/* * Copyright (C) 2021 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef ANDROID_RENDERSCRIPT_TOOLKIT_UTILS_H #define ANDROID_RENDERSCRIPT_TOOLKIT_UTILS_H #include namespace android { namespace renderscript { /* The Toolkit does not support floating point buffers but the original RenderScript Intrinsics * did for some operations. That code was preserved and protected by * ANDROID_RENDERSCRIPT_TOOLKIT_SUPPORTS_FLOAT. */ // TODO: On final packaging, decide whether this should be define in the build file, and for which // config. #define ANDROID_RENDERSCRIPT_TOOLKIT_SUPPORTS_FLOAT /* If we release the Toolkit as a C++ API, we'll want to enable validation at the C++ level * by uncommenting this define. * * If we only have a Java/Kotlin API, the Kotlin layer does validation. We don't need to duplicate * this effort. */ #define ANDROID_RENDERSCRIPT_TOOLKIT_VALIDATE #define ALOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__) #define ALOGW(...) __android_log_print(ANDROID_LOG_WARN, LOG_TAG, __VA_ARGS__) #define ALOGE(...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__) using uchar = unsigned char; using uint = unsigned int; using ushort = unsigned short; using uint8_t = uchar; using uint16_t = ushort; using uint32_t = uint; typedef float float2 __attribute__((ext_vector_type(2))); typedef float float3 __attribute__((ext_vector_type(3))); typedef float float4 __attribute__((ext_vector_type(4))); typedef uchar uchar2 __attribute__((ext_vector_type(2))); typedef uchar uchar3 __attribute__((ext_vector_type(3))); typedef uchar uchar4 __attribute__((ext_vector_type(4))); typedef ushort ushort2 __attribute__((ext_vector_type(2))); typedef ushort ushort3 __attribute__((ext_vector_type(3))); typedef ushort ushort4 __attribute__((ext_vector_type(4))); typedef uint uint2 __attribute__((ext_vector_type(2))); typedef uint uint3 __attribute__((ext_vector_type(3))); typedef uint uint4 __attribute__((ext_vector_type(4))); typedef short short2 __attribute__((ext_vector_type(2))); typedef short short3 __attribute__((ext_vector_type(3))); typedef short short4 __attribute__((ext_vector_type(4))); typedef int int2 __attribute__((ext_vector_type(2))); typedef int int3 __attribute__((ext_vector_type(3))); typedef int int4 __attribute__((ext_vector_type(4))); template inline TO convert(TI i) { // assert(i.x >= 0 && i.y >= 0 && i.z >= 0 && i.w >= 0); // assert(i.x <= 255 && i.y <= 255 && i.z <= 255 && i.w <= 255); return __builtin_convertvector(i, TO); } template <> inline uchar convert(float i) { // assert(i.x >= 0 && i.y >= 0 && i.z >= 0 && i.w >= 0); // assert(i.x <= 255 && i.y <= 255 && i.z <= 255 && i.w <= 255); return (uchar)i; } template <> inline float convert(uchar i) { // assert(i.x >= 0 && i.y >= 0 && i.z >= 0 && i.w >= 0); // assert(i.x <= 255 && i.y <= 255 && i.z <= 255 && i.w <= 255); return (float)i; } inline int4 clamp(int4 amount, int low, int high) { int4 r; r.x = amount.x < low ? low : (amount.x > high ? high : amount.x); r.y = amount.y < low ? low : (amount.y > high ? high : amount.y); r.z = amount.z < low ? low : (amount.z > high ? high : amount.z); r.w = amount.w < low ? low : (amount.w > high ? high : amount.w); return r; } inline float4 clamp(float4 amount, float low, float high) { float4 r; r.x = amount.x < low ? low : (amount.x > high ? high : amount.x); r.y = amount.y < low ? low : (amount.y > high ? high : amount.y); r.z = amount.z < low ? low : (amount.z > high ? high : amount.z); r.w = amount.w < low ? low : (amount.w > high ? high : amount.w); return r; } inline int2 clamp(int2 amount, int low, int high) { int2 r; r.x = amount.x < low ? low : (amount.x > high ? high : amount.x); r.y = amount.y < low ? low : (amount.y > high ? high : amount.y); return r; } inline float2 clamp(float2 amount, float low, float high) { float2 r; r.x = amount.x < low ? low : (amount.x > high ? high : amount.x); r.y = amount.y < low ? low : (amount.y > high ? high : amount.y); return r; } inline int clamp(int amount, int low, int high) { return amount < low ? low : (amount > high ? high : amount); } inline float clamp(float amount, float low, float high) { return amount < low ? low : (amount > high ? high : amount); } #ifdef ANDROID_RENDERSCRIPT_TOOLKIT_VALIDATE struct Restriction; bool validRestriction(const char* tag, size_t sizeX, size_t sizeY, const Restriction* restriction); #endif /** * Returns true if the processor we're running on supports the SIMD instructions that are * used in our assembly code. */ bool cpuSupportsSimd(); inline size_t divideRoundingUp(size_t a, size_t b) { return a / b + (a % b == 0 ? 0 : 1); } inline size_t paddedSize(size_t size) { return size == 3 ? 4 : size; } } // namespace renderscript } // namespace android #endif // ANDROID_RENDERSCRIPT_TOOLKIT_UTILS_H