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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 "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             if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
468                 return;
469 
470             comment("compute repeat/clamp");
471             int u       = scratches.obtain();
472             int v       = scratches.obtain();
473             int width   = scratches.obtain();
474             int height  = scratches.obtain();
475             int U = 0;
476             int V = 0;
477 
478             if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
479                 return;
480 
481             CONTEXT_LOAD(width,  generated_vars.texture[i].width);
482             CONTEXT_LOAD(height, generated_vars.texture[i].height);
483 
484             int FRAC_BITS = 0;
485             if (tmu.linear) {
486                 // linear interpolation
487                 if (tmu.format.size == 1) {
488                     // for 8-bits textures, we can afford
489                     // 7 bits of fractional precision at no
490                     // additional cost (we can't do 8 bits
491                     // because filter8 uses signed 16 bits muls)
492                     FRAC_BITS = 7;
493                 } else if (tmu.format.size == 2) {
494                     // filter16() is internally limited to 4 bits, so:
495                     // FRAC_BITS=2 generates less instructions,
496                     // FRAC_BITS=3,4,5 creates unpleasant artifacts,
497                     // FRAC_BITS=6+ looks good
498                     FRAC_BITS = 6;
499                 } else if (tmu.format.size == 4) {
500                     // filter32() is internally limited to 8 bits, so:
501                     // FRAC_BITS=4 looks good
502                     // FRAC_BITS=5+ looks better, but generates 3 extra ipp
503                     FRAC_BITS = 6;
504                 } else {
505                     // for all other cases we use 4 bits.
506                     FRAC_BITS = 4;
507                 }
508             }
509             wrapping(u, s.reg, width,  tmu.swrap, FRAC_BITS);
510             wrapping(v, t.reg, height, tmu.twrap, FRAC_BITS);
511 
512             if (tmu.linear) {
513                 comment("compute linear filtering offsets");
514                 // pixel size scale
515                 const int shift = 31 - gglClz(tmu.format.size);
516                 U = scratches.obtain();
517                 V = scratches.obtain();
518 
519                 if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
520                     return;
521 
522                 // sample the texel center
523                 SUB(AL, 0, u, u, imm(1<<(FRAC_BITS-1)));
524                 SUB(AL, 0, v, v, imm(1<<(FRAC_BITS-1)));
525 
526                 // get the fractionnal part of U,V
527                 AND(AL, 0, U, u, imm((1<<FRAC_BITS)-1));
528                 AND(AL, 0, V, v, imm((1<<FRAC_BITS)-1));
529 
530                 // compute width-1 and height-1
531                 SUB(AL, 0, width,  width,  imm(1));
532                 SUB(AL, 0, height, height, imm(1));
533 
534                 // get the integer part of U,V and clamp/wrap
535                 // and compute offset to the next texel
536                 if (tmu.swrap == GGL_NEEDS_WRAP_REPEAT) {
537                     // u has already been REPEATed
538                     MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
539                     MOV(MI, 0, u, width);
540                     CMP(AL, u, width);
541                     MOV(LT, 0, width, imm(1 << shift));
542                     if (shift)
543                         MOV(GE, 0, width, reg_imm(width, LSL, shift));
544                     RSB(GE, 0, width, width, imm(0));
545                 } else {
546                     // u has not been CLAMPed yet
547                     // algorithm:
548                     // if ((u>>4) >= width)
549                     //      u = width<<4
550                     //      width = 0
551                     // else
552                     //      width = 1<<shift
553                     // u = u>>4; // get integer part
554                     // if (u<0)
555                     //      u = 0
556                     //      width = 0
557                     // generated_vars.rt = width
558 
559                     CMP(AL, width, reg_imm(u, ASR, FRAC_BITS));
560                     MOV(LE, 0, u, reg_imm(width, LSL, FRAC_BITS));
561                     MOV(LE, 0, width, imm(0));
562                     MOV(GT, 0, width, imm(1 << shift));
563                     MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
564                     MOV(MI, 0, u, imm(0));
565                     MOV(MI, 0, width, imm(0));
566                 }
567                 CONTEXT_STORE(width, generated_vars.rt);
568 
569                 const int stride = width;
570                 CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
571                 if (tmu.twrap == GGL_NEEDS_WRAP_REPEAT) {
572                     // v has already been REPEATed
573                     MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
574                     MOV(MI, 0, v, height);
575                     CMP(AL, v, height);
576                     MOV(LT, 0, height, imm(1 << shift));
577                     if (shift)
578                         MOV(GE, 0, height, reg_imm(height, LSL, shift));
579                     RSB(GE, 0, height, height, imm(0));
580                     MUL(AL, 0, height, stride, height);
581                 } else {
582                     // v has not been CLAMPed yet
583                     CMP(AL, height, reg_imm(v, ASR, FRAC_BITS));
584                     MOV(LE, 0, v, reg_imm(height, LSL, FRAC_BITS));
585                     MOV(LE, 0, height, imm(0));
586                     if (shift) {
587                         MOV(GT, 0, height, reg_imm(stride, LSL, shift));
588                     } else {
589                         MOV(GT, 0, height, stride);
590                     }
591                     MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
592                     MOV(MI, 0, v, imm(0));
593                     MOV(MI, 0, height, imm(0));
594                 }
595                 CONTEXT_STORE(height, generated_vars.lb);
596             }
597 
598             scratches.recycle(width);
599             scratches.recycle(height);
600 
601             // iterate texture coordinates...
