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-rw-r--r--gfx/2d/BlurNEON.cpp303
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diff --git a/gfx/2d/BlurNEON.cpp b/gfx/2d/BlurNEON.cpp
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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#include "Blur.h"
+#include <arm_neon.h>
+
+namespace mozilla {
+namespace gfx {
+
+MOZ_ALWAYS_INLINE
+uint16x4_t Divide(uint32x4_t aValues, uint32x2_t aDivisor) {
+ uint64x2_t roundingAddition = vdupq_n_u64(int64_t(1) << 31);
+ uint64x2_t multiplied21 = vmull_u32(vget_low_u32(aValues), aDivisor);
+ uint64x2_t multiplied43 = vmull_u32(vget_high_u32(aValues), aDivisor);
+ return vqmovn_u32(
+ vcombine_u32(vshrn_n_u64(vaddq_u64(multiplied21, roundingAddition), 32),
+ vshrn_n_u64(vaddq_u64(multiplied43, roundingAddition), 32)));
+}
+
+MOZ_ALWAYS_INLINE
+uint16x4_t BlurFourPixels(const uint32x4_t& aTopLeft,
+ const uint32x4_t& aTopRight,
+ const uint32x4_t& aBottomRight,
+ const uint32x4_t& aBottomLeft,
+ const uint32x2_t& aDivisor) {
+ uint32x4_t values = vaddq_u32(
+ vsubq_u32(vsubq_u32(aBottomRight, aTopRight), aBottomLeft), aTopLeft);
+ return Divide(values, aDivisor);
+}
+
+MOZ_ALWAYS_INLINE
+void LoadIntegralRowFromRow(uint32_t* aDest, const uint8_t* aSource,
+ int32_t aSourceWidth, int32_t aLeftInflation,
+ int32_t aRightInflation) {
+ int32_t currentRowSum = 0;
+
+ for (int x = 0; x < aLeftInflation; x++) {
+ currentRowSum += aSource[0];
+ aDest[x] = currentRowSum;
+ }
+ for (int x = aLeftInflation; x < (aSourceWidth + aLeftInflation); x++) {
+ currentRowSum += aSource[(x - aLeftInflation)];
+ aDest[x] = currentRowSum;
+ }
+ for (int x = (aSourceWidth + aLeftInflation);
+ x < (aSourceWidth + aLeftInflation + aRightInflation); x++) {
+ currentRowSum += aSource[aSourceWidth - 1];
+ aDest[x] = currentRowSum;
+ }
+}
+
+MOZ_ALWAYS_INLINE void GenerateIntegralImage_NEON(
+ int32_t aLeftInflation, int32_t aRightInflation, int32_t aTopInflation,
+ int32_t aBottomInflation, uint32_t* aIntegralImage,
+ size_t aIntegralImageStride, uint8_t* aSource, int32_t aSourceStride,
+ const IntSize& aSize) {
+ MOZ_ASSERT(!(aLeftInflation & 3));
+
+ uint32_t stride32bit = aIntegralImageStride / 4;
+ IntSize integralImageSize(aSize.width + aLeftInflation + aRightInflation,
+ aSize.height + aTopInflation + aBottomInflation);
+
+ LoadIntegralRowFromRow(aIntegralImage, aSource, aSize.width, aLeftInflation,
+ aRightInflation);
+
+ for (int y = 1; y < aTopInflation + 1; y++) {
+ uint32_t* intRow = aIntegralImage + (y * stride32bit);
+ uint32_t* intPrevRow = aIntegralImage + (y - 1) * stride32bit;
+ uint32_t* intFirstRow = aIntegralImage;
+
+ for (int x = 0; x < integralImageSize.width; x += 4) {
+ uint32x4_t firstRow = vld1q_u32(intFirstRow + x);
+ uint32x4_t previousRow = vld1q_u32(intPrevRow + x);
+ vst1q_u32(intRow + x, vaddq_u32(firstRow, previousRow));
+ }
+ }
+
+ for (int y = aTopInflation + 1; y < (aSize.height + aTopInflation); y++) {
+ uint32x4_t currentRowSum = vdupq_n_u32(0);
+ uint32_t* intRow = aIntegralImage + (y * stride32bit);
+ uint32_t* intPrevRow = aIntegralImage + (y - 1) * stride32bit;
+ uint8_t* sourceRow = aSource + aSourceStride * (y - aTopInflation);
+
+ uint32_t pixel = sourceRow[0];
+ for (int x = 0; x < aLeftInflation; x += 4) {
+ uint32_t temp[4];
+ temp[0] = pixel;
+ temp[1] = temp[0] + pixel;
+ temp[2] = temp[1] + pixel;
+ temp[3] = temp[2] + pixel;
+ uint32x4_t sumPixels = vld1q_u32(temp);
+ sumPixels = vaddq_u32(sumPixels, currentRowSum);
+ currentRowSum = vdupq_n_u32(vgetq_lane_u32(sumPixels, 3));
+ vst1q_u32(intRow + x, vaddq_u32(sumPixels, vld1q_u32(intPrevRow + x)));
+ }
+
+ for (int x = aLeftInflation; x < (aSize.width + aLeftInflation); x += 4) {
+ // It's important to shuffle here. When we exit this loop currentRowSum
+ // has to be set to sumPixels, so that the following loop can get the
+ // correct pixel for the currentRowSum. The highest order pixel in
+ // currentRowSum could've originated from accumulation in the stride.
