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- /* libs/pixelflinger/codeflinger/texturing.cpp
- **
- ** Copyright 2006, The Android Open Source Project
- **
- ** Licensed under the Apache License, Version 2.0 (the "License");
- ** you may not use this file except in compliance with the License.
- ** You may obtain a copy of the License at
- **
- ** http://www.apache.org/licenses/LICENSE-2.0
- **
- ** Unless required by applicable law or agreed to in writing, software
- ** distributed under the License is distributed on an "AS IS" BASIS,
- ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- ** See the License for the specific language governing permissions and
- ** limitations under the License.
- */
- #define LOG_TAG "pixelflinger-code"
- #include <assert.h>
- #include <stdint.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <sys/types.h>
- #include <log/log.h>
- #include "GGLAssembler.h"
- namespace android {
- // ---------------------------------------------------------------------------
- // iterators are initialized like this:
- // (intToFixedCenter(x) * dx)>>16 + x0
- // ((x<<16 + 0x8000) * dx)>>16 + x0
- // ((x<<16)*dx + (0x8000*dx))>>16 + x0
- // ( (x*dx) + dx>>1 ) + x0
- // (x*dx) + (dx>>1 + x0)
- void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x)
- {
- context_t const* c = mBuilderContext.c;
- if (mSmooth) {
- // NOTE: we could take this case in the mDithering + !mSmooth case,
- // but this would use up to 4 more registers for the color components
- // for only a little added quality.
- // Currently, this causes the system to run out of registers in
- // some case (see issue #719496)
- comment("compute initial iterated color (smooth and/or dither case)");
- parts.iterated_packed = 0;
- parts.packed = 0;
- // 0x1: color component
- // 0x2: iterators
- const int optReload = mOptLevel >> 1;
- if (optReload >= 3) parts.reload = 0; // reload nothing
- else if (optReload == 2) parts.reload = 2; // reload iterators
- else if (optReload == 1) parts.reload = 1; // reload colors
- else if (optReload <= 0) parts.reload = 3; // reload both
- if (!mSmooth) {
- // we're not smoothing (just dithering), we never have to
- // reload the iterators
- parts.reload &= ~2;
- }
- Scratch scratches(registerFile());
- const int t0 = (parts.reload & 1) ? scratches.obtain() : 0;
- const int t1 = (parts.reload & 2) ? scratches.obtain() : 0;
- for (int i=0 ; i<4 ; i++) {
- if (!mInfo[i].iterated)
- continue;
-
- // this component exists in the destination and is not replaced
- // by a texture unit.
- const int c = (parts.reload & 1) ? t0 : obtainReg();
- if (i==0) CONTEXT_LOAD(c, iterators.ydady);
- if (i==1) CONTEXT_LOAD(c, iterators.ydrdy);
- if (i==2) CONTEXT_LOAD(c, iterators.ydgdy);
- if (i==3) CONTEXT_LOAD(c, iterators.ydbdy);
- parts.argb[i].reg = c;
- if (mInfo[i].smooth) {
- parts.argb_dx[i].reg = (parts.reload & 2) ? t1 : obtainReg();
- const int dvdx = parts.argb_dx[i].reg;
- CONTEXT_LOAD(dvdx, generated_vars.argb[i].dx);
- MLA(AL, 0, c, x.reg, dvdx, c);
-
- // adjust the color iterator to make sure it won't overflow
- if (!mAA) {
- // this is not needed when we're using anti-aliasing
- // because we will (have to) clamp the components
- // anyway.
- int end = scratches.obtain();
- MOV(AL, 0, end, reg_imm(parts.count.reg, LSR, 16));
- MLA(AL, 1, end, dvdx, end, c);
- SUB(MI, 0, c, c, end);
- BIC(AL, 0, c, c, reg_imm(c, ASR, 31));
- scratches.recycle(end);
- }
- }
-
- if (parts.reload & 1) {
- CONTEXT_STORE(c, generated_vars.argb[i].c);
- }
- }
- } else {
- // We're not smoothed, so we can
- // just use a packed version of the color and extract the
- // components as needed (or not at all if we don't blend)
- // figure out if we need the iterated color
- int load = 0;
- for (int i=0 ; i<4 ; i++) {
- component_info_t& info = mInfo[i];
- if ((info.inDest || info.needed) && !info.replaced)
- load |= 1;
- }
-
- parts.iterated_packed = 1;
- parts.packed = (!mTextureMachine.mask && !mBlending
- && !mFog && !mDithering);
- parts.reload = 0;
- if (load || parts.packed) {
- if (mBlending || mDithering || mInfo[GGLFormat::ALPHA].needed) {
- comment("load initial iterated color (8888 packed)");
- parts.iterated.setTo(obtainReg(),
- &(c->formats[GGL_PIXEL_FORMAT_RGBA_8888]));
- CONTEXT_LOAD(parts.iterated.reg, packed8888);
- } else {
- comment("load initial iterated color (dest format packed)");
- parts.iterated.setTo(obtainReg(), &mCbFormat);
- // pre-mask the iterated color
- const int bits = parts.iterated.size();
