auto import from //depot/cupcake/@135843
diff --git a/libpixelflinger/scanline.cpp b/libpixelflinger/scanline.cpp
new file mode 100644
index 0000000..f700306
--- /dev/null
+++ b/libpixelflinger/scanline.cpp
@@ -0,0 +1,1496 @@
+/* libs/pixelflinger/scanline.cpp
+**
+** Copyright 2006, 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.
+*/
+
+
+#define LOG_TAG "pixelflinger"
+
+#include <assert.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+
+#include <cutils/memory.h>
+#include <cutils/log.h>
+
+#include "buffer.h"
+#include "scanline.h"
+
+#include "codeflinger/CodeCache.h"
+#include "codeflinger/GGLAssembler.h"
+#include "codeflinger/ARMAssembler.h"
+//#include "codeflinger/ARMAssemblerOptimizer.h"
+
+// ----------------------------------------------------------------------------
+
+#define ANDROID_CODEGEN_GENERIC 0 // force generic pixel pipeline
+#define ANDROID_CODEGEN_C 1 // hand-written C, fallback generic
+#define ANDROID_CODEGEN_ASM 2 // hand-written asm, fallback generic
+#define ANDROID_CODEGEN_GENERATED 3 // hand-written asm, fallback codegen
+
+#ifdef NDEBUG
+# define ANDROID_RELEASE
+# define ANDROID_CODEGEN ANDROID_CODEGEN_GENERATED
+#else
+# define ANDROID_DEBUG
+# define ANDROID_CODEGEN ANDROID_CODEGEN_GENERATED
+#endif
+
+#if defined(__arm__)
+# define ANDROID_ARM_CODEGEN 1
+#else
+# define ANDROID_ARM_CODEGEN 0
+#endif
+
+#define DEBUG__CODEGEN_ONLY 0
+
+
+#define ASSEMBLY_SCRATCH_SIZE 2048
+
+// ----------------------------------------------------------------------------
+namespace android {
+// ----------------------------------------------------------------------------
+
+static void init_y(context_t*, int32_t);
+static void init_y_noop(context_t*, int32_t);
+static void init_y_packed(context_t*, int32_t);
+static void init_y_error(context_t*, int32_t);
+
+static void step_y__generic(context_t* c);
+static void step_y__nop(context_t*);
+static void step_y__smooth(context_t* c);
+static void step_y__tmu(context_t* c);
+static void step_y__w(context_t* c);
+
+static void scanline(context_t* c);
+static void scanline_perspective(context_t* c);
+static void scanline_perspective_single(context_t* c);
+static void scanline_t32cb16blend(context_t* c);
+static void scanline_t32cb16(context_t* c);
+static void scanline_memcpy(context_t* c);
+static void scanline_memset8(context_t* c);
+static void scanline_memset16(context_t* c);
+static void scanline_memset32(context_t* c);
+static void scanline_noop(context_t* c);
+static void scanline_set(context_t* c);
+static void scanline_clear(context_t* c);
+
+static void rect_generic(context_t* c, size_t yc);
+static void rect_memcpy(context_t* c, size_t yc);
+
+extern "C" void scanline_t32cb16blend_arm(uint16_t*, uint32_t*, size_t);
+extern "C" void scanline_t32cb16_arm(uint16_t *dst, uint32_t *src, size_t ct);
+
+// ----------------------------------------------------------------------------
+
+struct shortcut_t {
+ needs_filter_t filter;
+ const char* desc;
+ void (*scanline)(context_t*);
+ void (*init_y)(context_t*, int32_t);
+};
+
+// Keep in sync with needs
+static shortcut_t shortcuts[] = {
+ { { { 0x03515104, 0x00000077, { 0x00000A01, 0x00000000 } },
+ { 0xFFFFFFFF, 0xFFFFFFFF, { 0xFFFFFFFF, 0x0000003F } } },
+ "565 fb, 8888 tx, blend", scanline_t32cb16blend, init_y_noop },
+ { { { 0x03010104, 0x00000077, { 0x00000A01, 0x00000000 } },
+ { 0xFFFFFFFF, 0xFFFFFFFF, { 0xFFFFFFFF, 0x0000003F } } },
+ "565 fb, 8888 tx", scanline_t32cb16, init_y_noop },
+ { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } },
+ { 0x00000000, 0x00000007, { 0x00000000, 0x00000000 } } },
+ "(nop) alpha test", scanline_noop, init_y_noop },
+ { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } },
+ { 0x00000000, 0x00000070, { 0x00000000, 0x00000000 } } },
+ "(nop) depth test", scanline_noop, init_y_noop },
+ { { { 0x05000000, 0x00000000, { 0x00000000, 0x00000000 } },
+ { 0x0F000000, 0x00000080, { 0x00000000, 0x00000000 } } },
+ "(nop) logic_op", scanline_noop, init_y_noop },
+ { { { 0xF0000000, 0x00000000, { 0x00000000, 0x00000000 } },
+ { 0xF0000000, 0x00000080, { 0x00000000, 0x00000000 } } },
+ "(nop) color mask", scanline_noop, init_y_noop },
+ { { { 0x0F000000, 0x00000077, { 0x00000000, 0x00000000 } },
+ { 0xFF000000, 0x000000F7, { 0x00000000, 0x00000000 } } },
+ "(set) logic_op", scanline_set, init_y_noop },
+ { { { 0x00000000, 0x00000077, { 0x00000000, 0x00000000 } },
+ { 0xFF000000, 0x000000F7, { 0x00000000, 0x00000000 } } },
+ "(clear) logic_op", scanline_clear, init_y_noop },
+ { { { 0x03000000, 0x00000077, { 0x00000000, 0x00000000 } },
+ { 0xFFFFFF00, 0x000000F7, { 0x00000000, 0x00000000 } } },
+ "(clear) blending 0/0", scanline_clear, init_y_noop },
+ { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } },
+ { 0x0000003F, 0x00000000, { 0x00000000, 0x00000000 } } },
+ "(error) invalid color-buffer format", scanline_noop, init_y_error },
+};
+static const needs_filter_t noblend1to1 = {
+ // (disregard dithering, see below)
+ { 0x03010100, 0x00000077, { 0x00000A00, 0x00000000 } },
+ { 0xFFFFFFC0, 0xFFFFFEFF, { 0xFFFFFFC0, 0x0000003F } }
+};
+static const needs_filter_t fill16noblend = {
+ { 0x03010100, 0x00000077, { 0x00000000, 0x00000000 } },
+ { 0xFFFFFFC0, 0xFFFFFFFF, { 0x0000003F, 0x0000003F } }
+};
+
+// ----------------------------------------------------------------------------
+
+#if ANDROID_ARM_CODEGEN
+static CodeCache gCodeCache(12 * 1024);
+
+class ScanlineAssembly : public Assembly {
+ AssemblyKey<needs_t> mKey;
+public:
+ ScanlineAssembly(needs_t needs, size_t size)
+ : Assembly(size), mKey(needs) { }
+ const AssemblyKey<needs_t>& key() const { return mKey; }
+};
+#endif
+
+// ----------------------------------------------------------------------------
+
+void ggl_init_scanline(context_t* c)
+{
+ c->init_y = init_y;
+ c->step_y = step_y__generic;
+ c->scanline = scanline;
+}
+
+void ggl_uninit_scanline(context_t* c)
+{
+ if (c->state.buffers.coverage)
+ free(c->state.buffers.coverage);
+#if ANDROID_ARM_CODEGEN
+ if (c->scanline_as)
+ c->scanline_as->decStrong(c);
+#endif
+}
+
+// ----------------------------------------------------------------------------
+
+static void pick_scanline(context_t* c)
+{
+#if (!defined(DEBUG__CODEGEN_ONLY) || (DEBUG__CODEGEN_ONLY == 0))
+
+#if ANDROID_CODEGEN == ANDROID_CODEGEN_GENERIC
+ c->init_y = init_y;
+ c->step_y = step_y__generic;
+ c->scanline = scanline;
+ return;
+#endif
+
+ //printf("*** needs [%08lx:%08lx:%08lx:%08lx]\n",
+ // c->state.needs.n, c->state.needs.p,
+ // c->state.needs.t[0], c->state.needs.t[1]);
+
+ // first handle the special case that we cannot test with a filter
+ const uint32_t cb_format = GGL_READ_NEEDS(CB_FORMAT, c->state.needs.n);
+ if (GGL_READ_NEEDS(T_FORMAT, c->state.needs.t[0]) == cb_format) {
+ if (c->state.needs.match(noblend1to1)) {
+ // this will match regardless of dithering state, since both
+ // src and dest have the same format anyway, there is no dithering
+ // to be done.
