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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 #define LOG_TAG "pixelflinger-code"
     19 
     20 #include <assert.h>
     21 #include <stdint.h>
     22 #include <stdio.h>
     23 #include <stdlib.h>
     24 #include <sys/types.h>
     25 
     26 #include <log/log.h>
     27 
     28 #include "GGLAssembler.h"
     29 
     30 namespace android {
     31 
     32 // ---------------------------------------------------------------------------
     33 
     34 // iterators are initialized like this:
     35 // (intToFixedCenter(x) * dx)>>16 + x0
     36 // ((x<<16 + 0x8000) * dx)>>16 + x0
     37 // ((x<<16)*dx + (0x8000*dx))>>16 + x0
     38 // ( (x*dx) + dx>>1 ) + x0
     39 // (x*dx) + (dx>>1 + x0)
     40 
     41 void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x)
     42 {
     43     context_t const* c = mBuilderContext.c;
     44     const needs_t& needs = mBuilderContext.needs;
     45 
     46     if (mSmooth) {
     47         // NOTE: we could take this case in the mDithering + !mSmooth case,
     48         // but this would use up to 4 more registers for the color components
     49         // for only a little added quality.
     50         // Currently, this causes the system to run out of registers in
     51         // some case (see issue #719496)
     52 
     53         comment("compute initial iterated color (smooth and/or dither case)");
     54 
     55         parts.iterated_packed = 0;
     56         parts.packed = 0;
     57 
     58         // 0x1: color component
     59         // 0x2: iterators
     60         const int optReload = mOptLevel >> 1;
     61         if (optReload >= 3)         parts.reload = 0; // reload nothing
     62         else if (optReload == 2)    parts.reload = 2; // reload iterators
     63         else if (optReload == 1)    parts.reload = 1; // reload colors
     64         else if (optReload <= 0)    parts.reload = 3; // reload both
     65 
     66         if (!mSmooth) {
     67             // we're not smoothing (just dithering), we never have to
     68             // reload the iterators
     69             parts.reload &= ~2;
     70         }
     71 
     72         Scratch scratches(registerFile());
     73         const int t0 = (parts.reload & 1) ? scratches.obtain() : 0;
     74         const int t1 = (parts.reload & 2) ? scratches.obtain() : 0;
     75         for (int i=0 ; i<4 ; i++) {
     76             if (!mInfo[i].iterated)
     77                 continue;
     78 
     79             // this component exists in the destination and is not replaced
     80             // by a texture unit.
     81             const int c = (parts.reload & 1) ? t0 : obtainReg();
     82             if (i==0) CONTEXT_LOAD(c, iterators.ydady);
     83             if (i==1) CONTEXT_LOAD(c, iterators.ydrdy);
     84             if (i==2) CONTEXT_LOAD(c, iterators.ydgdy);
     85             if (i==3) CONTEXT_LOAD(c, iterators.ydbdy);
     86             parts.argb[i].reg = c;
     87 
     88             if (mInfo[i].smooth) {
     89                 parts.argb_dx[i].reg = (parts.reload & 2) ? t1 : obtainReg();
     90                 const int dvdx = parts.argb_dx[i].reg;
     91                 CONTEXT_LOAD(dvdx, generated_vars.argb[i].dx);
     92                 MLA(AL, 0, c, x.reg, dvdx, c);
     93 
     94                 // adjust the color iterator to make sure it won't overflow
     95                 if (!mAA) {
     96                     // this is not needed when we're using anti-aliasing
     97                     // because we will (have to) clamp the components
     98                     // anyway.
     99                     int end = scratches.obtain();
    100                     MOV(AL, 0, end, reg_imm(parts.count.reg, LSR, 16));
    101                     MLA(AL, 1, end, dvdx, end, c);
    102                     SUB(MI, 0, c, c, end);
    103                     BIC(AL, 0, c, c, reg_imm(c, ASR, 31));
    104                     scratches.recycle(end);
    105                 }
    106             }
    107 
    108             if (parts.reload & 1) {
    109                 CONTEXT_STORE(c, generated_vars.argb[i].c);
    110             }
    111         }
    112     } else {
    113         // We're not smoothed, so we can
    114         // just use a packed version of the color and extract the
    115         // components as needed (or not at all if we don't blend)
    116 
    117         // figure out if we need the iterated color
    118         int load = 0;
    119         for (int i=0 ; i<4 ; i++) {
    120             component_info_t& info = mInfo[i];
    121             if ((info.inDest || info.needed) && !info.replaced)
    122                 load |= 1;
    123         }
    124 
    125         parts.iterated_packed = 1;
    126         parts.packed = (!mTextureMachine.mask && !mBlending
    127                 && !mFog && !mDithering);
    128         parts.reload = 0;
    129         if (load || parts.packed) {
    130             if (mBlending || mDithering || mInfo[GGLFormat::ALPHA].needed) {
    131                 comment("load initial iterated color (8888 packed)");
    132                 parts.iterated.setTo(obtainReg(),
    133                         &(c->formats[GGL_PIXEL_FORMAT_RGBA_8888]));
    134                 CONTEXT_LOAD(parts.iterated.reg, packed8888);
    135             } else {
    136                 comment("load initial iterated color (dest format packed)");
    137 
    138                 parts.iterated.setTo(obtainReg(), &mCbFormat);
    139 
    140                 // pre-mask the iterated color
    141                 const int bits = parts.iterated.size();
    142                 const uint32_t size = ((bits>=32) ? 0 : (1LU << bits)) - 1;
    143                 uint32_t mask = 0;
    144                 if (mMasking) {
    145                     for (int i=0 ; i<4 ; i++) {
    146                         const int component_mask = 1<<i;
    147                         const int h = parts.iterated.format.c[i].h;
    148                         const int l = parts.iterated.format.c[i].l;
    149                         if (h && (!(mMasking & component_mask))) {
    150                             mask |= ((1<<(h-l))-1) << l;
    151                         }
    152                     }
    153                 }
    154 
    155                 if (mMasking && ((mask & size)==0)) {
    156                     // none of the components are present in the mask
    157                 } else {
