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bigbiff673c7ae2020-12-02 19:44:56 -05001/* 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
30namespace 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
41void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x)
42{
43 context_t const* c = mBuilderContext.c;
44
45 if (mSmooth) {
46 // NOTE: we could take this case in the mDithering + !mSmooth case,
47 // but this would use up to 4 more registers for the color components
48 // for only a little added quality.
49 // Currently, this causes the system to run out of registers in
50 // some case (see issue #719496)
51
52 comment("compute initial iterated color (smooth and/or dither case)");
53
54 parts.iterated_packed = 0;
55 parts.packed = 0;
56
57 // 0x1: color component
58 // 0x2: iterators
59 const int optReload = mOptLevel >> 1;
60 if (optReload >= 3) parts.reload = 0; // reload nothing
61 else if (optReload == 2) parts.reload = 2; // reload iterators
62 else if (optReload == 1) parts.reload = 1; // reload colors
63 else if (optReload <= 0) parts.reload = 3; // reload both
64
65 if (!mSmooth) {
66 // we're not smoothing (just dithering), we never have to
67 // reload the iterators
68 parts.reload &= ~2;
69 }
70
71 Scratch scratches(registerFile());
72 const int t0 = (parts.reload & 1) ? scratches.obtain() : 0;
73 const int t1 = (parts.reload & 2) ? scratches.obtain() : 0;
74 for (int i=0 ; i<4 ; i++) {
75 if (!mInfo[i].iterated)
76 continue;
77
78 // this component exists in the destination and is not replaced
79 // by a texture unit.
80 const int c = (parts.reload & 1) ? t0 : obtainReg();
81 if (i==0) CONTEXT_LOAD(c, iterators.ydady);
82 if (i==1) CONTEXT_LOAD(c, iterators.ydrdy);
83 if (i==2) CONTEXT_LOAD(c, iterators.ydgdy);
84 if (i==3) CONTEXT_LOAD(c, iterators.ydbdy);
85 parts.argb[i].reg = c;
86
87 if (mInfo[i].smooth) {
88 parts.argb_dx[i].reg = (parts.reload & 2) ? t1 : obtainReg();
89 const int dvdx = parts.argb_dx[i].reg;
90 CONTEXT_LOAD(dvdx, generated_vars.argb[i].dx);
91 MLA(AL, 0, c, x.reg, dvdx, c);
92
93 // adjust the color iterator to make sure it won't overflow
94 if (!mAA) {
95 // this is not needed when we're using anti-aliasing
96 // because we will (have to) clamp the components
97 // anyway.
98 int end = scratches.obtain();
99 MOV(AL, 0, end, reg_imm(parts.count.reg, LSR, 16));
100 MLA(AL, 1, end, dvdx, end, c);
101 SUB(MI, 0, c, c, end);
102 BIC(AL, 0, c, c, reg_imm(c, ASR, 31));
103 scratches.recycle(end);
104 }
105 }
106
107 if (parts.reload & 1) {
108 CONTEXT_STORE(c, generated_vars.argb[i].c);
109 }
110 }
111 } else {
112 // We're not smoothed, so we can
113 // just use a packed version of the color and extract the
114 // components as needed (or not at all if we don't blend)
115
116 // figure out if we need the iterated color
117 int load = 0;
118 for (int i=0 ; i<4 ; i++) {
119 component_info_t& info = mInfo[i];
120 if ((info.inDest || info.needed) && !info.replaced)
121 load |= 1;
122 }
123
124 parts.iterated_packed = 1;
125 parts.packed = (!mTextureMachine.mask && !mBlending
126 && !mFog && !mDithering);
127 parts.reload = 0;
128 if (load || parts.packed) {
129 if (mBlending || mDithering || mInfo[GGLFormat::ALPHA].needed) {
130 comment("load initial iterated color (8888 packed)");
131 parts.iterated.setTo(obtainReg(),
132 &(c->formats[GGL_PIXEL_FORMAT_RGBA_8888]));
133 CONTEXT_LOAD(parts.iterated.reg, packed8888);
134 } else {
135 comment("load initial iterated color (dest format packed)");
136
137 parts.iterated.setTo(obtainReg(), &mCbFormat);
138
139 // pre-mask the iterated color
140 const int bits = parts.iterated.size();
141 const uint32_t size = ((bits>=32) ? 0 : (1LU << bits)) - 1;
142 uint32_t mask = 0;
143 if (mMasking) {
144 for (int i=0 ; i<4 ; i++) {
145 const int component_mask = 1<<i;
