1 /* 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
28 #ifdef __ARM_ARCH__
29 #include <machine/cpu-features.h>
30 #endif
31
32 namespace android {
33
34 // ---------------------------------------------------------------------------
35
36 // iterators are initialized like this:
37 // (intToFixedCenter(x) * dx)>>16 + x0
38 // ((x<<16 + 0x8000) * dx)>>16 + x0
39 // ((x<<16)*dx + (0x8000*dx))>>16 + x0
40 // ( (x*dx) + dx>>1 ) + x0
41 // (x*dx) + (dx>>1 + x0)
42
init_iterated_color(fragment_parts_t & parts,const reg_t & x)43 void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x)
44 {
45 context_t const* c = mBuilderContext.c;
46 const needs_t& needs = mBuilderContext.needs;
47
48 if (mSmooth) {
49 // NOTE: we could take this case in the mDithering + !mSmooth case,
50 // but this would use up to 4 more registers for the color components
51 // for only a little added quality.
52 // Currently, this causes the system to run out of registers in
53 // some case (see issue #719496)
54
55 comment("compute initial iterated color (smooth and/or dither case)");
56
57 parts.iterated_packed = 0;
58 parts.packed = 0;
59
60 // 0x1: color component
61 // 0x2: iterators
62 const int optReload = mOptLevel >> 1;
63 if (optReload >= 3) parts.reload = 0; // reload nothing
64 else if (optReload == 2) parts.reload = 2; // reload iterators
65 else if (optReload == 1) parts.reload = 1; // reload colors
66 else if (optReload <= 0) parts.reload = 3; // reload both
67
68 if (!mSmooth) {
69 // we're not smoothing (just dithering), we never have to
70 // reload the iterators
71 parts.reload &= ~2;
72 }
73
74 Scratch scratches(registerFile());
75 const int t0 = (parts.reload & 1) ? scratches.obtain() : 0;
76 const int t1 = (parts.reload & 2) ? scratches.obtain() : 0;
77 for (int i=0 ; i<4 ; i++) {
78 if (!mInfo[i].iterated)
79 continue;
80
81 // this component exists in the destination and is not replaced
82 // by a texture unit.
83 const int c = (parts.reload & 1) ? t0 : obtainReg();
84 if (i==0) CONTEXT_LOAD(c, iterators.ydady);
85 if (i==1) CONTEXT_LOAD(c, iterators.ydrdy);
86 if (i==2) CONTEXT_LOAD(c, iterators.ydgdy);
87 if (i==3) CONTEXT_LOAD(c, iterators.ydbdy);
88 parts.argb[i].reg = c;
89
90 if (mInfo[i].smooth) {
91 parts.argb_dx[i].reg = (parts.reload & 2) ? t1 : obtainReg();
92 const int dvdx = parts.argb_dx[i].reg;
93 CONTEXT_LOAD(dvdx, generated_vars.argb[i].dx);
94 MLA(AL, 0, c, x.reg, dvdx, c);
95
96 // adjust the color iterator to make sure it won't overflow
97 if (!mAA) {
98 // this is not needed when we're using anti-aliasing
99 // because we will (have to) clamp the components
100 // anyway.
101 int end = scratches.obtain();
102 MOV(AL, 0, end, reg_imm(parts.count.reg, LSR, 16));
103 MLA(AL, 1, end, dvdx, end, c);
104 SUB(MI, 0, c, c, end);
105 BIC(AL, 0, c, c, reg_imm(c, ASR, 31));
106 scratches.recycle(end);
107 }
108 }
109
110 if (parts.reload & 1) {
111 CONTEXT_STORE(c, generated_vars.argb[i].c);
112 }
113 }
114 } else {
115 // We're not smoothed, so we can
116 // just use a packed version of the color and extract the
117 // components as needed (or not at all if we don't blend)
118
119 // figure out if we need the iterated color
120 int load = 0;
121 for (int i=0 ; i<4 ; i++) {
122 component_info_t& info = mInfo[i];
123 if ((info.inDest || info.needed) && !info.replaced)
124 load |= 1;
125 }
126
127 parts.iterated_packed = 1;
128 parts.packed = (!mTextureMachine.mask && !mBlending
129 && !mFog && !mDithering);
130 parts.reload = 0;
131 if (load || parts.packed) {
132 if (mBlending || mDithering || mInfo[GGLFormat::ALPHA].needed) {
133 comment("load initial iterated color (8888 packed)");
134 parts.iterated.setTo(obtainReg(),
135 &(c->formats[GGL_PIXEL_FORMAT_RGBA_8888]));
136 CONTEXT_LOAD(parts.iterated.reg, packed8888);
137 } else {
138 comment("load initial iterated color (dest format packed)");
139
140 parts.iterated.setTo(obtainReg(), &mCbFormat);
141
142 // pre-mask the iterated color
143 const int bits = parts.iterated.size();
144 const uint32_t size = ((bits>=32) ? 0 : (1LU << bits)) - 1;
145 uint32_t mask = 0;
146 if (mMasking) {
147 for (int i=0 ; i<4 ; i++) {
148 const int component_mask = 1<<i;
149 const int h = parts.iterated.format.c[i].h;
150 const int l = parts.iterated.format.c[i].l;
151 if (h && (!(mMasking & component_mask))) {
152 mask |= ((1<<(h-l))-1) << l;
153 }
154 }
155 }
156
157 if (mMasking && ((mask & size)==0)) {
158 // none of the components are present in the mask
159 } else {
160 CONTEXT_LOAD(parts.iterated.reg, packed);
161 if (mCbFormat.size == 1) {
162 AND(AL, 0, parts.iterated.reg,
163 parts.iterated.reg, imm(0xFF));
164 } else if (mCbFormat.size == 2) {
165 MOV(AL, 0, parts.iterated.reg,
166 reg_imm(parts.iterated.reg, LSR, 16));
167 }
168 }
169
170 // pre-mask the iterated color
171 if (mMasking) {
172 build_and_immediate(parts.iterated.reg, parts.iterated.reg,
173 mask, bits);
174 }
175 }
176 }
177 }
178 }
179
build_iterated_color(component_t & fragment,const fragment_parts_t & parts,int component,Scratch & regs)180 void GGLAssembler::build_iterated_color(
181 component_t& fragment,
182 const fragment_parts_t& parts,
183 int component,
184 Scratch& regs)
185 {
186 fragment.setTo( regs.obtain(), 0, 32, CORRUPTIBLE);
187
188 if (!mInfo[component].iterated)
189 return;
190
191 if (parts.iterated_packed) {
192 // iterated colors are packed, extract the one we need
193 extract(fragment, parts.iterated, component);
194 } else {
195 fragment.h = GGL_COLOR_BITS;
196 fragment.l = GGL_COLOR_BITS - 8;
197 fragment.flags |= CLEAR_LO;
198 // iterated colors are held in their own register,
199 // (smooth and/or dithering case)
200 if (parts.reload==3) {
201 // this implies mSmooth
202 Scratch scratches(registerFile());
203 int dx = scratches.obtain();
204 CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
205 CONTEXT_LOAD(dx, generated_vars.argb[component].dx);
206 ADD(AL, 0, dx, fragment.reg, dx);
207 CONTEXT_STORE(dx, generated_vars.argb[component].c);
208 } else if (parts.reload & 1) {
209 CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
210 } else {
211 // we don't reload, so simply rename the register and mark as
212 // non CORRUPTIBLE so that the texture env or blending code
213 // won't modify this (renamed) register
214 regs.recycle(fragment.reg);
215 fragment.reg = parts.argb[component].reg;
216 fragment.flags &= ~CORRUPTIBLE;
217 }
218 if (mInfo[component].smooth && mAA) {
219 // when using smooth shading AND anti-aliasing, we need to clamp
220 // the iterators because there is always an extra pixel on the
221 // edges, which most of the time will cause an overflow
222 // (since technically its outside of the domain).