    158                     CONTEXT_LOAD(parts.iterated.reg, packed);
    159                     if (mCbFormat.size == 1) {
    160                         AND(AL, 0, parts.iterated.reg,
    161                                 parts.iterated.reg, imm(0xFF));
    162                     } else if (mCbFormat.size == 2) {
    163                         MOV(AL, 0, parts.iterated.reg,
    164                                 reg_imm(parts.iterated.reg, LSR, 16));
    165                     }
    166                 }
    167 
    168                 // pre-mask the iterated color
    169                 if (mMasking) {
    170                     build_and_immediate(parts.iterated.reg, parts.iterated.reg,
    171                             mask, bits);
    172                 }
    173             }
    174         }
    175     }
    176 }
    177 
    178 void GGLAssembler::build_iterated_color(
    179         component_t& fragment,
    180         const fragment_parts_t& parts,
    181         int component,
    182         Scratch& regs)
    183 {
    184     fragment.setTo( regs.obtain(), 0, 32, CORRUPTIBLE);
    185 
    186     if (!mInfo[component].iterated)
    187         return;
    188 
    189     if (parts.iterated_packed) {
    190         // iterated colors are packed, extract the one we need
    191         extract(fragment, parts.iterated, component);
    192     } else {
    193         fragment.h = GGL_COLOR_BITS;
    194         fragment.l = GGL_COLOR_BITS - 8;
    195         fragment.flags |= CLEAR_LO;
    196         // iterated colors are held in their own register,
    197         // (smooth and/or dithering case)
    198         if (parts.reload==3) {
    199             // this implies mSmooth
    200             Scratch scratches(registerFile());
    201             int dx = scratches.obtain();
    202             CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
    203             CONTEXT_LOAD(dx, generated_vars.argb[component].dx);
    204             ADD(AL, 0, dx, fragment.reg, dx);
    205             CONTEXT_STORE(dx, generated_vars.argb[component].c);
    206         } else if (parts.reload & 1) {
    207             CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
    208         } else {
    209             // we don't reload, so simply rename the register and mark as
    210             // non CORRUPTIBLE so that the texture env or blending code
    211             // won't modify this (renamed) register
    212             regs.recycle(fragment.reg);
    213             fragment.reg = parts.argb[component].reg;
    214             fragment.flags &= ~CORRUPTIBLE;
    215         }
    216         if (mInfo[component].smooth && mAA) {
    217             // when using smooth shading AND anti-aliasing, we need to clamp
    218             // the iterators because there is always an extra pixel on the
    219             // edges, which most of the time will cause an overflow
    220             // (since technically its outside of the domain).
    221             BIC(AL, 0, fragment.reg, fragment.reg,
    222                     reg_imm(fragment.reg, ASR, 31));
    223             component_sat(fragment);
    224         }
    225     }
    226 }
    227 
    228 // ---------------------------------------------------------------------------
    229 
    230 void GGLAssembler::decodeLogicOpNeeds(const needs_t& needs)
    231 {
    232     // gather some informations about the components we need to process...
    233     const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;
    234     switch(opcode) {
    235     case GGL_COPY:
    236         mLogicOp = 0;
    237         break;
    238     case GGL_CLEAR:
    239     case GGL_SET:
    240         mLogicOp = LOGIC_OP;
    241         break;
    242     case GGL_AND:
    243     case GGL_AND_REVERSE:
    244     case GGL_AND_INVERTED:
    245     case GGL_XOR:
    246     case GGL_OR:
    247     case GGL_NOR:
    248     case GGL_EQUIV:
    249     case GGL_OR_REVERSE:
    250     case GGL_OR_INVERTED:
    251     case GGL_NAND:
    252         mLogicOp = LOGIC_OP|LOGIC_OP_SRC|LOGIC_OP_DST;
    253         break;
    254     case GGL_NOOP:
    255     case GGL_INVERT:
    256         mLogicOp = LOGIC_OP|LOGIC_OP_DST;
    257         break;
    258     case GGL_COPY_INVERTED:
    259         mLogicOp = LOGIC_OP|LOGIC_OP_SRC;
    260         break;
    261     };
    262 }
    263 
    264 void GGLAssembler::decodeTMUNeeds(const needs_t& needs, context_t const* c)
    265 {
    266     uint8_t replaced=0;
    267     mTextureMachine.mask = 0;
    268     mTextureMachine.activeUnits = 0;
    269     for (int i=GGL_TEXTURE_UNIT_COUNT-1 ; i>=0 ; i--) {
    270         texture_unit_t& tmu = mTextureMachine.tmu[i];
    271         if (replaced == 0xF) {
    272             // all components are replaced, skip this TMU.
    273             tmu.format_idx = 0;
    274             tmu.mask = 0;
    275             tmu.replaced = replaced;
    276             continue;
    277         }
    278         tmu.format_idx = GGL_READ_NEEDS(T_FORMAT, needs.t[i]);
    279         tmu.format = c->formats[tmu.format_idx];
    280         tmu.bits = tmu.format.size*8;
    281         tmu.swrap = GGL_READ_NEEDS(T_S_WRAP, needs.t[i]);
    282         tmu.twrap = GGL_READ_NEEDS(T_T_WRAP, needs.t[i]);
    283         tmu.env = ggl_needs_to_env(GGL_READ_NEEDS(T_ENV, needs.t[i]));
    284         tmu.pot = GGL_READ_NEEDS(T_POT, needs.t[i]);
    285         tmu.linear = GGL_READ_NEEDS(T_LINEAR, needs.t[i])
    286                 && tmu.format.size!=3; // XXX: only 8, 16 and 32 modes for now
    287 
    288         // 5551 linear filtering is not supported
    289         if (tmu.format_idx == GGL_PIXEL_FORMAT_RGBA_5551)
    290             tmu.linear = 0;
    291 
    292         tmu.mask = 0;
    293         tmu.replaced = replaced;
    294 
    295         if (tmu.format_idx) {
    296             mTextureMachine.activeUnits++;
    297             if (tmu.format.c[0].h)    tmu.mask |= 0x1;
    298             if (tmu.format.c[1].h)    tmu.mask |= 0x2;
    299             if (tmu.format.c[2].h)    tmu.mask |= 0x4;
    300             if (tmu.format.c[3].h)    tmu.mask |= 0x8;
    301             if (tmu.env == GGL_REPLACE) {
    302                 replaced |= tmu.mask;
    303             } else if (tmu.env == GGL_DECAL) {
    304                 if (!tmu.format.c[GGLFormat::ALPHA].h) {
    305                     // if we don't have alpha, decal does nothing
    306                     tmu.mask = 0;