- const uint32_t size = ((bits>=32) ? 0 : (1LU << bits)) - 1;
- uint32_t mask = 0;
- if (mMasking) {
- for (int i=0 ; i<4 ; i++) {
- const int component_mask = 1<<i;
- const int h = parts.iterated.format.c[i].h;
- const int l = parts.iterated.format.c[i].l;
- if (h && (!(mMasking & component_mask))) {
- mask |= ((1<<(h-l))-1) << l;
- }
- }
- }
- if (mMasking && ((mask & size)==0)) {
- // none of the components are present in the mask
- } else {
- CONTEXT_LOAD(parts.iterated.reg, packed);
- if (mCbFormat.size == 1) {
- AND(AL, 0, parts.iterated.reg,
- parts.iterated.reg, imm(0xFF));
- } else if (mCbFormat.size == 2) {
- MOV(AL, 0, parts.iterated.reg,
- reg_imm(parts.iterated.reg, LSR, 16));
- }
- }
- // pre-mask the iterated color
- if (mMasking) {
- build_and_immediate(parts.iterated.reg, parts.iterated.reg,
- mask, bits);
- }
- }
- }
- }
- }
- void GGLAssembler::build_iterated_color(
- component_t& fragment,
- const fragment_parts_t& parts,
- int component,
- Scratch& regs)
- {
- fragment.setTo( regs.obtain(), 0, 32, CORRUPTIBLE);
- if (!mInfo[component].iterated)
- return;
- if (parts.iterated_packed) {
- // iterated colors are packed, extract the one we need
- extract(fragment, parts.iterated, component);
- } else {
- fragment.h = GGL_COLOR_BITS;
- fragment.l = GGL_COLOR_BITS - 8;
- fragment.flags |= CLEAR_LO;
- // iterated colors are held in their own register,
- // (smooth and/or dithering case)
- if (parts.reload==3) {
- // this implies mSmooth
- Scratch scratches(registerFile());
- int dx = scratches.obtain();
- CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
- CONTEXT_LOAD(dx, generated_vars.argb[component].dx);
- ADD(AL, 0, dx, fragment.reg, dx);
- CONTEXT_STORE(dx, generated_vars.argb[component].c);
- } else if (parts.reload & 1) {
- CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
- } else {
- // we don't reload, so simply rename the register and mark as
- // non CORRUPTIBLE so that the texture env or blending code
- // won't modify this (renamed) register
- regs.recycle(fragment.reg);
- fragment.reg = parts.argb[component].reg;
- fragment.flags &= ~CORRUPTIBLE;
- }
- if (mInfo[component].smooth && mAA) {
- // when using smooth shading AND anti-aliasing, we need to clamp
- // the iterators because there is always an extra pixel on the
- // edges, which most of the time will cause an overflow
- // (since technically its outside of the domain).
- BIC(AL, 0, fragment.reg, fragment.reg,
- reg_imm(fragment.reg, ASR, 31));
- component_sat(fragment);
- }
- }
- }
- // ---------------------------------------------------------------------------
- void GGLAssembler::decodeLogicOpNeeds(const needs_t& needs)
- {
- // gather some informations about the components we need to process...
- const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;
- switch(opcode) {
- case GGL_COPY:
- mLogicOp = 0;
- break;
- case GGL_CLEAR:
- case GGL_SET:
- mLogicOp = LOGIC_OP;
- break;
- case GGL_AND:
- case GGL_AND_REVERSE:
- case GGL_AND_INVERTED:
- case GGL_XOR:
- case GGL_OR:
- case GGL_NOR:
- case GGL_EQUIV:
- case GGL_OR_REVERSE:
- case GGL_OR_INVERTED:
- case GGL_NAND:
- mLogicOp = LOGIC_OP|LOGIC_OP_SRC|LOGIC_OP_DST;
- break;
- case GGL_NOOP:
- case GGL_INVERT:
- mLogicOp = LOGIC_OP|LOGIC_OP_DST;
- break;
- case GGL_COPY_INVERTED:
- mLogicOp = LOGIC_OP|LOGIC_OP_SRC;
- break;
- };
- }
- void GGLAssembler::decodeTMUNeeds(const needs_t& needs, context_t const* c)
- {
- uint8_t replaced=0;
- mTextureMachine.mask = 0;
- mTextureMachine.activeUnits = 0;
- for (int i=GGL_TEXTURE_UNIT_COUNT-1 ; i>=0 ; i--) {
- texture_unit_t& tmu = mTextureMachine.tmu[i];
- if (replaced == 0xF) {
- // all components are replaced, skip this TMU.
- tmu.format_idx = 0;
- tmu.mask = 0;
- tmu.replaced = replaced;
- continue;
- }
- tmu.format_idx = GGL_READ_NEEDS(T_FORMAT, needs.t[i]);
- tmu.format = c->formats[tmu.format_idx];
- tmu.bits = tmu.format.size*8;
- tmu.swrap = GGL_READ_NEEDS(T_S_WRAP, needs.t[i]);
- tmu.twrap = GGL_READ_NEEDS(T_T_WRAP, needs.t[i]);
- tmu.env = ggl_needs_to_env(GGL_READ_NEEDS(T_ENV, needs.t[i]));
- tmu.pot = GGL_READ_NEEDS(T_POT, needs.t[i]);
- tmu.linear = GGL_READ_NEEDS(T_LINEAR, needs.t[i])
- && tmu.format.size!=3; // XXX: only 8, 16 and 32 modes for now
- // 5551 linear filtering is not supported
- if (tmu.format_idx == GGL_PIXEL_FORMAT_RGBA_5551)
- tmu.linear = 0;
-
- tmu.mask = 0;
- tmu.replaced = replaced;
- if (tmu.format_idx) {
- mTextureMachine.activeUnits++;
- if (tmu.format.c[0].h) tmu.mask |= 0x1;