223 BIC(AL, 0, fragment.reg, fragment.reg,
224 reg_imm(fragment.reg, ASR, 31));
225 component_sat(fragment);
226 }
227 }
228 }
229
230 // ---------------------------------------------------------------------------
231
decodeLogicOpNeeds(const needs_t & needs)232 void GGLAssembler::decodeLogicOpNeeds(const needs_t& needs)
233 {
234 // gather some informations about the components we need to process...
235 const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;
236 switch(opcode) {
237 case GGL_COPY:
238 mLogicOp = 0;
239 break;
240 case GGL_CLEAR:
241 case GGL_SET:
242 mLogicOp = LOGIC_OP;
243 break;
244 case GGL_AND:
245 case GGL_AND_REVERSE:
246 case GGL_AND_INVERTED:
247 case GGL_XOR:
248 case GGL_OR:
249 case GGL_NOR:
250 case GGL_EQUIV:
251 case GGL_OR_REVERSE:
252 case GGL_OR_INVERTED:
253 case GGL_NAND:
254 mLogicOp = LOGIC_OP|LOGIC_OP_SRC|LOGIC_OP_DST;
255 break;
256 case GGL_NOOP:
257 case GGL_INVERT:
258 mLogicOp = LOGIC_OP|LOGIC_OP_DST;
259 break;
260 case GGL_COPY_INVERTED:
261 mLogicOp = LOGIC_OP|LOGIC_OP_SRC;
262 break;
263 };
264 }
265
decodeTMUNeeds(const needs_t & needs,context_t const * c)266 void GGLAssembler::decodeTMUNeeds(const needs_t& needs, context_t const* c)
267 {
268 uint8_t replaced=0;
269 mTextureMachine.mask = 0;
270 mTextureMachine.activeUnits = 0;
271 for (int i=GGL_TEXTURE_UNIT_COUNT-1 ; i>=0 ; i--) {
272 texture_unit_t& tmu = mTextureMachine.tmu[i];
273 if (replaced == 0xF) {
274 // all components are replaced, skip this TMU.
275 tmu.format_idx = 0;
276 tmu.mask = 0;
277 tmu.replaced = replaced;
278 continue;
279 }
280 tmu.format_idx = GGL_READ_NEEDS(T_FORMAT, needs.t[i]);
281 tmu.format = c->formats[tmu.format_idx];
282 tmu.bits = tmu.format.size*8;
283 tmu.swrap = GGL_READ_NEEDS(T_S_WRAP, needs.t[i]);
284 tmu.twrap = GGL_READ_NEEDS(T_T_WRAP, needs.t[i]);
285 tmu.env = ggl_needs_to_env(GGL_READ_NEEDS(T_ENV, needs.t[i]));
286 tmu.pot = GGL_READ_NEEDS(T_POT, needs.t[i]);
287 tmu.linear = GGL_READ_NEEDS(T_LINEAR, needs.t[i])
288 && tmu.format.size!=3; // XXX: only 8, 16 and 32 modes for now
289
290 // 5551 linear filtering is not supported
291 if (tmu.format_idx == GGL_PIXEL_FORMAT_RGBA_5551)
292 tmu.linear = 0;
293
294 tmu.mask = 0;
295 tmu.replaced = replaced;
296
297 if (tmu.format_idx) {
298 mTextureMachine.activeUnits++;
299 if (tmu.format.c[0].h) tmu.mask |= 0x1;
300 if (tmu.format.c[1].h) tmu.mask |= 0x2;
301 if (tmu.format.c[2].h) tmu.mask |= 0x4;
302 if (tmu.format.c[3].h) tmu.mask |= 0x8;
303 if (tmu.env == GGL_REPLACE) {
304 replaced |= tmu.mask;
305 } else if (tmu.env == GGL_DECAL) {
306 if (!tmu.format.c[GGLFormat::ALPHA].h) {
307 // if we don't have alpha, decal does nothing
308 tmu.mask = 0;
309 } else {
310 // decal always ignores At
311 tmu.mask &= ~(1<<GGLFormat::ALPHA);
312 }
313 }
314 }
315 mTextureMachine.mask |= tmu.mask;
316 //printf("%d: mask=%08lx, replaced=%08lx\n",
317 // i, int(tmu.mask), int(tmu.replaced));
318 }
319 mTextureMachine.replaced = replaced;
320 mTextureMachine.directTexture = 0;
321 //printf("replaced=%08lx\n", mTextureMachine.replaced);
322 }
323
324
init_textures(tex_coord_t * coords,const reg_t & x,const reg_t & y)325 void GGLAssembler::init_textures(
326 tex_coord_t* coords,
327 const reg_t& x, const reg_t& y)
328 {
329 context_t const* c = mBuilderContext.c;
330 const needs_t& needs = mBuilderContext.needs;
331 int Rctx = mBuilderContext.Rctx;
332 int Rx = x.reg;
333 int Ry = y.reg;
334
335 if (mTextureMachine.mask) {
336 comment("compute texture coordinates");
337 }
338
339 // init texture coordinates for each tmu
340 const int cb_format_idx = GGL_READ_NEEDS(CB_FORMAT, needs.n);
341 const bool multiTexture = mTextureMachine.activeUnits > 1;
342 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
343 const texture_unit_t& tmu = mTextureMachine.tmu[i];
344 if (tmu.format_idx == 0)
345 continue;
346 if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
347 (tmu.twrap == GGL_NEEDS_WRAP_11))
348 {
349 // 1:1 texture
350 pointer_t& txPtr = coords[i].ptr;
351 txPtr.setTo(obtainReg(), tmu.bits);
352 CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydsdy);
353 ADD(AL, 0, Rx, Rx, reg_imm(txPtr.reg, ASR, 16)); // x += (s>>16)
354 CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydtdy);
355 ADD(AL, 0, Ry, Ry, reg_imm(txPtr.reg, ASR, 16)); // y += (t>>16)
356 // merge base & offset
357 CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].stride);
358 SMLABB(AL, Rx, Ry, txPtr.reg, Rx); // x+y*stride
359 CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].data);
360 base_offset(txPtr, txPtr, Rx);
361 } else {
362 Scratch scratches(registerFile());
363 reg_t& s = coords[i].s;