146 const int h = parts.iterated.format.c[i].h;
147 const int l = parts.iterated.format.c[i].l;
148 if (h && (!(mMasking & component_mask))) {
149 mask |= ((1<<(h-l))-1) << l;
150 }
151 }
152 }
153
154 if (mMasking && ((mask & size)==0)) {
155 // none of the components are present in the mask
156 } else {
157 CONTEXT_LOAD(parts.iterated.reg, packed);
158 if (mCbFormat.size == 1) {
159 AND(AL, 0, parts.iterated.reg,
160 parts.iterated.reg, imm(0xFF));
161 } else if (mCbFormat.size == 2) {
162 MOV(AL, 0, parts.iterated.reg,
163 reg_imm(parts.iterated.reg, LSR, 16));
164 }
165 }
166
167 // pre-mask the iterated color
168 if (mMasking) {
169 build_and_immediate(parts.iterated.reg, parts.iterated.reg,
170 mask, bits);
171 }
172 }
173 }
174 }
175}
176
177void GGLAssembler::build_iterated_color(
178 component_t& fragment,
179 const fragment_parts_t& parts,
180 int component,
181 Scratch& regs)
182{
183 fragment.setTo( regs.obtain(), 0, 32, CORRUPTIBLE);
184
185 if (!mInfo[component].iterated)
186 return;
187
188 if (parts.iterated_packed) {
189 // iterated colors are packed, extract the one we need
190 extract(fragment, parts.iterated, component);
191 } else {
192 fragment.h = GGL_COLOR_BITS;
193 fragment.l = GGL_COLOR_BITS - 8;
194 fragment.flags |= CLEAR_LO;
195 // iterated colors are held in their own register,
196 // (smooth and/or dithering case)
197 if (parts.reload==3) {
198 // this implies mSmooth
199 Scratch scratches(registerFile());
200 int dx = scratches.obtain();
201 CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
202 CONTEXT_LOAD(dx, generated_vars.argb[component].dx);
203 ADD(AL, 0, dx, fragment.reg, dx);
204 CONTEXT_STORE(dx, generated_vars.argb[component].c);
205 } else if (parts.reload & 1) {
206 CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
207 } else {
208 // we don't reload, so simply rename the register and mark as
209 // non CORRUPTIBLE so that the texture env or blending code
210 // won't modify this (renamed) register
211 regs.recycle(fragment.reg);
212 fragment.reg = parts.argb[component].reg;
213 fragment.flags &= ~CORRUPTIBLE;
214 }
215 if (mInfo[component].smooth && mAA) {
216 // when using smooth shading AND anti-aliasing, we need to clamp
217 // the iterators because there is always an extra pixel on the
218 // edges, which most of the time will cause an overflow
219 // (since technically its outside of the domain).
220 BIC(AL, 0, fragment.reg, fragment.reg,
221 reg_imm(fragment.reg, ASR, 31));
222 component_sat(fragment);
223 }
224 }
225}
226
227// ---------------------------------------------------------------------------
228
229void GGLAssembler::decodeLogicOpNeeds(const needs_t& needs)
230{
231 // gather some informations about the components we need to process...
232 const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;
233 switch(opcode) {
234 case GGL_COPY:
235 mLogicOp = 0;
236 break;
237 case GGL_CLEAR:
238 case GGL_SET:
239 mLogicOp = LOGIC_OP;
240 break;
241 case GGL_AND:
242 case GGL_AND_REVERSE:
243 case GGL_AND_INVERTED:
244 case GGL_XOR:
245 case GGL_OR:
246 case GGL_NOR:
247 case GGL_EQUIV:
248 case GGL_OR_REVERSE:
249 case GGL_OR_INVERTED:
250 case GGL_NAND:
251 mLogicOp = LOGIC_OP|LOGIC_OP_SRC|LOGIC_OP_DST;
252 break;
253 case GGL_NOOP:
254 case GGL_INVERT:
255 mLogicOp = LOGIC_OP|LOGIC_OP_DST;
256 break;
257 case GGL_COPY_INVERTED:
258 mLogicOp = LOGIC_OP|LOGIC_OP_SRC;
259 break;
260 };
261}
262
263void GGLAssembler::decodeTMUNeeds(const needs_t& needs, context_t const* c)
264{
265 uint8_t replaced=0;
266 mTextureMachine.mask = 0;
267 mTextureMachine.activeUnits = 0;
268 for (int i=GGL_TEXTURE_UNIT_COUNT-1 ; i>=0 ; i--) {
269 texture_unit_t& tmu = mTextureMachine.tmu[i];
270 if (replaced == 0xF) {
271 // all components are replaced, skip this TMU.
