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The Android Open Source Project4f6e8d72008-10-21 07:00:00 -07001/* libs/pixelflinger/codeflinger/texturing.cpp
2**
3** Copyright 2006, The Android Open Source Project
4**
5** Licensed under the Apache License, Version 2.0 (the "License");
6** you may not use this file except in compliance with the License.
7** You may obtain a copy of the License at
8**
9** http://www.apache.org/licenses/LICENSE-2.0
10**
11** Unless required by applicable law or agreed to in writing, software
12** distributed under the License is distributed on an "AS IS" BASIS,
13** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14** See the License for the specific language governing permissions and
15** limitations under the License.
16*/
17
18#include <assert.h>
19#include <stdint.h>
20#include <stdlib.h>
21#include <stdio.h>
22#include <sys/types.h>
23
24#include <cutils/log.h>
25
26#include "codeflinger/GGLAssembler.h"
27
Martyn Capewell96dbb4f2009-12-07 13:59:59 +000028#include <machine/cpu-features.h>
The Android Open Source Project4f6e8d72008-10-21 07:00:00 -070029
30namespace android {
31
32// ---------------------------------------------------------------------------
33
34// iterators are initialized like this:
35// (intToFixedCenter(x) * dx)>>16 + x0
36// ((x<<16 + 0x8000) * dx)>>16 + x0
37// ((x<<16)*dx + (0x8000*dx))>>16 + x0
38// ( (x*dx) + dx>>1 ) + x0
39// (x*dx) + (dx>>1 + x0)
40
41void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x)
42{
43 context_t const* c = mBuilderContext.c;
44 const needs_t& needs = mBuilderContext.needs;
45
46 if (mSmooth) {
47 // NOTE: we could take this case in the mDithering + !mSmooth case,
48 // but this would use up to 4 more registers for the color components
49 // for only a little added quality.
50 // Currently, this causes the system to run out of registers in
51 // some case (see issue #719496)
52
53 comment("compute initial iterated color (smooth and/or dither case)");
54
55 parts.iterated_packed = 0;
56 parts.packed = 0;
57
58 // 0x1: color component
59 // 0x2: iterators
60 const int optReload = mOptLevel >> 1;
61 if (optReload >= 3) parts.reload = 0; // reload nothing
62 else if (optReload == 2) parts.reload = 2; // reload iterators
63 else if (optReload == 1) parts.reload = 1; // reload colors
64 else if (optReload <= 0) parts.reload = 3; // reload both
65
66 if (!mSmooth) {
67 // we're not smoothing (just dithering), we never have to
68 // reload the iterators
69 parts.reload &= ~2;
70 }
71
72 Scratch scratches(registerFile());
73 const int t0 = (parts.reload & 1) ? scratches.obtain() : 0;
74 const int t1 = (parts.reload & 2) ? scratches.obtain() : 0;
75 for (int i=0 ; i<4 ; i++) {
76 if (!mInfo[i].iterated)
77 continue;
78
79 // this component exists in the destination and is not replaced
80 // by a texture unit.
81 const int c = (parts.reload & 1) ? t0 : obtainReg();
82 if (i==0) CONTEXT_LOAD(c, iterators.ydady);
83 if (i==1) CONTEXT_LOAD(c, iterators.ydrdy);
84 if (i==2) CONTEXT_LOAD(c, iterators.ydgdy);
85 if (i==3) CONTEXT_LOAD(c, iterators.ydbdy);
86 parts.argb[i].reg = c;
87
88 if (mInfo[i].smooth) {
89 parts.argb_dx[i].reg = (parts.reload & 2) ? t1 : obtainReg();
90 const int dvdx = parts.argb_dx[i].reg;
91 CONTEXT_LOAD(dvdx, generated_vars.argb[i].dx);
92 MLA(AL, 0, c, x.reg, dvdx, c);
93
94 // adjust the color iterator to make sure it won't overflow
95 if (!mAA) {
96 // this is not needed when we're using anti-aliasing
97 // because we will (have to) clamp the components
98 // anyway.
99 int end = scratches.obtain();
100 MOV(AL, 0, end, reg_imm(parts.count.reg, LSR, 16));
101 MLA(AL, 1, end, dvdx, end, c);
102 SUB(MI, 0, c, c, end);
103 BIC(AL, 0, c, c, reg_imm(c, ASR, 31));
104 scratches.recycle(end);
105 }
106 }
107
108 if (parts.reload & 1) {
109 CONTEXT_STORE(c, generated_vars.argb[i].c);
110 }
111 }
112 } else {
113 // We're not smoothed, so we can
114 // just use a packed version of the color and extract the
115 // components as needed (or not at all if we don't blend)
116
117 // figure out if we need the iterated color
118 int load = 0;
119 for (int i=0 ; i<4 ; i++) {
120 component_info_t& info = mInfo[i];
121 if ((info.inDest || info.needed) && !info.replaced)
122 load |= 1;
123 }
124
125 parts.iterated_packed = 1;
126 parts.packed = (!mTextureMachine.mask && !mBlending
127 && !mFog && !mDithering);
128 parts.reload = 0;
129 if (load || parts.packed) {
130 if (mBlending || mDithering || mInfo[GGLFormat::ALPHA].needed) {
131 comment("load initial iterated color (8888 packed)");
132 parts.iterated.setTo(obtainReg(),
133 &(c->formats[GGL_PIXEL_FORMAT_RGBA_8888]));
134 CONTEXT_LOAD(parts.iterated.reg, packed8888);
135 } else {
136 comment("load initial iterated color (dest format packed)");
137
138 parts.iterated.setTo(obtainReg(), &mCbFormat);
139
140 // pre-mask the iterated color
141 const int bits = parts.iterated.size();
142 const uint32_t size = ((bits>=32) ? 0 : (1LU << bits)) - 1;
143 uint32_t mask = 0;
144 if (mMasking) {
145 for (int i=0 ; i<4 ; i++) {
146 const int component_mask = 1<<i;
147 const int h = parts.iterated.format.c[i].h;
148 const int l = parts.iterated.format.c[i].l;
149 if (h && (!(mMasking & component_mask))) {
150 mask |= ((1<<(h-l))-1) << l;
151 }
152 }
153 }
154
155 if (mMasking && ((mask & size)==0)) {
156 // none of the components are present in the mask
157 } else {
158 CONTEXT_LOAD(parts.iterated.reg, packed);
159 if (mCbFormat.size == 1) {
160 AND(AL, 0, parts.iterated.reg,