+ const GGLFormat* f =
+ &(c->formats[GGL_READ_NEEDS(T_FORMAT, c->state.needs.t[0])]);
+ if ((f->components == GGL_RGB) ||
+ (f->components == GGL_RGBA) ||
+ (f->components == GGL_LUMINANCE) ||
+ (f->components == GGL_LUMINANCE_ALPHA))
+ {
+ // format must have all of RGB components
+ // (so the current color doesn't show through)
+ c->scanline = scanline_memcpy;
+ c->init_y = init_y_noop;
+ return;
+ }
+ }
+ }
+
+ if (c->state.needs.match(fill16noblend)) {
+ c->init_y = init_y_packed;
+ switch (c->formats[cb_format].size) {
+ case 1: c->scanline = scanline_memset8; return;
+ case 2: c->scanline = scanline_memset16; return;
+ case 4: c->scanline = scanline_memset32; return;
+ }
+ }
+
+ const int numFilters = sizeof(shortcuts)/sizeof(shortcut_t);
+ for (int i=0 ; i<numFilters ; i++) {
+ if (c->state.needs.match(shortcuts[i].filter)) {
+ c->scanline = shortcuts[i].scanline;
+ c->init_y = shortcuts[i].init_y;
+ return;
+ }
+ }
+
+#endif // DEBUG__CODEGEN_ONLY
+
+ c->init_y = init_y;
+ c->step_y = step_y__generic;
+
+#if ANDROID_ARM_CODEGEN
+ // we're going to have to generate some code...
+ // here, generate code for our pixel pipeline
+ const AssemblyKey<needs_t> key(c->state.needs);
+ sp<Assembly> assembly = gCodeCache.lookup(key);
+ if (assembly == 0) {
+ // create a new assembly region
+ sp<ScanlineAssembly> a = new ScanlineAssembly(c->state.needs,
+ ASSEMBLY_SCRATCH_SIZE);
+ // initialize our assembler
+ GGLAssembler assembler( new ARMAssembler(a) );
+ //GGLAssembler assembler(
+ // new ARMAssemblerOptimizer(new ARMAssembler(a)) );
+ // generate the scanline code for the given needs
+ int err = assembler.scanline(c->state.needs, c);
+ if (ggl_likely(!err)) {
+ // finally, cache this assembly
+ err = gCodeCache.cache(a->key(), a);
+ }
+ if (ggl_unlikely(err)) {
+ LOGE("error generating or caching assembly. Reverting to NOP.");
+ c->scanline = scanline_noop;
+ c->init_y = init_y_noop;
+ c->step_y = step_y__nop;
+ return;
+ }
+ assembly = a;
+ }
+
+ // release the previous assembly
+ if (c->scanline_as) {
+ c->scanline_as->decStrong(c);
+ }
+
+ //LOGI("using generated pixel-pipeline");
+ c->scanline_as = assembly.get();
+ c->scanline_as->incStrong(c); // hold on to assembly
+ c->scanline = (void(*)(context_t* c))assembly->base();
+#else
+// LOGW("using generic (slow) pixel-pipeline");
+ c->scanline = scanline;
+#endif
+}
+
+void ggl_pick_scanline(context_t* c)
+{
+ pick_scanline(c);
+ if ((c->state.enables & GGL_ENABLE_W) &&
+ (c->state.enables & GGL_ENABLE_TMUS))
+ {
+ c->span = c->scanline;
+ c->scanline = scanline_perspective;
+ if (!(c->state.enabled_tmu & (c->state.enabled_tmu - 1))) {
+ // only one TMU enabled
+ c->scanline = scanline_perspective_single;
+ }
+ }
+}
+
+// ----------------------------------------------------------------------------
+
+static void blending(context_t* c, pixel_t* fragment, pixel_t* fb);
+static void blend_factor(context_t* c, pixel_t* r, uint32_t factor,
+ const pixel_t* src, const pixel_t* dst);
+static void rescale(uint32_t& u, uint8_t& su, uint32_t& v, uint8_t& sv);
+
+#if ANDROID_ARM_CODEGEN && (ANDROID_CODEGEN == ANDROID_CODEGEN_GENERATED)
+
+// no need to compile the generic-pipeline, it can't be reached
+void scanline(context_t*)
+{
+}
+
+#else
+
+void rescale(uint32_t& u, uint8_t& su, uint32_t& v, uint8_t& sv)
+{
+ if (su && sv) {
+ if (su > sv) {
+ v = ggl_expand(v, sv, su);
+ sv = su;
+ } else if (su < sv) {
+ u = ggl_expand(u, su, sv);
+ su = sv;
+ }
+ }
+}
+
+void blending(context_t* c, pixel_t* fragment, pixel_t* fb)
+{
+ rescale(fragment->c[0], fragment->s[0], fb->c[0], fb->s[0]);
+ rescale(fragment->c[1], fragment->s[1], fb->c[1], fb->s[1]);
+ rescale(fragment->c[2], fragment->s[2], fb->c[2], fb->s[2]);
+ rescale(fragment->c[3], fragment->s[3], fb->c[3], fb->s[3]);
+
+ pixel_t sf, df;
+ blend_factor(c, &sf, c->state.blend.src, fragment, fb);
+ blend_factor(c, &df, c->state.blend.dst, fragment, fb);
+
+ fragment->c[1] =
+ gglMulAddx(fragment->c[1], sf.c[1], gglMulx(fb->c[1], df.c[1]));
+ fragment->c[2] =
+ gglMulAddx(fragment->c[2], sf.c[2], gglMulx(fb->c[2], df.c[2]));
