, black1);
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black2 = _mm_andnot_si128(alphaMask, black2);
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white1 = _mm_slli_si128(white1, 2);
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white2 = _mm_slli_si128(white2, 2);
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white1 = _mm_and_si128(alphaMask, white1);
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white2 = _mm_and_si128(alphaMask, white2);
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black1 = _mm_or_si128(white1, black1);
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black2 = _mm_or_si128(white2, black2);
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_mm_store_si128((__m128i*)blackData, black1);
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_mm_store_si128((__m128i*)(blackData + 16), black2);
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blackData += 32;
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whiteData += 32;
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}
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for (; j < size.width - 4; j += 4) {
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__m128i black = _mm_load_si128((__m128i*)blackData);
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__m128i white = _mm_load_si128((__m128i*)whiteData);
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white = _mm_subs_epu8(white, black);
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white = _mm_subs_epu8(greenMask, white);
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black = _mm_andnot_si128(alphaMask, black);
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white = _mm_slli_si128(white, 2);
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white = _mm_and_si128(alphaMask, white);
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black = _mm_or_si128(white, black);
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_mm_store_si128((__m128i*)blackData, black);
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blackData += 16;
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whiteData += 16;
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}
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// Loop single pixels until we're done.
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while (j < size.width) {
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*((PRUint32*)blackData) =
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RecoverPixel(*reinterpret_cast<PRUint32*>(blackData),
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*reinterpret_cast<PRUint32*>(whiteData));
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blackData += 4;
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whiteData += 4;
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j++;
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}
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blackData += blackSurf->Stride() - j * 4;
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whiteData += whiteSurf->Stride() - j * 4;
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}
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blackSurf->MarkDirty();
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return PR_TRUE;
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}
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static PRInt32
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ByteAlignment(PRInt32 aAlignToLog2, PRInt32 aX, PRInt32 aY=0, PRInt32 aStride=1)
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{
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return (aX + aStride * aY) & ((1 << aAlignToLog2) - 1);
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}
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/*static*/ nsIntRect
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gfxAlphaRecovery::AlignRectForSubimageRecovery(const nsIntRect& aRect,
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gfxImageSurface* aSurface)
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{
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NS_ASSERTION(gfxASurface::ImageFormatARGB32 == aSurface->Format(),
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"Thebes grew support for non-ARGB32 COLOR_ALPHA?");
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static const PRInt32 kByteAlignLog2 = GoodAlignmentLog2();
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static const PRInt32 bpp = 4;
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static const PRInt32 pixPerAlign = (1 << kByteAlignLog2) / bpp;
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//
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// We're going to create a subimage of the surface with size
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// <sw,sh> for alpha recovery, and want a SIMD fast-path. The
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// rect <x,y, w,h> /needs/ to be redrawn, but it might not be
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// properly aligned for SIMD. So we want to find a rect <x',y',
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// w',h'> that's a superset of what needs to be redrawn but is
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// properly aligned. Proper alignment is
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//
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// BPP * (x' + y' * sw) \cong 0 (mod ALIGN)
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// BPP * w' \cong BPP * sw (mod ALIGN)
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//
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// (We assume the pixel at surface <0,0> is already ALIGN'd.)
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// That rect (obviously) has to fit within the surface bounds, and
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// we should also minimize the extra pixels redrawn only for
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// alignment's sake. So we also want
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//
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// minimize <x',y', w',h'>
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// 0 <= x' <= x
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// 0 <= y' <= y
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// w <= w' <= sw
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// h <= h' <= sh
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//
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// This is a messy integer non-linear programming problem, except
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// ... we can assume that ALIGN/BPP is a very small constant. So,
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// brute force is viable. The algorithm below will find a
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// solution if one exists, but isn't guaranteed to find the
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// minimum solution. (For SSE2, ALIGN/BPP = 4, so it'll do at
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// most 64 iterations below). In what's likely the common case,
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// an already-aligned rectangle, it only needs 1 iteration.
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//
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// Is this alignment worth doing? Recovering alpha will take work
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// proportional to w*h (assuming alpha recovery computation isn't
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// memory bound). This analysis can lead to O(w+h) extra work
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// (with small constants). In exchange, we expect to shave off a
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// ALIGN/BPP constant by using SIMD-ized alpha recovery. So as
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// w*h diverges from w+h, the win factor approaches ALIGN/BPP. We
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// only really care about the w*h >> w+h case anyway; others
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// should be fast enough even with the overhead. (Unless the cost
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// of repainting the expanded rect is high, but in that case
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// SIMD-ized alpha recovery won't make a difference so this code
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// shouldn't be called.)
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//
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gfxIntSize surfaceSize = aSurface->GetSize();
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const PRInt32 stride = bpp * surfaceSize.width;
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if (stride != aSurface->Stride()) {
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NS_WARNING("Unexpected stride, falling back on slow alpha recovery");
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return aRect;
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}
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const PRInt32 x = aRect.x, y = aRect.y, w = aRect.width, h = aRect.height;
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const PRInt32 r = x + w;
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const PRInt32 sw = surfaceSize.width;
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const PRInt32 strideAlign = ByteAlignment(kByteAlignLog2, stride);
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// The outer two loops below keep the rightmost (|r| above) and
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// bottommost pixels in |aRect| fixed wrt <x,y>, to ensure that we
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// return only a superset of the original rect. These loops
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// search for an aligned top-left pixel by trying to expand <x,y>
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// left and up by <dx,dy> pixels, respectively.
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//
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// Then if a properly-aligned top-left pixel is found, the
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// innermost loop tries to find an aligned stride by moving the
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// rightmost pixel rightward by dr.
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PRInt32 dx, dy, dr;
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for (dy = 0; (dy < pixPerAlign) && (y - dy >= 0); ++dy) {
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for (dx = 0; (dx < pixPerAlign) && (x - dx >= 0); ++dx) {
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if (0 != ByteAlignment(kByteAlignLog2,
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bpp * (x - dx), y - dy, stride)) {
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continue;
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}
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for (dr = 0; (dr < pixPerAlign) && (r + dr <= sw); ++dr) {
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if (strideAlign == ByteAlignment(kByteAlignLog2,
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bpp * (w + dr + dx))) {
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goto FOUND_SOLUTION;
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}
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}
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}
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}
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// Didn't find a solution.
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return aRect;
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FOUND_SOLUTION:
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nsIntRect solution = nsIntRect(x - dx, y - dy, w + dr + dx, h + dy);
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NS_ABORT_IF_FALSE(nsIntRect(0, 0, sw, surfaceSize.height).Contains(solution),
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"'Solution' extends outside surface bounds!");
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return solution;
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}
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