364 reg_t& t = coords[i].t;
365 // s = (x * dsdx)>>16 + ydsdy
366 // s = (x * dsdx)>>16 + (y*dsdy)>>16 + s0
367 // t = (x * dtdx)>>16 + ydtdy
368 // t = (x * dtdx)>>16 + (y*dtdy)>>16 + t0
369 s.setTo(obtainReg());
370 t.setTo(obtainReg());
371 const int need_w = GGL_READ_NEEDS(W, needs.n);
372 if (need_w) {
373 CONTEXT_LOAD(s.reg, state.texture[i].iterators.ydsdy);
374 CONTEXT_LOAD(t.reg, state.texture[i].iterators.ydtdy);
375 } else {
376 int ydsdy = scratches.obtain();
377 int ydtdy = scratches.obtain();
378 CONTEXT_LOAD(s.reg, generated_vars.texture[i].dsdx);
379 CONTEXT_LOAD(ydsdy, state.texture[i].iterators.ydsdy);
380 CONTEXT_LOAD(t.reg, generated_vars.texture[i].dtdx);
381 CONTEXT_LOAD(ydtdy, state.texture[i].iterators.ydtdy);
382 MLA(AL, 0, s.reg, Rx, s.reg, ydsdy);
383 MLA(AL, 0, t.reg, Rx, t.reg, ydtdy);
384 }
385
386 if ((mOptLevel&1)==0) {
387 CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
388 CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
389 recycleReg(s.reg);
390 recycleReg(t.reg);
391 }
392 }
393
394 // direct texture?
395 if (!multiTexture && !mBlending && !mDithering && !mFog &&
396 cb_format_idx == tmu.format_idx && !tmu.linear &&
397 mTextureMachine.replaced == tmu.mask)
398 {
399 mTextureMachine.directTexture = i + 1;
400 }
401 }
402 }
403
build_textures(fragment_parts_t & parts,Scratch & regs)404 void GGLAssembler::build_textures( fragment_parts_t& parts,
405 Scratch& regs)
406 {
407 context_t const* c = mBuilderContext.c;
408 const needs_t& needs = mBuilderContext.needs;
409 int Rctx = mBuilderContext.Rctx;
410
411 // We don't have a way to spill registers automatically
412 // spill depth and AA regs, when we know we may have to.
413 // build the spill list...
414 uint32_t spill_list = 0;
415 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
416 const texture_unit_t& tmu = mTextureMachine.tmu[i];
417 if (tmu.format_idx == 0)
418 continue;
419 if (tmu.linear) {
420 // we may run out of register if we have linear filtering
421 // at 1 or 4 bytes / pixel on any texture unit.
422 if (tmu.format.size == 1) {
423 // if depth and AA enabled, we'll run out of 1 register
424 if (parts.z.reg > 0 && parts.covPtr.reg > 0)
425 spill_list |= 1<<parts.covPtr.reg;
426 }
427 if (tmu.format.size == 4) {
428 // if depth or AA enabled, we'll run out of 1 or 2 registers
429 if (parts.z.reg > 0)
430 spill_list |= 1<<parts.z.reg;
431 if (parts.covPtr.reg > 0)
432 spill_list |= 1<<parts.covPtr.reg;
433 }
434 }
435 }
436
437 Spill spill(registerFile(), *this, spill_list);
438
439 const bool multiTexture = mTextureMachine.activeUnits > 1;
440 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
441 const texture_unit_t& tmu = mTextureMachine.tmu[i];
442 if (tmu.format_idx == 0)
443 continue;
444
445 pointer_t& txPtr = parts.coords[i].ptr;
446 pixel_t& texel = parts.texel[i];
447
448 // repeat...
449 if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
450 (tmu.twrap == GGL_NEEDS_WRAP_11))
451 { // 1:1 textures
452 comment("fetch texel");
453 texel.setTo(regs.obtain(), &tmu.format);
454 load(txPtr, texel, WRITE_BACK);
455 } else {
456 Scratch scratches(registerFile());
457 reg_t& s = parts.coords[i].s;
458 reg_t& t = parts.coords[i].t;
459 if ((mOptLevel&1)==0) {
460 comment("reload s/t (multitexture or linear filtering)");
461 s.reg = scratches.obtain();
462 t.reg = scratches.obtain();
463 CONTEXT_LOAD(s.reg, generated_vars.texture[i].spill[0]);
464 CONTEXT_LOAD(t.reg, generated_vars.texture[i].spill[1]);
465 }
466
467 comment("compute repeat/clamp");
468 int u = scratches.obtain();
469 int v = scratches.obtain();
470 int width = scratches.obtain();
471 int height = scratches.obtain();
472 int U = 0;
473 int V = 0;
474
475 CONTEXT_LOAD(width, generated_vars.texture[i].width);
476 CONTEXT_LOAD(height, generated_vars.texture[i].height);
477
478 int FRAC_BITS = 0;
479 if (tmu.linear) {
480 // linear interpolation
481 if (tmu.format.size == 1) {
482 // for 8-bits textures, we can afford
483 // 7 bits of fractional precision at no
484 // additional cost (we can't do 8 bits
485 // because filter8 uses signed 16 bits muls)
486 FRAC_BITS = 7;
487 } else if (tmu.format.size == 2) {
488 // filter16() is internally limited to 4 bits, so:
489 // FRAC_BITS=2 generates less instructions,
490 // FRAC_BITS=3,4,5 creates unpleasant artifacts,
491 // FRAC_BITS=6+ looks good
492 FRAC_BITS = 6;
493 } else if (tmu.format.size == 4) {
494 // filter32() is internally limited to 8 bits, so:
495 // FRAC_BITS=4 looks good
496 // FRAC_BITS=5+ looks better, but generates 3 extra ipp
497 FRAC_BITS = 6;
498 } else {
499 // for all other cases we use 4 bits.