+ fragment->c[3] =
+ gglMulAddx(fragment->c[3], sf.c[3], gglMulx(fb->c[3], df.c[3]));
+
+ if (c->state.blend.alpha_separate) {
+ blend_factor(c, &sf, c->state.blend.src_alpha, fragment, fb);
+ blend_factor(c, &df, c->state.blend.dst_alpha, fragment, fb);
+ }
+
+ fragment->c[0] =
+ gglMulAddx(fragment->c[0], sf.c[0], gglMulx(fb->c[0], df.c[0]));
+
+ // clamp to 1.0
+ if (fragment->c[0] >= (1LU<<fragment->s[0]))
+ fragment->c[0] = (1<<fragment->s[0])-1;
+ if (fragment->c[1] >= (1LU<<fragment->s[1]))
+ fragment->c[1] = (1<<fragment->s[1])-1;
+ if (fragment->c[2] >= (1LU<<fragment->s[2]))
+ fragment->c[2] = (1<<fragment->s[2])-1;
+ if (fragment->c[3] >= (1LU<<fragment->s[3]))
+ fragment->c[3] = (1<<fragment->s[3])-1;
+}
+
+static inline int blendfactor(uint32_t x, uint32_t size, uint32_t def = 0)
+{
+ if (!size)
+ return def;
+
+ // scale to 16 bits
+ if (size > 16) {
+ x >>= (size - 16);
+ } else if (size < 16) {
+ x = ggl_expand(x, size, 16);
+ }
+ x += x >> 15;
+ return x;
+}
+
+void blend_factor(context_t* c, pixel_t* r,
+ uint32_t factor, const pixel_t* src, const pixel_t* dst)
+{
+ switch (factor) {
+ case GGL_ZERO:
+ r->c[1] =
+ r->c[2] =
+ r->c[3] =
+ r->c[0] = 0;
+ break;
+ case GGL_ONE:
+ r->c[1] =
+ r->c[2] =
+ r->c[3] =
+ r->c[0] = FIXED_ONE;
+ break;
+ case GGL_DST_COLOR:
+ r->c[1] = blendfactor(dst->c[1], dst->s[1]);
+ r->c[2] = blendfactor(dst->c[2], dst->s[2]);
+ r->c[3] = blendfactor(dst->c[3], dst->s[3]);
+ r->c[0] = blendfactor(dst->c[0], dst->s[0]);
+ break;
+ case GGL_SRC_COLOR:
+ r->c[1] = blendfactor(src->c[1], src->s[1]);
+ r->c[2] = blendfactor(src->c[2], src->s[2]);
+ r->c[3] = blendfactor(src->c[3], src->s[3]);
+ r->c[0] = blendfactor(src->c[0], src->s[0]);
+ break;
+ case GGL_ONE_MINUS_DST_COLOR:
+ r->c[1] = FIXED_ONE - blendfactor(dst->c[1], dst->s[1]);
+ r->c[2] = FIXED_ONE - blendfactor(dst->c[2], dst->s[2]);
+ r->c[3] = FIXED_ONE - blendfactor(dst->c[3], dst->s[3]);
+ r->c[0] = FIXED_ONE - blendfactor(dst->c[0], dst->s[0]);
+ break;
+ case GGL_ONE_MINUS_SRC_COLOR:
+ r->c[1] = FIXED_ONE - blendfactor(src->c[1], src->s[1]);
+ r->c[2] = FIXED_ONE - blendfactor(src->c[2], src->s[2]);
+ r->c[3] = FIXED_ONE - blendfactor(src->c[3], src->s[3]);
+ r->c[0] = FIXED_ONE - blendfactor(src->c[0], src->s[0]);
+ break;
+ case GGL_SRC_ALPHA:
+ r->c[1] =
+ r->c[2] =
+ r->c[3] =
+ r->c[0] = blendfactor(src->c[0], src->s[0], FIXED_ONE);
+ break;
+ case GGL_ONE_MINUS_SRC_ALPHA:
+ r->c[1] =
+ r->c[2] =
+ r->c[3] =
+ r->c[0] = FIXED_ONE - blendfactor(src->c[0], src->s[0], FIXED_ONE);
+ break;
+ case GGL_DST_ALPHA:
+ r->c[1] =
+ r->c[2] =
+ r->c[3] =
+ r->c[0] = blendfactor(dst->c[0], dst->s[0], FIXED_ONE);
+ break;
+ case GGL_ONE_MINUS_DST_ALPHA:
+ r->c[1] =
+ r->c[2] =
+ r->c[3] =
+ r->c[0] = FIXED_ONE - blendfactor(dst->c[0], dst->s[0], FIXED_ONE);
+ break;
+ case GGL_SRC_ALPHA_SATURATE:
+ // XXX: GGL_SRC_ALPHA_SATURATE
+ break;
+ }
+}
+
+static GGLfixed wrapping(int32_t coord, uint32_t size, int tx_wrap)
+{
+ GGLfixed d;
+ if (tx_wrap == GGL_REPEAT) {
+ d = (uint32_t(coord)>>16) * size;
+ } else if (tx_wrap == GGL_CLAMP) { // CLAMP_TO_EDGE semantics
+ const GGLfixed clamp_min = FIXED_HALF;
+ const GGLfixed clamp_max = (size << 16) - FIXED_HALF;
+ if (coord < clamp_min) coord = clamp_min;
+ if (coord > clamp_max) coord = clamp_max;
+ d = coord;
+ } else { // 1:1
+ const GGLfixed clamp_min = 0;
+ const GGLfixed clamp_max = (size << 16);
+ if (coord < clamp_min) coord = clamp_min;
+ if (coord > clamp_max) coord = clamp_max;
+ d = coord;
+ }
+ return d;
+}
+
+static inline
+GGLcolor ADJUST_COLOR_ITERATOR(GGLcolor v, GGLcolor dvdx, int len)
+{
+ const int32_t end = dvdx * (len-1) + v;
+ if (end < 0)
+ v -= end;
+ v &= ~(v>>31);
+ return v;
+}
+
+void scanline(context_t* c)
+{
+ const uint32_t enables = c->state.enables;
+ const int xs = c->iterators.xl;
+ const int x1 = c->iterators.xr;
+ int xc = x1 - xs;
+ const int16_t* covPtr = c->state.buffers.coverage + xs;
+
+ // All iterated values are sampled at the pixel center
+
+ // reset iterators for that scanline...
