* When playing with the MediaPlayer and toggling bilinear versus

nearest neighbor scaling, I noticed that the bilinear version
  actually used less CPU than the generic AGG code path with nn
  scaling. So I wrote an optimized nn scaling routine for nn
  based on the bilinear scaling code. So the indices into the
  source bitmap are cached. I don't know if this is the optimal
  nn scaling routine, but the CPU usage dropped significantly.
  Only B_OP_COPY is optimized as of yet.
* Optimized the bilinear scaling. When more filtered pixels than
  unfiltered pixels are anticipated, the loops are unrolled to
  special case the very last row/column and bottom right pixel.
  This eliminates the branches in the loops.
* Fixed a bug with partial scaled drawing of bitmaps when it
  used the bilinear scaling, the bitmapShift was in the wrong
  direction.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@27169 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Stephan Aßmus
2008-08-23 11:09:15 +00:00
parent 79b5db483c
commit c1111e046b
2 changed files with 247 additions and 67 deletions
+242 -67
View File
@@ -1560,9 +1560,14 @@ Painter::_DrawBitmap(agg::rendering_buffer& srcBuffer, color_space format,
}
}
if (fDrawingMode == B_OP_COPY && (options & B_FILTER_BITMAP_BILINEAR)) {
_DrawBitmapBilinearCopy32(srcBuffer, xOffset, yOffset, xScale, yScale,
viewRect);
if (fDrawingMode == B_OP_COPY) {
if (options & B_FILTER_BITMAP_BILINEAR) {
_DrawBitmapBilinearCopy32(srcBuffer, xOffset, yOffset, xScale,
yScale, viewRect);
} else {
_DrawBitmapNearestNeighborCopy32(srcBuffer, xOffset, yOffset,
xScale, yScale, viewRect);
}
return;
}
@@ -1635,6 +1640,99 @@ if (left - xOffset < 0 || left - xOffset >= (int32)srcBuffer.width() ||
} while (fBaseRenderer.next_clip_box());
}
// _DrawBitmapNearestNeighborCopy32
void
Painter::_DrawBitmapNearestNeighborCopy32(agg::rendering_buffer& srcBuffer,
double xOffset, double yOffset, double xScale, double yScale,
BRect viewRect) const
{
//bigtime_t now = system_time();
uint32 dstWidth = viewRect.IntegerWidth() + 1;
uint32 dstHeight = viewRect.IntegerHeight() + 1;
uint32 srcWidth = srcBuffer.width();
uint32 srcHeight = srcBuffer.height();
// should not pose a problem with stack overflows
// (needs around 6Kb for 1920x1200)
uint16 xIndices[dstWidth];
uint16 yIndices[dstHeight];
// Extract the cropping information for the source bitmap,
// If only a part of the source bitmap is to be drawn with scale,
// the offset will be different from the viewRect left top corner.
int32 xBitmapShift = (int32)(viewRect.left - xOffset);
int32 yBitmapShift = (int32)(viewRect.top - yOffset);
for (uint32 i = 0; i < dstWidth; i++) {
// index into source
uint16 index = (uint16)(i * srcWidth / (srcWidth * xScale));
// round down to get the left pixel
xIndices[i] = index;
// handle cropped source bitmap
xIndices[i] += xBitmapShift;
// precompute index for 32 bit pixels
xIndices[i] *= 4;
}
for (uint32 i = 0; i < dstHeight; i++) {
// index into source
uint16 index = (uint16)(i * srcHeight / (srcHeight * yScale));
// round down to get the top pixel
yIndices[i] = index;
// handle cropped source bitmap
yIndices[i] += yBitmapShift;
}
const int32 left = (int32)viewRect.left;
const int32 top = (int32)viewRect.top;
const int32 right = (int32)viewRect.right;