    307                 } else {
    308                     // decal always ignores At
    309                     tmu.mask &= ~(1<<GGLFormat::ALPHA);
    310                 }
    311             }
    312         }
    313         mTextureMachine.mask |= tmu.mask;
    314         //printf("%d: mask=%08lx, replaced=%08lx\n",
    315         //    i, int(tmu.mask), int(tmu.replaced));
    316     }
    317     mTextureMachine.replaced = replaced;
    318     mTextureMachine.directTexture = 0;
    319     //printf("replaced=%08lx\n", mTextureMachine.replaced);
    320 }
    321 
    322 
    323 void GGLAssembler::init_textures(
    324         tex_coord_t* coords,
    325         const reg_t& x, const reg_t& y)
    326 {
    327     context_t const* c = mBuilderContext.c;
    328     const needs_t& needs = mBuilderContext.needs;
    329     int Rctx = mBuilderContext.Rctx;
    330     int Rx = x.reg;
    331     int Ry = y.reg;
    332 
    333     if (mTextureMachine.mask) {
    334         comment("compute texture coordinates");
    335     }
    336 
    337     // init texture coordinates for each tmu
    338     const int cb_format_idx = GGL_READ_NEEDS(CB_FORMAT, needs.n);
    339     const bool multiTexture = mTextureMachine.activeUnits > 1;
    340     for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
    341         const texture_unit_t& tmu = mTextureMachine.tmu[i];
    342         if (tmu.format_idx == 0)
    343             continue;
    344         if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
    345             (tmu.twrap == GGL_NEEDS_WRAP_11))
    346         {
    347             // 1:1 texture
    348             pointer_t& txPtr = coords[i].ptr;
    349             txPtr.setTo(obtainReg(), tmu.bits);
    350             CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydsdy);
    351             ADD(AL, 0, Rx, Rx, reg_imm(txPtr.reg, ASR, 16));    // x += (s>>16)
    352             CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydtdy);
    353             ADD(AL, 0, Ry, Ry, reg_imm(txPtr.reg, ASR, 16));    // y += (t>>16)
    354             // merge base & offset
    355             CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].stride);
    356             SMLABB(AL, Rx, Ry, txPtr.reg, Rx);               // x+y*stride
    357             CONTEXT_ADDR_LOAD(txPtr.reg, generated_vars.texture[i].data);
    358             base_offset(txPtr, txPtr, Rx);
    359         } else {
    360             Scratch scratches(registerFile());
    361             reg_t& s = coords[i].s;
    362             reg_t& t = coords[i].t;
    363             // s = (x * dsdx)>>16 + ydsdy
    364             // s = (x * dsdx)>>16 + (y*dsdy)>>16 + s0
    365             // t = (x * dtdx)>>16 + ydtdy
    366             // t = (x * dtdx)>>16 + (y*dtdy)>>16 + t0
    367             s.setTo(obtainReg());
    368             t.setTo(obtainReg());
    369             const int need_w = GGL_READ_NEEDS(W, needs.n);
    370             if (need_w) {
    371                 CONTEXT_LOAD(s.reg, state.texture[i].iterators.ydsdy);
    372                 CONTEXT_LOAD(t.reg, state.texture[i].iterators.ydtdy);
    373             } else {
    374                 int ydsdy = scratches.obtain();
    375                 int ydtdy = scratches.obtain();
    376                 CONTEXT_LOAD(s.reg, generated_vars.texture[i].dsdx);
    377                 CONTEXT_LOAD(ydsdy, state.texture[i].iterators.ydsdy);
    378                 CONTEXT_LOAD(t.reg, generated_vars.texture[i].dtdx);
    379                 CONTEXT_LOAD(ydtdy, state.texture[i].iterators.ydtdy);
    380                 MLA(AL, 0, s.reg, Rx, s.reg, ydsdy);
    381                 MLA(AL, 0, t.reg, Rx, t.reg, ydtdy);
    382             }
    383 
    384             if ((mOptLevel&1)==0) {
    385                 CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
    386                 CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
    387                 recycleReg(s.reg);
    388                 recycleReg(t.reg);
    389             }
    390         }
    391 
    392         // direct texture?
    393         if (!multiTexture && !mBlending && !mDithering && !mFog &&
    394             cb_format_idx == tmu.format_idx && !tmu.linear &&
    395             mTextureMachine.replaced == tmu.mask)
    396         {
    397                 mTextureMachine.directTexture = i + 1;
    398         }
    399     }
    400 }
    401 
    402 void GGLAssembler::build_textures(  fragment_parts_t& parts,
    403                                     Scratch& regs)
    404 {
    405     context_t const* c = mBuilderContext.c;
    406     const needs_t& needs = mBuilderContext.needs;
    407     int Rctx = mBuilderContext.Rctx;
    408 
    409     // We don't have a way to spill registers automatically
    410     // spill depth and AA regs, when we know we may have to.
    411     // build the spill list...
    412     uint32_t spill_list = 0;
    413     for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
    414         const texture_unit_t& tmu = mTextureMachine.tmu[i];
    415         if (tmu.format_idx == 0)
    416             continue;
    417         if (tmu.linear) {
    418             // we may run out of register if we have linear filtering
    419             // at 1 or 4 bytes / pixel on any texture unit.
    420             if (tmu.format.size == 1) {
    421                 // if depth and AA enabled, we'll run out of 1 register
    422                 if (parts.z.reg > 0 && parts.covPtr.reg > 0)
    423                     spill_list |= 1<<parts.covPtr.reg;
    424             }
    425             if (tmu.format.size == 4) {
    426                 // if depth or AA enabled, we'll run out of 1 or 2 registers
    427                 if (parts.z.reg > 0)
    428                     spill_list |= 1<<parts.z.reg;
    429                 if (parts.covPtr.reg > 0)
    430                     spill_list |= 1<<parts.covPtr.reg;
    431             }
    432         }
    433     }
    434 
    435     Spill spill(registerFile(), *this, spill_list);
    436 
    437     const bool multiTexture = mTextureMachine.activeUnits > 1;
    438     for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
    439         const texture_unit_t& tmu = mTextureMachine.tmu[i];
    440         if (tmu.format_idx == 0)
    441             continue;
    442 
    443         pointer_t& txPtr = parts.coords[i].ptr;
    444         pixel_t& texel = parts.texel[i];
    445 
    446         // repeat...