+ currentRowSum = vdupq_n_u32(vgetq_lane_u32(currentRowSum, 3));
+
+ uint32_t temp[4];
+ temp[0] = *(sourceRow + (x - aLeftInflation));
+ temp[1] = temp[0] + *(sourceRow + (x - aLeftInflation) + 1);
+ temp[2] = temp[1] + *(sourceRow + (x - aLeftInflation) + 2);
+ temp[3] = temp[2] + *(sourceRow + (x - aLeftInflation) + 3);
+ uint32x4_t sumPixels = vld1q_u32(temp);
+ sumPixels = vaddq_u32(sumPixels, currentRowSum);
+ currentRowSum = sumPixels;
+ vst1q_u32(intRow + x, vaddq_u32(sumPixels, vld1q_u32(intPrevRow + x)));
+ }
+
+ pixel = sourceRow[aSize.width - 1];
+ int x = (aSize.width + aLeftInflation);
+ if ((aSize.width & 3)) {
+ // Deal with unaligned portion. Get the correct pixel from currentRowSum,
+ // see explanation above.
+ uint32_t intCurrentRowSum =
+ ((uint32_t*)&currentRowSum)[(aSize.width % 4) - 1];
+ for (; x < integralImageSize.width; x++) {
+ // We could be unaligned here!
+ if (!(x & 3)) {
+ // aligned!
+ currentRowSum = vdupq_n_u32(intCurrentRowSum);
+ break;
+ }
+ intCurrentRowSum += pixel;
+ intRow[x] = intPrevRow[x] + intCurrentRowSum;
+ }
+ } else {
+ currentRowSum = vdupq_n_u32(vgetq_lane_u32(currentRowSum, 3));
+ }
+
+ for (; x < integralImageSize.width; x += 4) {
+ uint32_t temp[4];
+ temp[0] = pixel;
+ temp[1] = temp[0] + pixel;
+ temp[2] = temp[1] + pixel;
+ temp[3] = temp[2] + pixel;
+ uint32x4_t sumPixels = vld1q_u32(temp);
+ sumPixels = vaddq_u32(sumPixels, currentRowSum);
+ currentRowSum = vdupq_n_u32(vgetq_lane_u32(sumPixels, 3));
+ vst1q_u32(intRow + x, vaddq_u32(sumPixels, vld1q_u32(intPrevRow + x)));
+ }
+ }
+
+ if (aBottomInflation) {
+ // Store the last valid row of our source image in the last row of
+ // our integral image. This will be overwritten with the correct values
+ // in the upcoming loop.
+ LoadIntegralRowFromRow(
+ aIntegralImage + (integralImageSize.height - 1) * stride32bit,
+ aSource + (aSize.height - 1) * aSourceStride, aSize.width,
+ aLeftInflation, aRightInflation);
+
+ for (int y = aSize.height + aTopInflation; y < integralImageSize.height;
+ y++) {
+ uint32_t* intRow = aIntegralImage + (y * stride32bit);
+ uint32_t* intPrevRow = aIntegralImage + (y - 1) * stride32bit;
+ uint32_t* intLastRow =
+ aIntegralImage + (integralImageSize.height - 1) * stride32bit;
+ for (int x = 0; x < integralImageSize.width; x += 4) {
+ vst1q_u32(intRow + x, vaddq_u32(vld1q_u32(intLastRow + x),
+ vld1q_u32(intPrevRow + x)));
+ }
+ }
+ }
+}
+
+/**
+ * Attempt to do an in-place box blur using an integral image.
+ */
+void AlphaBoxBlur::BoxBlur_NEON(uint8_t* aData, int32_t aLeftLobe,
+ int32_t aRightLobe, int32_t aTopLobe,
+ int32_t aBottomLobe, uint32_t* aIntegralImage,
+ size_t aIntegralImageStride) const {
+ IntSize size = GetSize();
+
+ MOZ_ASSERT(size.height > 0);
+
+ // Our 'left' or 'top' lobe will include the current pixel. i.e. when
+ // looking at an integral image the value of a pixel at 'x,y' is calculated
+ // using the value of the integral image values above/below that.