161 parts.iterated.reg, imm(0xFF));
162 } else if (mCbFormat.size == 2) {
163 MOV(AL, 0, parts.iterated.reg,
164 reg_imm(parts.iterated.reg, LSR, 16));
165 }
166 }
167
168 // pre-mask the iterated color
169 if (mMasking) {
170 build_and_immediate(parts.iterated.reg, parts.iterated.reg,
171 mask, bits);
172 }
173 }
174 }
175 }
176}
177
178void GGLAssembler::build_iterated_color(
179 component_t& fragment,
180 const fragment_parts_t& parts,
181 int component,
182 Scratch& regs)
183{
184 fragment.setTo( regs.obtain(), 0, 32, CORRUPTIBLE);
185
186 if (!mInfo[component].iterated)
187 return;
188
189 if (parts.iterated_packed) {
190 // iterated colors are packed, extract the one we need
191 extract(fragment, parts.iterated, component);
192 } else {
193 fragment.h = GGL_COLOR_BITS;
194 fragment.l = GGL_COLOR_BITS - 8;
195 fragment.flags |= CLEAR_LO;
196 // iterated colors are held in their own register,
197 // (smooth and/or dithering case)
198 if (parts.reload==3) {
199 // this implies mSmooth
200 Scratch scratches(registerFile());
201 int dx = scratches.obtain();
202 CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
203 CONTEXT_LOAD(dx, generated_vars.argb[component].dx);
204 ADD(AL, 0, dx, fragment.reg, dx);
205 CONTEXT_STORE(dx, generated_vars.argb[component].c);
206 } else if (parts.reload & 1) {
207 CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
208 } else {
209 // we don't reload, so simply rename the register and mark as
210 // non CORRUPTIBLE so that the texture env or blending code
211 // won't modify this (renamed) register
212 regs.recycle(fragment.reg);
213 fragment.reg = parts.argb[component].reg;
214 fragment.flags &= ~CORRUPTIBLE;
215 }
216 if (mInfo[component].smooth && mAA) {
217 // when using smooth shading AND anti-aliasing, we need to clamp
218 // the iterators because there is always an extra pixel on the
219 // edges, which most of the time will cause an overflow
220 // (since technically its outside of the domain).
221 BIC(AL, 0, fragment.reg, fragment.reg,
222 reg_imm(fragment.reg, ASR, 31));
223 component_sat(fragment);
224 }
225 }
226}
227
228// ---------------------------------------------------------------------------
229
230void GGLAssembler::decodeLogicOpNeeds(const needs_t& needs)
231{
232 // gather some informations about the components we need to process...
233 const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;
234 switch(opcode) {
235 case GGL_COPY:
236 mLogicOp = 0;
237 break;
238 case GGL_CLEAR:
239 case GGL_SET:
240 mLogicOp = LOGIC_OP;
241 break;
242 case GGL_AND:
243 case GGL_AND_REVERSE:
244 case GGL_AND_INVERTED:
245 case GGL_XOR:
246 case GGL_OR:
247 case GGL_NOR:
248 case GGL_EQUIV:
249 case GGL_OR_REVERSE:
250 case GGL_OR_INVERTED:
251 case GGL_NAND:
252 mLogicOp = LOGIC_OP|LOGIC_OP_SRC|LOGIC_OP_DST;
253 break;
254 case GGL_NOOP:
255 case GGL_INVERT:
256 mLogicOp = LOGIC_OP|LOGIC_OP_DST;
257 break;
258 case GGL_COPY_INVERTED:
259 mLogicOp = LOGIC_OP|LOGIC_OP_SRC;
260 break;
261 };
262}
263
264void GGLAssembler::decodeTMUNeeds(const needs_t& needs, context_t const* c)
265{
266 uint8_t replaced=0;
267 mTextureMachine.mask = 0;
268 mTextureMachine.activeUnits = 0;
269 for (int i=GGL_TEXTURE_UNIT_COUNT-1 ; i>=0 ; i--) {
270 texture_unit_t& tmu = mTextureMachine.tmu[i];
271 if (replaced == 0xF) {
272 // all components are replaced, skip this TMU.
273 tmu.format_idx = 0;
274 tmu.mask = 0;
275 tmu.replaced = replaced;
276 continue;
277 }
278 tmu.format_idx = GGL_READ_NEEDS(T_FORMAT, needs.t[i]);
279 tmu.format = c->formats[tmu.format_idx];
280 tmu.bits = tmu.format.size*8;
281 tmu.swrap = GGL_READ_NEEDS(T_S_WRAP, needs.t[i]);
282 tmu.twrap = GGL_READ_NEEDS(T_T_WRAP, needs.t[i]);
283 tmu.env = ggl_needs_to_env(GGL_READ_NEEDS(T_ENV, needs.t[i]));
284 tmu.pot = GGL_READ_NEEDS(T_POT, needs.t[i]);
285 tmu.linear = GGL_READ_NEEDS(T_LINEAR, needs.t[i])
286 && tmu.format.size!=3; // XXX: only 8, 16 and 32 modes for now
287
288 // 5551 linear filtering is not supported
289 if (tmu.format_idx == GGL_PIXEL_FORMAT_RGBA_5551)
290 tmu.linear = 0;
291
292 tmu.mask = 0;
293 tmu.replaced = replaced;
294
295 if (tmu.format_idx) {
296 mTextureMachine.activeUnits++;
297 if (tmu.format.c[0].h) tmu.mask |= 0x1;
298 if (tmu.format.c[1].h) tmu.mask |= 0x2;
299 if (tmu.format.c[2].h) tmu.mask |= 0x4;
300 if (tmu.format.c[3].h) tmu.mask |= 0x8;
301 if (tmu.env == GGL_REPLACE) {
302 replaced |= tmu.mask;
303 } else if (tmu.env == GGL_DECAL) {
304 if (!tmu.format.c[GGLFormat::ALPHA].h) {
305 // if we don't have alpha, decal does nothing
306 tmu.mask = 0;
307 } else {
308 // decal always ignores At
309 tmu.mask &= ~(1<<GGLFormat::ALPHA);
310 }
311 }
312 }
313 mTextureMachine.mask |= tmu.mask;
314 //printf("%d: mask=%08lx, replaced=%08lx\n",
315 // i, int(tmu.mask), int(tmu.replaced));
316 }
317 mTextureMachine.replaced = replaced;
318 mTextureMachine.directTexture = 0;
319 //printf("replaced=%08lx\n", mTextureMachine.replaced);
320}
321
322
323void GGLAssembler::init_textures(
324 tex_coord_t* coords,
325 const reg_t& x, const reg_t& y)
326{
327 context_t const* c = mBuilderContext.c;
328 const needs_t& needs = mBuilderContext.needs;
329 int Rctx = mBuilderContext.Rctx;
330 int Rx = x.reg;
331 int Ry = y.reg;
332
333 if (mTextureMachine.mask) {
334 comment("compute texture coordinates");
335 }
336
337 // init texture coordinates for each tmu
338 const int cb_format_idx = GGL_READ_NEEDS(CB_FORMAT, needs.n);
339 const bool multiTexture = mTextureMachine.activeUnits > 1;
