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authorAllan Sandfeld Jensen <allan.jensen@qt.io>2016-12-20 16:17:58 +0100
committerAllan Sandfeld Jensen <allan.jensen@qt.io>2017-01-31 00:14:11 +0000
commit85468f7bccb276c2be5801481a6ce10f07581cdb (patch)
treef96ef309303ed0caf91b0c37cabee4d295cb19d3 /src/gui/painting/qdrawhelper_avx2.cpp
parentad4f7b59ead6c4eb17e787bce25a7211b866063f (diff)
Manually vectorize ARGB32toARGB32PM for SSE4.1 and NEON
Manually vectorizing is significantly faster because we can optimize for common cases like long stretches of opaque or transparent pixels. This is both smaller and faster than the auto-vectorized version, it is also much faster than the autovectorized version for AVX2 which then can be removed. Change-Id: I0fa80ce273a8387cc6cd084879822ad9bade385c Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
Diffstat (limited to 'src/gui/painting/qdrawhelper_avx2.cpp')
-rw-r--r--src/gui/painting/qdrawhelper_avx2.cpp13
1 files changed, 0 insertions, 13 deletions
diff --git a/src/gui/painting/qdrawhelper_avx2.cpp b/src/gui/painting/qdrawhelper_avx2.cpp
index 9c1335298e..5e17e8abec 100644
--- a/src/gui/painting/qdrawhelper_avx2.cpp
+++ b/src/gui/painting/qdrawhelper_avx2.cpp
@@ -44,19 +44,6 @@
QT_BEGIN_NAMESPACE
-// Autovectorized premultiply functions:
-const uint *QT_FASTCALL convertARGB32ToARGB32PM_avx2(uint *buffer, const uint *src, int count,
- const QVector<QRgb> *, QDitherInfo *)
-{
- return qt_convertARGB32ToARGB32PM(buffer, src, count);
-}
-
-const uint *QT_FASTCALL convertRGBA8888ToARGB32PM_avx2(uint *buffer, const uint *src, int count,
- const QVector<QRgb> *, QDitherInfo *)
-{
- return qt_convertRGBA8888ToARGB32PM(buffer, src, count);
-}
-
// Vectorized blend functions:
// See BYTE_MUL_SSE2 for details.