+ GGLcolor r, g, b, a;
+ iterators_t& ci = c->iterators;
+ if (enables & GGL_ENABLE_SMOOTH) {
+ r = (xs * c->shade.drdx) + ci.ydrdy;
+ g = (xs * c->shade.dgdx) + ci.ydgdy;
+ b = (xs * c->shade.dbdx) + ci.ydbdy;
+ a = (xs * c->shade.dadx) + ci.ydady;
+ r = ADJUST_COLOR_ITERATOR(r, c->shade.drdx, xc);
+ g = ADJUST_COLOR_ITERATOR(g, c->shade.dgdx, xc);
+ b = ADJUST_COLOR_ITERATOR(b, c->shade.dbdx, xc);
+ a = ADJUST_COLOR_ITERATOR(a, c->shade.dadx, xc);
+ } else {
+ r = ci.ydrdy;
+ g = ci.ydgdy;
+ b = ci.ydbdy;
+ a = ci.ydady;
+ }
+
+ // z iterators are 1.31
+ GGLfixed z = (xs * c->shade.dzdx) + ci.ydzdy;
+ GGLfixed f = (xs * c->shade.dfdx) + ci.ydfdy;
+
+ struct {
+ GGLfixed s, t;
+ } tc[GGL_TEXTURE_UNIT_COUNT];
+ if (enables & GGL_ENABLE_TMUS) {
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
+ if (c->state.texture[i].enable) {
+ texture_iterators_t& ti = c->state.texture[i].iterators;
+ if (enables & GGL_ENABLE_W) {
+ tc[i].s = ti.ydsdy;
+ tc[i].t = ti.ydtdy;
+ } else {
+ tc[i].s = (xs * ti.dsdx) + ti.ydsdy;
+ tc[i].t = (xs * ti.dtdx) + ti.ydtdy;
+ }
+ }
+ }
+ }
+
+ pixel_t fragment;
+ pixel_t texel;
+ pixel_t fb;
+
+ uint32_t x = xs;
+ uint32_t y = c->iterators.y;
+
+ while (xc--) {
+
+ { // just a scope
+
+ // read color (convert to 8 bits by keeping only the integer part)
+ fragment.s[1] = fragment.s[2] =
+ fragment.s[3] = fragment.s[0] = 8;
+ fragment.c[1] = r >> (GGL_COLOR_BITS-8);
+ fragment.c[2] = g >> (GGL_COLOR_BITS-8);
+ fragment.c[3] = b >> (GGL_COLOR_BITS-8);
+ fragment.c[0] = a >> (GGL_COLOR_BITS-8);
+
+ // texturing
+ if (enables & GGL_ENABLE_TMUS) {
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
+ texture_t& tx = c->state.texture[i];
+ if (!tx.enable)
+ continue;
+ texture_iterators_t& ti = tx.iterators;
+ int32_t u, v;
+
+ // s-coordinate
+ if (tx.s_coord != GGL_ONE_TO_ONE) {
+ const int w = tx.surface.width;
+ u = wrapping(tc[i].s, w, tx.s_wrap);
+ tc[i].s += ti.dsdx;
+ } else {
+ u = (((tx.shade.is0>>16) + x)<<16) + FIXED_HALF;
+ }
+
+ // t-coordinate
+ if (tx.t_coord != GGL_ONE_TO_ONE) {
+ const int h = tx.surface.height;
+ v = wrapping(tc[i].t, h, tx.t_wrap);
+ tc[i].t += ti.dtdx;
+ } else {
+ v = (((tx.shade.it0>>16) + y)<<16) + FIXED_HALF;
+ }
+
+ // read texture
+ if (tx.mag_filter == GGL_NEAREST &&
+ tx.min_filter == GGL_NEAREST)
+ {
+ u >>= 16;
+ v >>= 16;
+ tx.surface.read(&tx.surface, c, u, v, &texel);
+ } else {
+ const int w = tx.surface.width;
+ const int h = tx.surface.height;
+ u -= FIXED_HALF;
+ v -= FIXED_HALF;
+ int u0 = u >> 16;
+ int v0 = v >> 16;
+ int u1 = u0 + 1;
+ int v1 = v0 + 1;
+ if (tx.s_wrap == GGL_REPEAT) {
+ if (u0<0) u0 += w;
+ if (u1<0) u1 += w;
+ if (u0>=w) u0 -= w;
+ if (u1>=w) u1 -= w;
+ } else {
+ if (u0<0) u0 = 0;
+ if (u1<0) u1 = 0;
+ if (u0>=w) u0 = w-1;
+ if (u1>=w) u1 = w-1;
+ }
+ if (tx.t_wrap == GGL_REPEAT) {
+ if (v0<0) v0 += h;
+ if (v1<0) v1 += h;
+ if (v0>=h) v0 -= h;
+ if (v1>=h) v1 -= h;
+ } else {
+ if (v0<0) v0 = 0;
+ if (v1<0) v1 = 0;
+ if (v0>=h) v0 = h-1;
+ if (v1>=h) v1 = h-1;
+ }
+ pixel_t texels[4];
+ uint32_t mm[4];
+ tx.surface.read(&tx.surface, c, u0, v0, &texels[0]);
+ tx.surface.read(&tx.surface, c, u0, v1, &texels[1]);
+ tx.surface.read(&tx.surface, c, u1, v0, &texels[2]);
+ tx.surface.read(&tx.surface, c, u1, v1, &texels[3]);
+ u = (u >> 12) & 0xF;
+ v = (v >> 12) & 0xF;
+ u += u>>3;
+ v += v>>3;
+ mm[0] = (0x10 - u) * (0x10 - v);
+ mm[1] = (0x10 - u) * v;
+ mm[2] = u * (0x10 - v);
+ mm[3] = 0x100 - (mm[0] + mm[1] + mm[2]);
+ for (int j=0 ; j<4 ; j++) {
+ texel.s[j] = texels[0].s[j];
+ if (!texel.s[j]) continue;
+ texel.s[j] += 8;
+ texel.c[j] = texels[0].c[j]*mm[0] +
+ texels[1].c[j]*mm[1] +
+ texels[2].c[j]*mm[2] +
+ texels[3].c[j]*mm[3] ;
+ }
+ }
+
+ // Texture environnement...
+ for (int j=0 ; j<4 ; j++) {
+ uint32_t& Cf = fragment.c[j];
+ uint32_t& Ct = texel.c[j];
+ uint8_t& sf = fragment.s[j];
+ uint8_t& st = texel.s[j];
+ uint32_t At = texel.c[0];
+ uint8_t sat = texel.s[0];
+ switch (tx.env) {
+ case GGL_REPLACE:
+ if (st) {
+ Cf = Ct;
+ sf = st;
+ }
+ break;
+ case GGL_MODULATE:
+ if (st) {
+ uint32_t factor = Ct + (Ct>>(st-1));
+ Cf = (Cf * factor) >> st;
+ }
+ break;
+ case GGL_DECAL:
+ if (sat) {
+ rescale(Cf, sf, Ct, st);
+ Cf += ((Ct - Cf) * (At + (At>>(sat-1)))) >> sat;
+ }
+ break;
+ case GGL_BLEND:
+ if (st) {
+ uint32_t Cc = tx.env_color[i];
+ if (sf>8) Cc = (Cc * ((1<<sf)-1))>>8;
+ else if (sf<8) Cc = (Cc - (Cc>>(8-sf)))>>(8-sf);
+ uint32_t factor = Ct + (Ct>>(st-1));
+ Cf = ((((1<<st) - factor) * Cf) + Ct*Cc)>>st;
+ }
+ break;
+ case GGL_ADD:
+ if (st) {
+ rescale(Cf, sf, Ct, st);
+ Cf += Ct;
+ }
+ break;
+ }
+ }
+ }
+ }
+
+ // coverage application
+ if (enables & GGL_ENABLE_AA) {
+ int16_t cf = *covPtr++;
+ fragment.c[0] = (int64_t(fragment.c[0]) * cf) >> 15;
+ }
+
+ // alpha-test
+ if (enables & GGL_ENABLE_ALPHA_TEST) {
+ GGLcolor ref = c->state.alpha_test.ref;
+ GGLcolor alpha = (uint64_t(fragment.c[0]) *
+ ((1<<GGL_COLOR_BITS)-1)) / ((1<<fragment.s[0])-1);
+ switch (c->state.alpha_test.func) {
+ case GGL_NEVER: goto discard;
+ case GGL_LESS: if (alpha<ref) break; goto discard;
+ case GGL_EQUAL: if (alpha==ref) break; goto discard;
+ case GGL_LEQUAL: if (alpha<=ref) break; goto discard;
+ case GGL_GREATER: if (alpha>ref) break; goto discard;
+ case GGL_NOTEQUAL: if (alpha!=ref) break; goto discard;
+ case GGL_GEQUAL: if (alpha>=ref) break; goto discard;
+ }
+ }
+
+ // depth test
+ if (c->state.buffers.depth.format) {
+ if (enables & GGL_ENABLE_DEPTH_TEST) {
+ surface_t* cb = &(c->state.buffers.depth);
+ uint16_t* p = (uint16_t*)(cb->data)+(x+(cb->stride*y));
+ uint16_t zz = uint32_t(z)>>(16);
+ uint16_t depth = *p;
+ switch (c->state.depth_test.func) {
+ case GGL_NEVER: goto discard;
+ case GGL_LESS: if (zz<depth) break; goto discard;
+ case GGL_EQUAL: if (zz==depth) break; goto discard;
+ case GGL_LEQUAL: if (zz<=depth) break; goto discard;
+ case GGL_GREATER: if (zz>depth) break; goto discard;
+ case GGL_NOTEQUAL: if (zz!=depth) break; goto discard;
+ case GGL_GEQUAL: if (zz>=depth) break; goto discard;
+ }
+ // depth buffer is not enabled, if depth-test is not enabled
+/*
+ fragment.s[1] = fragment.s[2] =
+ fragment.s[3] = fragment.s[0] = 8;
+ fragment.c[1] =
+ fragment.c[2] =
+ fragment.c[3] =
+ fragment.c[0] = 255 - (zz>>8);
+*/
+ if (c->state.mask.depth) {
+ *p = zz;
+ }
+ }
+ }
+
+ // fog
+ if (enables & GGL_ENABLE_FOG) {
+ for (int i=1 ; i<=3 ; i++) {
+ GGLfixed fc = (c->state.fog.color[i] * 0x10000) / 0xFF;
+ uint32_t& c = fragment.c[i];
+ uint8_t& s = fragment.s[i];
+ c = (c * 0x10000) / ((1<<s)-1);
+ c = gglMulAddx(c, f, gglMulx(fc, 0x10000 - f));
+ s = 16;
+ }
+ }
+
+ // blending
+ if (enables & GGL_ENABLE_BLENDING) {
+ fb.c[1] = fb.c[2] = fb.c[3] = fb.c[0] = 0; // placate valgrind
+ fb.s[1] = fb.s[2] = fb.s[3] = fb.s[0] = 0;
+ c->state.buffers.color.read(
+ &(c->state.buffers.color), c, x, y, &fb);
+ blending( c, &fragment, &fb );
+ }
+
+ // write
+ c->state.buffers.color.write(
+ &(c->state.buffers.color), c, x, y, &fragment);
+ }
+
+discard:
+ // iterate...
