| /* libs/pixelflinger/col32cb16blend_neon.S |
| * |
| * Copyright (C) 2009 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. |
| */ |
| |
| |
| .text |
| .balign 4 |
| |
| .global scanline_col32cb16blend_neon |
| |
| // |
| // This function alpha blends a fixed color into a destination scanline, using |
| // the formula: |
| // |
| // d = s + (((a + (a >> 7)) * d) >> 8) |
| // |
| // where d is the destination pixel, |
| // s is the source color, |
| // a is the alpha channel of the source color. |
| // |
| // The NEON implementation processes 16 pixels per iteration. The remaining 0 - 15 |
| // pixels are processed in ARM code. |
| // |
| |
| // r0 = destination buffer pointer |
| // r1 = color pointer |
| // r2 = count |
| |
| |
| scanline_col32cb16blend_neon: |
| push {r4-r11, lr} // stack ARM regs |
| |
| vmov.u16 q15, #256 // create alpha constant |
| movs r3, r2, lsr #4 // calc. sixteens iterations |
| vmov.u16 q14, #0x1f // create blue mask |
| |
| beq 2f // if r3 == 0, branch to singles |
| |
| vld4.8 {d0[], d2[], d4[], d6[]}, [r1] // load color into four registers |
| // split and duplicate them, such that |
| // d0 = 8 equal red values |
| // d2 = 8 equal green values |
| // d4 = 8 equal blue values |
| // d6 = 8 equal alpha values |
| vshll.u8 q0, d0, #5 // shift up red and widen |
| vshll.u8 q1, d2, #6 // shift up green and widen |
| vshll.u8 q2, d4, #5 // shift up blue and widen |
| |
| vshr.u8 d7, d6, #7 // extract top bit of alpha |
| vaddl.u8 q3, d6, d7 // add top bit into alpha |
| vsub.u16 q3, q15, q3 // invert alpha |
| |
| 1: |
| // This loop processes 16 pixels per iteration. In the comments, references to |
| // the first eight pixels are suffixed with "0" (red0, green0, blue0), |
| // the second eight are suffixed "1". |
| // q8 = dst red0 |
| // q9 = dst green0 |
| // q10 = dst blue0 |
| // q13 = dst red1 |
| // q12 = dst green1 |
| // q11 = dst blue1 |
| |
| vld1.16 {d20, d21, d22, d23}, [r0] // load 16 dest pixels |
| vshr.u16 q8, q10, #11 // shift dst red0 to low 5 bits |
| pld [r0, #63] // preload next dest pixels |
| vshl.u16 q9, q10, #5 // shift dst green0 to top 6 bits |
| vand q10, q10, q14 // extract dst blue0 |
| vshr.u16 q9, q9, #10 // shift dst green0 to low 6 bits |
| vmul.u16 q8, q8, q3 // multiply dst red0 by src alpha |
| vshl.u16 q12, q11, #5 // shift dst green1 to top 6 bits |
| vmul.u16 q9, q9, q3 // multiply dst green0 by src alpha |
| vshr.u16 q13, q11, #11 // shift dst red1 to low 5 bits |
| vmul.u16 q10, q10, q3 // multiply dst blue0 by src alpha |
| vshr.u16 q12, q12, #10 // shift dst green1 to low 6 bits |
| vand q11, q11, q14 // extract dst blue1 |
| vadd.u16 q8, q8, q0 // add src red to dst red0 |
| vmul.u16 q13, q13, q3 // multiply dst red1 by src alpha |
| vadd.u16 q9, q9, q1 // add src green to dst green0 |
| vmul.u16 q12, q12, q3 // multiply dst green1 by src alpha |
| vadd.u16 q10, q10, q2 // add src blue to dst blue0 |
| vmul.u16 q11, q11, q3 // multiply dst blue1 by src alpha |
| vshr.u16 q8, q8, #8 // shift down red0 |
| vadd.u16 q13, q13, q0 // add src red to dst red1 |
| vshr.u16 q9, q9, #8 // shift down green0 |
| vadd.u16 q12, q12, q1 // add src green to dst green1 |
| vshr.u16 q10, q10, #8 // shift down blue0 |
| vadd.u16 q11, q11, q2 // add src blue to dst blue1 |
| vsli.u16 q10, q9, #5 // shift & insert green0 into blue0 |
| vshr.u16 q13, q13, #8 // shift down red1 |
| vsli.u16 q10, q8, #11 // shift & insert red0 into blue0 |
| vshr.u16 q12, q12, #8 // shift down green1 |
| vshr.u16 q11, q11, #8 // shift down blue1 |
| subs r3, r3, #1 // decrement loop counter |
| vsli.u16 q11, q12, #5 // shift & insert green1 into blue1 |
| vsli.u16 q11, q13, #11 // shift & insert red1 into blue1 |
| |
| vst1.16 {d20, d21, d22, d23}, [r0]! // write 16 pixels back to dst |
| bne 1b // if count != 0, loop |
| |
| 2: |
| ands r3, r2, #15 // calc. single iterations |
| beq 4f // if r3 == 0, exit |
| |
| ldr r4, [r1] // load source color |
| mov r5, r4, lsr #24 // shift down alpha |
| add r5, r5, r5, lsr #7 // add in top bit |
| rsb r5, r5, #256 // invert alpha |
| and r11, r4, #0xff // extract red |
| ubfx r12, r4, #8, #8 // extract green |
| ubfx r4, r4, #16, #8 // extract blue |
| mov r11, r11, lsl #5 // prescale red |
| mov r12, r12, lsl #6 // prescale green |
| mov r4, r4, lsl #5 // prescale blue |
| |
| 3: |
| ldrh r8, [r0] // load dest pixel |
| subs r3, r3, #1 // decrement loop counter |
| mov r6, r8, lsr #11 // extract dest red |
| ubfx r7, r8, #5, #6 // extract dest green |
| and r8, r8, #0x1f // extract dest blue |
| |
| smlabb r6, r6, r5, r11 // dest red * alpha + src red |
| smlabb r7, r7, r5, r12 // dest green * alpha + src green |
| smlabb r8, r8, r5, r4 // dest blue * alpha + src blue |
| |
| mov r6, r6, lsr #8 // shift down red |
| mov r7, r7, lsr #8 // shift down green |
| mov r6, r6, lsl #11 // shift red into 565 |
| orr r6, r7, lsl #5 // shift green into 565 |
| orr r6, r8, lsr #8 // shift blue into 565 |
| |
| strh r6, [r0], #2 // store pixel to dest, update ptr |
| bne 3b // if count != 0, loop |
| 4: |
| |
| pop {r4-r11, pc} // return |
| |
| |
| |