#define NO_PYGAME_C_API #include "_surface.h" #include "_blit_info.h" #if !defined(PG_ENABLE_ARM_NEON) && defined(__aarch64__) // arm64 has neon optimisations enabled by default, even when fpu=neon is not // passed #define PG_ENABLE_ARM_NEON 1 #endif int pg_sse2_at_runtime_but_uncompiled(); int pg_neon_at_runtime_but_uncompiled(); int pg_avx2_at_runtime_but_uncompiled(); #if (defined(__SSE2__) || defined(PG_ENABLE_ARM_NEON)) void alphablit_alpha_sse2_argb_surf_alpha(SDL_BlitInfo *info); void alphablit_alpha_sse2_argb_no_surf_alpha(SDL_BlitInfo *info); void alphablit_alpha_sse2_argb_no_surf_alpha_opaque_dst(SDL_BlitInfo *info); void blit_blend_rgba_mul_sse2(SDL_BlitInfo *info); void blit_blend_rgb_mul_sse2(SDL_BlitInfo *info); void blit_blend_rgba_add_sse2(SDL_BlitInfo *info); void blit_blend_rgb_add_sse2(SDL_BlitInfo *info); void blit_blend_rgba_sub_sse2(SDL_BlitInfo *info); void blit_blend_rgb_sub_sse2(SDL_BlitInfo *info); void blit_blend_rgba_max_sse2(SDL_BlitInfo *info); void blit_blend_rgb_max_sse2(SDL_BlitInfo *info); void blit_blend_rgba_min_sse2(SDL_BlitInfo *info); void blit_blend_rgb_min_sse2(SDL_BlitInfo *info); void blit_blend_premultiplied_sse2(SDL_BlitInfo *info); #endif /* (defined(__SSE2__) || defined(PG_ENABLE_ARM_NEON)) */ /* Deliberately putting these outside of the preprocessor guards as I want to move to a system of trusting the runtime checks to head to the right function and having a fallback function there if pygame is not compiled with the right stuff (this is the strategy used for AVX2 right now. Potentially I might want to shift both these into a slightly different file as they are not exactly blits (though v. similar) - or I could rename the SIMD trilogy of files to replace the word blit with something more generic like surface_ops*/ void premul_surf_color_by_alpha_non_simd(SDL_Surface *src, SDL_Surface *dst); void premul_surf_color_by_alpha_sse2(SDL_Surface *src, SDL_Surface *dst); int pg_has_avx2(); void blit_blend_rgba_mul_avx2(SDL_BlitInfo *info); void blit_blend_rgb_mul_avx2(SDL_BlitInfo *info); void blit_blend_rgba_add_avx2(SDL_BlitInfo *info); void blit_blend_rgb_add_avx2(SDL_BlitInfo *info); void blit_blend_rgba_sub_avx2(SDL_BlitInfo *info); void blit_blend_rgb_sub_avx2(SDL_BlitInfo *info); void blit_blend_rgba_max_avx2(SDL_BlitInfo *info); void blit_blend_rgb_max_avx2(SDL_BlitInfo *info); void blit_blend_rgba_min_avx2(SDL_BlitInfo *info); void blit_blend_rgb_min_avx2(SDL_BlitInfo *info);