272 tmu.format_idx = 0;
273 tmu.mask = 0;
274 tmu.replaced = replaced;
275 continue;
276 }
277 tmu.format_idx = GGL_READ_NEEDS(T_FORMAT, needs.t[i]);
278 tmu.format = c->formats[tmu.format_idx];
279 tmu.bits = tmu.format.size*8;
280 tmu.swrap = GGL_READ_NEEDS(T_S_WRAP, needs.t[i]);
281 tmu.twrap = GGL_READ_NEEDS(T_T_WRAP, needs.t[i]);
282 tmu.env = ggl_needs_to_env(GGL_READ_NEEDS(T_ENV, needs.t[i]));
283 tmu.pot = GGL_READ_NEEDS(T_POT, needs.t[i]);
284 tmu.linear = GGL_READ_NEEDS(T_LINEAR, needs.t[i])
285 && tmu.format.size!=3; // XXX: only 8, 16 and 32 modes for now
286
287 // 5551 linear filtering is not supported
288 if (tmu.format_idx == GGL_PIXEL_FORMAT_RGBA_5551)
289 tmu.linear = 0;
290
291 tmu.mask = 0;
292 tmu.replaced = replaced;
293
294 if (tmu.format_idx) {
295 mTextureMachine.activeUnits++;
296 if (tmu.format.c[0].h) tmu.mask |= 0x1;
297 if (tmu.format.c[1].h) tmu.mask |= 0x2;
298 if (tmu.format.c[2].h) tmu.mask |= 0x4;
299 if (tmu.format.c[3].h) tmu.mask |= 0x8;
300 if (tmu.env == GGL_REPLACE) {
301 replaced |= tmu.mask;
302 } else if (tmu.env == GGL_DECAL) {
303 if (!tmu.format.c[GGLFormat::ALPHA].h) {
304 // if we don't have alpha, decal does nothing
305 tmu.mask = 0;
306 } else {
307 // decal always ignores At
308 tmu.mask &= ~(1<<GGLFormat::ALPHA);
309 }
310 }
311 }
312 mTextureMachine.mask |= tmu.mask;
313 //printf("%d: mask=%08lx, replaced=%08lx\n",
314 // i, int(tmu.mask), int(tmu.replaced));
315 }
316 mTextureMachine.replaced = replaced;
317 mTextureMachine.directTexture = 0;
318 //printf("replaced=%08lx\n", mTextureMachine.replaced);
319}
320
321
322void GGLAssembler::init_textures(
323 tex_coord_t* coords,
324 const reg_t& x, const reg_t& y)
325{
326 const needs_t& needs = mBuilderContext.needs;
327 int Rx = x.reg;
328 int Ry = y.reg;
329
330 if (mTextureMachine.mask) {
331 comment("compute texture coordinates");
332 }
333
334 // init texture coordinates for each tmu
335 const int cb_format_idx = GGL_READ_NEEDS(CB_FORMAT, needs.n);
336 const bool multiTexture = mTextureMachine.activeUnits > 1;
337 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
338 const texture_unit_t& tmu = mTextureMachine.tmu[i];
339 if (tmu.format_idx == 0)
340 continue;
341 if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
342 (tmu.twrap == GGL_NEEDS_WRAP_11))
343 {
344 // 1:1 texture
345 pointer_t& txPtr = coords[i].ptr;
346 txPtr.setTo(obtainReg(), tmu.bits);
347 CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydsdy);
348 ADD(AL, 0, Rx, Rx, reg_imm(txPtr.reg, ASR, 16)); // x += (s>>16)
349 CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydtdy);
350 ADD(AL, 0, Ry, Ry, reg_imm(txPtr.reg, ASR, 16)); // y += (t>>16)
351 // merge base & offset
352 CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].stride);
353 SMLABB(AL, Rx, Ry, txPtr.reg, Rx); // x+y*stride
354 CONTEXT_ADDR_LOAD(txPtr.reg, generated_vars.texture[i].data);
355 base_offset(txPtr, txPtr, Rx);
356 } else {
357 Scratch scratches(registerFile());
358 reg_t& s = coords[i].s;
359 reg_t& t = coords[i].t;
360 // s = (x * dsdx)>>16 + ydsdy
361 // s = (x * dsdx)>>16 + (y*dsdy)>>16 + s0
362 // t = (x * dtdx)>>16 + ydtdy
363 // t = (x * dtdx)>>16 + (y*dtdy)>>16 + t0
364 s.setTo(obtainReg());
365 t.setTo(obtainReg());
366 const int need_w = GGL_READ_NEEDS(W, needs.n);
367 if (need_w) {
368 CONTEXT_LOAD(s.reg, state.texture[i].iterators.ydsdy);
369 CONTEXT_LOAD(t.reg, state.texture[i].iterators.ydtdy);
370 } else {
371 int ydsdy = scratches.obtain();
372 int ydtdy = scratches.obtain();
373 CONTEXT_LOAD(s.reg, generated_vars.texture[i].dsdx);
374 CONTEXT_LOAD(ydsdy, state.texture[i].iterators.ydsdy);
375 CONTEXT_LOAD(t.reg, generated_vars.texture[i].dtdx);
376 CONTEXT_LOAD(ydtdy, state.texture[i].iterators.ydtdy);
377 MLA(AL, 0, s.reg, Rx, s.reg, ydsdy);
378 MLA(AL, 0, t.reg, Rx, t.reg, ydtdy);
379 }
380
381 if ((mOptLevel&1)==0) {
382 CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
383 CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
384 recycleReg(s.reg);
385 recycleReg(t.reg);
386 }
387 }
388
389 // direct texture?
390 if (!multiTexture && !mBlending && !mDithering && !mFog &&
391 cb_format_idx == tmu.format_idx && !tmu.linear &&
392 mTextureMachine.replaced == tmu.mask)
393 {
394 mTextureMachine.directTexture = i + 1;
395 }
396 }
397}
398
399void GGLAssembler::build_textures( fragment_parts_t& parts,
400 Scratch& regs)
401{
402 // We don't have a way to spill registers automatically
403 // spill depth and AA regs, when we know we may have to.
404 // build the spill list...
405 uint32_t spill_list = 0;
406 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
407 const texture_unit_t& tmu = mTextureMachine.tmu[i];
408 if (tmu.format_idx == 0)
409 continue;
410 if (tmu.linear) {
411 // we may run out of register if we have linear filtering
412 // at 1 or 4 bytes / pixel on any texture unit.