    447         if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
    448             (tmu.twrap == GGL_NEEDS_WRAP_11))
    449         { // 1:1 textures
    450             comment("fetch texel");
    451             texel.setTo(regs.obtain(), &tmu.format);
    452             load(txPtr, texel, WRITE_BACK);
    453         } else {
    454             Scratch scratches(registerFile());
    455             reg_t& s = parts.coords[i].s;
    456             reg_t& t = parts.coords[i].t;
    457             if ((mOptLevel&1)==0) {
    458                 comment("reload s/t (multitexture or linear filtering)");
    459                 s.reg = scratches.obtain();
    460                 t.reg = scratches.obtain();
    461                 CONTEXT_LOAD(s.reg, generated_vars.texture[i].spill[0]);
    462                 CONTEXT_LOAD(t.reg, generated_vars.texture[i].spill[1]);
    463             }
    464 
    465             if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
    466                 return;
    467 
    468             comment("compute repeat/clamp");
    469             int u       = scratches.obtain();
    470             int v       = scratches.obtain();
    471             int width   = scratches.obtain();
    472             int height  = scratches.obtain();
    473             int U = 0;
    474             int V = 0;
    475 
    476             if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
    477                 return;
    478 
    479             CONTEXT_LOAD(width,  generated_vars.texture[i].width);
    480             CONTEXT_LOAD(height, generated_vars.texture[i].height);
    481 
    482             int FRAC_BITS = 0;
    483             if (tmu.linear) {
    484                 // linear interpolation
    485                 if (tmu.format.size == 1) {
    486                     // for 8-bits textures, we can afford
    487                     // 7 bits of fractional precision at no
    488                     // additional cost (we can't do 8 bits
    489                     // because filter8 uses signed 16 bits muls)
    490                     FRAC_BITS = 7;
    491                 } else if (tmu.format.size == 2) {
    492                     // filter16() is internally limited to 4 bits, so:
    493                     // FRAC_BITS=2 generates less instructions,
    494                     // FRAC_BITS=3,4,5 creates unpleasant artifacts,
    495                     // FRAC_BITS=6+ looks good
    496                     FRAC_BITS = 6;
    497                 } else if (tmu.format.size == 4) {
    498                     // filter32() is internally limited to 8 bits, so:
    499                     // FRAC_BITS=4 looks good
    500                     // FRAC_BITS=5+ looks better, but generates 3 extra ipp
    501                     FRAC_BITS = 6;
    502                 } else {
    503                     // for all other cases we use 4 bits.
    504                     FRAC_BITS = 4;
    505                 }
    506             }
    507             wrapping(u, s.reg, width,  tmu.swrap, FRAC_BITS);
    508             wrapping(v, t.reg, height, tmu.twrap, FRAC_BITS);
    509 
    510             if (tmu.linear) {
    511                 comment("compute linear filtering offsets");
    512                 // pixel size scale
    513                 const int shift = 31 - gglClz(tmu.format.size);
    514                 U = scratches.obtain();
    515                 V = scratches.obtain();
    516 
    517                 if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
    518                     return;
    519 
    520                 // sample the texel center
    521                 SUB(AL, 0, u, u, imm(1<<(FRAC_BITS-1)));
    522                 SUB(AL, 0, v, v, imm(1<<(FRAC_BITS-1)));
    523 
    524                 // get the fractionnal part of U,V
    525                 AND(AL, 0, U, u, imm((1<<FRAC_BITS)-1));
    526                 AND(AL, 0, V, v, imm((1<<FRAC_BITS)-1));
    527 
    528                 // compute width-1 and height-1
    529                 SUB(AL, 0, width,  width,  imm(1));
    530                 SUB(AL, 0, height, height, imm(1));
    531 
    532                 // get the integer part of U,V and clamp/wrap
    533                 // and compute offset to the next texel
    534                 if (tmu.swrap == GGL_NEEDS_WRAP_REPEAT) {
    535                     // u has already been REPEATed
    536                     MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
    537                     MOV(MI, 0, u, width);
    538                     CMP(AL, u, width);
    539                     MOV(LT, 0, width, imm(1 << shift));
    540                     if (shift)
    541                         MOV(GE, 0, width, reg_imm(width, LSL, shift));
    542                     RSB(GE, 0, width, width, imm(0));
    543                 } else {
    544                     // u has not been CLAMPed yet
    545                     // algorithm:
    546                     // if ((u>>4) >= width)
    547                     //      u = width<<4
    548                     //      width = 0
    549                     // else
    550                     //      width = 1<<shift
    551                     // u = u>>4; // get integer part
    552                     // if (u<0)
    553                     //      u = 0
    554                     //      width = 0
    555                     // generated_vars.rt = width
    556 
    557                     CMP(AL, width, reg_imm(u, ASR, FRAC_BITS));
    558                     MOV(LE, 0, u, reg_imm(width, LSL, FRAC_BITS));
    559                     MOV(LE, 0, width, imm(0));
    560                     MOV(GT, 0, width, imm(1 << shift));
    561                     MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
    562                     MOV(MI, 0, u, imm(0));
    563                     MOV(MI, 0, width, imm(0));
    564                 }
    565                 CONTEXT_STORE(width, generated_vars.rt);
    566 
    567                 const int stride = width;
    568                 CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
    569                 if (tmu.twrap == GGL_NEEDS_WRAP_REPEAT) {
    570                     // v has already been REPEATed
    571                     MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
    572                     MOV(MI, 0, v, height);
    573                     CMP(AL, v, height);
    574                     MOV(LT, 0, height, imm(1 << shift));
    575                     if (shift)
    576                         MOV(GE, 0, height, reg_imm(height, LSL, shift));
    577                     RSB(GE, 0, height, height, imm(0));
    578                     MUL(AL, 0, height, stride, height);
    579                 } else {
    580                     // v has not been CLAMPed yet
    581                     CMP(AL, height, reg_imm(v, ASR, FRAC_BITS));
    582                     MOV(LE, 0, v, reg_imm(height, LSL, FRAC_BITS));
    583                     MOV(LE, 0, height, imm(0));
    584                     if (shift) {
    585                         MOV(GT, 0, height, reg_imm(stride, LSL, shift));
    586                     } else {
    587                         MOV(GT, 0, height, stride);
    588                     }
    589                     MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
    590                     MOV(MI, 0, v, imm(0));
    591                     MOV(MI, 0, height, imm(0));
    592                 }
    593                 CONTEXT_STORE(height, generated_vars.lb);
    594             }
    595 
    596             scratches.recycle(width);
    597             scratches.recycle(height);
    598 
    599             // iterate texture coordinates...
    600             comment("iterate s,t");
    601             int dsdx = scratches.obtain();
    602             int dtdx = scratches.obtain();
    603 
    604             if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
    605                 return;
    606 
    607             CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
    608             CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
    609             ADD(AL, 0, s.reg, s.reg, dsdx);
    610             ADD(AL, 0, t.reg, t.reg, dtdx);
    611             if ((mOptLevel&1)==0) {
    612                 CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
    613                 CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
    614                 scratches.recycle(s.reg);
    615                 scratches.recycle(t.reg);
    616             }
    617             scratches.recycle(dsdx);
    618             scratches.recycle(dtdx);
    619 
    620             // merge base & offset...