const int32 bottom = (int32)viewRect.bottom;
const uint32 dstBPR = fBuffer.stride();
// iterate over clipping boxes
fBaseRenderer.first_clip_box();
do {
const int32 x1 = max_c(fBaseRenderer.xmin(), left);
const int32 x2 = min_c(fBaseRenderer.xmax(), right);
if (x1 > x2)
continue;
int32 y1 = max_c(fBaseRenderer.ymin(), top);
int32 y2 = min_c(fBaseRenderer.ymax(), bottom);
if (y1 > y2)
continue;
// buffer offset into destination
uint8* dst = fBuffer.row_ptr(y1) + x1 * 4;
// x and y are needed as indeces into the wheight arrays, so the
// offset into the target buffer needs to be compensated
const int32 xIndexL = x1 - (int32)xOffset;
const int32 xIndexR = x2 - (int32)xOffset;
y1 -= (int32)yOffset;
y2 -= (int32)yOffset;
//printf("x: %ld - %ld\n", xIndexL, xIndexR);
//printf("y: %ld - %ld\n", y1, y2);
for (; y1 <= y2; y1++) {
// buffer offset into source (top row)
register const uint8* src = srcBuffer.row_ptr(yIndices[y1]);
// buffer handle for destination to be incremented per pixel
register uint32* d = (uint32*)dst;
for (int32 x = xIndexL; x <= xIndexR; x++) {
*d = *(uint32*)(src + xIndices[x]);
d++;
}
dst += dstBPR;
}
} while (fBaseRenderer.next_clip_box());
//printf("draw bitmap %.5fx%.5f: %lld\n", xScale, yScale, system_time() - now);
}
// _DrawBitmapBilinearCopy32
void
Painter::_DrawBitmapBilinearCopy32(agg::rendering_buffer& srcBuffer,
@@ -1663,7 +1761,8 @@ Painter::_DrawBitmapBilinearCopy32(agg::rendering_buffer& srcBuffer,
}
#else
// stack based saves about 200µs on 1.85 GHz Core 2 Duo
// don't know if it could be a problem though with stack overflow
// should not pose a problem with stack overflows
// (needs around 12Kb for 1920x1200)
FilterInfo xWeights[dstWidth];
FilterInfo yWeights[dstHeight];
#endif
@@ -1671,8 +1770,8 @@ Painter::_DrawBitmapBilinearCopy32(agg::rendering_buffer& srcBuffer,
// Extract the cropping information for the source bitmap,
// If only a part of the source bitmap is to be drawn with scale,
// the offset will be different from the viewRect left top corner.
int32 xBitmapShift = (int32)(xOffset - viewRect.left);
int32 yBitmapShift = (int32)(yOffset - viewRect.top);
int32 xBitmapShift = (int32)(viewRect.left - xOffset);
int32 yBitmapShift = (int32)(viewRect.top - yOffset);
for (uint32 i = 0; i < dstWidth; i++) {
// fractional index into source
@@ -1726,6 +1825,9 @@ Painter::_DrawBitmapBilinearCopy32(agg::rendering_buffer& srcBuffer,
const uint32 dstBPR = fBuffer.stride();
const uint32 srcBPR = srcBuffer.stride();
bool optimizeForLowFilterRatio = xScale == yScale
&& (xScale == 1.5 || xScale == 2.0 || xScale == 2.5 || xScale == 3.0);
// iterate over clipping boxes
fBaseRenderer.first_clip_box();
do {
@@ -1752,72 +1854,145 @@ Painter::_DrawBitmapBilinearCopy32(agg::rendering_buffer& srcBuffer,
//printf("x: %ld - %ld\n", xIndexL, xIndexR);
//printf("y: %ld - %ld\n", y1, y2);
for (; y1 <= y2; y1++) {
// cache the weight of the top and bottom row
const uint16 wTop = yWeights[y1].weight;
const uint16 wBottom = 255 - yWeights[y1].weight;
if (optimizeForLowFilterRatio) {
// In this mode, we anticipate to hit many destination pixels that
// map directly to a source pixel, we have more branches in the
// inner loop but save time because of the special cases. If there
// are too few direct hit pixels, the branches only waste time.