602             comment("iterate s,t");
603             int dsdx = scratches.obtain();
604             int dtdx = scratches.obtain();
605 
606             if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
607                 return;
608 
609             CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
610             CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
611             ADD(AL, 0, s.reg, s.reg, dsdx);
612             ADD(AL, 0, t.reg, t.reg, dtdx);
613             if ((mOptLevel&1)==0) {
614                 CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
615                 CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
616                 scratches.recycle(s.reg);
617                 scratches.recycle(t.reg);
618             }
619             scratches.recycle(dsdx);
620             scratches.recycle(dtdx);
621 
622             // merge base & offset...
623             comment("merge base & offset");
624             texel.setTo(regs.obtain(), &tmu.format);
625             txPtr.setTo(texel.reg, tmu.bits);
626             int stride = scratches.obtain();
627 
628             if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
629                 return;
630 
631             CONTEXT_LOAD(stride,    generated_vars.texture[i].stride);
632             CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].data);
633             SMLABB(AL, u, v, stride, u);    // u+v*stride
634             base_offset(txPtr, txPtr, u);
635 
636             // load texel
637             if (!tmu.linear) {
638                 comment("fetch texel");
639                 load(txPtr, texel, 0);
640             } else {
641                 // recycle registers we don't need anymore
642                 scratches.recycle(u);
643                 scratches.recycle(v);
644                 scratches.recycle(stride);
645 
646                 comment("fetch texel, bilinear");
647                 switch (tmu.format.size) {
648                 case 1:  filter8(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
649                 case 2: filter16(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
650                 case 3: filter24(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
651                 case 4: filter32(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
652                 }
653             }
654         }
655     }
656 }
657 
build_iterate_texture_coordinates(const fragment_parts_t & parts)658 void GGLAssembler::build_iterate_texture_coordinates(
659     const fragment_parts_t& parts)
660 {
661     const bool multiTexture = mTextureMachine.activeUnits > 1;
662     for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
663         const texture_unit_t& tmu = mTextureMachine.tmu[i];
664         if (tmu.format_idx == 0)
665             continue;
666 
667         if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
668             (tmu.twrap == GGL_NEEDS_WRAP_11))
669         { // 1:1 textures
670             const pointer_t& txPtr = parts.coords[i].ptr;
671             ADD(AL, 0, txPtr.reg, txPtr.reg, imm(txPtr.size>>3));
672         } else {
673             Scratch scratches(registerFile());
674             int s = parts.coords[i].s.reg;
675             int t = parts.coords[i].t.reg;
676             if ((mOptLevel&1)==0) {
677                 s = scratches.obtain();
678                 t = scratches.obtain();
679                 CONTEXT_LOAD(s, generated_vars.texture[i].spill[0]);
680                 CONTEXT_LOAD(t, generated_vars.texture[i].spill[1]);
681             }
682             int dsdx = scratches.obtain();
683             int dtdx = scratches.obtain();
684             CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
685             CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
686             ADD(AL, 0, s, s, dsdx);
687             ADD(AL, 0, t, t, dtdx);
688             if ((mOptLevel&1)==0) {