340 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
341 const texture_unit_t& tmu = mTextureMachine.tmu[i];
342 if (tmu.format_idx == 0)
343 continue;
344 if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
345 (tmu.twrap == GGL_NEEDS_WRAP_11))
346 {
347 // 1:1 texture
348 pointer_t& txPtr = coords[i].ptr;
349 txPtr.setTo(obtainReg(), tmu.bits);
350 CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydsdy);
351 ADD(AL, 0, Rx, Rx, reg_imm(txPtr.reg, ASR, 16)); // x += (s>>16)
352 CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydtdy);
353 ADD(AL, 0, Ry, Ry, reg_imm(txPtr.reg, ASR, 16)); // y += (t>>16)
354 // merge base & offset
355 CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].stride);
356 SMLABB(AL, Rx, Ry, txPtr.reg, Rx); // x+y*stride
357 CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].data);
358 base_offset(txPtr, txPtr, Rx);
359 } else {
360 Scratch scratches(registerFile());
361 reg_t& s = coords[i].s;
362 reg_t& t = coords[i].t;
363 // s = (x * dsdx)>>16 + ydsdy
364 // s = (x * dsdx)>>16 + (y*dsdy)>>16 + s0
365 // t = (x * dtdx)>>16 + ydtdy
366 // t = (x * dtdx)>>16 + (y*dtdy)>>16 + t0
367 s.setTo(obtainReg());
368 t.setTo(obtainReg());
369 const int need_w = GGL_READ_NEEDS(W, needs.n);
370 if (need_w) {
371 CONTEXT_LOAD(s.reg, state.texture[i].iterators.ydsdy);
372 CONTEXT_LOAD(t.reg, state.texture[i].iterators.ydtdy);
373 } else {
374 int ydsdy = scratches.obtain();
375 int ydtdy = scratches.obtain();
376 CONTEXT_LOAD(s.reg, generated_vars.texture[i].dsdx);
377 CONTEXT_LOAD(ydsdy, state.texture[i].iterators.ydsdy);
378 CONTEXT_LOAD(t.reg, generated_vars.texture[i].dtdx);
379 CONTEXT_LOAD(ydtdy, state.texture[i].iterators.ydtdy);
380 MLA(AL, 0, s.reg, Rx, s.reg, ydsdy);
381 MLA(AL, 0, t.reg, Rx, t.reg, ydtdy);
382 }
383
384 if ((mOptLevel&1)==0) {
385 CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
386 CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
387 recycleReg(s.reg);
388 recycleReg(t.reg);
389 }
390 }
391
392 // direct texture?
393 if (!multiTexture && !mBlending && !mDithering && !mFog &&
394 cb_format_idx == tmu.format_idx && !tmu.linear &&
395 mTextureMachine.replaced == tmu.mask)
396 {
397 mTextureMachine.directTexture = i + 1;
398 }
399 }
400}
401
402void GGLAssembler::build_textures( fragment_parts_t& parts,
403 Scratch& regs)
404{
405 context_t const* c = mBuilderContext.c;
406 const needs_t& needs = mBuilderContext.needs;
407 int Rctx = mBuilderContext.Rctx;
408
409 // We don't have a way to spill registers automatically
410 // spill depth and AA regs, when we know we may have to.
411 // build the spill list...
412 uint32_t spill_list = 0;
413 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
414 const texture_unit_t& tmu = mTextureMachine.tmu[i];
415 if (tmu.format_idx == 0)
416 continue;
417 if (tmu.linear) {
418 // we may run out of register if we have linear filtering
419 // at 1 or 4 bytes / pixel on any texture unit.
420 if (tmu.format.size == 1) {
421 // if depth and AA enabled, we'll run out of 1 register
422 if (parts.z.reg > 0 && parts.covPtr.reg > 0)
423 spill_list |= 1<<parts.covPtr.reg;
424 }
425 if (tmu.format.size == 4) {
426 // if depth or AA enabled, we'll run out of 1 or 2 registers
427 if (parts.z.reg > 0)
428 spill_list |= 1<<parts.z.reg;
429 if (parts.covPtr.reg > 0)
430 spill_list |= 1<<parts.covPtr.reg;
431 }
432 }
433 }
434
435 Spill spill(registerFile(), *this, spill_list);
436
437 const bool multiTexture = mTextureMachine.activeUnits > 1;
438 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
439 const texture_unit_t& tmu = mTextureMachine.tmu[i];
440 if (tmu.format_idx == 0)
441 continue;
442
443 pointer_t& txPtr = parts.coords[i].ptr;
444 pixel_t& texel = parts.texel[i];
445
446 // repeat...
447 if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
448 (tmu.twrap == GGL_NEEDS_WRAP_11))
449 { // 1:1 textures
450 comment("fetch texel");
451 texel.setTo(regs.obtain(), &tmu.format);
452 load(txPtr, texel, WRITE_BACK);
453 } else {
454 Scratch scratches(registerFile());
455 reg_t& s = parts.coords[i].s;
456 reg_t& t = parts.coords[i].t;
457 if ((mOptLevel&1)==0) {
458 comment("reload s/t (multitexture or linear filtering)");
459 s.reg = scratches.obtain();
460 t.reg = scratches.obtain();
461 CONTEXT_LOAD(s.reg, generated_vars.texture[i].spill[0]);
462 CONTEXT_LOAD(t.reg, generated_vars.texture[i].spill[1]);
463 }
464
465 comment("compute repeat/clamp");
466 int u = scratches.obtain();
467 int v = scratches.obtain();
468 int width = scratches.obtain();
469 int height = scratches.obtain();
470 int U = 0;
471 int V = 0;
472
473 CONTEXT_LOAD(width, generated_vars.texture[i].width);
474 CONTEXT_LOAD(height, generated_vars.texture[i].height);
475
476 int FRAC_BITS = 0;
477 if (tmu.linear) {
478 // linear interpolation
479 if (tmu.format.size == 1) {
480 // for 8-bits textures, we can afford
481 // 7 bits of fractional precision at no
482 // additional cost (we can't do 8 bits
483 // because filter8 uses signed 16 bits muls)
484 FRAC_BITS = 7;
485 } else if (tmu.format.size == 2) {
486 // filter16() is internally limited to 4 bits, so:
487 // FRAC_BITS=2 generates less instructions,
488 // FRAC_BITS=3,4,5 creates unpleasant artifacts,
489 // FRAC_BITS=6+ looks good
490 FRAC_BITS = 6;
491 } else if (tmu.format.size == 4) {
492 // filter32() is internally limited to 8 bits, so:
493 // FRAC_BITS=4 looks good
494 // FRAC_BITS=5+ looks better, but generates 3 extra ipp
495 FRAC_BITS = 6;
496 } else {
497 // for all other cases we use 4 bits.
