Use sse4.2 CRC32 instructions to hash when available.
About 9x faster than Murmur3 for long inputs.
Most of this is a mechanical change from SkChecksum::Murmur3(...) to SkOpts::hash(...).
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2208903002
CQ_INCLUDE_TRYBOTS=master.client.skia:Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-SKNX_NO_SIMD-Trybot;master.client.skia.compile:Build-Ubuntu-GCC-x86_64-Release-CMake-Trybot,Build-Mac-Clang-x86_64-Release-CMake-Trybot
Review-Url: https://codereview.chromium.org/2208903002
diff --git a/src/gpu/effects/GrTextureStripAtlas.h b/src/gpu/effects/GrTextureStripAtlas.h
index 91ce61c..5b90a34 100644
--- a/src/gpu/effects/GrTextureStripAtlas.h
+++ b/src/gpu/effects/GrTextureStripAtlas.h
@@ -9,7 +9,7 @@
#define GrTextureStripAtlas_DEFINED
#include "SkBitmap.h"
-#include "SkChecksum.h"
+#include "SkOpts.h"
#include "SkGr.h"
#include "SkTDArray.h"
#include "SkTDynamicHash.h"
@@ -142,7 +142,7 @@
public:
// for SkTDynamicHash
static const Desc& GetKey(const AtlasEntry& entry) { return entry.fDesc; }
- static uint32_t Hash(const Desc& desc) { return SkChecksum::Murmur3(&desc, sizeof(Desc)); }
+ static uint32_t Hash(const Desc& desc) { return SkOpts::hash(&desc, sizeof(Desc)); }
// AtlasEntry proper
AtlasEntry() : fAtlas(nullptr) {}