689                 CONTEXT_STORE(s, generated_vars.texture[i].spill[0]);
690                 CONTEXT_STORE(t, generated_vars.texture[i].spill[1]);
691             }
692         }
693     }
694 }
695 
filter8(const fragment_parts_t & parts,pixel_t & texel,const texture_unit_t & tmu,int U,int V,pointer_t & txPtr,int FRAC_BITS)696 void GGLAssembler::filter8(
697         const fragment_parts_t& parts,
698         pixel_t& texel, const texture_unit_t& tmu,
699         int U, int V, pointer_t& txPtr,
700         int FRAC_BITS)
701 {
702     if (tmu.format.components != GGL_ALPHA &&
703         tmu.format.components != GGL_LUMINANCE)
704     {
705         // this is a packed format, and we don't support
706         // linear filtering (it's probably RGB 332)
707         // Should not happen with OpenGL|ES
708         LDRB(AL, texel.reg, txPtr.reg);
709         return;
710     }
711 
712     // ------------------------
713     // about ~22 cycles / pixel
714     Scratch scratches(registerFile());
715 
716     int pixel= scratches.obtain();
717     int d    = scratches.obtain();
718     int u    = scratches.obtain();
719     int k    = scratches.obtain();
720     int rt   = scratches.obtain();
721     int lb   = scratches.obtain();
722 
723     // RB -> U * V
724 
725     CONTEXT_LOAD(rt, generated_vars.rt);
726     CONTEXT_LOAD(lb, generated_vars.lb);
727 
728     int offset = pixel;
729     ADD(AL, 0, offset, lb, rt);
730     LDRB(AL, pixel, txPtr.reg, reg_scale_pre(offset));
731     SMULBB(AL, u, U, V);
732     SMULBB(AL, d, pixel, u);
733     RSB(AL, 0, k, u, imm(1<<(FRAC_BITS*2)));
734 
735     // LB -> (1-U) * V
736     RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
737     LDRB(AL, pixel, txPtr.reg, reg_scale_pre(lb));
738     SMULBB(AL, u, U, V);
739     SMLABB(AL, d, pixel, u, d);
740     SUB(AL, 0, k, k, u);
741 
742     // LT -> (1-U)*(1-V)
743     RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
744     LDRB(AL, pixel, txPtr.reg);
745     SMULBB(AL, u, U, V);
746     SMLABB(AL, d, pixel, u, d);
747 
748     // RT -> U*(1-V)
749     LDRB(AL, pixel, txPtr.reg, reg_scale_pre(rt));
750     SUB(AL, 0, u, k, u);
751     SMLABB(AL, texel.reg, pixel, u, d);
752 
753     for (int i=0 ; i<4 ; i++) {
754         if (!texel.format.c[i].h) continue;
755         texel.format.c[i].h = FRAC_BITS*2+8;
756         texel.format.c[i].l = FRAC_BITS*2; // keeping 8 bits in enough
757     }
758     texel.format.size = 4;
759     texel.format.bitsPerPixel = 32;
760     texel.flags |= CLEAR_LO;
761 }
762 
filter16(const fragment_parts_t & parts,pixel_t & texel,const texture_unit_t & tmu,int U,int V,pointer_t & txPtr,int FRAC_BITS)763 void GGLAssembler::filter16(
764         const fragment_parts_t& parts,
765         pixel_t& texel, const texture_unit_t& tmu,
766         int U, int V, pointer_t& txPtr,
767         int FRAC_BITS)
768 {
769     // compute the mask
770     // XXX: it would be nice if the mask below could be computed
771     // automatically.
772     uint32_t mask = 0;
773     int shift = 0;
774     int prec = 0;
775     switch (tmu.format_idx) {
776         case GGL_PIXEL_FORMAT_RGB_565:
777             // source: 00000ggg.ggg00000 | rrrrr000.000bbbbb
778             // result: gggggggg.gggrrrrr | rrrrr0bb.bbbbbbbb
779             mask = 0x07E0F81F;
780             shift = 16;
781             prec = 5;
782             break;
783         case GGL_PIXEL_FORMAT_RGBA_4444:
784             // 0000,1111,0000,1111 | 0000,1111,0000,1111
785             mask = 0x0F0F0F0F;
786             shift = 12;
787             prec = 4;
788             break;
789         case GGL_PIXEL_FORMAT_LA_88:
790             // 0000,0000,1111,1111 | 0000,0000,1111,1111
791             // AALL -> 00AA | 00LL
792             mask = 0x00FF00FF;
793             shift = 8;
794             prec = 8;
795             break;
796         default:
797             // unsupported format, do something sensical...