- if (tmu.format.c[1].h) tmu.mask |= 0x2;
- if (tmu.format.c[2].h) tmu.mask |= 0x4;
- if (tmu.format.c[3].h) tmu.mask |= 0x8;
- if (tmu.env == GGL_REPLACE) {
- replaced |= tmu.mask;
- } else if (tmu.env == GGL_DECAL) {
- if (!tmu.format.c[GGLFormat::ALPHA].h) {
- // if we don't have alpha, decal does nothing
- tmu.mask = 0;
- } else {
- // decal always ignores At
- tmu.mask &= ~(1<<GGLFormat::ALPHA);
- }
- }
- }
- mTextureMachine.mask |= tmu.mask;
- //printf("%d: mask=%08lx, replaced=%08lx\n",
- // i, int(tmu.mask), int(tmu.replaced));
- }
- mTextureMachine.replaced = replaced;
- mTextureMachine.directTexture = 0;
- //printf("replaced=%08lx\n", mTextureMachine.replaced);
- }
- void GGLAssembler::init_textures(
- tex_coord_t* coords,
- const reg_t& x, const reg_t& y)
- {
- const needs_t& needs = mBuilderContext.needs;
- int Rx = x.reg;
- int Ry = y.reg;
- if (mTextureMachine.mask) {
- comment("compute texture coordinates");
- }
- // init texture coordinates for each tmu
- const int cb_format_idx = GGL_READ_NEEDS(CB_FORMAT, needs.n);
- const bool multiTexture = mTextureMachine.activeUnits > 1;
- for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
- const texture_unit_t& tmu = mTextureMachine.tmu[i];
- if (tmu.format_idx == 0)
- continue;
- if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
- (tmu.twrap == GGL_NEEDS_WRAP_11))
- {
- // 1:1 texture
- pointer_t& txPtr = coords[i].ptr;
- txPtr.setTo(obtainReg(), tmu.bits);
- CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydsdy);
- ADD(AL, 0, Rx, Rx, reg_imm(txPtr.reg, ASR, 16)); // x += (s>>16)
- CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydtdy);
- ADD(AL, 0, Ry, Ry, reg_imm(txPtr.reg, ASR, 16)); // y += (t>>16)
- // merge base & offset
- CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].stride);
- SMLABB(AL, Rx, Ry, txPtr.reg, Rx); // x+y*stride
- CONTEXT_ADDR_LOAD(txPtr.reg, generated_vars.texture[i].data);
- base_offset(txPtr, txPtr, Rx);
- } else {
- Scratch scratches(registerFile());
- reg_t& s = coords[i].s;
- reg_t& t = coords[i].t;
- // s = (x * dsdx)>>16 + ydsdy
- // s = (x * dsdx)>>16 + (y*dsdy)>>16 + s0
- // t = (x * dtdx)>>16 + ydtdy
- // t = (x * dtdx)>>16 + (y*dtdy)>>16 + t0
- s.setTo(obtainReg());
- t.setTo(obtainReg());
- const int need_w = GGL_READ_NEEDS(W, needs.n);
- if (need_w) {
- CONTEXT_LOAD(s.reg, state.texture[i].iterators.ydsdy);
- CONTEXT_LOAD(t.reg, state.texture[i].iterators.ydtdy);
- } else {
- int ydsdy = scratches.obtain();
- int ydtdy = scratches.obtain();
- CONTEXT_LOAD(s.reg, generated_vars.texture[i].dsdx);
- CONTEXT_LOAD(ydsdy, state.texture[i].iterators.ydsdy);
- CONTEXT_LOAD(t.reg, generated_vars.texture[i].dtdx);
- CONTEXT_LOAD(ydtdy, state.texture[i].iterators.ydtdy);
- MLA(AL, 0, s.reg, Rx, s.reg, ydsdy);
- MLA(AL, 0, t.reg, Rx, t.reg, ydtdy);
- }
-
- if ((mOptLevel&1)==0) {
- CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
- CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
- recycleReg(s.reg);
- recycleReg(t.reg);
- }
- }
- // direct texture?
- if (!multiTexture && !mBlending && !mDithering && !mFog &&
- cb_format_idx == tmu.format_idx && !tmu.linear &&
- mTextureMachine.replaced == tmu.mask)
- {
- mTextureMachine.directTexture = i + 1;
- }
- }
- }
- void GGLAssembler::build_textures( fragment_parts_t& parts,
- Scratch& regs)
- {
- // We don't have a way to spill registers automatically
- // spill depth and AA regs, when we know we may have to.
- // build the spill list...
- uint32_t spill_list = 0;
- for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
- const texture_unit_t& tmu = mTextureMachine.tmu[i];
- if (tmu.format_idx == 0)
- continue;
- if (tmu.linear) {
- // we may run out of register if we have linear filtering
- // at 1 or 4 bytes / pixel on any texture unit.
- if (tmu.format.size == 1) {
- // if depth and AA enabled, we'll run out of 1 register
- if (parts.z.reg > 0 && parts.covPtr.reg > 0)
- spill_list |= 1<<parts.covPtr.reg;
- }
- if (tmu.format.size == 4) {
- // if depth or AA enabled, we'll run out of 1 or 2 registers
- if (parts.z.reg > 0)
- spill_list |= 1<<parts.z.reg;
- if (parts.covPtr.reg > 0)
- spill_list |= 1<<parts.covPtr.reg;
- }
- }
- }
- Spill spill(registerFile(), *this, spill_list);
- for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
- const texture_unit_t& tmu = mTextureMachine.tmu[i];
- if (tmu.format_idx == 0)
- continue;
- pointer_t& txPtr = parts.coords[i].ptr;
- pixel_t& texel = parts.texel[i];
- // repeat...