498 FRAC_BITS = 4;
499 }
500 }
501 wrapping(u, s.reg, width, tmu.swrap, FRAC_BITS);
502 wrapping(v, t.reg, height, tmu.twrap, FRAC_BITS);
503
504 if (tmu.linear) {
505 comment("compute linear filtering offsets");
506 // pixel size scale
507 const int shift = 31 - gglClz(tmu.format.size);
508 U = scratches.obtain();
509 V = scratches.obtain();
510
511 // sample the texel center
512 SUB(AL, 0, u, u, imm(1<<(FRAC_BITS-1)));
513 SUB(AL, 0, v, v, imm(1<<(FRAC_BITS-1)));
514
515 // get the fractionnal part of U,V
516 AND(AL, 0, U, u, imm((1<<FRAC_BITS)-1));
517 AND(AL, 0, V, v, imm((1<<FRAC_BITS)-1));
518
519 // compute width-1 and height-1
520 SUB(AL, 0, width, width, imm(1));
521 SUB(AL, 0, height, height, imm(1));
522
523 // get the integer part of U,V and clamp/wrap
524 // and compute offset to the next texel
525 if (tmu.swrap == GGL_NEEDS_WRAP_REPEAT) {
526 // u has already been REPEATed
527 MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
528 MOV(MI, 0, u, width);
529 CMP(AL, u, width);
530 MOV(LT, 0, width, imm(1 << shift));
531 if (shift)
532 MOV(GE, 0, width, reg_imm(width, LSL, shift));
533 RSB(GE, 0, width, width, imm(0));
534 } else {
535 // u has not been CLAMPed yet
536 // algorithm:
537 // if ((u>>4) >= width)
538 // u = width<<4
539 // width = 0
540 // else
541 // width = 1<<shift
542 // u = u>>4; // get integer part
543 // if (u<0)
544 // u = 0
545 // width = 0
546 // generated_vars.rt = width
547
548 CMP(AL, width, reg_imm(u, ASR, FRAC_BITS));
549 MOV(LE, 0, u, reg_imm(width, LSL, FRAC_BITS));
550 MOV(LE, 0, width, imm(0));
551 MOV(GT, 0, width, imm(1 << shift));
552 MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
553 MOV(MI, 0, u, imm(0));
554 MOV(MI, 0, width, imm(0));
555 }
556 CONTEXT_STORE(width, generated_vars.rt);
557
558 const int stride = width;
559 CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
560 if (tmu.twrap == GGL_NEEDS_WRAP_REPEAT) {
561 // v has already been REPEATed
562 MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
563 MOV(MI, 0, v, height);
564 CMP(AL, v, height);
565 MOV(LT, 0, height, imm(1 << shift));
566 if (shift)
567 MOV(GE, 0, height, reg_imm(height, LSL, shift));
568 RSB(GE, 0, height, height, imm(0));
569 MUL(AL, 0, height, stride, height);
570 } else {
Martyn Capewell96dbb4f2009-12-07 13:59:59 +0000571 // v has not been CLAMPed yet
The Android Open Source Project4f6e8d72008-10-21 07:00:00 -0700572 CMP(AL, height, reg_imm(v, ASR, FRAC_BITS));
573 MOV(LE, 0, v, reg_imm(height, LSL, FRAC_BITS));
574 MOV(LE, 0, height, imm(0));
575 if (shift) {
576 MOV(GT, 0, height, reg_imm(stride, LSL, shift));
577 } else {
578 MOV(GT, 0, height, stride);
579 }
580 MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
581 MOV(MI, 0, v, imm(0));
582 MOV(MI, 0, height, imm(0));
583 }
584 CONTEXT_STORE(height, generated_vars.lb);
585 }
586
587 scratches.recycle(width);
588 scratches.recycle(height);
589
590 // iterate texture coordinates...
591 comment("iterate s,t");
592 int dsdx = scratches.obtain();
593 int dtdx = scratches.obtain();
594 CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
595 CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
596 ADD(AL, 0, s.reg, s.reg, dsdx);
597 ADD(AL, 0, t.reg, t.reg, dtdx);
598 if ((mOptLevel&1)==0) {
599 CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
600 CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
601 scratches.recycle(s.reg);
602 scratches.recycle(t.reg);
603 }
604 scratches.recycle(dsdx);
605 scratches.recycle(dtdx);
606
607 // merge base & offset...