    621             comment("merge base & offset");
    622             texel.setTo(regs.obtain(), &tmu.format);
    623             txPtr.setTo(texel.reg, tmu.bits);
    624             int stride = scratches.obtain();
    625 
    626             if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
    627                 return;
    628 
    629             CONTEXT_LOAD(stride,    generated_vars.texture[i].stride);
    630             CONTEXT_ADDR_LOAD(txPtr.reg, generated_vars.texture[i].data);
    631             SMLABB(AL, u, v, stride, u);    // u+v*stride
    632             base_offset(txPtr, txPtr, u);
    633 
    634             // load texel
    635             if (!tmu.linear) {
    636                 comment("fetch texel");
    637                 load(txPtr, texel, 0);
    638             } else {
    639                 // recycle registers we don't need anymore
    640                 scratches.recycle(u);
    641                 scratches.recycle(v);
    642                 scratches.recycle(stride);
    643 
    644                 comment("fetch texel, bilinear");
    645                 switch (tmu.format.size) {
    646                 case 1:  filter8(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
    647                 case 2: filter16(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
    648                 case 3: filter24(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
    649                 case 4: filter32(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
    650                 }
    651             }
    652         }
    653     }
    654 }
    655 
    656 void GGLAssembler::build_iterate_texture_coordinates(
    657     const fragment_parts_t& parts)
    658 {
    659     const bool multiTexture = mTextureMachine.activeUnits > 1;
    660     for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
    661         const texture_unit_t& tmu = mTextureMachine.tmu[i];
    662         if (tmu.format_idx == 0)
    663             continue;
    664 
    665         if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
    666             (tmu.twrap == GGL_NEEDS_WRAP_11))
    667         { // 1:1 textures
    668             const pointer_t& txPtr = parts.coords[i].ptr;
    669             ADD(AL, 0, txPtr.reg, txPtr.reg, imm(txPtr.size>>3));
    670         } else {
    671             Scratch scratches(registerFile());
    672             int s = parts.coords[i].s.reg;
    673             int t = parts.coords[i].t.reg;
    674             if ((mOptLevel&1)==0) {
    675                 s = scratches.obtain();
    676                 t = scratches.obtain();
    677                 CONTEXT_LOAD(s, generated_vars.texture[i].spill[0]);
    678                 CONTEXT_LOAD(t, generated_vars.texture[i].spill[1]);
    679             }
    680             int dsdx = scratches.obtain();
    681             int dtdx = scratches.obtain();
    682             CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
    683             CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
    684             ADD(AL, 0, s, s, dsdx);
    685             ADD(AL, 0, t, t, dtdx);
    686             if ((mOptLevel&1)==0) {
    687                 CONTEXT_STORE(s, generated_vars.texture[i].spill[0]);
    688                 CONTEXT_STORE(t, generated_vars.texture[i].spill[1]);
    689             }
    690         }
    691     }
    692 }
    693 
    694 void GGLAssembler::filter8(
    695         const fragment_parts_t& /*parts*/,
    696         pixel_t& texel, const texture_unit_t& tmu,
    697         int U, int V, pointer_t& txPtr,
    698         int FRAC_BITS)
    699 {
    700     if (tmu.format.components != GGL_ALPHA &&
    701         tmu.format.components != GGL_LUMINANCE)
    702     {
    703         // this is a packed format, and we don't support
    704         // linear filtering (it's probably RGB 332)
    705         // Should not happen with OpenGL|ES
    706         LDRB(AL, texel.reg, txPtr.reg);
    707         return;
    708     }
    709 
    710     // ------------------------
    711     // about ~22 cycles / pixel
    712     Scratch scratches(registerFile());
    713 
    714     int pixel= scratches.obtain();
    715     int d    = scratches.obtain();
    716     int u    = scratches.obtain();
    717     int k    = scratches.obtain();
    718     int rt   = scratches.obtain();
    719     int lb   = scratches.obtain();
    720 
    721     // RB -> U * V
    722 
    723     CONTEXT_LOAD(rt, generated_vars.rt);
    724     CONTEXT_LOAD(lb, generated_vars.lb);
    725 
    726     int offset = pixel;
    727     ADD(AL, 0, offset, lb, rt);
    728     LDRB(AL, pixel, txPtr.reg, reg_scale_pre(offset));
    729     SMULBB(AL, u, U, V);
    730     SMULBB(AL, d, pixel, u);
    731     RSB(AL, 0, k, u, imm(1<<(FRAC_BITS*2)));
    732 
    733     // LB -> (1-U) * V
    734     RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
    735     LDRB(AL, pixel, txPtr.reg, reg_scale_pre(lb));
    736     SMULBB(AL, u, U, V);
    737     SMLABB(AL, d, pixel, u, d);
    738     SUB(AL, 0, k, k, u);
    739 
    740     // LT -> (1-U)*(1-V)
    741     RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
    742     LDRB(AL, pixel, txPtr.reg);
    743     SMULBB(AL, u, U, V);
    744     SMLABB(AL, d, pixel, u, d);
    745 
    746     // RT -> U*(1-V)
    747     LDRB(AL, pixel, txPtr.reg, reg_scale_pre(rt));
    748     SUB(AL, 0, u, k, u);
    749     SMLABB(AL, texel.reg, pixel, u, d);
    750 
    751     for (int i=0 ; i<4 ; i++) {
    752         if (!texel.format.c[i].h) continue;
    753         texel.format.c[i].h = FRAC_BITS*2+8;
    754         texel.format.c[i].l = FRAC_BITS*2; // keeping 8 bits in enough
    755     }
    756     texel.format.size = 4;
    757     texel.format.bitsPerPixel = 32;
    758     texel.flags |= CLEAR_LO;
    759 }
    760 
    761 void GGLAssembler::filter16(
    762         const fragment_parts_t& /*parts*/,
    763         pixel_t& texel, const texture_unit_t& tmu,
    764         int U, int V, pointer_t& txPtr,
    765         int FRAC_BITS)
    766 {
    767     // compute the mask
    768     // XXX: it would be nice if the mask below could be computed
    769     // automatically.
    770     uint32_t mask = 0;
    771     int shift = 0;
    772     int prec = 0;
    773     switch (tmu.format_idx) {
    774         case GGL_PIXEL_FORMAT_RGB_565:
    775             // source: 00000ggg.ggg00000 | rrrrr000.000bbbbb
    776             // result: gggggggg.gggrrrrr | rrrrr0bb.bbbbbbbb
    777             mask = 0x07E0F81F;
    778             shift = 16;
    779             prec = 5;
    780             break;
    781         case GGL_PIXEL_FORMAT_RGBA_4444:
    782             // 0000,1111,0000,1111 | 0000,1111,0000,1111
    783             mask = 0x0F0F0F0F;
    784             shift = 12;
    785             prec = 4;
    786             break;
    787         case GGL_PIXEL_FORMAT_LA_88:
    788             // 0000,0000,1111,1111 | 0000,0000,1111,1111
    789             // AALL -> 00AA | 00LL
    790             mask = 0x00FF00FF;
    791             shift = 8;
    792             prec = 8;
    793             break;
    794         default:
    795             // unsupported format, do something sensical...