798             ALOGE("Unsupported 16-bits texture format (%d)", tmu.format_idx);
799             LDRH(AL, texel.reg, txPtr.reg);
800             return;
801     }
802 
803     const int adjust = FRAC_BITS*2 - prec;
804     const int round  = 0;
805 
806     // update the texel format
807     texel.format.size = 4;
808     texel.format.bitsPerPixel = 32;
809     texel.flags |= CLEAR_HI|CLEAR_LO;
810     for (int i=0 ; i<4 ; i++) {
811         if (!texel.format.c[i].h) continue;
812         const uint32_t offset = (mask & tmu.format.mask(i)) ? 0 : shift;
813         texel.format.c[i].h = tmu.format.c[i].h + offset + prec;
814         texel.format.c[i].l = texel.format.c[i].h - (tmu.format.bits(i) + prec);
815     }
816 
817     // ------------------------
818     // about ~40 cycles / pixel
819     Scratch scratches(registerFile());
820 
821     int pixel= scratches.obtain();
822     int d    = scratches.obtain();
823     int u    = scratches.obtain();
824     int k    = scratches.obtain();
825 
826     // RB -> U * V
827     int offset = pixel;
828     CONTEXT_LOAD(offset, generated_vars.rt);
829     CONTEXT_LOAD(u, generated_vars.lb);
830     ADD(AL, 0, offset, offset, u);
831 
832     LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
833     SMULBB(AL, u, U, V);
834     ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
835     build_and_immediate(pixel, pixel, mask, 32);
836     if (adjust) {
837         if (round)
838             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
839         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
840     }
841     MUL(AL, 0, d, pixel, u);
842     RSB(AL, 0, k, u, imm(1<<prec));
843 
844     // LB -> (1-U) * V
845     CONTEXT_LOAD(offset, generated_vars.lb);
846     RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
847     LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
848     SMULBB(AL, u, U, V);
849     ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
850     build_and_immediate(pixel, pixel, mask, 32);
851     if (adjust) {
852         if (round)
853             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
854         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
855     }
856     MLA(AL, 0, d, pixel, u, d);
857     SUB(AL, 0, k, k, u);
858 
859     // LT -> (1-U)*(1-V)
860     RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
861     LDRH(AL, pixel, txPtr.reg);
862     SMULBB(AL, u, U, V);
863     ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
864     build_and_immediate(pixel, pixel, mask, 32);
865     if (adjust) {
866         if (round)
867             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
868         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
869     }
870     MLA(AL, 0, d, pixel, u, d);
871 
872     // RT -> U*(1-V)
873     CONTEXT_LOAD(offset, generated_vars.rt);
874     LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
875     SUB(AL, 0, u, k, u);
876     ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
877     build_and_immediate(pixel, pixel, mask, 32);
878     MLA(AL, 0, texel.reg, pixel, u, d);
879 }
880 
filter24(const fragment_parts_t & parts,pixel_t & texel,const texture_unit_t & tmu,int U,int V,pointer_t & txPtr,int FRAC_BITS)881 void GGLAssembler::filter24(
882         const fragment_parts_t& parts,
883         pixel_t& texel, const texture_unit_t& tmu,
884         int U, int V, pointer_t& txPtr,
885         int FRAC_BITS)
886 {
887     // not supported yet (currently disabled)
888     load(txPtr, texel, 0);
889 }
890 
891 #if __ARM_ARCH__ >= 6
892 // 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)893 void GGLAssembler::filter32(
894         const fragment_parts_t& parts,
895         pixel_t& texel, const texture_unit_t& tmu,
896         int U, int V, pointer_t& txPtr,
897         int FRAC_BITS)
898 {
899     const int adjust = FRAC_BITS*2 - 8;
900     const int round  = 0;
901     const int prescale = 16 - adjust;
902 
903     Scratch scratches(registerFile());
904 
905     int pixel= scratches.obtain();
906     int dh   = scratches.obtain();
907     int u    = scratches.obtain();
908     int k    = scratches.obtain();
909 
910     int temp = scratches.obtain();
911     int dl   = scratches.obtain();
912 
913     int offsetrt = scratches.obtain();
914     int offsetlb = scratches.obtain();
915 