413 if (tmu.format.size == 1) {
414 // if depth and AA enabled, we'll run out of 1 register
415 if (parts.z.reg > 0 && parts.covPtr.reg > 0)
416 spill_list |= 1<<parts.covPtr.reg;
417 }
418 if (tmu.format.size == 4) {
419 // if depth or AA enabled, we'll run out of 1 or 2 registers
420 if (parts.z.reg > 0)
421 spill_list |= 1<<parts.z.reg;
422 if (parts.covPtr.reg > 0)
423 spill_list |= 1<<parts.covPtr.reg;
424 }
425 }
426 }
427
428 Spill spill(registerFile(), *this, spill_list);
429
430 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
431 const texture_unit_t& tmu = mTextureMachine.tmu[i];
432 if (tmu.format_idx == 0)
433 continue;
434
435 pointer_t& txPtr = parts.coords[i].ptr;
436 pixel_t& texel = parts.texel[i];
437
438 // repeat...
439 if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
440 (tmu.twrap == GGL_NEEDS_WRAP_11))
441 { // 1:1 textures
442 comment("fetch texel");
443 texel.setTo(regs.obtain(), &tmu.format);
444 load(txPtr, texel, WRITE_BACK);
445 } else {
446 Scratch scratches(registerFile());
447 reg_t& s = parts.coords[i].s;
448 reg_t& t = parts.coords[i].t;
449 if ((mOptLevel&1)==0) {
450 comment("reload s/t (multitexture or linear filtering)");
451 s.reg = scratches.obtain();
452 t.reg = scratches.obtain();
453 CONTEXT_LOAD(s.reg, generated_vars.texture[i].spill[0]);
454 CONTEXT_LOAD(t.reg, generated_vars.texture[i].spill[1]);
455 }
456
457 if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
458 return;
459
460 comment("compute repeat/clamp");
461 int u = scratches.obtain();
462 int v = scratches.obtain();
463 int width = scratches.obtain();
464 int height = scratches.obtain();
465 int U = 0;
466 int V = 0;
467
468 if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
469 return;
470
471 CONTEXT_LOAD(width, generated_vars.texture[i].width);
472 CONTEXT_LOAD(height, generated_vars.texture[i].height);
473
474 int FRAC_BITS = 0;
475 if (tmu.linear) {
476 // linear interpolation
477 if (tmu.format.size == 1) {
478 // for 8-bits textures, we can afford
479 // 7 bits of fractional precision at no
480 // additional cost (we can't do 8 bits
481 // because filter8 uses signed 16 bits muls)
482 FRAC_BITS = 7;
483 } else if (tmu.format.size == 2) {
484 // filter16() is internally limited to 4 bits, so:
485 // FRAC_BITS=2 generates less instructions,
486 // FRAC_BITS=3,4,5 creates unpleasant artifacts,
487 // FRAC_BITS=6+ looks good
488 FRAC_BITS = 6;
489 } else if (tmu.format.size == 4) {
490 // filter32() is internally limited to 8 bits, so:
491 // FRAC_BITS=4 looks good
492 // FRAC_BITS=5+ looks better, but generates 3 extra ipp
493 FRAC_BITS = 6;
494 } else {
495 // for all other cases we use 4 bits.
496 FRAC_BITS = 4;
497 }
498 }
499 wrapping(u, s.reg, width, tmu.swrap, FRAC_BITS);
500 wrapping(v, t.reg, height, tmu.twrap, FRAC_BITS);
501
502 if (tmu.linear) {
503 comment("compute linear filtering offsets");
504 // pixel size scale
505 const int shift = 31 - gglClz(tmu.format.size);
506 U = scratches.obtain();
507 V = scratches.obtain();
508
509 if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
510 return;
511
512 // sample the texel center
513 SUB(AL, 0, u, u, imm(1<<(FRAC_BITS-1)));
514 SUB(AL, 0, v, v, imm(1<<(FRAC_BITS-1)));
515
516 // get the fractionnal part of U,V
517 AND(AL, 0, U, u, imm((1<<FRAC_BITS)-1));
518 AND(AL, 0, V, v, imm((1<<FRAC_BITS)-1));
519
520 // compute width-1 and height-1
521 SUB(AL, 0, width, width, imm(1));
522 SUB(AL, 0, height, height, imm(1));
523
524 // get the integer part of U,V and clamp/wrap
525 // and compute offset to the next texel
526 if (tmu.swrap == GGL_NEEDS_WRAP_REPEAT) {
527 // u has already been REPEATed
528 MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
529 MOV(MI, 0, u, width);
530 CMP(AL, u, width);
531 MOV(LT, 0, width, imm(1 << shift));
532 if (shift)
533 MOV(GE, 0, width, reg_imm(width, LSL, shift));
534 RSB(GE, 0, width, width, imm(0));
535 } else {
536 // u has not been CLAMPed yet
537 // algorithm:
538 // if ((u>>4) >= width)
539 // u = width<<4
540 // width = 0
541 // else
542 // width = 1<<shift
543 // u = u>>4; // get integer part
544 // if (u<0)
545 // u = 0
546 // width = 0
547 // generated_vars.rt = width
548
549 CMP(AL, width, reg_imm(u, ASR, FRAC_BITS));
550 MOV(LE, 0, u, reg_imm(width, LSL, FRAC_BITS));
551 MOV(LE, 0, width, imm(0));
552 MOV(GT, 0, width, imm(1 << shift));
553 MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