- if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
- (tmu.twrap == GGL_NEEDS_WRAP_11))
- { // 1:1 textures
- comment("fetch texel");
- texel.setTo(regs.obtain(), &tmu.format);
- load(txPtr, texel, WRITE_BACK);
- } else {
- Scratch scratches(registerFile());
- reg_t& s = parts.coords[i].s;
- reg_t& t = parts.coords[i].t;
- if ((mOptLevel&1)==0) {
- comment("reload s/t (multitexture or linear filtering)");
- s.reg = scratches.obtain();
- t.reg = scratches.obtain();
- CONTEXT_LOAD(s.reg, generated_vars.texture[i].spill[0]);
- CONTEXT_LOAD(t.reg, generated_vars.texture[i].spill[1]);
- }
- if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
- return;
- comment("compute repeat/clamp");
- int u = scratches.obtain();
- int v = scratches.obtain();
- int width = scratches.obtain();
- int height = scratches.obtain();
- int U = 0;
- int V = 0;
- if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
- return;
- CONTEXT_LOAD(width, generated_vars.texture[i].width);
- CONTEXT_LOAD(height, generated_vars.texture[i].height);
- int FRAC_BITS = 0;
- if (tmu.linear) {
- // linear interpolation
- if (tmu.format.size == 1) {
- // for 8-bits textures, we can afford
- // 7 bits of fractional precision at no
- // additional cost (we can't do 8 bits
- // because filter8 uses signed 16 bits muls)
- FRAC_BITS = 7;
- } else if (tmu.format.size == 2) {
- // filter16() is internally limited to 4 bits, so:
- // FRAC_BITS=2 generates less instructions,
- // FRAC_BITS=3,4,5 creates unpleasant artifacts,
- // FRAC_BITS=6+ looks good
- FRAC_BITS = 6;
- } else if (tmu.format.size == 4) {
- // filter32() is internally limited to 8 bits, so:
- // FRAC_BITS=4 looks good
- // FRAC_BITS=5+ looks better, but generates 3 extra ipp
- FRAC_BITS = 6;
- } else {
- // for all other cases we use 4 bits.
- FRAC_BITS = 4;
- }
- }
- wrapping(u, s.reg, width, tmu.swrap, FRAC_BITS);
- wrapping(v, t.reg, height, tmu.twrap, FRAC_BITS);
- if (tmu.linear) {
- comment("compute linear filtering offsets");
- // pixel size scale
- const int shift = 31 - gglClz(tmu.format.size);
- U = scratches.obtain();
- V = scratches.obtain();
- if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
- return;
- // sample the texel center
- SUB(AL, 0, u, u, imm(1<<(FRAC_BITS-1)));
- SUB(AL, 0, v, v, imm(1<<(FRAC_BITS-1)));
- // get the fractionnal part of U,V
- AND(AL, 0, U, u, imm((1<<FRAC_BITS)-1));
- AND(AL, 0, V, v, imm((1<<FRAC_BITS)-1));
- // compute width-1 and height-1
- SUB(AL, 0, width, width, imm(1));
- SUB(AL, 0, height, height, imm(1));
- // get the integer part of U,V and clamp/wrap
- // and compute offset to the next texel
- if (tmu.swrap == GGL_NEEDS_WRAP_REPEAT) {
- // u has already been REPEATed
- MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
- MOV(MI, 0, u, width);
- CMP(AL, u, width);
- MOV(LT, 0, width, imm(1 << shift));
- if (shift)
- MOV(GE, 0, width, reg_imm(width, LSL, shift));
- RSB(GE, 0, width, width, imm(0));
- } else {
- // u has not been CLAMPed yet
- // algorithm:
- // if ((u>>4) >= width)
- // u = width<<4
- // width = 0
- // else
- // width = 1<<shift
- // u = u>>4; // get integer part
- // if (u<0)
- // u = 0
- // width = 0
- // generated_vars.rt = width
-
- CMP(AL, width, reg_imm(u, ASR, FRAC_BITS));
- MOV(LE, 0, u, reg_imm(width, LSL, FRAC_BITS));
- MOV(LE, 0, width, imm(0));
- MOV(GT, 0, width, imm(1 << shift));
- MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
- MOV(MI, 0, u, imm(0));
- MOV(MI, 0, width, imm(0));
- }
- CONTEXT_STORE(width, generated_vars.rt);
- const int stride = width;
- CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
- if (tmu.twrap == GGL_NEEDS_WRAP_REPEAT) {
- // v has already been REPEATed
- MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
- MOV(MI, 0, v, height);
- CMP(AL, v, height);
- MOV(LT, 0, height, imm(1 << shift));
- if (shift)
- MOV(GE, 0, height, reg_imm(height, LSL, shift));
- RSB(GE, 0, height, height, imm(0));
- MUL(AL, 0, height, stride, height);
- } else {
- // v has not been CLAMPed yet
- CMP(AL, height, reg_imm(v, ASR, FRAC_BITS));
- MOV(LE, 0, v, reg_imm(height, LSL, FRAC_BITS));
- MOV(LE, 0, height, imm(0));
- if (shift) {
- MOV(GT, 0, height, reg_imm(stride, LSL, shift));
- } else {
- MOV(GT, 0, height, stride);
- }
- MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
- MOV(MI, 0, v, imm(0));
- MOV(MI, 0, height, imm(0));
- }
- CONTEXT_STORE(height, generated_vars.lb);
- }
-
- scratches.recycle(width);
- scratches.recycle(height);
- // iterate texture coordinates...
- comment("iterate s,t");
- int dsdx = scratches.obtain();
- int dtdx = scratches.obtain();
- if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
- return;
- CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
- CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
- ADD(AL, 0, s.reg, s.reg, dsdx);
- ADD(AL, 0, t.reg, t.reg, dtdx);
- if ((mOptLevel&1)==0) {
- CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
- CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
- scratches.recycle(s.reg);
- scratches.recycle(t.reg);
- }
- scratches.recycle(dsdx);
- scratches.recycle(dtdx);
- // merge base & offset...