916     int pixellb = offsetlb;
917 
918     // RB -> U * V
919     CONTEXT_LOAD(offsetrt, generated_vars.rt);
920     CONTEXT_LOAD(offsetlb, generated_vars.lb);
921     if(!round) {
922         MOV(AL, 0, U, reg_imm(U, LSL, prescale));
923     }
924     ADD(AL, 0, u, offsetrt, offsetlb);
925 
926     LDR(AL, pixel, txPtr.reg, reg_scale_pre(u));
927     if (round) {
928         SMULBB(AL, u, U, V);
929         RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
930     } else {
931         SMULWB(AL, u, U, V);
932         RSB(AL, 0, U, U, imm(1<<(FRAC_BITS+prescale)));
933     }
934     UXTB16(AL, temp, pixel, 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     LDR(AL, pixellb, txPtr.reg, reg_scale_pre(offsetlb));
940     MUL(AL, 0, dh, temp, u);
941     UXTB16(AL, temp, pixel, 8);
942     MUL(AL, 0, dl, temp, u);
943     RSB(AL, 0, k, u, imm(0x100));
944 
945     // LB -> (1-U) * V
946     if (round) {
947         SMULBB(AL, u, U, V);
948     } else {
949         SMULWB(AL, u, U, V);
950     }
951     UXTB16(AL, temp, pixellb, 0);
952     if (round) {
953         ADD(AL, 0, u, u, imm(1<<(adjust-1)));
954         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
955     }
956     MLA(AL, 0, dh, temp, u, dh);
957     UXTB16(AL, temp, pixellb, 8);
958     MLA(AL, 0, dl, temp, u, dl);
959     SUB(AL, 0, k, k, u);
960 
961     // LT -> (1-U)*(1-V)
962     RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
963     LDR(AL, pixel, txPtr.reg);
964     if (round) {
965         SMULBB(AL, u, U, V);
966     } else {
967         SMULWB(AL, u, U, V);
968     }
969     UXTB16(AL, temp, pixel, 0);
970     if (round) {
971         ADD(AL, 0, u, u, imm(1<<(adjust-1)));
972         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
973     }
974     MLA(AL, 0, dh, temp, u, dh);
975     UXTB16(AL, temp, pixel, 8);
976     MLA(AL, 0, dl, temp, u, dl);
977 
978     // RT -> U*(1-V)
979     LDR(AL, pixel, txPtr.reg, reg_scale_pre(offsetrt));
980     SUB(AL, 0, u, k, u);
981     UXTB16(AL, temp, pixel, 0);
982     MLA(AL, 0, dh, temp, u, dh);
983     UXTB16(AL, temp, pixel, 8);
984     MLA(AL, 0, dl, temp, u, dl);
985 
986     UXTB16(AL, dh, dh, 8);
987     UXTB16(AL, dl, dl, 8);
988     ORR(AL, 0, texel.reg, dh, reg_imm(dl, LSL, 8));
989 }
990 #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)991 void GGLAssembler::filter32(
992         const fragment_parts_t& parts,
993         pixel_t& texel, const texture_unit_t& tmu,
994         int U, int V, pointer_t& txPtr,
995         int FRAC_BITS)
996 {
997     const int adjust = FRAC_BITS*2 - 8;
998     const int round  = 0;
999 
1000     // ------------------------
1001     // about ~38 cycles / pixel
1002     Scratch scratches(registerFile());
1003 
1004     int pixel= scratches.obtain();
1005     int dh   = scratches.obtain();
1006     int u    = scratches.obtain();
1007     int k    = scratches.obtain();
1008 
1009     int temp = scratches.obtain();
1010     int dl   = scratches.obtain();
1011     int mask = scratches.obtain();
1012 
1013     MOV(AL, 0, mask, imm(0xFF));
1014     ORR(AL, 0, mask, mask, imm(0xFF0000));
1015 
1016     // RB -> U * V
1017     int offset = pixel;
1018     CONTEXT_LOAD(offset, generated_vars.rt);
1019     CONTEXT_LOAD(u, generated_vars.lb);
1020     ADD(AL, 0, offset, offset, u);
1021 
1022     LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1023     SMULBB(AL, u, U, V);
1024     AND(AL, 0, temp, mask, pixel);
1025     if (adjust) {
1026         if (round)
1027             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1028         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1029     }
1030     MUL(AL, 0, dh, temp, u);
1031     AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1032     MUL(AL, 0, dl, temp, u);
1033     RSB(AL, 0, k, u, imm(0x100));
1034 
1035     // LB -> (1-U) * V
1036     CONTEXT_LOAD(offset, generated_vars.lb);
1037     RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
1038     LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1039     SMULBB(AL, u, U, V);
1040     AND(AL, 0, temp, mask, pixel);
1041     if (adjust) {
1042         if (round)
1043             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1044         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1045     }
1046     MLA(AL, 0, dh, temp, u, dh);