554 MOV(MI, 0, u, imm(0));
555 MOV(MI, 0, width, imm(0));
556 }
557 CONTEXT_STORE(width, generated_vars.rt);
558
559 const int stride = width;
560 CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
561 if (tmu.twrap == GGL_NEEDS_WRAP_REPEAT) {
562 // v has already been REPEATed
563 MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
564 MOV(MI, 0, v, height);
565 CMP(AL, v, height);
566 MOV(LT, 0, height, imm(1 << shift));
567 if (shift)
568 MOV(GE, 0, height, reg_imm(height, LSL, shift));
569 RSB(GE, 0, height, height, imm(0));
570 MUL(AL, 0, height, stride, height);
571 } else {
572 // v has not been CLAMPed yet
573 CMP(AL, height, reg_imm(v, ASR, FRAC_BITS));
574 MOV(LE, 0, v, reg_imm(height, LSL, FRAC_BITS));
575 MOV(LE, 0, height, imm(0));
576 if (shift) {
577 MOV(GT, 0, height, reg_imm(stride, LSL, shift));
578 } else {
579 MOV(GT, 0, height, stride);
580 }
581 MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
582 MOV(MI, 0, v, imm(0));
583 MOV(MI, 0, height, imm(0));
584 }
585 CONTEXT_STORE(height, generated_vars.lb);
586 }
587
588 scratches.recycle(width);
589 scratches.recycle(height);
590
591 // iterate texture coordinates...
592 comment("iterate s,t");
593 int dsdx = scratches.obtain();
594 int dtdx = scratches.obtain();
595
596 if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
597 return;
598
599 CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
600 CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
601 ADD(AL, 0, s.reg, s.reg, dsdx);
602 ADD(AL, 0, t.reg, t.reg, dtdx);
603 if ((mOptLevel&1)==0) {
604 CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
605 CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
606 scratches.recycle(s.reg);
607 scratches.recycle(t.reg);
608 }
609 scratches.recycle(dsdx);
610 scratches.recycle(dtdx);
611
612 // merge base & offset...
613 comment("merge base & offset");
614 texel.setTo(regs.obtain(), &tmu.format);
615 txPtr.setTo(texel.reg, tmu.bits);
616 int stride = scratches.obtain();
617
618 if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
619 return;
620
621 CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
622 CONTEXT_ADDR_LOAD(txPtr.reg, generated_vars.texture[i].data);
623 SMLABB(AL, u, v, stride, u); // u+v*stride
624 base_offset(txPtr, txPtr, u);
625
626 // load texel
627 if (!tmu.linear) {
628 comment("fetch texel");
629 load(txPtr, texel, 0);
630 } else {
631 // recycle registers we don't need anymore
632 scratches.recycle(u);
633 scratches.recycle(v);
634 scratches.recycle(stride);
635
636 comment("fetch texel, bilinear");
637 switch (tmu.format.size) {
638 case 1: filter8(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
639 case 2: filter16(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
640 case 3: filter24(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
641 case 4: filter32(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
642 }
643 }
644 }
645 }
646}
647
648void GGLAssembler::build_iterate_texture_coordinates(
649 const fragment_parts_t& parts)
650{
651 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
652 const texture_unit_t& tmu = mTextureMachine.tmu[i];
653 if (tmu.format_idx == 0)
654 continue;
655
656 if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
657 (tmu.twrap == GGL_NEEDS_WRAP_11))
658 { // 1:1 textures
659 const pointer_t& txPtr = parts.coords[i].ptr;
660 ADD(AL, 0, txPtr.reg, txPtr.reg, imm(txPtr.size>>3));
661 } else {
662 Scratch scratches(registerFile());
663 int s = parts.coords[i].s.reg;
664 int t = parts.coords[i].t.reg;
665 if ((mOptLevel&1)==0) {
666 s = scratches.obtain();
667 t = scratches.obtain();
668 CONTEXT_LOAD(s, generated_vars.texture[i].spill[0]);
669 CONTEXT_LOAD(t, generated_vars.texture[i].spill[1]);
670 }
671 int dsdx = scratches.obtain();
672 int dtdx = scratches.obtain();
673 CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
674 CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
675 ADD(AL, 0, s, s, dsdx);
676 ADD(AL, 0, t, t, dtdx);
677 if ((mOptLevel&1)==0) {
678 CONTEXT_STORE(s, generated_vars.texture[i].spill[0]);
679 CONTEXT_STORE(t, generated_vars.texture[i].spill[1]);
680 }
681 }
682 }
683}
684
685void GGLAssembler::filter8(
686 const fragment_parts_t& /*parts*/,
687 pixel_t& texel, const texture_unit_t& tmu,
688 int U, int V, pointer_t& txPtr,
689 int FRAC_BITS)
690{
691 if (tmu.format.components != GGL_ALPHA &&
692 tmu.format.components != GGL_LUMINANCE)