+ x += 1;
+ if (enables & GGL_ENABLE_SMOOTH) {
+ r += c->shade.drdx;
+ g += c->shade.dgdx;
+ b += c->shade.dbdx;
+ a += c->shade.dadx;
+ }
+ z += c->shade.dzdx;
+ f += c->shade.dfdx;
+ }
+}
+
+#endif // ANDROID_ARM_CODEGEN && (ANDROID_CODEGEN == ANDROID_CODEGEN_GENERATED)
+
+// ----------------------------------------------------------------------------
+#if 0
+#pragma mark -
+#pragma mark Scanline
+#endif
+
+template <typename T, typename U>
+static inline __attribute__((const))
+T interpolate(int y, T v0, U dvdx, U dvdy) {
+ // interpolates in pixel's centers
+ // v = v0 + (y + 0.5) * dvdy + (0.5 * dvdx)
+ return (y * dvdy) + (v0 + ((dvdy + dvdx) >> 1));
+}
+
+// ----------------------------------------------------------------------------
+#if 0
+#pragma mark -
+#endif
+
+void init_y(context_t* c, int32_t ys)
+{
+ const uint32_t enables = c->state.enables;
+
+ // compute iterators...
+ iterators_t& ci = c->iterators;
+
+ // sample in the center
+ ci.y = ys;
+
+ if (enables & (GGL_ENABLE_DEPTH_TEST|GGL_ENABLE_W|GGL_ENABLE_FOG)) {
+ ci.ydzdy = interpolate(ys, c->shade.z0, c->shade.dzdx, c->shade.dzdy);
+ ci.ydwdy = interpolate(ys, c->shade.w0, c->shade.dwdx, c->shade.dwdy);
+ ci.ydfdy = interpolate(ys, c->shade.f0, c->shade.dfdx, c->shade.dfdy);
+ }
+
+ if (ggl_unlikely(enables & GGL_ENABLE_SMOOTH)) {
+ ci.ydrdy = interpolate(ys, c->shade.r0, c->shade.drdx, c->shade.drdy);
+ ci.ydgdy = interpolate(ys, c->shade.g0, c->shade.dgdx, c->shade.dgdy);
+ ci.ydbdy = interpolate(ys, c->shade.b0, c->shade.dbdx, c->shade.dbdy);
+ ci.ydady = interpolate(ys, c->shade.a0, c->shade.dadx, c->shade.dady);
+ c->step_y = step_y__smooth;
+ } else {
+ ci.ydrdy = c->shade.r0;
+ ci.ydgdy = c->shade.g0;
+ ci.ydbdy = c->shade.b0;
+ ci.ydady = c->shade.a0;
+ // XXX: do only if needed, or make sure this is fast
+ c->packed = ggl_pack_color(c, c->state.buffers.color.format,
+ ci.ydrdy, ci.ydgdy, ci.ydbdy, ci.ydady);
+ c->packed8888 = ggl_pack_color(c, GGL_PIXEL_FORMAT_RGBA_8888,
+ ci.ydrdy, ci.ydgdy, ci.ydbdy, ci.ydady);
+ }
+
+ // initialize the variables we need in the shader
+ generated_vars_t& gen = c->generated_vars;
+ gen.argb[GGLFormat::ALPHA].c = ci.ydady;
+ gen.argb[GGLFormat::ALPHA].dx = c->shade.dadx;
+ gen.argb[GGLFormat::RED ].c = ci.ydrdy;
+ gen.argb[GGLFormat::RED ].dx = c->shade.drdx;
+ gen.argb[GGLFormat::GREEN].c = ci.ydgdy;
+ gen.argb[GGLFormat::GREEN].dx = c->shade.dgdx;
+ gen.argb[GGLFormat::BLUE ].c = ci.ydbdy;
+ gen.argb[GGLFormat::BLUE ].dx = c->shade.dbdx;
+ gen.dzdx = c->shade.dzdx;
+ gen.f = ci.ydfdy;
+ gen.dfdx = c->shade.dfdx;
+
+ if (enables & GGL_ENABLE_TMUS) {
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
+ texture_t& t = c->state.texture[i];
+ if (!t.enable) continue;
+
+ texture_iterators_t& ti = t.iterators;
+ if (t.s_coord == GGL_ONE_TO_ONE && t.t_coord == GGL_ONE_TO_ONE) {
+ // we need to set all of these to 0 because in some cases
+ // step_y__generic() or step_y__tmu() will be used and
+ // therefore will update dtdy, however, in 1:1 mode
+ // this is always done by the scanline rasterizer.
+ ti.dsdx = ti.dsdy = ti.dtdx = ti.dtdy = 0;
+ ti.ydsdy = t.shade.is0;
+ ti.ydtdy = t.shade.it0;
+ } else {
+ const int adjustSWrap = ((t.s_wrap==GGL_CLAMP)?0:16);
+ const int adjustTWrap = ((t.t_wrap==GGL_CLAMP)?0:16);
+ ti.sscale = t.shade.sscale + adjustSWrap;
+ ti.tscale = t.shade.tscale + adjustTWrap;
+ if (!(enables & GGL_ENABLE_W)) {
+ // S coordinate
+ const int32_t sscale = ti.sscale;
+ const int32_t sy = interpolate(ys,
+ t.shade.is0, t.shade.idsdx, t.shade.idsdy);
+ if (sscale>=0) {
+ ti.ydsdy= sy << sscale;
+ ti.dsdx = t.shade.idsdx << sscale;
+ ti.dsdy = t.shade.idsdy << sscale;
+ } else {
+ ti.ydsdy= sy >> -sscale;
+ ti.dsdx = t.shade.idsdx >> -sscale;
+ ti.dsdy = t.shade.idsdy >> -sscale;
+ }
+ // T coordinate
+ const int32_t tscale = ti.tscale;
+ const int32_t ty = interpolate(ys,
+ t.shade.it0, t.shade.idtdx, t.shade.idtdy);
+ if (tscale>=0) {
+ ti.ydtdy= ty << tscale;
+ ti.dtdx = t.shade.idtdx << tscale;
+ ti.dtdy = t.shade.idtdy << tscale;
+ } else {
+ ti.ydtdy= ty >> -tscale;
+ ti.dtdx = t.shade.idtdx >> -tscale;
+ ti.dtdy = t.shade.idtdy >> -tscale;
+ }
+ }
+ }
+ // mirror for generated code...