1047     AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1048     MLA(AL, 0, dl, temp, u, dl);
1049     SUB(AL, 0, k, k, u);
1050 
1051     // LT -> (1-U)*(1-V)
1052     RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
1053     LDR(AL, pixel, txPtr.reg);
1054     SMULBB(AL, u, U, V);
1055     AND(AL, 0, temp, mask, pixel);
1056     if (adjust) {
1057         if (round)
1058             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1059         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1060     }
1061     MLA(AL, 0, dh, temp, u, dh);
1062     AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1063     MLA(AL, 0, dl, temp, u, dl);
1064 
1065     // RT -> U*(1-V)
1066     CONTEXT_LOAD(offset, generated_vars.rt);
1067     LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1068     SUB(AL, 0, u, k, u);
1069     AND(AL, 0, temp, mask, pixel);
1070     MLA(AL, 0, dh, temp, u, dh);
1071     AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1072     MLA(AL, 0, dl, temp, u, dl);
1073 
1074     AND(AL, 0, dh, mask, reg_imm(dh, LSR, 8));
1075     AND(AL, 0, dl, dl, reg_imm(mask, LSL, 8));
1076     ORR(AL, 0, texel.reg, dh, dl);
1077 }
1078 #endif
1079 
build_texture_environment(component_t & fragment,const fragment_parts_t & parts,int component,Scratch & regs)1080 void GGLAssembler::build_texture_environment(
1081         component_t& fragment,
1082         const fragment_parts_t& parts,
1083         int component,
1084         Scratch& regs)
1085 {
1086     const uint32_t component_mask = 1<<component;
1087     const bool multiTexture = mTextureMachine.activeUnits > 1;
1088     for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
1089         texture_unit_t& tmu = mTextureMachine.tmu[i];
1090 
1091         if (tmu.mask & component_mask) {
1092             // replace or modulate with this texture
1093             if ((tmu.replaced & component_mask) == 0) {
1094                 // not replaced by a later tmu...
1095 
1096                 Scratch scratches(registerFile());
1097                 pixel_t texel(parts.texel[i]);
1098 
1099                 if (multiTexture &&
1100                     tmu.swrap == GGL_NEEDS_WRAP_11 &&
1101                     tmu.twrap == GGL_NEEDS_WRAP_11)
1102                 {
1103                     texel.reg = scratches.obtain();
1104                     texel.flags |= CORRUPTIBLE;
1105                     comment("fetch texel (multitexture 1:1)");
1106                     load(parts.coords[i].ptr, texel, WRITE_BACK);
1107                  }
1108 
1109                 component_t incoming(fragment);
1110                 modify(fragment, regs);
1111 
1112                 switch (tmu.env) {
1113                 case GGL_REPLACE:
1114                     extract(fragment, texel, component);
1115                     break;
1116                 case GGL_MODULATE:
1117                     modulate(fragment, incoming, texel, component);
1118                     break;
1119                 case GGL_DECAL:
1120                     decal(fragment, incoming, texel, component);
1121                     break;
1122                 case GGL_BLEND:
1123                     blend(fragment, incoming, texel, component, i);
1124                     break;
1125                 case GGL_ADD:
1126                     add(fragment, incoming, texel, component);
1127                     break;
1128                 }
1129             }
1130         }
1131     }
1132 }
1133 
1134 // ---------------------------------------------------------------------------
1135 
wrapping(int d,int coord,int size,int tx_wrap,int tx_linear)1136 void GGLAssembler::wrapping(
1137             int d,
1138             int coord, int size,
1139             int tx_wrap, int tx_linear)
1140 {
1141     // notes:
1142     // if tx_linear is set, we need 4 extra bits of precision on the result
1143     // SMULL/UMULL is 3 cycles
1144     Scratch scratches(registerFile());
1145     int c = coord;
1146     if (tx_wrap == GGL_NEEDS_WRAP_REPEAT) {
1147         // UMULL takes 4 cycles (interlocked), and we can get away with
1148         // 2 cycles using SMULWB, but we're loosing 16 bits of precision
1149         // out of 32 (this is not a problem because the iterator keeps
1150         // its full precision)
1151         // UMULL(AL, 0, size, d, c, size);
1152         // note: we can't use SMULTB because it's signed.