    796             ALOGE("Unsupported 16-bits texture format (%d)", tmu.format_idx);
    797             LDRH(AL, texel.reg, txPtr.reg);
    798             return;
    799     }
    800 
    801     const int adjust = FRAC_BITS*2 - prec;
    802     const int round  = 0;
    803 
    804     // update the texel format
    805     texel.format.size = 4;
    806     texel.format.bitsPerPixel = 32;
    807     texel.flags |= CLEAR_HI|CLEAR_LO;
    808     for (int i=0 ; i<4 ; i++) {
    809         if (!texel.format.c[i].h) continue;
    810         const uint32_t offset = (mask & tmu.format.mask(i)) ? 0 : shift;
    811         texel.format.c[i].h = tmu.format.c[i].h + offset + prec;
    812         texel.format.c[i].l = texel.format.c[i].h - (tmu.format.bits(i) + prec);
    813     }
    814 
    815     // ------------------------
    816     // about ~40 cycles / pixel
    817     Scratch scratches(registerFile());
    818 
    819     int pixel= scratches.obtain();
    820     int d    = scratches.obtain();
    821     int u    = scratches.obtain();
    822     int k    = scratches.obtain();
    823 
    824     // RB -> U * V
    825     int offset = pixel;
    826     CONTEXT_LOAD(offset, generated_vars.rt);
    827     CONTEXT_LOAD(u, generated_vars.lb);
    828     ADD(AL, 0, offset, offset, u);
    829 
    830     LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
    831     SMULBB(AL, u, U, V);
    832     ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
    833     build_and_immediate(pixel, pixel, mask, 32);
    834     if (adjust) {
    835         if (round)
    836             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
    837         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
    838     }
    839     MUL(AL, 0, d, pixel, u);
    840     RSB(AL, 0, k, u, imm(1<<prec));
    841 
    842     // LB -> (1-U) * V
    843     CONTEXT_LOAD(offset, generated_vars.lb);
    844     RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
    845     LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
    846     SMULBB(AL, u, U, V);
    847     ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
    848     build_and_immediate(pixel, pixel, mask, 32);
    849     if (adjust) {
    850         if (round)
    851             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
    852         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
    853     }
    854     MLA(AL, 0, d, pixel, u, d);
    855     SUB(AL, 0, k, k, u);
    856 
    857     // LT -> (1-U)*(1-V)
    858     RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
    859     LDRH(AL, pixel, txPtr.reg);
    860     SMULBB(AL, u, U, V);
    861     ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
    862     build_and_immediate(pixel, pixel, mask, 32);
    863     if (adjust) {
    864         if (round)
    865             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
    866         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
    867     }
    868     MLA(AL, 0, d, pixel, u, d);
    869 
    870     // RT -> U*(1-V)
    871     CONTEXT_LOAD(offset, generated_vars.rt);
    872     LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
    873     SUB(AL, 0, u, k, u);
    874     ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
    875     build_and_immediate(pixel, pixel, mask, 32);
    876     MLA(AL, 0, texel.reg, pixel, u, d);
    877 }
    878 
    879 void GGLAssembler::filter24(
    880         const fragment_parts_t& /*parts*/,
    881         pixel_t& texel, const texture_unit_t& /*tmu*/,
    882         int /*U*/, int /*V*/, pointer_t& txPtr,
    883         int /*FRAC_BITS*/)
    884 {
    885     // not supported yet (currently disabled)
    886     load(txPtr, texel, 0);
    887 }
    888 
    889 void GGLAssembler::filter32(
    890         const fragment_parts_t& /*parts*/,
    891         pixel_t& texel, const texture_unit_t& /*tmu*/,
    892         int U, int V, pointer_t& txPtr,
    893         int FRAC_BITS)
    894 {
    895     const int adjust = FRAC_BITS*2 - 8;
    896     const int round  = 0;
    897 
    898     // ------------------------
    899     // about ~38 cycles / pixel
    900     Scratch scratches(registerFile());
    901 
    902     int pixel= scratches.obtain();
    903     int dh   = scratches.obtain();
    904     int u    = scratches.obtain();
    905     int k    = scratches.obtain();
    906 
    907     int temp = scratches.obtain();
    908     int dl   = scratches.obtain();
    909     int mask = scratches.obtain();
    910 
    911     MOV(AL, 0, mask, imm(0xFF));
    912     ORR(AL, 0, mask, mask, imm(0xFF0000));
    913 
    914     // RB -> U * V
    915     int offset = pixel;
    916     CONTEXT_LOAD(offset, generated_vars.rt);
    917     CONTEXT_LOAD(u, generated_vars.lb);
    918     ADD(AL, 0, offset, offset, u);
    919 
    920     LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
    921     SMULBB(AL, u, U, V);
    922     AND(AL, 0, temp, mask, pixel);
    923     if (adjust) {
    924         if (round)
    925             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
    926         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
    927     }
    928     MUL(AL, 0, dh, temp, u);
    929     AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
    930     MUL(AL, 0, dl, temp, u);
    931     RSB(AL, 0, k, u, imm(0x100));
    932 
    933     // LB -> (1-U) * V
    934     CONTEXT_LOAD(offset, generated_vars.lb);
    935     RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
    936     LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
    937     SMULBB(AL, u, U, V);
    938     AND(AL, 0, temp, mask, pixel);
    939     if (adjust) {
    940         if (round)
    941             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
    942         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
    943     }
    944     MLA(AL, 0, dh, temp, u, dh);
    945     AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
    946     MLA(AL, 0, dl, temp, u, dl);
    947     SUB(AL, 0, k, k, u);
    948 
    949     // LT -> (1-U)*(1-V)
    950     RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
    951     LDR(AL, pixel, txPtr.reg);
    952     SMULBB(AL, u, U, V);
    953     AND(AL, 0, temp, mask, pixel);
    954     if (adjust) {
    955         if (round)
    956             ADD(AL, 0, u, u, imm(1<<(adjust-1)));
    957         MOV(AL, 0, u, reg_imm(u, LSR, adjust));
    958     }
    959     MLA(AL, 0, dh, temp, u, dh);
    960     AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
    961     MLA(AL, 0, dl, temp, u, dl);
    962 
    963     // RT -> U*(1-V)
    964     CONTEXT_LOAD(offset, generated_vars.rt);
    965     LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
    966     SUB(AL, 0, u, k, u);
    967     AND(AL, 0, temp, mask, pixel);
    968     MLA(AL, 0, dh, temp, u, dh);
    969     AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
    970     MLA(AL, 0, dl, temp, u, dl);
    971 
    972     AND(AL, 0, dh, mask, reg_imm(dh, LSR, 8));
    973     AND(AL, 0, dl, dl, reg_imm(mask, LSL, 8));
    974     ORR(AL, 0, texel.reg, dh, dl);
    975 }
    976 
    977 void GGLAssembler::build_texture_environment(
    978         component_t& fragment,
    979         const fragment_parts_t& parts,
    980         int component,
    981         Scratch& regs)
    982 {
    983     const uint32_t component_mask = 1<<component;
    984     const bool multiTexture = mTextureMachine.activeUnits > 1;
    985     for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
    986         texture_unit_t& tmu = mTextureMachine.tmu[i];
    987 
    988         if (tmu.mask & component_mask) {
    989             // replace or modulate with this texture
    990             if ((tmu.replaced & component_mask) == 0) {
    991                 // not replaced by a later tmu...