+ generated_tex_vars_t& gen = c->generated_vars.texture[i];
+ gen.width = t.surface.width;
+ gen.height = t.surface.height;
+ gen.stride = t.surface.stride;
+ gen.data = int32_t(t.surface.data);
+ gen.dsdx = ti.dsdx;
+ gen.dtdx = ti.dtdx;
+ }
+ }
+
+ // choose the y-stepper
+ c->step_y = step_y__nop;
+ if (enables & GGL_ENABLE_FOG) {
+ c->step_y = step_y__generic;
+ } else if (enables & GGL_ENABLE_TMUS) {
+ if (enables & GGL_ENABLE_SMOOTH) {
+ c->step_y = step_y__generic;
+ } else if (enables & GGL_ENABLE_W) {
+ c->step_y = step_y__w;
+ } else {
+ c->step_y = step_y__tmu;
+ }
+ } else {
+ if (enables & GGL_ENABLE_SMOOTH) {
+ c->step_y = step_y__smooth;
+ }
+ }
+
+ // choose the rectangle blitter
+ c->rect = rect_generic;
+ if ((c->step_y == step_y__nop) &&
+ (c->scanline == scanline_memcpy))
+ {
+ c->rect = rect_memcpy;
+ }
+}
+
+void init_y_packed(context_t* c, int32_t y0)
+{
+ uint8_t f = c->state.buffers.color.format;
+ c->packed = ggl_pack_color(c, f,
+ c->shade.r0, c->shade.g0, c->shade.b0, c->shade.a0);
+ c->iterators.y = y0;
+ c->step_y = step_y__nop;
+ // choose the rectangle blitter
+ c->rect = rect_generic;
+ if (c->scanline == scanline_memcpy) {
+ c->rect = rect_memcpy;
+ }
+}
+
+void init_y_noop(context_t* c, int32_t y0)
+{
+ c->iterators.y = y0;
+ c->step_y = step_y__nop;
+ // choose the rectangle blitter
+ c->rect = rect_generic;
+ if (c->scanline == scanline_memcpy) {
+ c->rect = rect_memcpy;
+ }
+}
+
+void init_y_error(context_t* c, int32_t y0)
+{
+ // woooops, shoud never happen,
+ // fail gracefully (don't display anything)
+ init_y_noop(c, y0);
+ LOGE("color-buffer has an invalid format!");
+}
+
+// ----------------------------------------------------------------------------
+#if 0
+#pragma mark -
+#endif
+
+void step_y__generic(context_t* c)
+{
+ const uint32_t enables = c->state.enables;
+
+ // iterate...
+ iterators_t& ci = c->iterators;
+ ci.y += 1;
+
+ if (enables & GGL_ENABLE_SMOOTH) {
+ ci.ydrdy += c->shade.drdy;
+ ci.ydgdy += c->shade.dgdy;
+ ci.ydbdy += c->shade.dbdy;
+ ci.ydady += c->shade.dady;
+ }
+
+ const uint32_t mask =
+ GGL_ENABLE_DEPTH_TEST |
+ GGL_ENABLE_W |
+ GGL_ENABLE_FOG;
+ if (enables & mask) {
+ ci.ydzdy += c->shade.dzdy;
+ ci.ydwdy += c->shade.dwdy;
+ ci.ydfdy += c->shade.dfdy;
+ }
+
+ if ((enables & GGL_ENABLE_TMUS) && (!(enables & GGL_ENABLE_W))) {
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
+ if (c->state.texture[i].enable) {
+ texture_iterators_t& ti = c->state.texture[i].iterators;
+ ti.ydsdy += ti.dsdy;
+ ti.ydtdy += ti.dtdy;
+ }
+ }
+ }
+}
+
+void step_y__nop(context_t* c)
+{
+ c->iterators.y += 1;
+ c->iterators.ydzdy += c->shade.dzdy;
+}
+
+void step_y__smooth(context_t* c)
+{
+ iterators_t& ci = c->iterators;
+ ci.y += 1;
+ ci.ydrdy += c->shade.drdy;
+ ci.ydgdy += c->shade.dgdy;
+ ci.ydbdy += c->shade.dbdy;
+ ci.ydady += c->shade.dady;
+ ci.ydzdy += c->shade.dzdy;
+}
+
+void step_y__w(context_t* c)
+{
+ iterators_t& ci = c->iterators;
+ ci.y += 1;
+ ci.ydzdy += c->shade.dzdy;
+ ci.ydwdy += c->shade.dwdy;
+}
+
+void step_y__tmu(context_t* c)
+{
+ iterators_t& ci = c->iterators;
+ ci.y += 1;
+ ci.ydzdy += c->shade.dzdy;
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
+ if (c->state.texture[i].enable) {
+ texture_iterators_t& ti = c->state.texture[i].iterators;
+ ti.ydsdy += ti.dsdy;
+ ti.ydtdy += ti.dtdy;
+ }
+ }
+}
+
+// ----------------------------------------------------------------------------
+#if 0
+#pragma mark -
+#endif
+
+void scanline_perspective(context_t* c)
+{
+ struct {
+ union {
+ struct {
+ int32_t s, sq;
+ int32_t t, tq;
+ };
+ struct {
+ int32_t v, q;
+ } st[2];
+ };
+ } tc[GGL_TEXTURE_UNIT_COUNT] __attribute__((aligned(16)));
+
+ // XXX: we should have a special case when dwdx = 0
+
+ // 32 pixels spans works okay. 16 is a lot better,
+ // but hey, it's a software renderer...
+ const uint32_t SPAN_BITS = 5;
+ const uint32_t ys = c->iterators.y;
+ const uint32_t xs = c->iterators.xl;
+ const uint32_t x1 = c->iterators.xr;
+ const uint32_t xc = x1 - xs;
+ uint32_t remainder = xc & ((1<<SPAN_BITS)-1);
+ uint32_t numSpans = xc >> SPAN_BITS;
+
+ const iterators_t& ci = c->iterators;
+ int32_t w0 = (xs * c->shade.dwdx) + ci.ydwdy;
+ int32_t q0 = gglRecipQ(w0, 30);
+ const int iwscale = 32 - gglClz(q0);
+
+ const int32_t dwdx = c->shade.dwdx << SPAN_BITS;
+ int32_t xl = c->iterators.xl;
+
+ // We process s & t with a loop to reduce the code size
+ // (and i-cache pressure).