1153         MOV(AL, 0, d, reg_imm(c, LSR, 16-tx_linear));
1154         SMULWB(AL, d, d, size);
1155     } else if (tx_wrap == GGL_NEEDS_WRAP_CLAMP_TO_EDGE) {
1156         if (tx_linear) {
1157             // 1 cycle
1158             MOV(AL, 0, d, reg_imm(coord, ASR, 16-tx_linear));
1159         } else {
1160             // 4 cycles (common case)
1161             MOV(AL, 0, d, reg_imm(coord, ASR, 16));
1162             BIC(AL, 0, d, d, reg_imm(d, ASR, 31));
1163             CMP(AL, d, size);
1164             SUB(GE, 0, d, size, imm(1));
1165         }
1166     }
1167 }
1168 
1169 // ---------------------------------------------------------------------------
1170 
modulate(component_t & dest,const component_t & incoming,const pixel_t & incomingTexel,int component)1171 void GGLAssembler::modulate(
1172         component_t& dest,
1173         const component_t& incoming,
1174         const pixel_t& incomingTexel, int component)
1175 {
1176     Scratch locals(registerFile());
1177     integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
1178     extract(texel, incomingTexel, component);
1179 
1180     const int Nt = texel.size();
1181         // Nt should always be less than 10 bits because it comes
1182         // from the TMU.
1183 
1184     int Ni = incoming.size();
1185         // Ni could be big because it comes from previous MODULATEs
1186 
1187     if (Nt == 1) {
1188         // texel acts as a bit-mask
1189         // dest = incoming & ((texel << incoming.h)-texel)
1190         RSB(AL, 0, dest.reg, texel.reg, reg_imm(texel.reg, LSL, incoming.h));
1191         AND(AL, 0, dest.reg, dest.reg, incoming.reg);
1192         dest.l = incoming.l;
1193         dest.h = incoming.h;
1194         dest.flags |= (incoming.flags & CLEAR_LO);
1195     } else if (Ni == 1) {
1196         MOV(AL, 0, dest.reg, reg_imm(incoming.reg, LSL, 31-incoming.h));
1197         AND(AL, 0, dest.reg, texel.reg, reg_imm(dest.reg, ASR, 31));
1198         dest.l = 0;
1199         dest.h = Nt;
1200     } else {
1201         int inReg = incoming.reg;
1202         int shift = incoming.l;
1203         if ((Nt + Ni) > 32) {
1204             // we will overflow, reduce the precision of Ni to 8 bits
1205             // (Note Nt cannot be more than 10 bits which happens with
1206             // 565 textures and GGL_LINEAR)
1207             shift += Ni-8;
1208             Ni = 8;
1209         }
1210 
1211         // modulate by the component with the lowest precision
1212         if (Nt >= Ni) {
1213             if (shift) {
1214                 // XXX: we should be able to avoid this shift
1215                 // when shift==16 && Nt<16 && Ni<16, in which
1216                 // we could use SMULBT below.
1217                 MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
1218                 inReg = dest.reg;
1219                 shift = 0;
1220             }
1221             // operation:           (Cf*Ct)/((1<<Ni)-1)
1222             // approximated with:   Cf*(Ct + Ct>>(Ni-1))>>Ni
1223             // this operation doesn't change texel's size
1224             ADD(AL, 0, dest.reg, inReg, reg_imm(inReg, LSR, Ni-1));
1225             if (Nt<16 && Ni<16) SMULBB(AL, dest.reg, texel.reg, dest.reg);
1226             else                MUL(AL, 0, dest.reg, texel.reg, dest.reg);
1227             dest.l = Ni;
1228             dest.h = Nt + Ni;
1229         } else {
1230             if (shift && (shift != 16)) {
1231                 // if shift==16, we can use 16-bits mul instructions later
1232                 MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
1233                 inReg = dest.reg;
1234                 shift = 0;
1235             }
1236             // operation:           (Cf*Ct)/((1<<Nt)-1)
1237             // approximated with:   Ct*(Cf + Cf>>(Nt-1))>>Nt
1238             // this operation doesn't change incoming's size
1239             Scratch scratches(registerFile());
1240             int t = (texel.flags & CORRUPTIBLE) ? texel.reg : dest.reg;
1241             if (t == inReg)
1242                 t = scratches.obtain();
1243             ADD(AL, 0, t, texel.reg, reg_imm(texel.reg, LSR, Nt-1));
1244             if (Nt<16 && Ni<16) {
1245                 if (shift==16)  SMULBT(AL, dest.reg, t, inReg);
1246                 else            SMULBB(AL, dest.reg, t, inReg);
1247             } else              MUL(AL, 0, dest.reg, t, inReg);
1248             dest.l = Nt;
1249             dest.h = Nt + Ni;
1250         }
1251 
1252         // low bits are not valid
1253         dest.flags |= CLEAR_LO;