608 comment("merge base & offset");
609 texel.setTo(regs.obtain(), &tmu.format);
610 txPtr.setTo(texel.reg, tmu.bits);
611 int stride = scratches.obtain();
612 CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
613 CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].data);
614 SMLABB(AL, u, v, stride, u); // u+v*stride
615 base_offset(txPtr, txPtr, u);
616
617 // load texel
618 if (!tmu.linear) {
619 comment("fetch texel");
620 load(txPtr, texel, 0);
621 } else {
622 // recycle registers we don't need anymore
623 scratches.recycle(u);
624 scratches.recycle(v);
625 scratches.recycle(stride);
626
627 comment("fetch texel, bilinear");
628 switch (tmu.format.size) {
629 case 1: filter8(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
630 case 2: filter16(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
631 case 3: filter24(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
632 case 4: filter32(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
633 }
634 }
635 }
636 }
637}
638
639void GGLAssembler::build_iterate_texture_coordinates(
640 const fragment_parts_t& parts)
641{
642 const bool multiTexture = mTextureMachine.activeUnits > 1;
643 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
644 const texture_unit_t& tmu = mTextureMachine.tmu[i];
645 if (tmu.format_idx == 0)
646 continue;
647
648 if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
649 (tmu.twrap == GGL_NEEDS_WRAP_11))
650 { // 1:1 textures
651 const pointer_t& txPtr = parts.coords[i].ptr;
652 ADD(AL, 0, txPtr.reg, txPtr.reg, imm(txPtr.size>>3));
653 } else {
654 Scratch scratches(registerFile());
655 int s = parts.coords[i].s.reg;
656 int t = parts.coords[i].t.reg;
657 if ((mOptLevel&1)==0) {
658 s = scratches.obtain();
659 t = scratches.obtain();
660 CONTEXT_LOAD(s, generated_vars.texture[i].spill[0]);
661 CONTEXT_LOAD(t, generated_vars.texture[i].spill[1]);
662 }
663 int dsdx = scratches.obtain();
664 int dtdx = scratches.obtain();
665 CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
666 CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
667 ADD(AL, 0, s, s, dsdx);
668 ADD(AL, 0, t, t, dtdx);
669 if ((mOptLevel&1)==0) {
670 CONTEXT_STORE(s, generated_vars.texture[i].spill[0]);
671 CONTEXT_STORE(t, generated_vars.texture[i].spill[1]);
672 }
673 }
674 }
675}
676
677void GGLAssembler::filter8(
678 const fragment_parts_t& parts,
679 pixel_t& texel, const texture_unit_t& tmu,
680 int U, int V, pointer_t& txPtr,
681 int FRAC_BITS)
682{
683 if (tmu.format.components != GGL_ALPHA &&
684 tmu.format.components != GGL_LUMINANCE)
685 {
686 // this is a packed format, and we don't support
687 // linear filtering (it's probably RGB 332)
688 // Should not happen with OpenGL|ES
689 LDRB(AL, texel.reg, txPtr.reg);
690 return;
691 }
692
693 // ------------------------
694 // about ~22 cycles / pixel
695 Scratch scratches(registerFile());
696
697 int pixel= scratches.obtain();
698 int d = scratches.obtain();
699 int u = scratches.obtain();
700 int k = scratches.obtain();
701 int rt = scratches.obtain();
702 int lb = scratches.obtain();
703
704 // RB -> U * V
705
706 CONTEXT_LOAD(rt, generated_vars.rt);
707 CONTEXT_LOAD(lb, generated_vars.lb);
708
709 int offset = pixel;
710 ADD(AL, 0, offset, lb, rt);
711 LDRB(AL, pixel, txPtr.reg, reg_scale_pre(offset));
712 SMULBB(AL, u, U, V);
713 SMULBB(AL, d, pixel, u);
714 RSB(AL, 0, k, u, imm(1<<(FRAC_BITS*2)));
715
716 // LB -> (1-U) * V
717 RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
718 LDRB(AL, pixel, txPtr.reg, reg_scale_pre(lb));
719 SMULBB(AL, u, U, V);
720 SMLABB(AL, d, pixel, u, d);
721 SUB(AL, 0, k, k, u);
722
723 // LT -> (1-U)*(1-V)
724 RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
725 LDRB(AL, pixel, txPtr.reg);
726 SMULBB(AL, u, U, V);
727 SMLABB(AL, d, pixel, u, d);
728
729 // RT -> U*(1-V)
730 LDRB(AL, pixel, txPtr.reg, reg_scale_pre(rt));
731 SUB(AL, 0, u, k, u);
732 SMLABB(AL, texel.reg, pixel, u, d);
733
734 for (int i=0 ; i<4 ; i++) {
735 if (!texel.format.c[i].h) continue;
736 texel.format.c[i].h = FRAC_BITS*2+8;
737 texel.format.c[i].l = FRAC_BITS*2; // keeping 8 bits in enough
738 }
739 texel.format.size = 4;
740 texel.format.bitsPerPixel = 32;
741 texel.flags |= CLEAR_LO;
742}
743
744void GGLAssembler::filter16(
745 const fragment_parts_t& parts,
746 pixel_t& texel, const texture_unit_t& tmu,
747 int U, int V, pointer_t& txPtr,
748 int FRAC_BITS)
749{
750 // compute the mask
751 // XXX: it would be nice if the mask below could be computed
752 // automatically.
753 uint32_t mask = 0;
754 int shift = 0;
755 int prec = 0;
756 switch (tmu.format_idx) {
757 case GGL_PIXEL_FORMAT_RGB_565:
758 // source: 00000ggg.ggg00000 | rrrrr000.000bbbbb
759 // result: gggggggg.gggrrrrr | rrrrr0bb.bbbbbbbb
760 mask = 0x07E0F81F;
761 shift = 16;
762 prec = 5;
763 break;
764 case GGL_PIXEL_FORMAT_RGBA_4444:
765 // 0000,1111,0000,1111 | 0000,1111,0000,1111
766 mask = 0x0F0F0F0F;
767 shift = 12;
768 prec = 4;
769 break;
770 case GGL_PIXEL_FORMAT_LA_88:
771 // 0000,0000,1111,1111 | 0000,0000,1111,1111
772 // AALL -> 00AA | 00LL
773 mask = 0x00FF00FF;
774 shift = 8;
775 prec = 8;
776 break;
777 default:
778 // unsupported format, do something sensical...
779 LOGE("Unsupported 16-bits texture format (%d)", tmu.format_idx);
780 LDRH(AL, texel.reg, txPtr.reg);
781 return;
782 }
783
784 const int adjust = FRAC_BITS*2 - prec;
785 const int round = 0;
786
787 // update the texel format
788 texel.format.size = 4;
789 texel.format.bitsPerPixel = 32;
790 texel.flags |= CLEAR_HI|CLEAR_LO;
791 for (int i=0 ; i<4 ; i++) {
792 if (!texel.format.c[i].h) continue;
793 const uint32_t offset = (mask & tmu.format.mask(i)) ? 0 : shift;
794 texel.format.c[i].h = tmu.format.c[i].h + offset + prec;
795 texel.format.c[i].l = texel.format.c[i].h - (tmu.format.bits(i) + prec);
796 }
797
798 // ------------------------
799 // about ~40 cycles / pixel
800 Scratch scratches(registerFile());
801
802 int pixel= scratches.obtain();
803 int d = scratches.obtain();
804 int u = scratches.obtain();
805 int k = scratches.obtain();
806
807 // RB -> U * V
808 int offset = pixel;
809 CONTEXT_LOAD(offset, generated_vars.rt);
810 CONTEXT_LOAD(u, generated_vars.lb);