+ aLeftLobe++;
+ aTopLobe++;
+ int32_t boxSize = (aLeftLobe + aRightLobe) * (aTopLobe + aBottomLobe);
+
+ MOZ_ASSERT(boxSize > 0);
+
+ if (boxSize == 1) {
+ return;
+ }
+
+ uint32_t reciprocal = uint32_t((uint64_t(1) << 32) / boxSize);
+ uint32_t stride32bit = aIntegralImageStride / 4;
+ int32_t leftInflation = RoundUpToMultipleOf4(aLeftLobe).value();
+
+ GenerateIntegralImage_NEON(leftInflation, aRightLobe, aTopLobe, aBottomLobe,
+ aIntegralImage, aIntegralImageStride, aData,
+ mStride, size);
+
+ uint32x2_t divisor = vdup_n_u32(reciprocal);
+
+ // This points to the start of the rectangle within the IntegralImage that
+ // overlaps the surface being blurred.
+ uint32_t* innerIntegral =
+ aIntegralImage + (aTopLobe * stride32bit) + leftInflation;
+ IntRect skipRect = mSkipRect;
+ int32_t stride = mStride;
+ uint8_t* data = aData;
+
+ for (int32_t y = 0; y < size.height; y++) {
+ bool inSkipRectY = y > skipRect.y && y < skipRect.YMost();
+ uint32_t* topLeftBase =
+ innerIntegral + ((y - aTopLobe) * ptrdiff_t(stride32bit) - aLeftLobe);
+ uint32_t* topRightBase =
+ innerIntegral + ((y - aTopLobe) * ptrdiff_t(stride32bit) + aRightLobe);
+ uint32_t* bottomRightBase =
+ innerIntegral +
+ ((y + aBottomLobe) * ptrdiff_t(stride32bit) + aRightLobe);
+ uint32_t* bottomLeftBase =
+ innerIntegral +
+ ((y + aBottomLobe) * ptrdiff_t(stride32bit) - aLeftLobe);
+
+ int32_t x = 0;
+ // Process 16 pixels at a time for as long as possible.
+ for (; x <= size.width - 16; x += 16) {
+ if (inSkipRectY && x > skipRect.x && x < skipRect.XMost()) {
+ x = skipRect.XMost() - 16;
+ // Trigger early jump on coming loop iterations, this will be reset
+ // next line anyway.
+ inSkipRectY = false;
+ continue;
+ }
+
+ uint32x4_t topLeft;
+ uint32x4_t topRight;
+ uint32x4_t bottomRight;
+ uint32x4_t bottomLeft;
+ topLeft = vld1q_u32(topLeftBase + x);
+ topRight = vld1q_u32(topRightBase + x);
+ bottomRight = vld1q_u32(bottomRightBase + x);
+ bottomLeft = vld1q_u32(bottomLeftBase + x);
+ uint16x4_t result1 =
+ BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
+
+ topLeft = vld1q_u32(topLeftBase + x + 4);
+ topRight = vld1q_u32(topRightBase + x + 4);
+ bottomRight = vld1q_u32(bottomRightBase + x + 4);
+ bottomLeft = vld1q_u32(bottomLeftBase + x + 4);
+ uint16x4_t result2 =
+ BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
+
+ topLeft = vld1q_u32(topLeftBase + x + 8);
+ topRight = vld1q_u32(topRightBase + x + 8);
+ bottomRight = vld1q_u32(bottomRightBase + x + 8);
+ bottomLeft = vld1q_u32(bottomLeftBase + x + 8);
+ uint16x4_t result3 =
+ BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
+
+ topLeft = vld1q_u32(topLeftBase + x + 12);
+ topRight = vld1q_u32(topRightBase + x + 12);
+ bottomRight = vld1q_u32(bottomRightBase + x + 12);
+ bottomLeft = vld1q_u32(bottomLeftBase + x + 12);
+ uint16x4_t result4 =
+ BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
+
+ uint8x8_t combine1 = vqmovn_u16(vcombine_u16(result1, result2));
+ uint8x8_t combine2 = vqmovn_u16(vcombine_u16(result3, result4));
+ uint8x16_t final = vcombine_u8(combine1, combine2);
+ vst1q_u8(data + stride * y + x, final);
+ }
+
+ // Process the remaining pixels 4 bytes at a time.
+ for (; x < size.width; x += 4) {
+ if (inSkipRectY && x > skipRect.x && x < skipRect.XMost()) {
+ x = skipRect.XMost() - 4;
+ // Trigger early jump on coming loop iterations, this will be reset
+ // next line anyway.
+ inSkipRectY = false;
+ continue;
+ }
+
+ uint32x4_t topLeft = vld1q_u32(topLeftBase + x);
+ uint32x4_t topRight = vld1q_u32(topRightBase + x);
+ uint32x4_t bottomRight = vld1q_u32(bottomRightBase + x);
+ uint32x4_t bottomLeft = vld1q_u32(bottomLeftBase + x);
+ uint16x4_t result =
+ BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
+ uint32x2_t final =
+ vreinterpret_u32_u8(vmovn_u16(vcombine_u16(result, vdup_n_u16(0))));
+ *(uint32_t*)(data + stride * y + x) = vget_lane_u32(final, 0);
+ }
+ }
+}
+
+} // namespace gfx
+} // namespace mozilla