1254 
1255         // no need to keep more than 8 bits/component
1256         if (dest.size() > 8)
1257             dest.l = dest.h-8;
1258     }
1259 }
1260 
decal(component_t & dest,const component_t & incoming,const pixel_t & incomingTexel,int component)1261 void GGLAssembler::decal(
1262         component_t& dest,
1263         const component_t& incoming,
1264         const pixel_t& incomingTexel, int component)
1265 {
1266     // RGBA:
1267     // Cv = Cf*(1 - At) + Ct*At = Cf + (Ct - Cf)*At
1268     // Av = Af
1269     Scratch locals(registerFile());
1270     integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
1271     integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
1272     extract(texel, incomingTexel, component);
1273     extract(factor, incomingTexel, GGLFormat::ALPHA);
1274 
1275     // no need to keep more than 8-bits for decal
1276     int Ni = incoming.size();
1277     int shift = incoming.l;
1278     if (Ni > 8) {
1279         shift += Ni-8;
1280         Ni = 8;
1281     }
1282     integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
1283     if (shift) {
1284         MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
1285         incomingNorm.reg = dest.reg;
1286         incomingNorm.flags |= CORRUPTIBLE;
1287     }
1288     ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
1289     build_blendOneMinusFF(dest, factor, incomingNorm, texel);
1290 }
1291 
blend(component_t & dest,const component_t & incoming,const pixel_t & incomingTexel,int component,int tmu)1292 void GGLAssembler::blend(
1293         component_t& dest,
1294         const component_t& incoming,
1295         const pixel_t& incomingTexel, int component, int tmu)
1296 {
1297     // RGBA:
1298     // Cv = (1 - Ct)*Cf + Ct*Cc = Cf + (Cc - Cf)*Ct
1299     // Av = At*Af
1300 
1301     if (component == GGLFormat::ALPHA) {
1302         modulate(dest, incoming, incomingTexel, component);
1303         return;
1304     }
1305 
1306     Scratch locals(registerFile());
1307     integer_t color(locals.obtain(), 8, CORRUPTIBLE);
1308     integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
1309     LDRB(AL, color.reg, mBuilderContext.Rctx,
1310             immed12_pre(GGL_OFFSETOF(state.texture[tmu].env_color[component])));
1311     extract(factor, incomingTexel, component);
1312 
1313     // no need to keep more than 8-bits for blend
1314     int Ni = incoming.size();
1315     int shift = incoming.l;
1316     if (Ni > 8) {
1317         shift += Ni-8;
1318         Ni = 8;
1319     }
1320     integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
1321     if (shift) {
1322         MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
1323         incomingNorm.reg = dest.reg;
1324         incomingNorm.flags |= CORRUPTIBLE;
1325     }
1326     ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
1327     build_blendOneMinusFF(dest, factor, incomingNorm, color);
1328 }
1329 
add(component_t & dest,const component_t & incoming,const pixel_t & incomingTexel,int component)1330 void GGLAssembler::add(
1331         component_t& dest,
1332         const component_t& incoming,
1333         const pixel_t& incomingTexel, int component)
1334 {
1335     // RGBA:
1336     // Cv = Cf + Ct;
1337     Scratch locals(registerFile());
1338 
1339     component_t incomingTemp(incoming);
1340 
1341     // use "dest" as a temporary for extracting the texel, unless "dest"
1342     // overlaps "incoming".
1343     integer_t texel(dest.reg, 32, CORRUPTIBLE);
1344     if (dest.reg == incomingTemp.reg)
1345         texel.reg = locals.obtain();
1346     extract(texel, incomingTexel, component);
1347 
1348     if (texel.s < incomingTemp.size()) {
1349         expand(texel, texel, incomingTemp.size());
1350     } else if (texel.s > incomingTemp.size()) {
1351         if (incomingTemp.flags & CORRUPTIBLE) {
1352             expand(incomingTemp, incomingTemp, texel.s);
1353         } else {
1354             incomingTemp.reg = locals.obtain();
1355             expand(incomingTemp, incoming, texel.s);
1356         }
1357     }
1358 
1359     if (incomingTemp.l) {
1360         ADD(AL, 0, dest.reg, texel.reg,
1361                 reg_imm(incomingTemp.reg, LSR, incomingTemp.l));
1362     } else {
1363         ADD(AL, 0, dest.reg, texel.reg, incomingTemp.reg);
1364     }
1365     dest.l = 0;
1366     dest.h = texel.size();
1367     component_sat(dest);
1368 }
1369 
1370 // ----------------------------------------------------------------------------
1371 
1372 }; // namespace android
1373 
1374