811 ADD(AL, 0, offset, offset, u);
812
813 LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
814 SMULBB(AL, u, U, V);
815 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
816 build_and_immediate(pixel, pixel, mask, 32);
817 if (adjust) {
818 if (round)
819 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
820 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
821 }
822 MUL(AL, 0, d, pixel, u);
823 RSB(AL, 0, k, u, imm(1<<prec));
824
825 // LB -> (1-U) * V
826 CONTEXT_LOAD(offset, generated_vars.lb);
827 RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
828 LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
829 SMULBB(AL, u, U, V);
830 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
831 build_and_immediate(pixel, pixel, mask, 32);
832 if (adjust) {
833 if (round)
834 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
835 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
836 }
837 MLA(AL, 0, d, pixel, u, d);
838 SUB(AL, 0, k, k, u);
839
840 // LT -> (1-U)*(1-V)
841 RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
842 LDRH(AL, pixel, txPtr.reg);
843 SMULBB(AL, u, U, V);
844 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
845 build_and_immediate(pixel, pixel, mask, 32);
846 if (adjust) {
847 if (round)
848 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
849 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
850 }
851 MLA(AL, 0, d, pixel, u, d);
852
853 // RT -> U*(1-V)
854 CONTEXT_LOAD(offset, generated_vars.rt);
855 LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
856 SUB(AL, 0, u, k, u);
857 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
858 build_and_immediate(pixel, pixel, mask, 32);
859 MLA(AL, 0, texel.reg, pixel, u, d);
860}
861
862void GGLAssembler::filter24(
863 const fragment_parts_t& parts,
864 pixel_t& texel, const texture_unit_t& tmu,
865 int U, int V, pointer_t& txPtr,
866 int FRAC_BITS)
867{
868 // not supported yet (currently disabled)
869 load(txPtr, texel, 0);
870}
871
Martyn Capewell96dbb4f2009-12-07 13:59:59 +0000872#if __ARM_ARCH__ >= 6
873// ARMv6 version, using UXTB16, and scheduled for Cortex-A8 pipeline
874void GGLAssembler::filter32(
875 const fragment_parts_t& parts,
876 pixel_t& texel, const texture_unit_t& tmu,
877 int U, int V, pointer_t& txPtr,
878 int FRAC_BITS)
879{
880 const int adjust = FRAC_BITS*2 - 8;
881 const int round = 0;
882 const int prescale = 16 - adjust;
883
884 Scratch scratches(registerFile());
885
886 int pixel= scratches.obtain();
887 int dh = scratches.obtain();
888 int u = scratches.obtain();
889 int k = scratches.obtain();
890
891 int temp = scratches.obtain();
892 int dl = scratches.obtain();
893
894 int offsetrt = scratches.obtain();
895 int offsetlb = scratches.obtain();
896
897 int pixellb = offsetlb;
898
899 // RB -> U * V
900 CONTEXT_LOAD(offsetrt, generated_vars.rt);
901 CONTEXT_LOAD(offsetlb, generated_vars.lb);
902 if(!round) {
903 MOV(AL, 0, U, reg_imm(U, LSL, prescale));
904 }
905 ADD(AL, 0, u, offsetrt, offsetlb);
906
907 LDR(AL, pixel, txPtr.reg, reg_scale_pre(u));
908 if (round) {
909 SMULBB(AL, u, U, V);
910 RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
911 } else {
912 SMULWB(AL, u, U, V);
913 RSB(AL, 0, U, U, imm(1<<(FRAC_BITS+prescale)));
914 }
915 UXTB16(AL, temp, pixel, 0);
916 if (round) {
917 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
918 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
919 }
920 LDR(AL, pixellb, txPtr.reg, reg_scale_pre(offsetlb));
921 MUL(AL, 0, dh, temp, u);
922 UXTB16(AL, temp, pixel, 8);
923 MUL(AL, 0, dl, temp, u);
924 RSB(AL, 0, k, u, imm(0x100));
925
926 // LB -> (1-U) * V
927 if (round) {
928 SMULBB(AL, u, U, V);
929 } else {
930 SMULWB(AL, u, U, V);
931 }
932 UXTB16(AL, temp, pixellb, 0);
933 if (round) {
934 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
935 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
936 }
937 MLA(AL, 0, dh, temp, u, dh);
938 UXTB16(AL, temp, pixellb, 8);
939 MLA(AL, 0, dl, temp, u, dl);
940 SUB(AL, 0, k, k, u);
941
942 // LT -> (1-U)*(1-V)
943 RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
944 LDR(AL, pixel, txPtr.reg);
945 if (round) {
946 SMULBB(AL, u, U, V);
947 } else {
948 SMULWB(AL, u, U, V);
949 }
950 UXTB16(AL, temp, pixel, 0);
951 if (round) {
952 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
953 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
954 }
955 MLA(AL, 0, dh, temp, u, dh);
956 UXTB16(AL, temp, pixel, 8);
957 MLA(AL, 0, dl, temp, u, dl);
958
959 // RT -> U*(1-V)
960 LDR(AL, pixel, txPtr.reg, reg_scale_pre(offsetrt));
961 SUB(AL, 0, u, k, u);
962 UXTB16(AL, temp, pixel, 0);
963 MLA(AL, 0, dh, temp, u, dh);
964 UXTB16(AL, temp, pixel, 8);
965 MLA(AL, 0, dl, temp, u, dl);
966
967 UXTB16(AL, dh, dh, 8);
968 UXTB16(AL, dl, dl, 8);
969 ORR(AL, 0, texel.reg, dh, reg_imm(dl, LSL, 8));
970}
971#else
The Android Open Source Project4f6e8d72008-10-21 07:00:00 -0700972void GGLAssembler::filter32(
973 const fragment_parts_t& parts,
974 pixel_t& texel, const texture_unit_t& tmu,
975 int U, int V, pointer_t& txPtr,
976 int FRAC_BITS)
977{
978 const int adjust = FRAC_BITS*2 - 8;
979 const int round = 0;
980
981 // ------------------------
982 // about ~38 cycles / pixel
983 Scratch scratches(registerFile());
984
985 int pixel= scratches.obtain();
986 int dh = scratches.obtain();
987 int u = scratches.obtain();
988 int k = scratches.obtain();
989
990 int temp = scratches.obtain();
991 int dl = scratches.obtain();
992 int mask = scratches.obtain();
993
994 MOV(AL, 0, mask, imm(0xFF));
995 ORR(AL, 0, mask, mask, imm(0xFF0000));
996
997 // RB -> U * V
998 int offset = pixel;
999 CONTEXT_LOAD(offset, generated_vars.rt);
1000 CONTEXT_LOAD(u, generated_vars.lb);
1001 ADD(AL, 0, offset, offset, u);
1002
1003 LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1004 SMULBB(AL, u, U, V);
1005 AND(AL, 0, temp, mask, pixel);
1006 if (adjust) {
1007 if (round)
1008 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1009 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1010 }
1011 MUL(AL, 0, dh, temp, u);
1012 AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1013 MUL(AL, 0, dl, temp, u);
