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https://github.com/mozilla/gecko-dev.git
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316 lines
13 KiB
C++
316 lines
13 KiB
C++
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "Blur.h"
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#include "SSEHelpers.h"
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#include <string.h>
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namespace mozilla {
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namespace gfx {
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MOZ_ALWAYS_INLINE
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__m128i Divide(__m128i aValues, __m128i aDivisor)
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{
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const __m128i mask = _mm_setr_epi32(0x0, 0xffffffff, 0x0, 0xffffffff);
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static const union {
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int64_t i64[2];
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__m128i m;
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} roundingAddition = { { int64_t(1) << 31, int64_t(1) << 31 } };
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__m128i multiplied31 = _mm_mul_epu32(aValues, aDivisor);
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__m128i multiplied42 = _mm_mul_epu32(_mm_srli_epi64(aValues, 32), aDivisor);
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// Add 1 << 31 before shifting or masking the lower 32 bits away, so that the
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// result is rounded.
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__m128i p_3_1 = _mm_srli_epi64(_mm_add_epi64(multiplied31, roundingAddition.m), 32);
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__m128i p4_2_ = _mm_and_si128(_mm_add_epi64(multiplied42, roundingAddition.m), mask);
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__m128i p4321 = _mm_or_si128(p_3_1, p4_2_);
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return p4321;
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}
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MOZ_ALWAYS_INLINE
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__m128i BlurFourPixels(const __m128i& aTopLeft, const __m128i& aTopRight,
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const __m128i& aBottomRight, const __m128i& aBottomLeft,
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const __m128i& aDivisor)
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{
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__m128i values = _mm_add_epi32(_mm_sub_epi32(_mm_sub_epi32(aBottomRight, aTopRight), aBottomLeft), aTopLeft);
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return Divide(values, aDivisor);
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}
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MOZ_ALWAYS_INLINE
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void LoadIntegralRowFromRow(uint32_t *aDest, const uint8_t *aSource,
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int32_t aSourceWidth, int32_t aLeftInflation,
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int32_t aRightInflation)
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{
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int32_t currentRowSum = 0;
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for (int x = 0; x < aLeftInflation; x++) {
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currentRowSum += aSource[0];
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aDest[x] = currentRowSum;
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}
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for (int x = aLeftInflation; x < (aSourceWidth + aLeftInflation); x++) {
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currentRowSum += aSource[(x - aLeftInflation)];
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aDest[x] = currentRowSum;
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}
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for (int x = (aSourceWidth + aLeftInflation); x < (aSourceWidth + aLeftInflation + aRightInflation); x++) {
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currentRowSum += aSource[aSourceWidth - 1];
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aDest[x] = currentRowSum;
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}
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}
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// This function calculates an integral of four pixels stored in the 4
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// 32-bit integers on aPixels. i.e. for { 30, 50, 80, 100 } this returns
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// { 30, 80, 160, 260 }. This seems to be the fastest way to do this after
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// much testing.
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MOZ_ALWAYS_INLINE
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__m128i AccumulatePixelSums(__m128i aPixels)
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{
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__m128i sumPixels = aPixels;
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__m128i currentPixels = _mm_slli_si128(aPixels, 4);
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sumPixels = _mm_add_epi32(sumPixels, currentPixels);
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currentPixels = _mm_unpacklo_epi64(_mm_setzero_si128(), sumPixels);
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return _mm_add_epi32(sumPixels, currentPixels);
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}
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MOZ_ALWAYS_INLINE void
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GenerateIntegralImage_SSE2(int32_t aLeftInflation, int32_t aRightInflation,
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int32_t aTopInflation, int32_t aBottomInflation,
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uint32_t *aIntegralImage, size_t aIntegralImageStride,
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uint8_t *aSource, int32_t aSourceStride, const IntSize &aSize)
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{
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MOZ_ASSERT(!(aLeftInflation & 3));
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uint32_t stride32bit = aIntegralImageStride / 4;
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IntSize integralImageSize(aSize.width + aLeftInflation + aRightInflation,
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aSize.height + aTopInflation + aBottomInflation);
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LoadIntegralRowFromRow(aIntegralImage, aSource, aSize.width, aLeftInflation, aRightInflation);
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for (int y = 1; y < aTopInflation + 1; y++) {
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uint32_t *intRow = aIntegralImage + (y * stride32bit);
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uint32_t *intPrevRow = aIntegralImage + (y - 1) * stride32bit;
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uint32_t *intFirstRow = aIntegralImage;
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for (int x = 0; x < integralImageSize.width; x += 4) {
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__m128i firstRow = _mm_load_si128((__m128i*)(intFirstRow + x));