    992 
    993                 Scratch scratches(registerFile());
    994                 pixel_t texel(parts.texel[i]);
    995 
    996                 if (multiTexture &&
    997                     tmu.swrap == GGL_NEEDS_WRAP_11 &&
    998                     tmu.twrap == GGL_NEEDS_WRAP_11)
    999                 {
   1000                     texel.reg = scratches.obtain();
   1001                     texel.flags |= CORRUPTIBLE;
   1002                     comment("fetch texel (multitexture 1:1)");
   1003                     load(parts.coords[i].ptr, texel, WRITE_BACK);
   1004                  }
   1005 
   1006                 component_t incoming(fragment);
   1007                 modify(fragment, regs);
   1008 
   1009                 switch (tmu.env) {
   1010                 case GGL_REPLACE:
   1011                     extract(fragment, texel, component);
   1012                     break;
   1013                 case GGL_MODULATE:
   1014                     modulate(fragment, incoming, texel, component);
   1015                     break;
   1016                 case GGL_DECAL:
   1017                     decal(fragment, incoming, texel, component);
   1018                     break;
   1019                 case GGL_BLEND:
   1020                     blend(fragment, incoming, texel, component, i);
   1021                     break;
   1022                 case GGL_ADD:
   1023                     add(fragment, incoming, texel, component);
   1024                     break;
   1025                 }
   1026             }
   1027         }
   1028     }
   1029 }
   1030 
   1031 // ---------------------------------------------------------------------------
   1032 
   1033 void GGLAssembler::wrapping(
   1034             int d,
   1035             int coord, int size,
   1036             int tx_wrap, int tx_linear)
   1037 {
   1038     // notes:
   1039     // if tx_linear is set, we need 4 extra bits of precision on the result
   1040     // SMULL/UMULL is 3 cycles
   1041     Scratch scratches(registerFile());
   1042     int c = coord;
   1043     if (tx_wrap == GGL_NEEDS_WRAP_REPEAT) {
   1044         // UMULL takes 4 cycles (interlocked), and we can get away with
   1045         // 2 cycles using SMULWB, but we're loosing 16 bits of precision
   1046         // out of 32 (this is not a problem because the iterator keeps
   1047         // its full precision)
   1048         // UMULL(AL, 0, size, d, c, size);
   1049         // note: we can't use SMULTB because it's signed.
   1050         MOV(AL, 0, d, reg_imm(c, LSR, 16-tx_linear));
   1051         SMULWB(AL, d, d, size);
   1052     } else if (tx_wrap == GGL_NEEDS_WRAP_CLAMP_TO_EDGE) {
   1053         if (tx_linear) {
   1054             // 1 cycle
   1055             MOV(AL, 0, d, reg_imm(coord, ASR, 16-tx_linear));
   1056         } else {
   1057             // 4 cycles (common case)
   1058             MOV(AL, 0, d, reg_imm(coord, ASR, 16));
   1059             BIC(AL, 0, d, d, reg_imm(d, ASR, 31));
   1060             CMP(AL, d, size);
   1061             SUB(GE, 0, d, size, imm(1));
   1062         }
   1063     }
   1064 }
   1065 
   1066 // ---------------------------------------------------------------------------
   1067 
   1068 void GGLAssembler::modulate(
   1069         component_t& dest,
   1070         const component_t& incoming,
   1071         const pixel_t& incomingTexel, int component)
   1072 {
   1073     Scratch locals(registerFile());
   1074     integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
   1075     extract(texel, incomingTexel, component);
   1076 
   1077     const int Nt = texel.size();
   1078         // Nt should always be less than 10 bits because it comes
   1079         // from the TMU.
   1080 
   1081     int Ni = incoming.size();
   1082         // Ni could be big because it comes from previous MODULATEs
   1083 
   1084     if (Nt == 1) {
   1085         // texel acts as a bit-mask
   1086         // dest = incoming & ((texel << incoming.h)-texel)
   1087         RSB(AL, 0, dest.reg, texel.reg, reg_imm(texel.reg, LSL, incoming.h));
   1088         AND(AL, 0, dest.reg, dest.reg, incoming.reg);
   1089         dest.l = incoming.l;
   1090         dest.h = incoming.h;
   1091         dest.flags |= (incoming.flags & CLEAR_LO);
   1092     } else if (Ni == 1) {
   1093         MOV(AL, 0, dest.reg, reg_imm(incoming.reg, LSL, 31-incoming.h));
   1094         AND(AL, 0, dest.reg, texel.reg, reg_imm(dest.reg, ASR, 31));
   1095         dest.l = 0;
   1096         dest.h = Nt;
   1097     } else {
   1098         int inReg = incoming.reg;
   1099         int shift = incoming.l;
   1100         if ((Nt + Ni) > 32) {
   1101             // we will overflow, reduce the precision of Ni to 8 bits
   1102             // (Note Nt cannot be more than 10 bits which happens with
   1103             // 565 textures and GGL_LINEAR)
   1104             shift += Ni-8;
   1105             Ni = 8;
   1106         }
   1107 
   1108         // modulate by the component with the lowest precision
   1109         if (Nt >= Ni) {
   1110             if (shift) {
   1111                 // XXX: we should be able to avoid this shift
   1112                 // when shift==16 && Nt<16 && Ni<16, in which
   1113                 // we could use SMULBT below.