for (; y1 <= y2; y1++) {
// cache the weight of the top and bottom row
const uint16 wTop = yWeights[y1].weight;
const uint16 wBottom = 255 - yWeights[y1].weight;
// buffer offset into source (top row)
register const uint8* src = srcBuffer.row_ptr(yWeights[y1].index);
// buffer offset into source (top row)
register const uint8* src
= srcBuffer.row_ptr(yWeights[y1].index);
// buffer handle for destination to be incremented per pixel
register uint8* d = dst;
if (wTop == 255) {
for (int32 x = xIndexL; x <= xIndexR; x++) {
const uint8* s = src + xWeights[x].index;
// This case is important to prevent out
// of bounds access at bottom edge of the source
// bitmap. If the scale is low and integer, it will
// also help the speed.
if (xWeights[x].weight == 255) {
// As above, but to prevent out of bounds
// on the right edge.
*(uint32*)d = *(uint32*)s;
} else {
// Only the left and right pixels are interpolated,
// since the top row has 100% weight.
const uint16 wLeft = xWeights[x].weight;
const uint16 wRight = 255 - wLeft;
d[0] = (s[0] * wLeft + s[4] * wRight) >> 8;
d[1] = (s[1] * wLeft + s[5] * wRight) >> 8;
d[2] = (s[2] * wLeft + s[6] * wRight) >> 8;
}
d += 4;
}
} else {
for (int32 x = xIndexL; x <= xIndexR; x++) {
const uint8* s = src + xWeights[x].index;
if (xWeights[x].weight == 255) {
// Prevent out of bounds access on the right edge
// or simply speed up.
const uint8* sBottom = s + srcBPR;
d[0] = (s[0] * wTop + sBottom[0] * wBottom) >> 8;
d[1] = (s[1] * wTop + sBottom[1] * wBottom) >> 8;
d[2] = (s[2] * wTop + sBottom[2] * wBottom) >> 8;
} else {
// calculate the weighted sum of all four
// interpolated pixels
const uint16 wLeft = xWeights[x].weight;
const uint16 wRight = 255 - wLeft;
// left and right of top row
uint32 t0 = (s[0] * wLeft + s[4] * wRight) * wTop;
uint32 t1 = (s[1] * wLeft + s[5] * wRight) * wTop;
uint32 t2 = (s[2] * wLeft + s[6] * wRight) * wTop;
// left and right of bottom row
s += srcBPR;
t0 += (s[0] * wLeft + s[4] * wRight) * wBottom;
t1 += (s[1] * wLeft + s[5] * wRight) * wBottom;
t2 += (s[2] * wLeft + s[6] * wRight) * wBottom;
d[0] = t0 >> 16;
d[1] = t1 >> 16;
d[2] = t2 >> 16;
}
d += 4;
}
}
dst += dstBPR;
}
} else {
// In this mode we anticipate many pixels wich need filtering,
// there are no special cases for direct hit pixels except for the
// last column/row and the right/bottom corner pixel.
for (; y1 < y2; y1++) {
// cache the weight of the top and bottom row
const uint16 wTop = yWeights[y1].weight;
const uint16 wBottom = 255 - yWeights[y1].weight;
// buffer offset into source (top row)
register const uint8* src
= srcBuffer.row_ptr(yWeights[y1].index);
// buffer handle for destination to be incremented per pixel
register uint8* d = dst;
for (int32 x = xIndexL; x < xIndexR; x++) {
const uint8* s = src + xWeights[x].index;
// calculate the weighted sum of all four
// interpolated pixels
const uint16 wLeft = xWeights[x].weight;
const uint16 wRight = 255 - wLeft;
// left and right of top row
uint32 t0 = (s[0] * wLeft + s[4] * wRight) * wTop;
uint32 t1 = (s[1] * wLeft + s[5] * wRight) * wTop;
uint32 t2 = (s[2] * wLeft + s[6] * wRight) * wTop;
// left and right of bottom row
s += srcBPR;
t0 += (s[0] * wLeft + s[4] * wRight) * wBottom;
t1 += (s[1] * wLeft + s[5] * wRight) * wBottom;
t2 += (s[2] * wLeft + s[6] * wRight) * wBottom;
d[0] = t0 >> 16;
d[1] = t1 >> 16;
d[2] = t2 >> 16;
d += 4;
}
// last column of pixels
const uint8* s = src + xWeights[xIndexR].index;
const uint8* sBottom = s + srcBPR;
d[0] = (s[0] * wTop + sBottom[0] * wBottom) >> 8;
d[1] = (s[1] * wTop + sBottom[1] * wBottom) >> 8;
d[2] = (s[2] * wTop + sBottom[2] * wBottom) >> 8;
dst += dstBPR;
}
// last row of pixels
// buffer offset into source (bottom row)
register const uint8* src = srcBuffer.row_ptr(yWeights[y2].index);
// buffer handle for destination to be incremented per pixel
register uint8* d = dst;
if (wTop == 255) {
for (int32 x = xIndexL; x <= xIndexR; x++) {
const uint8* s = src + xWeights[x].index;
// This case is important to prevent out
// of bounds access at bottom edge of the source
// bitmap. If the scale is low and integer, it will
// also help the speed.