693 {
694 // this is a packed format, and we don't support
695 // linear filtering (it's probably RGB 332)
696 // Should not happen with OpenGL|ES
697 LDRB(AL, texel.reg, txPtr.reg);
698 return;
699 }
700
701 // ------------------------
702 // about ~22 cycles / pixel
703 Scratch scratches(registerFile());
704
705 int pixel= scratches.obtain();
706 int d = scratches.obtain();
707 int u = scratches.obtain();
708 int k = scratches.obtain();
709 int rt = scratches.obtain();
710 int lb = scratches.obtain();
711
712 // RB -> U * V
713
714 CONTEXT_LOAD(rt, generated_vars.rt);
715 CONTEXT_LOAD(lb, generated_vars.lb);
716
717 int offset = pixel;
718 ADD(AL, 0, offset, lb, rt);
719 LDRB(AL, pixel, txPtr.reg, reg_scale_pre(offset));
720 SMULBB(AL, u, U, V);
721 SMULBB(AL, d, pixel, u);
722 RSB(AL, 0, k, u, imm(1<<(FRAC_BITS*2)));
723
724 // LB -> (1-U) * V
725 RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
726 LDRB(AL, pixel, txPtr.reg, reg_scale_pre(lb));
727 SMULBB(AL, u, U, V);
728 SMLABB(AL, d, pixel, u, d);
729 SUB(AL, 0, k, k, u);
730
731 // LT -> (1-U)*(1-V)
732 RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
733 LDRB(AL, pixel, txPtr.reg);
734 SMULBB(AL, u, U, V);
735 SMLABB(AL, d, pixel, u, d);
736
737 // RT -> U*(1-V)
738 LDRB(AL, pixel, txPtr.reg, reg_scale_pre(rt));
739 SUB(AL, 0, u, k, u);
740 SMLABB(AL, texel.reg, pixel, u, d);
741
742 for (int i=0 ; i<4 ; i++) {
743 if (!texel.format.c[i].h) continue;
744 texel.format.c[i].h = FRAC_BITS*2+8;
745 texel.format.c[i].l = FRAC_BITS*2; // keeping 8 bits in enough
746 }
747 texel.format.size = 4;
748 texel.format.bitsPerPixel = 32;
749 texel.flags |= CLEAR_LO;
750}
751
752void GGLAssembler::filter16(
753 const fragment_parts_t& /*parts*/,
754 pixel_t& texel, const texture_unit_t& tmu,
755 int U, int V, pointer_t& txPtr,
756 int FRAC_BITS)
757{
758 // compute the mask
759 // XXX: it would be nice if the mask below could be computed
760 // automatically.
761 uint32_t mask = 0;
762 int shift = 0;
763 int prec = 0;
764 switch (tmu.format_idx) {
765 case GGL_PIXEL_FORMAT_RGB_565:
766 // source: 00000ggg.ggg00000 | rrrrr000.000bbbbb
767 // result: gggggggg.gggrrrrr | rrrrr0bb.bbbbbbbb
768 mask = 0x07E0F81F;
769 shift = 16;
770 prec = 5;
771 break;
772 case GGL_PIXEL_FORMAT_RGBA_4444:
773 // 0000,1111,0000,1111 | 0000,1111,0000,1111
774 mask = 0x0F0F0F0F;
775 shift = 12;
776 prec = 4;
777 break;
778 case GGL_PIXEL_FORMAT_LA_88:
779 // 0000,0000,1111,1111 | 0000,0000,1111,1111
780 // AALL -> 00AA | 00LL
781 mask = 0x00FF00FF;
782 shift = 8;
783 prec = 8;
784 break;
785 default:
786 // unsupported format, do something sensical...
787 ALOGE("Unsupported 16-bits texture format (%d)", tmu.format_idx);
788 LDRH(AL, texel.reg, txPtr.reg);
789 return;
790 }
791
792 const int adjust = FRAC_BITS*2 - prec;
793 const int round = 0;
794
795 // update the texel format
796 texel.format.size = 4;
797 texel.format.bitsPerPixel = 32;
798 texel.flags |= CLEAR_HI|CLEAR_LO;
799 for (int i=0 ; i<4 ; i++) {
800 if (!texel.format.c[i].h) continue;
801 const uint32_t offset = (mask & tmu.format.mask(i)) ? 0 : shift;
802 texel.format.c[i].h = tmu.format.c[i].h + offset + prec;
803 texel.format.c[i].l = texel.format.c[i].h - (tmu.format.bits(i) + prec);
804 }
805
806 // ------------------------
807 // about ~40 cycles / pixel
808 Scratch scratches(registerFile());
809
810 int pixel= scratches.obtain();
811 int d = scratches.obtain();
812 int u = scratches.obtain();
813 int k = scratches.obtain();
814
815 // RB -> U * V
816 int offset = pixel;
817 CONTEXT_LOAD(offset, generated_vars.rt);
818 CONTEXT_LOAD(u, generated_vars.lb);
819 ADD(AL, 0, offset, offset, u);
820
821 LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
822 SMULBB(AL, u, U, V);
823 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
824 build_and_immediate(pixel, pixel, mask, 32);
825 if (adjust) {
826 if (round)
827 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
828 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
829 }
830 MUL(AL, 0, d, pixel, u);
831 RSB(AL, 0, k, u, imm(1<<prec));
832
833 // LB -> (1-U) * V
834 CONTEXT_LOAD(offset, generated_vars.lb);
835 RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
836 LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
837 SMULBB(AL, u, U, V);
838 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
839 build_and_immediate(pixel, pixel, mask, 32);