500 FRAC_BITS = 4;
501 }
502 }
503 wrapping(u, s.reg, width, tmu.swrap, FRAC_BITS);
504 wrapping(v, t.reg, height, tmu.twrap, FRAC_BITS);
505
506 if (tmu.linear) {
507 comment("compute linear filtering offsets");
508 // pixel size scale
509 const int shift = 31 - gglClz(tmu.format.size);
510 U = scratches.obtain();
511 V = scratches.obtain();
512
513 // sample the texel center
514 SUB(AL, 0, u, u, imm(1<<(FRAC_BITS-1)));
515 SUB(AL, 0, v, v, imm(1<<(FRAC_BITS-1)));
516
517 // get the fractionnal part of U,V
518 AND(AL, 0, U, u, imm((1<<FRAC_BITS)-1));
519 AND(AL, 0, V, v, imm((1<<FRAC_BITS)-1));
520
521 // compute width-1 and height-1
522 SUB(AL, 0, width, width, imm(1));
523 SUB(AL, 0, height, height, imm(1));
524
525 // get the integer part of U,V and clamp/wrap
526 // and compute offset to the next texel
527 if (tmu.swrap == GGL_NEEDS_WRAP_REPEAT) {
528 // u has already been REPEATed
529 MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
530 MOV(MI, 0, u, width);
531 CMP(AL, u, width);
532 MOV(LT, 0, width, imm(1 << shift));
533 if (shift)
534 MOV(GE, 0, width, reg_imm(width, LSL, shift));
535 RSB(GE, 0, width, width, imm(0));
536 } else {
537 // u has not been CLAMPed yet
538 // algorithm:
539 // if ((u>>4) >= width)
540 // u = width<<4
541 // width = 0
542 // else
543 // width = 1<<shift
544 // u = u>>4; // get integer part
545 // if (u<0)
546 // u = 0
547 // width = 0
548 // generated_vars.rt = width
549
550 CMP(AL, width, reg_imm(u, ASR, FRAC_BITS));
551 MOV(LE, 0, u, reg_imm(width, LSL, FRAC_BITS));
552 MOV(LE, 0, width, imm(0));
553 MOV(GT, 0, width, imm(1 << shift));
554 MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
555 MOV(MI, 0, u, imm(0));
556 MOV(MI, 0, width, imm(0));
557 }
558 CONTEXT_STORE(width, generated_vars.rt);
559
560 const int stride = width;
561 CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
562 if (tmu.twrap == GGL_NEEDS_WRAP_REPEAT) {
563 // v has already been REPEATed
564 MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
565 MOV(MI, 0, v, height);
566 CMP(AL, v, height);
567 MOV(LT, 0, height, imm(1 << shift));
568 if (shift)
569 MOV(GE, 0, height, reg_imm(height, LSL, shift));
570 RSB(GE, 0, height, height, imm(0));
571 MUL(AL, 0, height, stride, height);
572 } else {
573 // v has not been CLAMPed yet
574 CMP(AL, height, reg_imm(v, ASR, FRAC_BITS));
575 MOV(LE, 0, v, reg_imm(height, LSL, FRAC_BITS));
576 MOV(LE, 0, height, imm(0));
577 if (shift) {
578 MOV(GT, 0, height, reg_imm(stride, LSL, shift));
579 } else {
580 MOV(GT, 0, height, stride);
581 }
582 MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
583 MOV(MI, 0, v, imm(0));
584 MOV(MI, 0, height, imm(0));
585 }
586 CONTEXT_STORE(height, generated_vars.lb);
587 }
588
589 scratches.recycle(width);
590 scratches.recycle(height);
591
592 // iterate texture coordinates...
593 comment("iterate s,t");
594 int dsdx = scratches.obtain();
595 int dtdx = scratches.obtain();
596 CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
597 CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
598 ADD(AL, 0, s.reg, s.reg, dsdx);
599 ADD(AL, 0, t.reg, t.reg, dtdx);
600 if ((mOptLevel&1)==0) {
601 CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
602 CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
603 scratches.recycle(s.reg);
604 scratches.recycle(t.reg);
605 }
606 scratches.recycle(dsdx);
607 scratches.recycle(dtdx);
608
609 // merge base & offset...
610 comment("merge base & offset");
611 texel.setTo(regs.obtain(), &tmu.format);
612 txPtr.setTo(texel.reg, tmu.bits);
613 int stride = scratches.obtain();
614 CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
615 CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].data);
616 SMLABB(AL, u, v, stride, u); // u+v*stride
617 base_offset(txPtr, txPtr, u);
618
619 // load texel
620 if (!tmu.linear) {
621 comment("fetch texel");
622 load(txPtr, texel, 0);
623 } else {
624 // recycle registers we don't need anymore
625 scratches.recycle(u);
626 scratches.recycle(v);
627 scratches.recycle(stride);
628
629 comment("fetch texel, bilinear");
630 switch (tmu.format.size) {
631 case 1: filter8(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
632 case 2: filter16(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
633 case 3: filter24(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
634 case 4: filter32(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
635 }
636 }
637 }
638 }
639 }
640
build_iterate_texture_coordinates(const fragment_parts_t & parts)641 void GGLAssembler::build_iterate_texture_coordinates(
642 const fragment_parts_t& parts)
643 {
644 const bool multiTexture = mTextureMachine.activeUnits > 1;
645 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
646 const texture_unit_t& tmu = mTextureMachine.tmu[i];
647 if (tmu.format_idx == 0)
648 continue;
649
650 if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
651 (tmu.twrap == GGL_NEEDS_WRAP_11))
652 { // 1:1 textures
653 const pointer_t& txPtr = parts.coords[i].ptr;
654 ADD(AL, 0, txPtr.reg, txPtr.reg, imm(txPtr.size>>3));
655 } else {
656 Scratch scratches(registerFile());
657 int s = parts.coords[i].s.reg;
658 int t = parts.coords[i].t.reg;
659 if ((mOptLevel&1)==0) {
660 s = scratches.obtain();
661 t = scratches.obtain();
662 CONTEXT_LOAD(s, generated_vars.texture[i].spill[0]);
663 CONTEXT_LOAD(t, generated_vars.texture[i].spill[1]);
664 }
665 int dsdx = scratches.obtain();
666 int dtdx = scratches.obtain();
667 CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
668 CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
669 ADD(AL, 0, s, s, dsdx);
670 ADD(AL, 0, t, t, dtdx);
671 if ((mOptLevel&1)==0) {
672 CONTEXT_STORE(s, generated_vars.texture[i].spill[0]);
673 CONTEXT_STORE(t, generated_vars.texture[i].spill[1]);
674 }
675 }
676 }
677 }
678
filter8(const fragment_parts_t & parts,pixel_t & texel,const texture_unit_t & tmu,int U,int V,pointer_t & txPtr,int FRAC_BITS)679 void GGLAssembler::filter8(
680 const fragment_parts_t& parts,
681 pixel_t& texel, const texture_unit_t& tmu,
682 int U, int V, pointer_t& txPtr,
683 int FRAC_BITS)
684 {
685 if (tmu.format.components != GGL_ALPHA &&
686 tmu.format.components != GGL_LUMINANCE)
687 {