1014 RSB(AL, 0, k, u, imm(0x100));
1015
1016 // LB -> (1-U) * V
1017 CONTEXT_LOAD(offset, generated_vars.lb);
1018 RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
1019 LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1020 SMULBB(AL, u, U, V);
1021 AND(AL, 0, temp, mask, pixel);
1022 if (adjust) {
1023 if (round)
1024 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1025 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1026 }
1027 MLA(AL, 0, dh, temp, u, dh);
1028 AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1029 MLA(AL, 0, dl, temp, u, dl);
1030 SUB(AL, 0, k, k, u);
1031
1032 // LT -> (1-U)*(1-V)
1033 RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
1034 LDR(AL, pixel, txPtr.reg);
1035 SMULBB(AL, u, U, V);
1036 AND(AL, 0, temp, mask, pixel);
1037 if (adjust) {
1038 if (round)
1039 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1040 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1041 }
1042 MLA(AL, 0, dh, temp, u, dh);
1043 AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1044 MLA(AL, 0, dl, temp, u, dl);
1045
1046 // RT -> U*(1-V)
1047 CONTEXT_LOAD(offset, generated_vars.rt);
1048 LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1049 SUB(AL, 0, u, k, u);
1050 AND(AL, 0, temp, mask, pixel);
1051 MLA(AL, 0, dh, temp, u, dh);
1052 AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1053 MLA(AL, 0, dl, temp, u, dl);
1054
1055 AND(AL, 0, dh, mask, reg_imm(dh, LSR, 8));
1056 AND(AL, 0, dl, dl, reg_imm(mask, LSL, 8));
1057 ORR(AL, 0, texel.reg, dh, dl);
1058}
Martyn Capewell96dbb4f2009-12-07 13:59:59 +00001059#endif
The Android Open Source Project4f6e8d72008-10-21 07:00:00 -07001060
1061void GGLAssembler::build_texture_environment(
1062 component_t& fragment,
1063 const fragment_parts_t& parts,
1064 int component,
1065 Scratch& regs)
1066{
1067 const uint32_t component_mask = 1<<component;
1068 const bool multiTexture = mTextureMachine.activeUnits > 1;
1069 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
1070 texture_unit_t& tmu = mTextureMachine.tmu[i];
1071
1072 if (tmu.mask & component_mask) {
1073 // replace or modulate with this texture
1074 if ((tmu.replaced & component_mask) == 0) {
1075 // not replaced by a later tmu...
1076
1077 Scratch scratches(registerFile());
1078 pixel_t texel(parts.texel[i]);
1079 if (multiTexture &&
1080 tmu.swrap == GGL_NEEDS_WRAP_11 &&
1081 tmu.twrap == GGL_NEEDS_WRAP_11)
1082 {
1083 texel.reg = scratches.obtain();
1084 texel.flags |= CORRUPTIBLE;
1085 comment("fetch texel (multitexture 1:1)");
1086 load(parts.coords[i].ptr, texel, WRITE_BACK);
1087 }
1088
1089 component_t incoming(fragment);
1090 modify(fragment, regs);
1091
1092 switch (tmu.env) {
1093 case GGL_REPLACE:
1094 extract(fragment, texel, component);
1095 break;
1096 case GGL_MODULATE:
1097 modulate(fragment, incoming, texel, component);
1098 break;
1099 case GGL_DECAL:
1100 decal(fragment, incoming, texel, component);
1101 break;
1102 case GGL_BLEND:
1103 blend(fragment, incoming, texel, component, i);
1104 break;
The Android Open Source Project35237d12008-12-17 18:08:08 -08001105 case GGL_ADD:
1106 add(fragment, incoming, texel, component);
1107 break;
The Android Open Source Project4f6e8d72008-10-21 07:00:00 -07001108 }
1109 }
1110 }
1111 }
1112}
1113
1114// ---------------------------------------------------------------------------
1115
1116void GGLAssembler::wrapping(
1117 int d,
1118 int coord, int size,
1119 int tx_wrap, int tx_linear)
1120{
1121 // notes:
1122 // if tx_linear is set, we need 4 extra bits of precision on the result
1123 // SMULL/UMULL is 3 cycles
1124 Scratch scratches(registerFile());
1125 int c = coord;
1126 if (tx_wrap == GGL_NEEDS_WRAP_REPEAT) {
1127 // UMULL takes 4 cycles (interlocked), and we can get away with
1128 // 2 cycles using SMULWB, but we're loosing 16 bits of precision
1129 // out of 32 (this is not a problem because the iterator keeps
1130 // its full precision)
1131 // UMULL(AL, 0, size, d, c, size);
1132 // note: we can't use SMULTB because it's signed.
1133 MOV(AL, 0, d, reg_imm(c, LSR, 16-tx_linear));
1134 SMULWB(AL, d, d, size);
1135 } else if (tx_wrap == GGL_NEEDS_WRAP_CLAMP_TO_EDGE) {
1136 if (tx_linear) {
1137 // 1 cycle
1138 MOV(AL, 0, d, reg_imm(coord, ASR, 16-tx_linear));
1139 } else {
1140 // 4 cycles (common case)
1141 MOV(AL, 0, d, reg_imm(coord, ASR, 16));
1142 BIC(AL, 0, d, d, reg_imm(d, ASR, 31));
1143 CMP(AL, d, size);
1144 SUB(GE, 0, d, size, imm(1));
1145 }
1146 }
1147}
1148
1149// ---------------------------------------------------------------------------
1150
1151void GGLAssembler::modulate(
1152 component_t& dest,
1153 const component_t& incoming,
1154 const pixel_t& incomingTexel, int component)
1155{
1156 Scratch locals(registerFile());
1157 integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
1158 extract(texel, incomingTexel, component);
1159
1160 const int Nt = texel.size();
1161 // Nt should always be less than 10 bits because it comes
1162 // from the TMU.
1163
1164 int Ni = incoming.size();
1165 // Ni could be big because it comes from previous MODULATEs
1166
1167 if (Nt == 1) {
1168 // texel acts as a bit-mask
1169 // dest = incoming & ((texel << incoming.h)-texel)
1170 RSB(AL, 0, dest.reg, texel.reg, reg_imm(texel.reg, LSL, incoming.h));
1171 AND(AL, 0, dest.reg, dest.reg, incoming.reg);
1172 dest.l = incoming.l;
1173 dest.h = incoming.h;
1174 dest.flags |= (incoming.flags & CLEAR_LO);
1175 } else if (Ni == 1) {
1176 MOV(AL, 0, dest.reg, reg_imm(incoming.reg, LSL, 31-incoming.h));
1177 AND(AL, 0, dest.reg, texel.reg, reg_imm(dest.reg, ASR, 31));
1178 dest.l = 0;
1179 dest.h = Nt;
1180 } else {
1181 int inReg = incoming.reg;
1182 int shift = incoming.l;
1183 if ((Nt + Ni) > 32) {
1184 // we will overflow, reduce the precision of Ni to 8 bits
1185 // (Note Nt cannot be more than 10 bits which happens with
1186 // 565 textures and GGL_LINEAR)
1187 shift += Ni-8;
1188 Ni = 8;
1189 }
1190
1191 // modulate by the component with the lowest precision
1192 if (Nt >= Ni) {
1193 if (shift) {
1194 // XXX: we should be able to avoid this shift
1195 // when shift==16 && Nt<16 && Ni<16, in which
1196 // we could use SMULBT below.