if (xWeights[x].weight == 255) {
// As above, but to prevent out of bounds
// on the right edge.
*(uint32*)d = *(uint32*)s;
} else {
// Only the left and right pixels are interpolated,
// since the top row has 100% weight.
const uint16 wLeft = xWeights[x].weight;
const uint16 wRight = 255 - wLeft;
d[0] = (s[0] * wLeft + s[4] * wRight) >> 8;
d[1] = (s[1] * wLeft + s[5] * wRight) >> 8;
d[2] = (s[2] * wLeft + s[6] * wRight) >> 8;
}
d += 4;
}
} else {
for (int32 x = xIndexL; x <= xIndexR; x++) {
const uint8* s = src + xWeights[x].index;
if (xWeights[x].weight == 255) {
// Prevent out of bounds access on the right edge
// or simply speed up.
const uint8* sBottom = s + srcBPR;
d[0] = (s[0] * wTop + sBottom[0] * wBottom) >> 8;
d[1] = (s[1] * wTop + sBottom[1] * wBottom) >> 8;
d[2] = (s[2] * wTop + sBottom[2] * wBottom) >> 8;
} else {
// calculate the weighted sum of all four interpolated
// pixels
const uint16 wLeft = xWeights[x].weight;
const uint16 wRight = 255 - wLeft;
// left and right of top row
uint32 t0 = (s[0] * wLeft + s[4] * wRight) * wTop;
uint32 t1 = (s[1] * wLeft + s[5] * wRight) * wTop;
uint32 t2 = (s[2] * wLeft + s[6] * wRight) * wTop;
// left and right of bottom row
s += srcBPR;
t0 += (s[0] * wLeft + s[4] * wRight) * wBottom;
t1 += (s[1] * wLeft + s[5] * wRight) * wBottom;
t2 += (s[2] * wLeft + s[6] * wRight) * wBottom;
d[0] = t0 >> 16;
d[1] = t1 >> 16;
d[2] = t2 >> 16;
}
d += 4;
}
for (int32 x = xIndexL; x < xIndexR; x++) {
const uint8* s = src + xWeights[x].index;
const uint16 wLeft = xWeights[x].weight;
const uint16 wRight = 255 - wLeft;
d[0] = (s[0] * wLeft + s[4] * wRight) >> 8;
d[1] = (s[1] * wLeft + s[5] * wRight) >> 8;
d[2] = (s[2] * wLeft + s[6] * wRight) >> 8;
d += 4;
}
dst += dstBPR;
// pixel in bottom right corner
const uint8* s = src + xWeights[xIndexR].index;
*(uint32*)d = *(uint32*)s;
}
} while (fBaseRenderer.next_clip_box());
@@ -236,6 +236,11 @@ class Painter {
agg::rendering_buffer& srcBuffer,
int32 xOffset, int32 yOffset,
BRect viewRect) const;
void _DrawBitmapNearestNeighborCopy32(
agg::rendering_buffer& srcBuffer,
double xOffset, double yOffset,
double xScale, double yScale,
BRect viewRect) const;
void _DrawBitmapBilinearCopy32(
agg::rendering_buffer& srcBuffer,
double xOffset, double yOffset,