688 // this is a packed format, and we don't support
689 // linear filtering (it's probably RGB 332)
690 // Should not happen with OpenGL|ES
691 LDRB(AL, texel.reg, txPtr.reg);
692 return;
693 }
694
695 // ------------------------
696 // about ~22 cycles / pixel
697 Scratch scratches(registerFile());
698
699 int pixel= scratches.obtain();
700 int d = scratches.obtain();
701 int u = scratches.obtain();
702 int k = scratches.obtain();
703 int rt = scratches.obtain();
704 int lb = scratches.obtain();
705
706 // RB -> U * V
707
708 CONTEXT_LOAD(rt, generated_vars.rt);
709 CONTEXT_LOAD(lb, generated_vars.lb);
710
711 int offset = pixel;
712 ADD(AL, 0, offset, lb, rt);
713 LDRB(AL, pixel, txPtr.reg, reg_scale_pre(offset));
714 SMULBB(AL, u, U, V);
715 SMULBB(AL, d, pixel, u);
716 RSB(AL, 0, k, u, imm(1<<(FRAC_BITS*2)));
717
718 // LB -> (1-U) * V
719 RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
720 LDRB(AL, pixel, txPtr.reg, reg_scale_pre(lb));
721 SMULBB(AL, u, U, V);
722 SMLABB(AL, d, pixel, u, d);
723 SUB(AL, 0, k, k, u);
724
725 // LT -> (1-U)*(1-V)
726 RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
727 LDRB(AL, pixel, txPtr.reg);
728 SMULBB(AL, u, U, V);
729 SMLABB(AL, d, pixel, u, d);
730
731 // RT -> U*(1-V)
732 LDRB(AL, pixel, txPtr.reg, reg_scale_pre(rt));
733 SUB(AL, 0, u, k, u);
734 SMLABB(AL, texel.reg, pixel, u, d);
735
736 for (int i=0 ; i<4 ; i++) {
737 if (!texel.format.c[i].h) continue;
738 texel.format.c[i].h = FRAC_BITS*2+8;
739 texel.format.c[i].l = FRAC_BITS*2; // keeping 8 bits in enough
740 }
741 texel.format.size = 4;
742 texel.format.bitsPerPixel = 32;
743 texel.flags |= CLEAR_LO;
744 }
745
filter16(const fragment_parts_t & parts,pixel_t & texel,const texture_unit_t & tmu,int U,int V,pointer_t & txPtr,int FRAC_BITS)746 void GGLAssembler::filter16(
747 const fragment_parts_t& parts,
748 pixel_t& texel, const texture_unit_t& tmu,
749 int U, int V, pointer_t& txPtr,
750 int FRAC_BITS)
751 {
752 // compute the mask
753 // XXX: it would be nice if the mask below could be computed
754 // automatically.
755 uint32_t mask = 0;
756 int shift = 0;
757 int prec = 0;
758 switch (tmu.format_idx) {
759 case GGL_PIXEL_FORMAT_RGB_565:
760 // source: 00000ggg.ggg00000 | rrrrr000.000bbbbb
761 // result: gggggggg.gggrrrrr | rrrrr0bb.bbbbbbbb
762 mask = 0x07E0F81F;
763 shift = 16;
764 prec = 5;
765 break;
766 case GGL_PIXEL_FORMAT_RGBA_4444:
767 // 0000,1111,0000,1111 | 0000,1111,0000,1111
768 mask = 0x0F0F0F0F;
769 shift = 12;
770 prec = 4;
771 break;
772 case GGL_PIXEL_FORMAT_LA_88:
773 // 0000,0000,1111,1111 | 0000,0000,1111,1111
774 // AALL -> 00AA | 00LL
775 mask = 0x00FF00FF;
776 shift = 8;
777 prec = 8;
778 break;
779 default:
780 // unsupported format, do something sensical...
781 LOGE("Unsupported 16-bits texture format (%d)", tmu.format_idx);
782 LDRH(AL, texel.reg, txPtr.reg);
783 return;
784 }
785
786 const int adjust = FRAC_BITS*2 - prec;
787 const int round = 0;
788
789 // update the texel format
790 texel.format.size = 4;
791 texel.format.bitsPerPixel = 32;
792 texel.flags |= CLEAR_HI|CLEAR_LO;
793 for (int i=0 ; i<4 ; i++) {
794 if (!texel.format.c[i].h) continue;
795 const uint32_t offset = (mask & tmu.format.mask(i)) ? 0 : shift;
796 texel.format.c[i].h = tmu.format.c[i].h + offset + prec;
797 texel.format.c[i].l = texel.format.c[i].h - (tmu.format.bits(i) + prec);
798 }
799
800 // ------------------------
801 // about ~40 cycles / pixel
802 Scratch scratches(registerFile());
803
804 int pixel= scratches.obtain();
805 int d = scratches.obtain();
806 int u = scratches.obtain();
807 int k = scratches.obtain();
808
809 // RB -> U * V
810 int offset = pixel;
811 CONTEXT_LOAD(offset, generated_vars.rt);
812 CONTEXT_LOAD(u, generated_vars.lb);
813 ADD(AL, 0, offset, offset, u);
814
815 LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
816 SMULBB(AL, u, U, V);
817 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
818 build_and_immediate(pixel, pixel, mask, 32);
819 if (adjust) {
820 if (round)
821 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
822 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
823 }
824 MUL(AL, 0, d, pixel, u);
825 RSB(AL, 0, k, u, imm(1<<prec));
826
827 // LB -> (1-U) * V
828 CONTEXT_LOAD(offset, generated_vars.lb);
829 RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
830 LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
831 SMULBB(AL, u, U, V);
832 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
833 build_and_immediate(pixel, pixel, mask, 32);
834 if (adjust) {
835 if (round)
836 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
837 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
838 }
839 MLA(AL, 0, d, pixel, u, d);
840 SUB(AL, 0, k, k, u);
841
842 // LT -> (1-U)*(1-V)
843 RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
844 LDRH(AL, pixel, txPtr.reg);
845 SMULBB(AL, u, U, V);
846 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
847 build_and_immediate(pixel, pixel, mask, 32);
848 if (adjust) {
849 if (round)
850 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
851 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
852 }
853 MLA(AL, 0, d, pixel, u, d);
854
855 // RT -> U*(1-V)
856 CONTEXT_LOAD(offset, generated_vars.rt);
857 LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
858 SUB(AL, 0, u, k, u);
859 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
860 build_and_immediate(pixel, pixel, mask, 32);
861 MLA(AL, 0, texel.reg, pixel, u, d);
862 }
863
filter24(const fragment_parts_t & parts,pixel_t & texel,const texture_unit_t & tmu,int U,int V,pointer_t & txPtr,int FRAC_BITS)864 void GGLAssembler::filter24(
865 const fragment_parts_t& parts,
866 pixel_t& texel, const texture_unit_t& tmu,
867 int U, int V, pointer_t& txPtr,
868 int FRAC_BITS)
869 {
870 // not supported yet (currently disabled)
871 load(txPtr, texel, 0);
872 }
873
874 #if __ARM_ARCH__ >= 6
875 // ARMv6 version, using UXTB16, and scheduled for Cortex-A8 pipeline
filter32(const fragment_parts_t & parts,pixel_t & texel,const texture_unit_t & tmu,int U,int V,pointer_t & txPtr,int FRAC_BITS)876 void GGLAssembler::filter32(
877 const fragment_parts_t& parts,
878 pixel_t& texel, const texture_unit_t& tmu,
