godot/thirdparty/thorvg/src/lib/sw_engine/tvgSwRasterAvx.h
K. S. Ernest (iFire) Lee 609389af46 Use ThorVG instead of NanoSVG for importing SVGs
ThorVG is a platform-independent portable library for drawing vector-based scene and animation.
Fixups to ThorVG integration

Update 0.4.0


Update readme.
Restore upsample.

Missed on scsub.


Modules are needed.

Restore build.

Do the math properly.

Force ColorStops to be not const.
2021-11-10 02:37:59 -08:00

128 lines
4.8 KiB
C++

/*
* Copyright (c) 2021 Samsung Electronics Co., Ltd. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifdef THORVG_AVX_VECTOR_SUPPORT
#include <immintrin.h>
#define N_32BITS_IN_128REG 4
#define N_32BITS_IN_256REG 8
static inline __m128i ALPHA_BLEND(__m128i c, __m128i a)
{
//1. set the masks for the A/G and R/B channels
auto AG = _mm_set1_epi32(0xff00ff00);
auto RB = _mm_set1_epi32(0x00ff00ff);
//2. mask the alpha vector - originally quartet [a, a, a, a]
auto aAG = _mm_and_si128(a, AG);
auto aRB = _mm_and_si128(a, RB);
//3. calculate the alpha blending of the 2nd and 4th channel
//- mask the color vector
//- multiply it by the masked alpha vector
//- add the correction to compensate bit shifting used instead of dividing by 255
//- shift bits - corresponding to division by 256
auto even = _mm_and_si128(c, RB);
even = _mm_mullo_epi16(even, aRB);
even =_mm_add_epi16(even, RB);
even = _mm_srli_epi16(even, 8);
//4. calculate the alpha blending of the 1st and 3rd channel:
//- mask the color vector
//- multiply it by the corresponding masked alpha vector and store the high bits of the result
//- add the correction to compensate division by 256 instead of by 255 (next step)
//- remove the low 8 bits to mimic the division by 256
auto odd = _mm_and_si128(c, AG);
odd = _mm_mulhi_epu16(odd, aAG);
odd = _mm_add_epi16(odd, RB);
odd = _mm_and_si128(odd, AG);
//5. the final result
return _mm_or_si128(odd, even);
}
static inline void avxRasterRGBA32(uint32_t *dst, uint32_t val, uint32_t offset, int32_t len)
{
//1. calculate how many iterations we need to cover the length
uint32_t iterations = len / N_32BITS_IN_256REG;
uint32_t avxFilled = iterations * N_32BITS_IN_256REG;
//2. set the beginning of the array
dst += offset;
//3. fill the octets
for (uint32_t i = 0; i < iterations; ++i, dst += N_32BITS_IN_256REG) {
_mm256_storeu_si256((__m256i*)dst, _mm256_set1_epi32(val));
}
//4. fill leftovers (in the first step we have to set the pointer to the place where the avx job is done)
int32_t leftovers = len - avxFilled;
while (leftovers--) *dst++ = val;
}
static inline bool avxRasterTranslucentRect(SwSurface* surface, const SwBBox& region, uint32_t color)
{
auto buffer = surface->buffer + (region.min.y * surface->stride) + region.min.x;
auto h = static_cast<uint32_t>(region.max.y - region.min.y);
auto w = static_cast<uint32_t>(region.max.x - region.min.x);
auto ialpha = 255 - static_cast<uint8_t>(surface->blender.alpha(color));
auto avxColor = _mm_set1_epi32(color);
auto avxIalpha = _mm_set1_epi8(ialpha);
for (uint32_t y = 0; y < h; ++y) {
auto dst = &buffer[y * surface->stride];
//1. fill the not aligned memory (for 128-bit registers a 16-bytes alignment is required)
auto notAligned = ((uintptr_t)dst & 0xf) / 4;
if (notAligned) {
notAligned = (N_32BITS_IN_128REG - notAligned > w ? w : N_32BITS_IN_128REG - notAligned);
for (uint32_t x = 0; x < notAligned; ++x, ++dst) {
*dst = color + ALPHA_BLEND(*dst, ialpha);
}
}
//2. fill the aligned memory - N_32BITS_IN_128REG pixels processed at once
uint32_t iterations = (w - notAligned) / N_32BITS_IN_128REG;
uint32_t avxFilled = iterations * N_32BITS_IN_128REG;
auto avxDst = (__m128i*)dst;
for (uint32_t x = 0; x < iterations; ++x, ++avxDst) {
*avxDst = _mm_add_epi32(avxColor, ALPHA_BLEND(*avxDst, avxIalpha));
}
//3. fill the remaining pixels
int32_t leftovers = w - notAligned - avxFilled;
dst += avxFilled;
while (leftovers--) {
*dst = color + ALPHA_BLEND(*dst, ialpha);
dst++;
}
}
return true;
}
#endif