   1114                 MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
   1115                 inReg = dest.reg;
   1116                 shift = 0;
   1117             }
   1118             // operation:           (Cf*Ct)/((1<<Ni)-1)
   1119             // approximated with:   Cf*(Ct + Ct>>(Ni-1))>>Ni
   1120             // this operation doesn't change texel's size
   1121             ADD(AL, 0, dest.reg, inReg, reg_imm(inReg, LSR, Ni-1));
   1122             if (Nt<16 && Ni<16) SMULBB(AL, dest.reg, texel.reg, dest.reg);
   1123             else                MUL(AL, 0, dest.reg, texel.reg, dest.reg);
   1124             dest.l = Ni;
   1125             dest.h = Nt + Ni;
   1126         } else {
   1127             if (shift && (shift != 16)) {
   1128                 // if shift==16, we can use 16-bits mul instructions later
   1129                 MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
   1130                 inReg = dest.reg;
   1131                 shift = 0;
   1132             }
   1133             // operation:           (Cf*Ct)/((1<<Nt)-1)
   1134             // approximated with:   Ct*(Cf + Cf>>(Nt-1))>>Nt
   1135             // this operation doesn't change incoming's size
   1136             Scratch scratches(registerFile());
   1137             int t = (texel.flags & CORRUPTIBLE) ? texel.reg : dest.reg;
   1138             if (t == inReg)
   1139                 t = scratches.obtain();
   1140             ADD(AL, 0, t, texel.reg, reg_imm(texel.reg, LSR, Nt-1));
   1141             if (Nt<16 && Ni<16) {
   1142                 if (shift==16)  SMULBT(AL, dest.reg, t, inReg);
   1143                 else            SMULBB(AL, dest.reg, t, inReg);
   1144             } else              MUL(AL, 0, dest.reg, t, inReg);
   1145             dest.l = Nt;
   1146             dest.h = Nt + Ni;
   1147         }
   1148 
   1149         // low bits are not valid
   1150         dest.flags |= CLEAR_LO;
   1151 
   1152         // no need to keep more than 8 bits/component
   1153         if (dest.size() > 8)
   1154             dest.l = dest.h-8;
   1155     }
   1156 }
   1157 
   1158 void GGLAssembler::decal(
   1159         component_t& dest,
   1160         const component_t& incoming,
   1161         const pixel_t& incomingTexel, int component)
   1162 {
   1163     // RGBA:
   1164     // Cv = Cf*(1 - At) + Ct*At = Cf + (Ct - Cf)*At
   1165     // Av = Af
   1166     Scratch locals(registerFile());
   1167     integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
   1168     integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
   1169     extract(texel, incomingTexel, component);
   1170     extract(factor, incomingTexel, GGLFormat::ALPHA);
   1171 
   1172     // no need to keep more than 8-bits for decal
   1173     int Ni = incoming.size();
   1174     int shift = incoming.l;
   1175     if (Ni > 8) {
   1176         shift += Ni-8;
   1177         Ni = 8;
   1178     }
   1179     integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
   1180     if (shift) {
   1181         MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
   1182         incomingNorm.reg = dest.reg;
   1183         incomingNorm.flags |= CORRUPTIBLE;
   1184     }
   1185     ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
   1186     build_blendOneMinusFF(dest, factor, incomingNorm, texel);
   1187 }
   1188 
   1189 void GGLAssembler::blend(
   1190         component_t& dest,
   1191         const component_t& incoming,
   1192         const pixel_t& incomingTexel, int component, int tmu)
   1193 {
   1194     // RGBA:
   1195     // Cv = (1 - Ct)*Cf + Ct*Cc = Cf + (Cc - Cf)*Ct
   1196     // Av = At*Af
   1197 
   1198     if (component == GGLFormat::ALPHA) {
   1199         modulate(dest, incoming, incomingTexel, component);
   1200         return;
   1201     }
   1202 
   1203     Scratch locals(registerFile());
   1204     integer_t color(locals.obtain(), 8, CORRUPTIBLE);
   1205     integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
   1206     LDRB(AL, color.reg, mBuilderContext.Rctx,
   1207             immed12_pre(GGL_OFFSETOF(state.texture[tmu].env_color[component])));
   1208     extract(factor, incomingTexel, component);
   1209 
   1210     // no need to keep more than 8-bits for blend
   1211     int Ni = incoming.size();
   1212     int shift = incoming.l;
   1213     if (Ni > 8) {
   1214         shift += Ni-8;
   1215         Ni = 8;
   1216     }
   1217     integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
   1218     if (shift) {
   1219         MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
   1220         incomingNorm.reg = dest.reg;
   1221         incomingNorm.flags |= CORRUPTIBLE;
   1222     }
   1223     ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
   1224     build_blendOneMinusFF(dest, factor, incomingNorm, color);
   1225 }
   1226 
   1227 void GGLAssembler::add(
   1228         component_t& dest,
   1229         const component_t& incoming,
   1230         const pixel_t& incomingTexel, int component)
   1231 {
   1232     // RGBA:
   1233     // Cv = Cf + Ct;
   1234     Scratch locals(registerFile());
   1235 
   1236     component_t incomingTemp(incoming);
   1237 
   1238     // use "dest" as a temporary for extracting the texel, unless "dest"
   1239     // overlaps "incoming".
   1240     integer_t texel(dest.reg, 32, CORRUPTIBLE);
   1241     if (dest.reg == incomingTemp.reg)
   1242         texel.reg = locals.obtain();
   1243     extract(texel, incomingTexel, component);
   1244 
   1245     if (texel.s < incomingTemp.size()) {
   1246         expand(texel, texel, incomingTemp.size());
   1247     } else if (texel.s > incomingTemp.size()) {
   1248         if (incomingTemp.flags & CORRUPTIBLE) {
   1249             expand(incomingTemp, incomingTemp, texel.s);
   1250         } else {
   1251             incomingTemp.reg = locals.obtain();
   1252             expand(incomingTemp, incoming, texel.s);
   1253         }
   1254     }
   1255 
   1256     if (incomingTemp.l) {
   1257         ADD(AL, 0, dest.reg, texel.reg,
   1258                 reg_imm(incomingTemp.reg, LSR, incomingTemp.l));
   1259     } else {
   1260         ADD(AL, 0, dest.reg, texel.reg, incomingTemp.reg);
   1261     }
   1262     dest.l = 0;
   1263     dest.h = texel.size();
   1264     component_sat(dest);
   1265 }
   1266 
   1267 // ----------------------------------------------------------------------------
   1268 
   1269 }; // namespace android
   1270 
   1271