879 int U, int V, pointer_t& txPtr,
880 int FRAC_BITS)
881 {
882 const int adjust = FRAC_BITS*2 - 8;
883 const int round = 0;
884 const int prescale = 16 - adjust;
885
886 Scratch scratches(registerFile());
887
888 int pixel= scratches.obtain();
889 int dh = scratches.obtain();
890 int u = scratches.obtain();
891 int k = scratches.obtain();
892
893 int temp = scratches.obtain();
894 int dl = scratches.obtain();
895
896 int offsetrt = scratches.obtain();
897 int offsetlb = scratches.obtain();
898
899 int pixellb = offsetlb;
900
901 // RB -> U * V
902 CONTEXT_LOAD(offsetrt, generated_vars.rt);
903 CONTEXT_LOAD(offsetlb, generated_vars.lb);
904 if(!round) {
905 MOV(AL, 0, U, reg_imm(U, LSL, prescale));
906 }
907 ADD(AL, 0, u, offsetrt, offsetlb);
908
909 LDR(AL, pixel, txPtr.reg, reg_scale_pre(u));
910 if (round) {
911 SMULBB(AL, u, U, V);
912 RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
913 } else {
914 SMULWB(AL, u, U, V);
915 RSB(AL, 0, U, U, imm(1<<(FRAC_BITS+prescale)));
916 }
917 UXTB16(AL, temp, pixel, 0);
918 if (round) {
919 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
920 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
921 }
922 LDR(AL, pixellb, txPtr.reg, reg_scale_pre(offsetlb));
923 MUL(AL, 0, dh, temp, u);
924 UXTB16(AL, temp, pixel, 8);
925 MUL(AL, 0, dl, temp, u);
926 RSB(AL, 0, k, u, imm(0x100));
927
928 // LB -> (1-U) * V
929 if (round) {
930 SMULBB(AL, u, U, V);
931 } else {
932 SMULWB(AL, u, U, V);
933 }
934 UXTB16(AL, temp, pixellb, 0);
935 if (round) {
936 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
937 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
938 }
939 MLA(AL, 0, dh, temp, u, dh);
940 UXTB16(AL, temp, pixellb, 8);
941 MLA(AL, 0, dl, temp, u, dl);
942 SUB(AL, 0, k, k, u);
943
944 // LT -> (1-U)*(1-V)
945 RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
946 LDR(AL, pixel, txPtr.reg);
947 if (round) {
948 SMULBB(AL, u, U, V);
949 } else {
950 SMULWB(AL, u, U, V);
951 }
952 UXTB16(AL, temp, pixel, 0);
953 if (round) {
954 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
955 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
956 }
957 MLA(AL, 0, dh, temp, u, dh);
958 UXTB16(AL, temp, pixel, 8);
959 MLA(AL, 0, dl, temp, u, dl);
960
961 // RT -> U*(1-V)
962 LDR(AL, pixel, txPtr.reg, reg_scale_pre(offsetrt));
963 SUB(AL, 0, u, k, u);
964 UXTB16(AL, temp, pixel, 0);
965 MLA(AL, 0, dh, temp, u, dh);
966 UXTB16(AL, temp, pixel, 8);
967 MLA(AL, 0, dl, temp, u, dl);
968
969 UXTB16(AL, dh, dh, 8);
970 UXTB16(AL, dl, dl, 8);
971 ORR(AL, 0, texel.reg, dh, reg_imm(dl, LSL, 8));
972 }
973 #else
filter32(const fragment_parts_t & parts,pixel_t & texel,const texture_unit_t & tmu,int U,int V,pointer_t & txPtr,int FRAC_BITS)974 void GGLAssembler::filter32(
975 const fragment_parts_t& parts,
976 pixel_t& texel, const texture_unit_t& tmu,
977 int U, int V, pointer_t& txPtr,
978 int FRAC_BITS)
979 {
980 const int adjust = FRAC_BITS*2 - 8;
981 const int round = 0;
982
983 // ------------------------
984 // about ~38 cycles / pixel
985 Scratch scratches(registerFile());
986
987 int pixel= scratches.obtain();
988 int dh = scratches.obtain();
989 int u = scratches.obtain();
990 int k = scratches.obtain();
991
992 int temp = scratches.obtain();
993 int dl = scratches.obtain();
994 int mask = scratches.obtain();
995
996 MOV(AL, 0, mask, imm(0xFF));
997 ORR(AL, 0, mask, mask, imm(0xFF0000));
998
999 // RB -> U * V
1000 int offset = pixel;
1001 CONTEXT_LOAD(offset, generated_vars.rt);
1002 CONTEXT_LOAD(u, generated_vars.lb);
1003 ADD(AL, 0, offset, offset, u);
1004
1005 LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1006 SMULBB(AL, u, U, V);
1007 AND(AL, 0, temp, mask, pixel);
1008 if (adjust) {
1009 if (round)
1010 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1011 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1012 }
1013 MUL(AL, 0, dh, temp, u);
1014 AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1015 MUL(AL, 0, dl, temp, u);
1016 RSB(AL, 0, k, u, imm(0x100));
1017
1018 // LB -> (1-U) * V
1019 CONTEXT_LOAD(offset, generated_vars.lb);
1020 RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
1021 LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1022 SMULBB(AL, u, U, V);
1023 AND(AL, 0, temp, mask, pixel);
1024 if (adjust) {
1025 if (round)
1026 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1027 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1028 }
1029 MLA(AL, 0, dh, temp, u, dh);
1030 AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1031 MLA(AL, 0, dl, temp, u, dl);
1032 SUB(AL, 0, k, k, u);
1033
1034 // LT -> (1-U)*(1-V)
1035 RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
1036 LDR(AL, pixel, txPtr.reg);
1037 SMULBB(AL, u, U, V);
1038 AND(AL, 0, temp, mask, pixel);
1039 if (adjust) {
1040 if (round)
1041 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1042 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1043 }
1044 MLA(AL, 0, dh, temp, u, dh);
1045 AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1046 MLA(AL, 0, dl, temp, u, dl);
1047
1048 // RT -> U*(1-V)
1049 CONTEXT_LOAD(offset, generated_vars.rt);
1050 LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1051 SUB(AL, 0, u, k, u);
1052 AND(AL, 0, temp, mask, pixel);
1053 MLA(AL, 0, dh, temp, u, dh);
1054 AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1055 MLA(AL, 0, dl, temp, u, dl);
1056
1057 AND(AL, 0, dh, mask, reg_imm(dh, LSR, 8));
1058 AND(AL, 0, dl, dl, reg_imm(mask, LSL, 8));
1059 ORR(AL, 0, texel.reg, dh, dl);
1060 }
1061 #endif
1062
build_texture_environment(component_t & fragment,const fragment_parts_t & parts,int component,Scratch & regs)1063 void GGLAssembler::build_texture_environment(
1064 component_t& fragment,
1065 const fragment_parts_t& parts,
1066 int component,
1067 Scratch& regs)
1068 {
1069 const uint32_t component_mask = 1<<component;
1070 const bool multiTexture = mTextureMachine.activeUnits > 1;
1071 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
1072 texture_unit_t& tmu = mTextureMachine.tmu[i];
1073
1074 if (tmu.mask & component_mask) {
1075 // replace or modulate with this texture
1076 if ((tmu.replaced & component_mask) == 0) {
1077 // not replaced by a later tmu...