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__m128i previousRow = _mm_load_si128((__m128i*)(intPrevRow + x));
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_mm_store_si128((__m128i*)(intRow + x), _mm_add_epi32(firstRow, previousRow));
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}
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}
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for (int y = aTopInflation + 1; y < (aSize.height + aTopInflation); y++) {
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__m128i currentRowSum = _mm_setzero_si128();
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uint32_t *intRow = aIntegralImage + (y * stride32bit);
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uint32_t *intPrevRow = aIntegralImage + (y - 1) * stride32bit;
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uint8_t *sourceRow = aSource + aSourceStride * (y - aTopInflation);
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uint32_t pixel = sourceRow[0];
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for (int x = 0; x < aLeftInflation; x += 4) {
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__m128i sumPixels = AccumulatePixelSums(_mm_shuffle_epi32(_mm_set1_epi32(pixel), _MM_SHUFFLE(0, 0, 0, 0)));
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sumPixels = _mm_add_epi32(sumPixels, currentRowSum);
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currentRowSum = _mm_shuffle_epi32(sumPixels, _MM_SHUFFLE(3, 3, 3, 3));
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_mm_store_si128((__m128i*)(intRow + x), _mm_add_epi32(sumPixels, _mm_load_si128((__m128i*)(intPrevRow + x))));
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}
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for (int x = aLeftInflation; x < (aSize.width + aLeftInflation); x += 4) {
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uint32_t pixels = *(uint32_t*)(sourceRow + (x - aLeftInflation));
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// It's important to shuffle here. When we exit this loop currentRowSum
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// has to be set to sumPixels, so that the following loop can get the
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// correct pixel for the currentRowSum. The highest order pixel in
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// currentRowSum could've originated from accumulation in the stride.
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currentRowSum = _mm_shuffle_epi32(currentRowSum, _MM_SHUFFLE(3, 3, 3, 3));
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__m128i sumPixels = AccumulatePixelSums(_mm_unpacklo_epi16(_mm_unpacklo_epi8( _mm_set1_epi32(pixels), _mm_setzero_si128()), _mm_setzero_si128()));
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sumPixels = _mm_add_epi32(sumPixels, currentRowSum);
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currentRowSum = sumPixels;
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_mm_store_si128((__m128i*)(intRow + x), _mm_add_epi32(sumPixels, _mm_load_si128((__m128i*)(intPrevRow + x))));
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}
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pixel = sourceRow[aSize.width - 1];
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int x = (aSize.width + aLeftInflation);
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if ((aSize.width & 3)) {
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// Deal with unaligned portion. Get the correct pixel from currentRowSum,
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// see explanation above.
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uint32_t intCurrentRowSum = ((uint32_t*)¤tRowSum)[(aSize.width % 4) - 1];
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for (; x < integralImageSize.width; x++) {
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// We could be unaligned here!
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if (!(x & 3)) {
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// aligned!
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currentRowSum = _mm_set1_epi32(intCurrentRowSum);
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break;
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}
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intCurrentRowSum += pixel;
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intRow[x] = intPrevRow[x] + intCurrentRowSum;
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}
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} else {
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currentRowSum = _mm_shuffle_epi32(currentRowSum, _MM_SHUFFLE(3, 3, 3, 3));
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}
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for (; x < integralImageSize.width; x += 4) {
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__m128i sumPixels = AccumulatePixelSums(_mm_set1_epi32(pixel));
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sumPixels = _mm_add_epi32(sumPixels, currentRowSum);
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currentRowSum = _mm_shuffle_epi32(sumPixels, _MM_SHUFFLE(3, 3, 3, 3));
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_mm_store_si128((__m128i*)(intRow + x), _mm_add_epi32(sumPixels, _mm_load_si128((__m128i*)(intPrevRow + x))));
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}
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}
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if (aBottomInflation) {
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// Store the last valid row of our source image in the last row of
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// our integral image. This will be overwritten with the correct values
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// in the upcoming loop.
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LoadIntegralRowFromRow(aIntegralImage + (integralImageSize.height - 1) * stride32bit,
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aSource + (aSize.height - 1) * aSourceStride, aSize.width, aLeftInflation, aRightInflation);
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for (int y = aSize.height + aTopInflation; y < integralImageSize.height; y++) {
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__m128i *intRow = (__m128i*)(aIntegralImage + (y * stride32bit));
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__m128i *intPrevRow = (__m128i*)(aIntegralImage + (y - 1) * stride32bit);
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__m128i *intLastRow = (__m128i*)(aIntegralImage + (integralImageSize.height - 1) * stride32bit);
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for (int x = 0; x < integralImageSize.width; x += 4) {
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_mm_store_si128(intRow + (x / 4),
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_mm_add_epi32(_mm_load_si128(intLastRow + (x / 4)),
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_mm_load_si128(intPrevRow + (x / 4))));
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}
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}
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}
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}
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/**
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* Attempt to do an in-place box blur using an integral image.