1197 MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
1198 inReg = dest.reg;
1199 shift = 0;
1200 }
1201 // operation: (Cf*Ct)/((1<<Ni)-1)
1202 // approximated with: Cf*(Ct + Ct>>(Ni-1))>>Ni
1203 // this operation doesn't change texel's size
1204 ADD(AL, 0, dest.reg, inReg, reg_imm(inReg, LSR, Ni-1));
1205 if (Nt<16 && Ni<16) SMULBB(AL, dest.reg, texel.reg, dest.reg);
1206 else MUL(AL, 0, dest.reg, texel.reg, dest.reg);
1207 dest.l = Ni;
1208 dest.h = Nt + Ni;
1209 } else {
1210 if (shift && (shift != 16)) {
1211 // if shift==16, we can use 16-bits mul instructions later
1212 MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
1213 inReg = dest.reg;
1214 shift = 0;
1215 }
1216 // operation: (Cf*Ct)/((1<<Nt)-1)
1217 // approximated with: Ct*(Cf + Cf>>(Nt-1))>>Nt
1218 // this operation doesn't change incoming's size
1219 Scratch scratches(registerFile());
1220 int t = (texel.flags & CORRUPTIBLE) ? texel.reg : dest.reg;
1221 if (t == inReg)
1222 t = scratches.obtain();
1223 ADD(AL, 0, t, texel.reg, reg_imm(texel.reg, LSR, Nt-1));
1224 if (Nt<16 && Ni<16) {
1225 if (shift==16) SMULBT(AL, dest.reg, t, inReg);
1226 else SMULBB(AL, dest.reg, t, inReg);
1227 } else MUL(AL, 0, dest.reg, t, inReg);
1228 dest.l = Nt;
1229 dest.h = Nt + Ni;
1230 }
1231
1232 // low bits are not valid
1233 dest.flags |= CLEAR_LO;
1234
1235 // no need to keep more than 8 bits/component
1236 if (dest.size() > 8)
1237 dest.l = dest.h-8;
1238 }
1239}
1240
1241void GGLAssembler::decal(
1242 component_t& dest,
1243 const component_t& incoming,
1244 const pixel_t& incomingTexel, int component)
1245{
1246 // RGBA:
1247 // Cv = Cf*(1 - At) + Ct*At = Cf + (Ct - Cf)*At
1248 // Av = Af
1249 Scratch locals(registerFile());
1250 integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
1251 integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
1252 extract(texel, incomingTexel, component);
1253 extract(factor, incomingTexel, GGLFormat::ALPHA);
1254
1255 // no need to keep more than 8-bits for decal
1256 int Ni = incoming.size();
1257 int shift = incoming.l;
1258 if (Ni > 8) {
1259 shift += Ni-8;
1260 Ni = 8;
1261 }
1262 integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
1263 if (shift) {
1264 MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
1265 incomingNorm.reg = dest.reg;
1266 incomingNorm.flags |= CORRUPTIBLE;
1267 }
1268 ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
1269 build_blendOneMinusFF(dest, factor, incomingNorm, texel);
1270}
1271
1272void GGLAssembler::blend(
1273 component_t& dest,
1274 const component_t& incoming,
1275 const pixel_t& incomingTexel, int component, int tmu)
1276{
1277 // RGBA:
1278 // Cv = (1 - Ct)*Cf + Ct*Cc = Cf + (Cc - Cf)*Ct
1279 // Av = At*Af
1280
1281 if (component == GGLFormat::ALPHA) {
1282 modulate(dest, incoming, incomingTexel, component);
1283 return;
1284 }
1285
1286 Scratch locals(registerFile());
1287 integer_t color(locals.obtain(), 8, CORRUPTIBLE);
1288 integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
1289 LDRB(AL, color.reg, mBuilderContext.Rctx,
1290 immed12_pre(GGL_OFFSETOF(state.texture[tmu].env_color[component])));
1291 extract(factor, incomingTexel, component);
1292
1293 // no need to keep more than 8-bits for blend
1294 int Ni = incoming.size();
1295 int shift = incoming.l;
1296 if (Ni > 8) {
1297 shift += Ni-8;
1298 Ni = 8;
1299 }
1300 integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
1301 if (shift) {
1302 MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
1303 incomingNorm.reg = dest.reg;
1304 incomingNorm.flags |= CORRUPTIBLE;
1305 }
1306 ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
1307 build_blendOneMinusFF(dest, factor, incomingNorm, color);
1308}
1309
The Android Open Source Project35237d12008-12-17 18:08:08 -08001310void GGLAssembler::add(
1311 component_t& dest,
1312 const component_t& incoming,
1313 const pixel_t& incomingTexel, int component)
1314{
1315 // RGBA:
1316 // Cv = Cf + Ct;
1317 Scratch locals(registerFile());
1318
1319 component_t incomingTemp(incoming);
1320
1321 // use "dest" as a temporary for extracting the texel, unless "dest"
1322 // overlaps "incoming".
1323 integer_t texel(dest.reg, 32, CORRUPTIBLE);
1324 if (dest.reg == incomingTemp.reg)
1325 texel.reg = locals.obtain();
1326 extract(texel, incomingTexel, component);
1327
1328 if (texel.s < incomingTemp.size()) {
1329 expand(texel, texel, incomingTemp.size());
1330 } else if (texel.s > incomingTemp.size()) {
1331 if (incomingTemp.flags & CORRUPTIBLE) {
1332 expand(incomingTemp, incomingTemp, texel.s);
1333 } else {
1334 incomingTemp.reg = locals.obtain();
1335 expand(incomingTemp, incoming, texel.s);
1336 }
1337 }
1338
1339 if (incomingTemp.l) {
1340 ADD(AL, 0, dest.reg, texel.reg,
1341 reg_imm(incomingTemp.reg, LSR, incomingTemp.l));
1342 } else {
1343 ADD(AL, 0, dest.reg, texel.reg, incomingTemp.reg);
1344 }
1345 dest.l = 0;
1346 dest.h = texel.size();
1347 component_sat(dest);
1348}
1349
The Android Open Source Project4f6e8d72008-10-21 07:00:00 -07001350// ----------------------------------------------------------------------------
1351
1352}; // namespace android
1353