- comment("merge base & offset");
- texel.setTo(regs.obtain(), &tmu.format);
- txPtr.setTo(texel.reg, tmu.bits);
- int stride = scratches.obtain();
- if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
- return;
- CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
- CONTEXT_ADDR_LOAD(txPtr.reg, generated_vars.texture[i].data);
- SMLABB(AL, u, v, stride, u); // u+v*stride
- base_offset(txPtr, txPtr, u);
- // load texel
- if (!tmu.linear) {
- comment("fetch texel");
- load(txPtr, texel, 0);
- } else {
- // recycle registers we don't need anymore
- scratches.recycle(u);
- scratches.recycle(v);
- scratches.recycle(stride);
- comment("fetch texel, bilinear");
- switch (tmu.format.size) {
- case 1: filter8(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
- case 2: filter16(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
- case 3: filter24(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
- case 4: filter32(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
- }
- }
- }
- }
- }
- void GGLAssembler::build_iterate_texture_coordinates(
- const fragment_parts_t& parts)
- {
- for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
- const texture_unit_t& tmu = mTextureMachine.tmu[i];
- if (tmu.format_idx == 0)
- continue;
- if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
- (tmu.twrap == GGL_NEEDS_WRAP_11))
- { // 1:1 textures
- const pointer_t& txPtr = parts.coords[i].ptr;
- ADD(AL, 0, txPtr.reg, txPtr.reg, imm(txPtr.size>>3));
- } else {
- Scratch scratches(registerFile());
- int s = parts.coords[i].s.reg;
- int t = parts.coords[i].t.reg;
- if ((mOptLevel&1)==0) {
- s = scratches.obtain();
- t = scratches.obtain();
- CONTEXT_LOAD(s, generated_vars.texture[i].spill[0]);
- CONTEXT_LOAD(t, generated_vars.texture[i].spill[1]);
- }
- int dsdx = scratches.obtain();
- int dtdx = scratches.obtain();
- CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
- CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
- ADD(AL, 0, s, s, dsdx);
- ADD(AL, 0, t, t, dtdx);
- if ((mOptLevel&1)==0) {
- CONTEXT_STORE(s, generated_vars.texture[i].spill[0]);
- CONTEXT_STORE(t, generated_vars.texture[i].spill[1]);
- }
- }
- }
- }
- void GGLAssembler::filter8(
- const fragment_parts_t& /*parts*/,
- pixel_t& texel, const texture_unit_t& tmu,
- int U, int V, pointer_t& txPtr,
- int FRAC_BITS)
- {
- if (tmu.format.components != GGL_ALPHA &&
- tmu.format.components != GGL_LUMINANCE)
- {
- // this is a packed format, and we don't support
- // linear filtering (it's probably RGB 332)
- // Should not happen with OpenGL|ES
- LDRB(AL, texel.reg, txPtr.reg);
- return;
- }
- // ------------------------
- // about ~22 cycles / pixel
- Scratch scratches(registerFile());
- int pixel= scratches.obtain();
- int d = scratches.obtain();
- int u = scratches.obtain();
- int k = scratches.obtain();
- int rt = scratches.obtain();
- int lb = scratches.obtain();
- // RB -> U * V
- CONTEXT_LOAD(rt, generated_vars.rt);
- CONTEXT_LOAD(lb, generated_vars.lb);
- int offset = pixel;
- ADD(AL, 0, offset, lb, rt);
- LDRB(AL, pixel, txPtr.reg, reg_scale_pre(offset));
- SMULBB(AL, u, U, V);
- SMULBB(AL, d, pixel, u);
- RSB(AL, 0, k, u, imm(1<<(FRAC_BITS*2)));
-
- // LB -> (1-U) * V
- RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
- LDRB(AL, pixel, txPtr.reg, reg_scale_pre(lb));
- SMULBB(AL, u, U, V);
- SMLABB(AL, d, pixel, u, d);
- SUB(AL, 0, k, k, u);
-
- // LT -> (1-U)*(1-V)
- RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
- LDRB(AL, pixel, txPtr.reg);
- SMULBB(AL, u, U, V);
- SMLABB(AL, d, pixel, u, d);
- // RT -> U*(1-V)
- LDRB(AL, pixel, txPtr.reg, reg_scale_pre(rt));
- SUB(AL, 0, u, k, u);
- SMLABB(AL, texel.reg, pixel, u, d);
-
- for (int i=0 ; i<4 ; i++) {
- if (!texel.format.c[i].h) continue;
- texel.format.c[i].h = FRAC_BITS*2+8;
- texel.format.c[i].l = FRAC_BITS*2; // keeping 8 bits in enough
- }
- texel.format.size = 4;
- texel.format.bitsPerPixel = 32;
- texel.flags |= CLEAR_LO;
- }
- void GGLAssembler::filter16(
- const fragment_parts_t& /*parts*/,
- pixel_t& texel, const texture_unit_t& tmu,
- int U, int V, pointer_t& txPtr,
- int FRAC_BITS)
- {
- // compute the mask
- // XXX: it would be nice if the mask below could be computed
- // automatically.
- uint32_t mask = 0;
- int shift = 0;
- int prec = 0;
- switch (tmu.format_idx) {
- case GGL_PIXEL_FORMAT_RGB_565:
- // source: 00000ggg.ggg00000 | rrrrr000.000bbbbb
- // result: gggggggg.gggrrrrr | rrrrr0bb.bbbbbbbb
- mask = 0x07E0F81F;
- shift = 16;
- prec = 5;
- break;
- case GGL_PIXEL_FORMAT_RGBA_4444:
- // 0000,1111,0000,1111 | 0000,1111,0000,1111
- mask = 0x0F0F0F0F;
- shift = 12;
- prec = 4;
- break;
- case GGL_PIXEL_FORMAT_LA_88:
- // 0000,0000,1111,1111 | 0000,0000,1111,1111
- // AALL -> 00AA | 00LL
- mask = 0x00FF00FF;
- shift = 8;
- prec = 8;
- break;
- default:
- // unsupported format, do something sensical...
