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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