+
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
+ const texture_t& tmu = c->state.texture[i];
+ if (!tmu.enable) continue;
+ int32_t s = tmu.shade.is0 +
+ (tmu.shade.idsdy * ys) + (tmu.shade.idsdx * xs) +
+ ((tmu.shade.idsdx + tmu.shade.idsdy)>>1);
+ int32_t t = tmu.shade.it0 +
+ (tmu.shade.idtdy * ys) + (tmu.shade.idtdx * xs) +
+ ((tmu.shade.idtdx + tmu.shade.idtdy)>>1);
+ tc[i].s = s;
+ tc[i].t = t;
+ tc[i].sq = gglMulx(s, q0, iwscale);
+ tc[i].tq = gglMulx(t, q0, iwscale);
+ }
+
+ int32_t span = 0;
+ do {
+ int32_t w1;
+ if (ggl_likely(numSpans)) {
+ w1 = w0 + dwdx;
+ } else {
+ if (remainder) {
+ // finish off the scanline...
+ span = remainder;
+ w1 = (c->shade.dwdx * span) + w0;
+ } else {
+ break;
+ }
+ }
+ int32_t q1 = gglRecipQ(w1, 30);
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
+ texture_t& tmu = c->state.texture[i];
+ if (!tmu.enable) continue;
+ texture_iterators_t& ti = tmu.iterators;
+
+ for (int j=0 ; j<2 ; j++) {
+ int32_t v = tc[i].st[j].v;
+ if (span) v += (tmu.shade.st[j].dx)*span;
+ else v += (tmu.shade.st[j].dx)<<SPAN_BITS;
+ const int32_t v0 = tc[i].st[j].q;
+ const int32_t v1 = gglMulx(v, q1, iwscale);
+ int32_t dvdx = v1 - v0;
+ if (span) dvdx /= span;
+ else dvdx >>= SPAN_BITS;
+ tc[i].st[j].v = v;
+ tc[i].st[j].q = v1;
+
+ const int scale = ti.st[j].scale + (iwscale - 30);
+ if (scale >= 0) {
+ ti.st[j].ydvdy = v0 << scale;
+ ti.st[j].dvdx = dvdx << scale;
+ } else {
+ ti.st[j].ydvdy = v0 >> -scale;
+ ti.st[j].dvdx = dvdx >> -scale;
+ }
+ }
+ generated_tex_vars_t& gen = c->generated_vars.texture[i];
+ gen.dsdx = ti.st[0].dvdx;
+ gen.dtdx = ti.st[1].dvdx;
+ }
+ c->iterators.xl = xl;
+ c->iterators.xr = xl = xl + (span ? span : (1<<SPAN_BITS));
+ w0 = w1;
+ q0 = q1;
+ c->span(c);
+ } while(numSpans--);
+}
+
+void scanline_perspective_single(context_t* c)
+{
+ // 32 pixels spans works okay. 16 is a lot better,
+ // but hey, it's a software renderer...
+ const uint32_t SPAN_BITS = 5;
+ const uint32_t ys = c->iterators.y;
+ const uint32_t xs = c->iterators.xl;
+ const uint32_t x1 = c->iterators.xr;
+ const uint32_t xc = x1 - xs;
+
+ const iterators_t& ci = c->iterators;
+ int32_t w = (xs * c->shade.dwdx) + ci.ydwdy;
+ int32_t iw = gglRecipQ(w, 30);
+ const int iwscale = 32 - gglClz(iw);
+
+ const int i = 31 - gglClz(c->state.enabled_tmu);
+ generated_tex_vars_t& gen = c->generated_vars.texture[i];
+ texture_t& tmu = c->state.texture[i];
+ texture_iterators_t& ti = tmu.iterators;
+ const int sscale = ti.sscale + (iwscale - 30);
+ const int tscale = ti.tscale + (iwscale - 30);
+ int32_t s = tmu.shade.is0 +
+ (tmu.shade.idsdy * ys) + (tmu.shade.idsdx * xs) +
+ ((tmu.shade.idsdx + tmu.shade.idsdy)>>1);
+ int32_t t = tmu.shade.it0 +
+ (tmu.shade.idtdy * ys) + (tmu.shade.idtdx * xs) +
+ ((tmu.shade.idtdx + tmu.shade.idtdy)>>1);
+ int32_t s0 = gglMulx(s, iw, iwscale);
+ int32_t t0 = gglMulx(t, iw, iwscale);
+ int32_t xl = c->iterators.xl;
+
+ int32_t sq, tq, dsdx, dtdx;
+ int32_t premainder = xc & ((1<<SPAN_BITS)-1);
+ uint32_t numSpans = xc >> SPAN_BITS;
+ if (c->shade.dwdx == 0) {
+ // XXX: we could choose to do this if the error is small enough
+ numSpans = 0;
+ premainder = xc;
+ goto no_perspective;
+ }
+
+ if (premainder) {
+ w += c->shade.dwdx * premainder;
+ iw = gglRecipQ(w, 30);
+no_perspective:
+ s += tmu.shade.idsdx * premainder;
+ t += tmu.shade.idtdx * premainder;
+ sq = gglMulx(s, iw, iwscale);
+ tq = gglMulx(t, iw, iwscale);
+ dsdx = (sq - s0) / premainder;
+ dtdx = (tq - t0) / premainder;
+ c->iterators.xl = xl;
+ c->iterators.xr = xl = xl + premainder;
+ goto finish;
+ }
+
+ while (numSpans--) {
+ w += c->shade.dwdx << SPAN_BITS;
+ s += tmu.shade.idsdx << SPAN_BITS;
+ t += tmu.shade.idtdx << SPAN_BITS;
+ iw = gglRecipQ(w, 30);
+ sq = gglMulx(s, iw, iwscale);
+ tq = gglMulx(t, iw, iwscale);
+ dsdx = (sq - s0) >> SPAN_BITS;
+ dtdx = (tq - t0) >> SPAN_BITS;
+ c->iterators.xl = xl;
+ c->iterators.xr = xl = xl + (1<<SPAN_BITS);
+finish:
+ if (sscale >= 0) {
+ ti.ydsdy = s0 << sscale;
+ ti.dsdx = dsdx << sscale;
+ } else {
+ ti.ydsdy = s0 >>-sscale;
+ ti.dsdx = dsdx >>-sscale;
+ }
+ if (tscale >= 0) {
+ ti.ydtdy = t0 << tscale;
+ ti.dtdx = dtdx << tscale;
+ } else {
+ ti.ydtdy = t0 >>-tscale;
+ ti.dtdx = dtdx >>-tscale;
+ }
+ s0 = sq;
+ t0 = tq;
+ gen.dsdx = ti.dsdx;
+ gen.dtdx = ti.dtdx;
+ c->span(c);
+ }
+}
+
+// ----------------------------------------------------------------------------
+
+void scanline_t32cb16(context_t* c)
+{
+ int32_t x = c->iterators.xl;
+ size_t ct = c->iterators.xr - x;
+ int32_t y = c->iterators.y;
+ surface_t* cb = &(c->state.buffers.color);
+ union {
+ uint16_t* dst;
+ uint32_t* dst32;
+ };
+ dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y));
+
+ surface_t* tex = &(c->state.texture[0].surface);
+ const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
+ const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
+ uint32_t *src = reinterpret_cast<uint32_t*>(tex->data)+(u+(tex->stride*v));
+ int sR, sG, sB;
+ uint32_t s, d;
+
+ if (ct==1 || uint32_t(dst)&2) {
+last_one:
+ s = GGL_RGBA_TO_HOST( *src++ );
+ sR = (s >> ( 3))&0x1F;
+ sG = (s >> ( 8+2))&0x3F;
+ sB = (s >> (16+3))&0x1F;
+ *dst++ = uint16_t((sR<<11)|(sG<<5)|sB);
+ ct--;
+ }
+
+ while (ct >= 2) {
+ s = GGL_RGBA_TO_HOST( *src++ );
+ sR = (s >> ( 3))&0x1F;
+ sG = (s >> ( 8+2))&0x3F;
+ sB = (s >> (16+3))&0x1F;
+ d = (sR<<11)|(sG<<5)|sB;
+
+ s = GGL_RGBA_TO_HOST( *src++ );
+ sR = (s >> ( 3))&0x1F;
+ sG = (s >> ( 8+2))&0x3F;
+ sB = (s >> (16+3))&0x1F;