840 if (adjust) {
841 if (round)
842 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
843 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
844 }
845 MLA(AL, 0, d, pixel, u, d);
846 SUB(AL, 0, k, k, u);
847
848 // LT -> (1-U)*(1-V)
849 RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
850 LDRH(AL, pixel, txPtr.reg);
851 SMULBB(AL, u, U, V);
852 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
853 build_and_immediate(pixel, pixel, mask, 32);
854 if (adjust) {
855 if (round)
856 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
857 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
858 }
859 MLA(AL, 0, d, pixel, u, d);
860
861 // RT -> U*(1-V)
862 CONTEXT_LOAD(offset, generated_vars.rt);
863 LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
864 SUB(AL, 0, u, k, u);
865 ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
866 build_and_immediate(pixel, pixel, mask, 32);
867 MLA(AL, 0, texel.reg, pixel, u, d);
868}
869
870void GGLAssembler::filter24(
871 const fragment_parts_t& /*parts*/,
872 pixel_t& texel, const texture_unit_t& /*tmu*/,
873 int /*U*/, int /*V*/, pointer_t& txPtr,
874 int /*FRAC_BITS*/)
875{
876 // not supported yet (currently disabled)
877 load(txPtr, texel, 0);
878}
879
880void GGLAssembler::filter32(
881 const fragment_parts_t& /*parts*/,
882 pixel_t& texel, const texture_unit_t& /*tmu*/,
883 int U, int V, pointer_t& txPtr,
884 int FRAC_BITS)
885{
886 const int adjust = FRAC_BITS*2 - 8;
887 const int round = 0;
888
889 // ------------------------
890 // about ~38 cycles / pixel
891 Scratch scratches(registerFile());
892
893 int pixel= scratches.obtain();
894 int dh = scratches.obtain();
895 int u = scratches.obtain();
896 int k = scratches.obtain();
897
898 int temp = scratches.obtain();
899 int dl = scratches.obtain();
900 int mask = scratches.obtain();
901
902 MOV(AL, 0, mask, imm(0xFF));
903 ORR(AL, 0, mask, mask, imm(0xFF0000));
904
905 // RB -> U * V
906 int offset = pixel;
907 CONTEXT_LOAD(offset, generated_vars.rt);
908 CONTEXT_LOAD(u, generated_vars.lb);
909 ADD(AL, 0, offset, offset, u);
910
911 LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
912 SMULBB(AL, u, U, V);
913 AND(AL, 0, temp, mask, pixel);
914 if (adjust) {
915 if (round)
916 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
917 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
918 }
919 MUL(AL, 0, dh, temp, u);
920 AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
921 MUL(AL, 0, dl, temp, u);
922 RSB(AL, 0, k, u, imm(0x100));
923
924 // LB -> (1-U) * V
925 CONTEXT_LOAD(offset, generated_vars.lb);
926 RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
927 LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
928 SMULBB(AL, u, U, V);
929 AND(AL, 0, temp, mask, pixel);
930 if (adjust) {
931 if (round)
932 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
933 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
934 }
935 MLA(AL, 0, dh, temp, u, dh);
936 AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
937 MLA(AL, 0, dl, temp, u, dl);
938 SUB(AL, 0, k, k, u);
939
940 // LT -> (1-U)*(1-V)
941 RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
942 LDR(AL, pixel, txPtr.reg);
943 SMULBB(AL, u, U, V);
944 AND(AL, 0, temp, mask, pixel);
945 if (adjust) {
946 if (round)
947 ADD(AL, 0, u, u, imm(1<<(adjust-1)));
948 MOV(AL, 0, u, reg_imm(u, LSR, adjust));
949 }
950 MLA(AL, 0, dh, temp, u, dh);
951 AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
952 MLA(AL, 0, dl, temp, u, dl);
953
954 // RT -> U*(1-V)
955 CONTEXT_LOAD(offset, generated_vars.rt);
956 LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
957 SUB(AL, 0, u, k, u);
958 AND(AL, 0, temp, mask, pixel);
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 AND(AL, 0, dh, mask, reg_imm(dh, LSR, 8));
964 AND(AL, 0, dl, dl, reg_imm(mask, LSL, 8));
965 ORR(AL, 0, texel.reg, dh, dl);
966}
967
968void GGLAssembler::build_texture_environment(
969 component_t& fragment,
970 const fragment_parts_t& parts,
971 int component,
972 Scratch& regs)
973{
974 const uint32_t component_mask = 1<<component;
975 const bool multiTexture = mTextureMachine.activeUnits > 1;
976 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
977 texture_unit_t& tmu = mTextureMachine.tmu[i];
978
979 if (tmu.mask & component_mask) {
980 // replace or modulate with this texture
981 if ((tmu.replaced & component_mask) == 0) {
982 // not replaced by a later tmu...