1078
1079 Scratch scratches(registerFile());
1080 pixel_t texel(parts.texel[i]);
1081 if (multiTexture &&
1082 tmu.swrap == GGL_NEEDS_WRAP_11 &&
1083 tmu.twrap == GGL_NEEDS_WRAP_11)
1084 {
1085 texel.reg = scratches.obtain();
1086 texel.flags |= CORRUPTIBLE;
1087 comment("fetch texel (multitexture 1:1)");
1088 load(parts.coords[i].ptr, texel, WRITE_BACK);
1089 }
1090
1091 component_t incoming(fragment);
1092 modify(fragment, regs);
1093
1094 switch (tmu.env) {
1095 case GGL_REPLACE:
1096 extract(fragment, texel, component);
1097 break;
1098 case GGL_MODULATE:
1099 modulate(fragment, incoming, texel, component);
1100 break;
1101 case GGL_DECAL:
1102 decal(fragment, incoming, texel, component);
1103 break;
1104 case GGL_BLEND:
1105 blend(fragment, incoming, texel, component, i);
1106 break;
1107 case GGL_ADD:
1108 add(fragment, incoming, texel, component);
1109 break;
1110 }
1111 }
1112 }
1113 }
1114 }
1115
1116 // ---------------------------------------------------------------------------
1117
wrapping(int d,int coord,int size,int tx_wrap,int tx_linear)1118 void GGLAssembler::wrapping(
1119 int d,
1120 int coord, int size,
1121 int tx_wrap, int tx_linear)
1122 {
1123 // notes:
1124 // if tx_linear is set, we need 4 extra bits of precision on the result
1125 // SMULL/UMULL is 3 cycles
1126 Scratch scratches(registerFile());
1127 int c = coord;
1128 if (tx_wrap == GGL_NEEDS_WRAP_REPEAT) {
1129 // UMULL takes 4 cycles (interlocked), and we can get away with
1130 // 2 cycles using SMULWB, but we're loosing 16 bits of precision
1131 // out of 32 (this is not a problem because the iterator keeps
1132 // its full precision)
1133 // UMULL(AL, 0, size, d, c, size);
1134 // note: we can't use SMULTB because it's signed.
1135 MOV(AL, 0, d, reg_imm(c, LSR, 16-tx_linear));
1136 SMULWB(AL, d, d, size);
1137 } else if (tx_wrap == GGL_NEEDS_WRAP_CLAMP_TO_EDGE) {
1138 if (tx_linear) {
1139 // 1 cycle
1140 MOV(AL, 0, d, reg_imm(coord, ASR, 16-tx_linear));
1141 } else {
1142 // 4 cycles (common case)
1143 MOV(AL, 0, d, reg_imm(coord, ASR, 16));
1144 BIC(AL, 0, d, d, reg_imm(d, ASR, 31));
1145 CMP(AL, d, size);
1146 SUB(GE, 0, d, size, imm(1));
1147 }
1148 }
1149 }
1150
1151 // ---------------------------------------------------------------------------
1152
modulate(component_t & dest,const component_t & incoming,const pixel_t & incomingTexel,int component)1153 void GGLAssembler::modulate(
1154 component_t& dest,
1155 const component_t& incoming,
1156 const pixel_t& incomingTexel, int component)
1157 {
1158 Scratch locals(registerFile());
1159 integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
1160 extract(texel, incomingTexel, component);
1161
1162 const int Nt = texel.size();
1163 // Nt should always be less than 10 bits because it comes
1164 // from the TMU.
1165
1166 int Ni = incoming.size();
1167 // Ni could be big because it comes from previous MODULATEs
1168
1169 if (Nt == 1) {
1170 // texel acts as a bit-mask
1171 // dest = incoming & ((texel << incoming.h)-texel)
1172 RSB(AL, 0, dest.reg, texel.reg, reg_imm(texel.reg, LSL, incoming.h));
1173 AND(AL, 0, dest.reg, dest.reg, incoming.reg);
1174 dest.l = incoming.l;
1175 dest.h = incoming.h;
1176 dest.flags |= (incoming.flags & CLEAR_LO);
1177 } else if (Ni == 1) {
1178 MOV(AL, 0, dest.reg, reg_imm(incoming.reg, LSL, 31-incoming.h));
1179 AND(AL, 0, dest.reg, texel.reg, reg_imm(dest.reg, ASR, 31));
1180 dest.l = 0;
1181 dest.h = Nt;
1182 } else {
1183 int inReg = incoming.reg;
1184 int shift = incoming.l;
1185 if ((Nt + Ni) > 32) {
1186 // we will overflow, reduce the precision of Ni to 8 bits
1187 // (Note Nt cannot be more than 10 bits which happens with
1188 // 565 textures and GGL_LINEAR)
1189 shift += Ni-8;
1190 Ni = 8;
1191 }
1192
1193 // modulate by the component with the lowest precision
1194 if (Nt >= Ni) {
1195 if (shift) {
1196 // XXX: we should be able to avoid this shift
1197 // when shift==16 && Nt<16 && Ni<16, in which
1198 // we could use SMULBT below.