+ d |= ((sR<<11)|(sG<<5)|sB)<<16;
+
+#if BYTE_ORDER == BIG_ENDIAN
+ d = (d>>16) | (d<<16);
+#endif
+
+ *dst32++ = d;
+ ct -= 2;
+ }
+
+ if (ct > 0) {
+ goto last_one;
+ }
+}
+
+void scanline_t32cb16blend(context_t* c)
+{
+ int32_t x = c->iterators.xl;
+ size_t ct = c->iterators.xr - x;
+ int32_t y = c->iterators.y;
+ surface_t* cb = &(c->state.buffers.color);
+ uint16_t* dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y));
+
+ surface_t* tex = &(c->state.texture[0].surface);
+ const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
+ const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
+ uint32_t *src = reinterpret_cast<uint32_t*>(tex->data)+(u+(tex->stride*v));
+
+#if ((ANDROID_CODEGEN >= ANDROID_CODEGEN_ASM) && defined(__arm__))
+ scanline_t32cb16blend_arm(dst, src, ct);
+#else
+ while (ct--) {
+ uint32_t s = *src++;
+ if (!s) {
+ dst++;
+ continue;
+ }
+ uint16_t d = *dst;
+ s = GGL_RGBA_TO_HOST(s);
+ int sR = (s >> ( 3))&0x1F;
+ int sG = (s >> ( 8+2))&0x3F;
+ int sB = (s >> (16+3))&0x1F;
+ int sA = (s>>24);
+ int f = 0x100 - (sA + (sA>>7));
+ int dR = (d>>11)&0x1f;
+ int dG = (d>>5)&0x3f;
+ int dB = (d)&0x1f;
+ sR += (f*dR)>>8;
+ sG += (f*dG)>>8;
+ sB += (f*dB)>>8;
+ *dst++ = uint16_t((sR<<11)|(sG<<5)|sB);
+ }
+#endif
+}
+
+void scanline_memcpy(context_t* c)
+{
+ int32_t x = c->iterators.xl;
+ size_t ct = c->iterators.xr - x;
+ int32_t y = c->iterators.y;
+ surface_t* cb = &(c->state.buffers.color);
+ const GGLFormat* fp = &(c->formats[cb->format]);
+ uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
+ (x + (cb->stride * y)) * fp->size;
+
+ surface_t* tex = &(c->state.texture[0].surface);
+ const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
+ const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
+ uint8_t *src = reinterpret_cast<uint8_t*>(tex->data) +
+ (u + (tex->stride * v)) * fp->size;
+
+ const size_t size = ct * fp->size;
+ memcpy(dst, src, size);
+}
+
+void scanline_memset8(context_t* c)
+{
+ int32_t x = c->iterators.xl;
+ size_t ct = c->iterators.xr - x;
+ int32_t y = c->iterators.y;
+ surface_t* cb = &(c->state.buffers.color);
+ uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) + (x+(cb->stride*y));
+ uint32_t packed = c->packed;
+ memset(dst, packed, ct);
+}
+
+void scanline_memset16(context_t* c)
+{
+ int32_t x = c->iterators.xl;
+ size_t ct = c->iterators.xr - x;
+ int32_t y = c->iterators.y;
+ surface_t* cb = &(c->state.buffers.color);
+ uint16_t* dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y));
+ uint32_t packed = c->packed;
+ android_memset16(dst, packed, ct*2);
+}
+
+void scanline_memset32(context_t* c)
+{
+ int32_t x = c->iterators.xl;
+ size_t ct = c->iterators.xr - x;
+ int32_t y = c->iterators.y;
+ surface_t* cb = &(c->state.buffers.color);
+ uint32_t* dst = reinterpret_cast<uint32_t*>(cb->data) + (x+(cb->stride*y));
+ uint32_t packed = GGL_HOST_TO_RGBA(c->packed);
+ android_memset32(dst, packed, ct*4);
+}
+
+void scanline_clear(context_t* c)
+{
+ int32_t x = c->iterators.xl;
+ size_t ct = c->iterators.xr - x;
+ int32_t y = c->iterators.y;
+ surface_t* cb = &(c->state.buffers.color);
+ const GGLFormat* fp = &(c->formats[cb->format]);
+ uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
+ (x + (cb->stride * y)) * fp->size;
+ const size_t size = ct * fp->size;
+ memset(dst, 0, size);
+}
+
+void scanline_set(context_t* c)
+{
+ int32_t x = c->iterators.xl;
+ size_t ct = c->iterators.xr - x;
+ int32_t y = c->iterators.y;
+ surface_t* cb = &(c->state.buffers.color);
+ const GGLFormat* fp = &(c->formats[cb->format]);
+ uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
+ (x + (cb->stride * y)) * fp->size;
+ const size_t size = ct * fp->size;
+ memset(dst, 0xFF, size);
+}
+
+void scanline_noop(context_t* c)
+{
+}
+
+void rect_generic(context_t* c, size_t yc)
+{
+ do {
+ c->scanline(c);
+ c->step_y(c);
+ } while (--yc);
+}
+
+void rect_memcpy(context_t* c, size_t yc)
+{
+ int32_t x = c->iterators.xl;
+ size_t ct = c->iterators.xr - x;
+ int32_t y = c->iterators.y;
+ surface_t* cb = &(c->state.buffers.color);
+ const GGLFormat* fp = &(c->formats[cb->format]);
+ uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
+ (x + (cb->stride * y)) * fp->size;
+
+ surface_t* tex = &(c->state.texture[0].surface);
+ const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
+ const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
+ uint8_t *src = reinterpret_cast<uint8_t*>(tex->data) +
+ (u + (tex->stride * v)) * fp->size;
+
+ if (cb->stride == tex->stride && ct == size_t(cb->stride)) {
+ memcpy(dst, src, ct * fp->size * yc);
+ } else {
+ const size_t size = ct * fp->size;
+ const size_t dbpr = cb->stride * fp->size;
+ const size_t sbpr = tex->stride * fp->size;
+ do {
+ memcpy(dst, src, size);
+ dst += dbpr;
+ src += sbpr;
+ } while (--yc);
+ }
+}
+// ----------------------------------------------------------------------------
+}; // namespace android
+
+using namespace android;
+extern "C" void ggl_test_codegen(uint32_t n, uint32_t p, uint32_t t0, uint32_t t1)
+{
+#if ANDROID_ARM_CODEGEN
+ GGLContext* c;
+ gglInit(&c);
+ needs_t needs;
+ needs.n = n;
+ needs.p = p;
+ needs.t[0] = t0;
+ needs.t[1] = t1;
+ sp<ScanlineAssembly> a(new ScanlineAssembly(needs, ASSEMBLY_SCRATCH_SIZE));
+ GGLAssembler assembler( new ARMAssembler(a) );
+ int err = assembler.scanline(needs, (context_t*)c);
+ if (err != 0) {
+ printf("error %08x (%s)\n", err, strerror(-err));
+ }
+ gglUninit(c);
+#else
+ printf("This test runs only on ARM\n");
+#endif
+}
+