- ALOGE("Unsupported 16-bits texture format (%d)", tmu.format_idx);
- LDRH(AL, texel.reg, txPtr.reg);
- return;
- }
- const int adjust = FRAC_BITS*2 - prec;
- const int round = 0;
- // update the texel format
- texel.format.size = 4;
- texel.format.bitsPerPixel = 32;
- texel.flags |= CLEAR_HI|CLEAR_LO;
- for (int i=0 ; i<4 ; i++) {
- if (!texel.format.c[i].h) continue;
- const uint32_t offset = (mask & tmu.format.mask(i)) ? 0 : shift;
- texel.format.c[i].h = tmu.format.c[i].h + offset + prec;
- texel.format.c[i].l = texel.format.c[i].h - (tmu.format.bits(i) + prec);
- }
- // ------------------------
- // about ~40 cycles / pixel
- Scratch scratches(registerFile());
- int pixel= scratches.obtain();
- int d = scratches.obtain();
- int u = scratches.obtain();
- int k = scratches.obtain();
- // RB -> U * V
- int offset = pixel;
- CONTEXT_LOAD(offset, generated_vars.rt);
- CONTEXT_LOAD(u, generated_vars.lb);
- ADD(AL, 0, offset, offset, u);
- LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
- SMULBB(AL, u, U, V);
- ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
- build_and_immediate(pixel, pixel, mask, 32);
- if (adjust) {
- if (round)
- ADD(AL, 0, u, u, imm(1<<(adjust-1)));
- MOV(AL, 0, u, reg_imm(u, LSR, adjust));
- }
- MUL(AL, 0, d, pixel, u);
- RSB(AL, 0, k, u, imm(1<<prec));
-
- // LB -> (1-U) * V
- CONTEXT_LOAD(offset, generated_vars.lb);
- RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
- LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
- SMULBB(AL, u, U, V);
- ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
- build_and_immediate(pixel, pixel, mask, 32);
- if (adjust) {
- if (round)
- ADD(AL, 0, u, u, imm(1<<(adjust-1)));
- MOV(AL, 0, u, reg_imm(u, LSR, adjust));
- }
- MLA(AL, 0, d, pixel, u, d);
- SUB(AL, 0, k, k, u);
-
- // LT -> (1-U)*(1-V)
- RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
- LDRH(AL, pixel, txPtr.reg);
- SMULBB(AL, u, U, V);
- ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
- build_and_immediate(pixel, pixel, mask, 32);
- if (adjust) {
- if (round)
- ADD(AL, 0, u, u, imm(1<<(adjust-1)));
- MOV(AL, 0, u, reg_imm(u, LSR, adjust));
- }
- MLA(AL, 0, d, pixel, u, d);
- // RT -> U*(1-V)
- CONTEXT_LOAD(offset, generated_vars.rt);
- LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
- SUB(AL, 0, u, k, u);
- ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
- build_and_immediate(pixel, pixel, mask, 32);
- MLA(AL, 0, texel.reg, pixel, u, d);
- }
- void GGLAssembler::filter24(
- const fragment_parts_t& /*parts*/,
- pixel_t& texel, const texture_unit_t& /*tmu*/,
- int /*U*/, int /*V*/, pointer_t& txPtr,
- int /*FRAC_BITS*/)
- {
- // not supported yet (currently disabled)
- load(txPtr, texel, 0);
- }
- void GGLAssembler::filter32(
- const fragment_parts_t& /*parts*/,
- pixel_t& texel, const texture_unit_t& /*tmu*/,
- int U, int V, pointer_t& txPtr,
- int FRAC_BITS)
- {
- const int adjust = FRAC_BITS*2 - 8;
- const int round = 0;
- // ------------------------
- // about ~38 cycles / pixel
- Scratch scratches(registerFile());
-
- int pixel= scratches.obtain();
- int dh = scratches.obtain();
- int u = scratches.obtain();
- int k = scratches.obtain();
- int temp = scratches.obtain();
- int dl = scratches.obtain();
- int mask = scratches.obtain();
- MOV(AL, 0, mask, imm(0xFF));
- ORR(AL, 0, mask, mask, imm(0xFF0000));
- // RB -> U * V
- int offset = pixel;
- CONTEXT_LOAD(offset, generated_vars.rt);
- CONTEXT_LOAD(u, generated_vars.lb);
- ADD(AL, 0, offset, offset, u);
- LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
- SMULBB(AL, u, U, V);
- AND(AL, 0, temp, mask, pixel);
- if (adjust) {
- if (round)
- ADD(AL, 0, u, u, imm(1<<(adjust-1)));
- MOV(AL, 0, u, reg_imm(u, LSR, adjust));
- }
- MUL(AL, 0, dh, temp, u);
- AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
- MUL(AL, 0, dl, temp, u);
- RSB(AL, 0, k, u, imm(0x100));
- // LB -> (1-U) * V
- CONTEXT_LOAD(offset, generated_vars.lb);
- RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
- LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
- SMULBB(AL, u, U, V);
- AND(AL, 0, temp, mask, pixel);
- if (adjust) {
- if (round)
- ADD(AL, 0, u, u, imm(1<<(adjust-1)));
- MOV(AL, 0, u, reg_imm(u, LSR, adjust));
- }
- MLA(AL, 0, dh, temp, u, dh);
- AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
- MLA(AL, 0, dl, temp, u, dl);
- SUB(AL, 0, k, k, u);
- // LT -> (1-U)*(1-V)
- RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
- LDR(AL, pixel, txPtr.reg);
- SMULBB(AL, u, U, V);
- AND(AL, 0, temp, mask, pixel);
- if (adjust) {
- if (round)
- ADD(AL, 0, u, u, imm(1<<(adjust-1)));