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*/
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void
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AlphaBoxBlur::BoxBlur_SSE2(uint8_t* aData,
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int32_t aLeftLobe,
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int32_t aRightLobe,
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int32_t aTopLobe,
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int32_t aBottomLobe,
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uint32_t *aIntegralImage,
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size_t aIntegralImageStride)
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{
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IntSize size = GetSize();
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MOZ_ASSERT(size.height > 0);
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// Our 'left' or 'top' lobe will include the current pixel. i.e. when
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// looking at an integral image the value of a pixel at 'x,y' is calculated
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// using the value of the integral image values above/below that.
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aLeftLobe++;
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aTopLobe++;
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int32_t boxSize = (aLeftLobe + aRightLobe) * (aTopLobe + aBottomLobe);
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MOZ_ASSERT(boxSize > 0);
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if (boxSize == 1) {
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return;
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}
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uint32_t reciprocal = uint32_t((uint64_t(1) << 32) / boxSize);
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uint32_t stride32bit = aIntegralImageStride / 4;
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int32_t leftInflation = RoundUpToMultipleOf4(aLeftLobe).value();
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GenerateIntegralImage_SSE2(leftInflation, aRightLobe, aTopLobe, aBottomLobe,
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aIntegralImage, aIntegralImageStride, aData,
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mStride, size);
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__m128i divisor = _mm_set1_epi32(reciprocal);
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// This points to the start of the rectangle within the IntegralImage that overlaps
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// the surface being blurred.
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uint32_t *innerIntegral = aIntegralImage + (aTopLobe * stride32bit) + leftInflation;
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IntRect skipRect = mSkipRect;
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int32_t stride = mStride;
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uint8_t *data = aData;
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for (int32_t y = 0; y < size.height; y++) {
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bool inSkipRectY = y > skipRect.y && y < skipRect.YMost();
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uint32_t *topLeftBase = innerIntegral + ((y - aTopLobe) * ptrdiff_t(stride32bit) - aLeftLobe);
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uint32_t *topRightBase = innerIntegral + ((y - aTopLobe) * ptrdiff_t(stride32bit) + aRightLobe);
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uint32_t *bottomRightBase = innerIntegral + ((y + aBottomLobe) * ptrdiff_t(stride32bit) + aRightLobe);
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uint32_t *bottomLeftBase = innerIntegral + ((y + aBottomLobe) * ptrdiff_t(stride32bit) - aLeftLobe);
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int32_t x = 0;
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// Process 16 pixels at a time for as long as possible.
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for (; x <= size.width - 16; x += 16) {
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if (inSkipRectY && x > skipRect.x && x < skipRect.XMost()) {
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x = skipRect.XMost() - 16;
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// Trigger early jump on coming loop iterations, this will be reset
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// next line anyway.
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inSkipRectY = false;
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continue;
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}
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__m128i topLeft;
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__m128i topRight;
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__m128i bottomRight;
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__m128i bottomLeft;
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topLeft = loadUnaligned128((__m128i*)(topLeftBase + x));
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topRight = loadUnaligned128((__m128i*)(topRightBase + x));
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bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x));
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bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x));
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__m128i result1 = BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
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topLeft = loadUnaligned128((__m128i*)(topLeftBase + x + 4));
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topRight = loadUnaligned128((__m128i*)(topRightBase + x + 4));
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bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x + 4));
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bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x + 4));
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__m128i result2 = BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
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topLeft = loadUnaligned128((__m128i*)(topLeftBase + x + 8));
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topRight = loadUnaligned128((__m128i*)(topRightBase + x + 8));
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bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x + 8));
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bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x + 8));
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__m128i result3 = BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
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topLeft = loadUnaligned128((__m128i*)(topLeftBase + x + 12));
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topRight = loadUnaligned128((__m128i*)(topRightBase + x + 12));
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bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x + 12));
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bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x + 12));
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__m128i result4 = BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
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__m128i final = _mm_packus_epi16(_mm_packs_epi32(result1, result2), _mm_packs_epi32(result3, result4));
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_mm_storeu_si128((__m128i*)(data + stride * y + x), final);
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}
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// Process the remaining pixels 4 bytes at a time.
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for (; x < size.width; x += 4) {
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if (inSkipRectY && x > skipRect.x && x < skipRect.XMost()) {
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x = skipRect.XMost() - 4;
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// Trigger early jump on coming loop iterations, this will be reset
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// next line anyway.
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inSkipRectY = false;
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continue;
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}
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__m128i topLeft = loadUnaligned128((__m128i*)(topLeftBase + x));
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__m128i topRight = loadUnaligned128((__m128i*)(topRightBase + x));
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__m128i bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x));
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__m128i bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x));
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__m128i result = BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
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__m128i final = _mm_packus_epi16(_mm_packs_epi32(result, _mm_setzero_si128()), _mm_setzero_si128());
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*(uint32_t*)(data + stride * y + x) = _mm_cvtsi128_si32(final);
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}
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}
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}
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}
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}
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