1199 MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
1200 inReg = dest.reg;
1201 shift = 0;
1202 }
1203 // operation: (Cf*Ct)/((1<<Ni)-1)
1204 // approximated with: Cf*(Ct + Ct>>(Ni-1))>>Ni
1205 // this operation doesn't change texel's size
1206 ADD(AL, 0, dest.reg, inReg, reg_imm(inReg, LSR, Ni-1));
1207 if (Nt<16 && Ni<16) SMULBB(AL, dest.reg, texel.reg, dest.reg);
1208 else MUL(AL, 0, dest.reg, texel.reg, dest.reg);
1209 dest.l = Ni;
1210 dest.h = Nt + Ni;
1211 } else {
1212 if (shift && (shift != 16)) {
1213 // if shift==16, we can use 16-bits mul instructions later
1214 MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
1215 inReg = dest.reg;
1216 shift = 0;
1217 }
1218 // operation: (Cf*Ct)/((1<<Nt)-1)
1219 // approximated with: Ct*(Cf + Cf>>(Nt-1))>>Nt
1220 // this operation doesn't change incoming's size
1221 Scratch scratches(registerFile());
1222 int t = (texel.flags & CORRUPTIBLE) ? texel.reg : dest.reg;
1223 if (t == inReg)
1224 t = scratches.obtain();
1225 ADD(AL, 0, t, texel.reg, reg_imm(texel.reg, LSR, Nt-1));
1226 if (Nt<16 && Ni<16) {
1227 if (shift==16) SMULBT(AL, dest.reg, t, inReg);
1228 else SMULBB(AL, dest.reg, t, inReg);
1229 } else MUL(AL, 0, dest.reg, t, inReg);
1230 dest.l = Nt;
1231 dest.h = Nt + Ni;
1232 }
1233
1234 // low bits are not valid
1235 dest.flags |= CLEAR_LO;
1236
1237 // no need to keep more than 8 bits/component
1238 if (dest.size() > 8)
1239 dest.l = dest.h-8;
1240 }
1241 }
1242
decal(component_t & dest,const component_t & incoming,const pixel_t & incomingTexel,int component)1243 void GGLAssembler::decal(
1244 component_t& dest,
1245 const component_t& incoming,
1246 const pixel_t& incomingTexel, int component)
1247 {
1248 // RGBA:
1249 // Cv = Cf*(1 - At) + Ct*At = Cf + (Ct - Cf)*At
1250 // Av = Af
1251 Scratch locals(registerFile());
1252 integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
1253 integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
1254 extract(texel, incomingTexel, component);
1255 extract(factor, incomingTexel, GGLFormat::ALPHA);
1256
1257 // no need to keep more than 8-bits for decal
1258 int Ni = incoming.size();
1259 int shift = incoming.l;
1260 if (Ni > 8) {
1261 shift += Ni-8;
1262 Ni = 8;
1263 }
1264 integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
1265 if (shift) {
1266 MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
1267 incomingNorm.reg = dest.reg;
1268 incomingNorm.flags |= CORRUPTIBLE;
1269 }
1270 ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
1271 build_blendOneMinusFF(dest, factor, incomingNorm, texel);
1272 }
1273
blend(component_t & dest,const component_t & incoming,const pixel_t & incomingTexel,int component,int tmu)1274 void GGLAssembler::blend(
1275 component_t& dest,
1276 const component_t& incoming,
1277 const pixel_t& incomingTexel, int component, int tmu)
1278 {
1279 // RGBA:
1280 // Cv = (1 - Ct)*Cf + Ct*Cc = Cf + (Cc - Cf)*Ct
1281 // Av = At*Af
1282
1283 if (component == GGLFormat::ALPHA) {
1284 modulate(dest, incoming, incomingTexel, component);
1285 return;
1286 }
1287
1288 Scratch locals(registerFile());
1289 integer_t color(locals.obtain(), 8, CORRUPTIBLE);
1290 integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
1291 LDRB(AL, color.reg, mBuilderContext.Rctx,
1292 immed12_pre(GGL_OFFSETOF(state.texture[tmu].env_color[component])));
1293 extract(factor, incomingTexel, component);
1294
1295 // no need to keep more than 8-bits for blend
1296 int Ni = incoming.size();
1297 int shift = incoming.l;
1298 if (Ni > 8) {
1299 shift += Ni-8;
1300 Ni = 8;
1301 }
1302 integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
1303 if (shift) {
1304 MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
1305 incomingNorm.reg = dest.reg;
1306 incomingNorm.flags |= CORRUPTIBLE;
1307 }
1308 ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
1309 build_blendOneMinusFF(dest, factor, incomingNorm, color);
1310 }
1311
add(component_t & dest,const component_t & incoming,const pixel_t & incomingTexel,int component)1312 void GGLAssembler::add(
1313 component_t& dest,
1314 const component_t& incoming,
1315 const pixel_t& incomingTexel, int component)
1316 {
1317 // RGBA:
1318 // Cv = Cf + Ct;
1319 Scratch locals(registerFile());
1320
1321 component_t incomingTemp(incoming);
1322
1323 // use "dest" as a temporary for extracting the texel, unless "dest"
1324 // overlaps "incoming".
1325 integer_t texel(dest.reg, 32, CORRUPTIBLE);
1326 if (dest.reg == incomingTemp.reg)
1327 texel.reg = locals.obtain();
1328 extract(texel, incomingTexel, component);
1329
1330 if (texel.s < incomingTemp.size()) {
1331 expand(texel, texel, incomingTemp.size());
1332 } else if (texel.s > incomingTemp.size()) {
1333 if (incomingTemp.flags & CORRUPTIBLE) {
1334 expand(incomingTemp, incomingTemp, texel.s);
1335 } else {
1336 incomingTemp.reg = locals.obtain();
1337 expand(incomingTemp, incoming, texel.s);
1338 }
1339 }
1340
1341 if (incomingTemp.l) {
1342 ADD(AL, 0, dest.reg, texel.reg,
1343 reg_imm(incomingTemp.reg, LSR, incomingTemp.l));
1344 } else {
1345 ADD(AL, 0, dest.reg, texel.reg, incomingTemp.reg);
1346 }
1347 dest.l = 0;
1348 dest.h = texel.size();
1349 component_sat(dest);
1350 }
1351
1352 // ----------------------------------------------------------------------------
1353
1354 }; // namespace android
1355
1356