- MOV(AL, 0, u, reg_imm(u, LSR, adjust));
- }
- MLA(AL, 0, dh, temp, u, dh);
- AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
- MLA(AL, 0, dl, temp, u, dl);
- // RT -> U*(1-V)
- CONTEXT_LOAD(offset, generated_vars.rt);
- LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
- SUB(AL, 0, u, k, u);
- AND(AL, 0, temp, mask, pixel);
- MLA(AL, 0, dh, temp, u, dh);
- AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
- MLA(AL, 0, dl, temp, u, dl);
- AND(AL, 0, dh, mask, reg_imm(dh, LSR, 8));
- AND(AL, 0, dl, dl, reg_imm(mask, LSL, 8));
- ORR(AL, 0, texel.reg, dh, dl);
- }
- void GGLAssembler::build_texture_environment(
- component_t& fragment,
- const fragment_parts_t& parts,
- int component,
- Scratch& regs)
- {
- const uint32_t component_mask = 1<<component;
- const bool multiTexture = mTextureMachine.activeUnits > 1;
- for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
- texture_unit_t& tmu = mTextureMachine.tmu[i];
- if (tmu.mask & component_mask) {
- // replace or modulate with this texture
- if ((tmu.replaced & component_mask) == 0) {
- // not replaced by a later tmu...
- Scratch scratches(registerFile());
- pixel_t texel(parts.texel[i]);
- if (multiTexture &&
- tmu.swrap == GGL_NEEDS_WRAP_11 &&
- tmu.twrap == GGL_NEEDS_WRAP_11)
- {
- texel.reg = scratches.obtain();
- texel.flags |= CORRUPTIBLE;
- comment("fetch texel (multitexture 1:1)");
- load(parts.coords[i].ptr, texel, WRITE_BACK);
- }
- component_t incoming(fragment);
- modify(fragment, regs);
-
- switch (tmu.env) {
- case GGL_REPLACE:
- extract(fragment, texel, component);
- break;
- case GGL_MODULATE:
- modulate(fragment, incoming, texel, component);
- break;
- case GGL_DECAL:
- decal(fragment, incoming, texel, component);
- break;
- case GGL_BLEND:
- blend(fragment, incoming, texel, component, i);
- break;
- case GGL_ADD:
- add(fragment, incoming, texel, component);
- break;
- }
- }
- }
- }
- }
- // ---------------------------------------------------------------------------
- void GGLAssembler::wrapping(
- int d,
- int coord, int size,
- int tx_wrap, int tx_linear)
- {
- // notes:
- // if tx_linear is set, we need 4 extra bits of precision on the result
- // SMULL/UMULL is 3 cycles
- Scratch scratches(registerFile());
- int c = coord;
- if (tx_wrap == GGL_NEEDS_WRAP_REPEAT) {
- // UMULL takes 4 cycles (interlocked), and we can get away with
- // 2 cycles using SMULWB, but we're loosing 16 bits of precision
- // out of 32 (this is not a problem because the iterator keeps
- // its full precision)
- // UMULL(AL, 0, size, d, c, size);
- // note: we can't use SMULTB because it's signed.
- MOV(AL, 0, d, reg_imm(c, LSR, 16-tx_linear));
- SMULWB(AL, d, d, size);
- } else if (tx_wrap == GGL_NEEDS_WRAP_CLAMP_TO_EDGE) {
- if (tx_linear) {
- // 1 cycle
- MOV(AL, 0, d, reg_imm(coord, ASR, 16-tx_linear));
- } else {
- // 4 cycles (common case)
- MOV(AL, 0, d, reg_imm(coord, ASR, 16));
- BIC(AL, 0, d, d, reg_imm(d, ASR, 31));
- CMP(AL, d, size);
- SUB(GE, 0, d, size, imm(1));
- }
- }
- }
- // ---------------------------------------------------------------------------
- void GGLAssembler::modulate(
- component_t& dest,
- const component_t& incoming,
- const pixel_t& incomingTexel, int component)
- {
- Scratch locals(registerFile());
- integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
- extract(texel, incomingTexel, component);
- const int Nt = texel.size();
- // Nt should always be less than 10 bits because it comes
- // from the TMU.
- int Ni = incoming.size();
- // Ni could be big because it comes from previous MODULATEs
- if (Nt == 1) {
- // texel acts as a bit-mask
- // dest = incoming & ((texel << incoming.h)-texel)
- RSB(AL, 0, dest.reg, texel.reg, reg_imm(texel.reg, LSL, incoming.h));
- AND(AL, 0, dest.reg, dest.reg, incoming.reg);
- dest.l = incoming.l;
- dest.h = incoming.h;
- dest.flags |= (incoming.flags & CLEAR_LO);
- } else if (Ni == 1) {
- MOV(AL, 0, dest.reg, reg_imm(incoming.reg, LSL, 31-incoming.h));
- AND(AL, 0, dest.reg, texel.reg, reg_imm(dest.reg, ASR, 31));
- dest.l = 0;
- dest.h = Nt;
- } else {
- int inReg = incoming.reg;
- int shift = incoming.l;
- if ((Nt + Ni) > 32) {
- // we will overflow, reduce the precision of Ni to 8 bits
- // (Note Nt cannot be more than 10 bits which happens with
- // 565 textures and GGL_LINEAR)
- shift += Ni-8;
- Ni = 8;
- }
- // modulate by the component with the lowest precision
- if (Nt >= Ni) {
- if (shift) {
- // XXX: we should be able to avoid this shift
- // when shift==16 && Nt<16 && Ni<16, in which
- // we could use SMULBT below.
- MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
- inReg = dest.reg;
- shift = 0;
- }
- // operation: (Cf*Ct)/((1<<Ni)-1)
- // approximated with: Cf*(Ct + Ct>>(Ni-1))>>Ni
- // this operation doesn't change texel's size
- ADD(AL, 0, dest.reg, inReg, reg_imm(inReg, LSR, Ni-1));
- if (Nt<16 && Ni<16) SMULBB(AL, dest.reg, texel.reg, dest.reg);
- else MUL(AL, 0, dest.reg, texel.reg, dest.reg);
- dest.l = Ni;
- dest.h = Nt + Ni;
- } else {
- if (shift && (shift != 16)) {
- // if shift==16, we can use 16-bits mul instructions later
- MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
- inReg = dest.reg;
- shift = 0;
- }
- // operation: (Cf*Ct)/((1<<Nt)-1)
- // approximated with: Ct*(Cf + Cf>>(Nt-1))>>Nt
- // this operation doesn't change incoming's size
- Scratch scratches(registerFile());
- int t = (texel.flags & CORRUPTIBLE) ? texel.reg : dest.reg;
- if (t == inReg)
- t = scratches.obtain();
- ADD(AL, 0, t, texel.reg, reg_imm(texel.reg, LSR, Nt-1));
- if (Nt<16 && Ni<16) {
- if (shift==16) SMULBT(AL, dest.reg, t, inReg);
- else SMULBB(AL, dest.reg, t, inReg);
- } else MUL(AL, 0, dest.reg, t, inReg);
- dest.l = Nt;
- dest.h = Nt + Ni;
- }
- // low bits are not valid
- dest.flags |= CLEAR_LO;
- // no need to keep more than 8 bits/component
- if (dest.size() > 8)
- dest.l = dest.h-8;
- }
- }
- void GGLAssembler::decal(
- component_t& dest,
- const component_t& incoming,
- const pixel_t& incomingTexel, int component)
- {
- // RGBA:
- // Cv = Cf*(1 - At) + Ct*At = Cf + (Ct - Cf)*At
- // Av = Af
- Scratch locals(registerFile());
- integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
- integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
- extract(texel, incomingTexel, component);
- extract(factor, incomingTexel, GGLFormat::ALPHA);
- // no need to keep more than 8-bits for decal
- int Ni = incoming.size();
- int shift = incoming.l;
- if (Ni > 8) {
- shift += Ni-8;
- Ni = 8;
- }
- integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
- if (shift) {
- MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
- incomingNorm.reg = dest.reg;
- incomingNorm.flags |= CORRUPTIBLE;
- }
- ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
- build_blendOneMinusFF(dest, factor, incomingNorm, texel);
- }
- void GGLAssembler::blend(
- component_t& dest,
- const component_t& incoming,
- const pixel_t& incomingTexel, int component, int tmu)
- {
- // RGBA:
- // Cv = (1 - Ct)*Cf + Ct*Cc = Cf + (Cc - Cf)*Ct
- // Av = At*Af
- if (component == GGLFormat::ALPHA) {
- modulate(dest, incoming, incomingTexel, component);
- return;
- }
-
- Scratch locals(registerFile());
- integer_t color(locals.obtain(), 8, CORRUPTIBLE);
- integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
- LDRB(AL, color.reg, mBuilderContext.Rctx,
- immed12_pre(GGL_OFFSETOF(state.texture[tmu].env_color[component])));
- extract(factor, incomingTexel, component);
- // no need to keep more than 8-bits for blend
- int Ni = incoming.size();
- int shift = incoming.l;
- if (Ni > 8) {
- shift += Ni-8;
- Ni = 8;
- }
- integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
- if (shift) {
- MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
- incomingNorm.reg = dest.reg;
- incomingNorm.flags |= CORRUPTIBLE;
- }
- ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
- build_blendOneMinusFF(dest, factor, incomingNorm, color);
- }
- void GGLAssembler::add(
- component_t& dest,
- const component_t& incoming,
- const pixel_t& incomingTexel, int component)
- {
- // RGBA:
- // Cv = Cf + Ct;
- Scratch locals(registerFile());
-
- component_t incomingTemp(incoming);
- // use "dest" as a temporary for extracting the texel, unless "dest"
- // overlaps "incoming".
- integer_t texel(dest.reg, 32, CORRUPTIBLE);
- if (dest.reg == incomingTemp.reg)
- texel.reg = locals.obtain();
- extract(texel, incomingTexel, component);
- if (texel.s < incomingTemp.size()) {
- expand(texel, texel, incomingTemp.size());
- } else if (texel.s > incomingTemp.size()) {
- if (incomingTemp.flags & CORRUPTIBLE) {
- expand(incomingTemp, incomingTemp, texel.s);
- } else {
- incomingTemp.reg = locals.obtain();
- expand(incomingTemp, incoming, texel.s);
- }
- }
- if (incomingTemp.l) {
- ADD(AL, 0, dest.reg, texel.reg,
- reg_imm(incomingTemp.reg, LSR, incomingTemp.l));
- } else {
- ADD(AL, 0, dest.reg, texel.reg, incomingTemp.reg);
- }
- dest.l = 0;
- dest.h = texel.size();
- component_sat(dest);
- }
- // ----------------------------------------------------------------------------
- }; // namespace android
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