983
984 Scratch scratches(registerFile());
985 pixel_t texel(parts.texel[i]);
986
987 if (multiTexture &&
988 tmu.swrap == GGL_NEEDS_WRAP_11 &&
989 tmu.twrap == GGL_NEEDS_WRAP_11)
990 {
991 texel.reg = scratches.obtain();
992 texel.flags |= CORRUPTIBLE;
993 comment("fetch texel (multitexture 1:1)");
994 load(parts.coords[i].ptr, texel, WRITE_BACK);
995 }
996
997 component_t incoming(fragment);
998 modify(fragment, regs);
999
1000 switch (tmu.env) {
1001 case GGL_REPLACE:
1002 extract(fragment, texel, component);
1003 break;
1004 case GGL_MODULATE:
1005 modulate(fragment, incoming, texel, component);
1006 break;
1007 case GGL_DECAL:
1008 decal(fragment, incoming, texel, component);
1009 break;
1010 case GGL_BLEND:
1011 blend(fragment, incoming, texel, component, i);
1012 break;
1013 case GGL_ADD:
1014 add(fragment, incoming, texel, component);
1015 break;
1016 }
1017 }
1018 }
1019 }
1020}
1021
1022// ---------------------------------------------------------------------------
1023
1024void GGLAssembler::wrapping(
1025 int d,
1026 int coord, int size,
1027 int tx_wrap, int tx_linear)
1028{
1029 // notes:
1030 // if tx_linear is set, we need 4 extra bits of precision on the result
1031 // SMULL/UMULL is 3 cycles
1032 Scratch scratches(registerFile());
1033 int c = coord;
1034 if (tx_wrap == GGL_NEEDS_WRAP_REPEAT) {
1035 // UMULL takes 4 cycles (interlocked), and we can get away with
1036 // 2 cycles using SMULWB, but we're loosing 16 bits of precision
1037 // out of 32 (this is not a problem because the iterator keeps
1038 // its full precision)
1039 // UMULL(AL, 0, size, d, c, size);
1040 // note: we can't use SMULTB because it's signed.
1041 MOV(AL, 0, d, reg_imm(c, LSR, 16-tx_linear));
1042 SMULWB(AL, d, d, size);
1043 } else if (tx_wrap == GGL_NEEDS_WRAP_CLAMP_TO_EDGE) {
1044 if (tx_linear) {
1045 // 1 cycle
1046 MOV(AL, 0, d, reg_imm(coord, ASR, 16-tx_linear));
1047 } else {
1048 // 4 cycles (common case)
1049 MOV(AL, 0, d, reg_imm(coord, ASR, 16));
1050 BIC(AL, 0, d, d, reg_imm(d, ASR, 31));
1051 CMP(AL, d, size);
1052 SUB(GE, 0, d, size, imm(1));
1053 }
1054 }
1055}
1056
1057// ---------------------------------------------------------------------------
1058
1059void GGLAssembler::modulate(
1060 component_t& dest,
1061 const component_t& incoming,
1062 const pixel_t& incomingTexel, int component)
1063{
1064 Scratch locals(registerFile());
1065 integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
1066 extract(texel, incomingTexel, component);
1067
1068 const int Nt = texel.size();
1069 // Nt should always be less than 10 bits because it comes
1070 // from the TMU.
1071
1072 int Ni = incoming.size();
1073 // Ni could be big because it comes from previous MODULATEs
1074
1075 if (Nt == 1) {
1076 // texel acts as a bit-mask
1077 // dest = incoming & ((texel << incoming.h)-texel)
1078 RSB(AL, 0, dest.reg, texel.reg, reg_imm(texel.reg, LSL, incoming.h));
1079 AND(AL, 0, dest.reg, dest.reg, incoming.reg);
1080 dest.l = incoming.l;
1081 dest.h = incoming.h;
1082 dest.flags |= (incoming.flags & CLEAR_LO);
1083 } else if (Ni == 1) {
1084 MOV(AL, 0, dest.reg, reg_imm(incoming.reg, LSL, 31-incoming.h));
1085 AND(AL, 0, dest.reg, texel.reg, reg_imm(dest.reg, ASR, 31));
1086 dest.l = 0;
1087 dest.h = Nt;
1088 } else {
1089 int inReg = incoming.reg;
1090 int shift = incoming.l;
1091 if ((Nt + Ni) > 32) {
1092 // we will overflow, reduce the precision of Ni to 8 bits
1093 // (Note Nt cannot be more than 10 bits which happens with
1094 // 565 textures and GGL_LINEAR)
1095 shift += Ni-8;
1096 Ni = 8;
1097 }
1098
1099 // modulate by the component with the lowest precision
1100 if (Nt >= Ni) {
1101 if (shift) {
1102 // XXX: we should be able to avoid this shift
1103 // when shift==16 && Nt<16 && Ni<16, in which
1104 // we could use SMULBT below.
1105 MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
1106 inReg = dest.reg;
1107 shift = 0;
1108 }
1109 // operation: (Cf*Ct)/((1<<Ni)-1)
1110 // approximated with: Cf*(Ct + Ct>>(Ni-1))>>Ni
1111 // this operation doesn't change texel's size
1112 ADD(AL, 0, dest.reg, inReg, reg_imm(inReg, LSR, Ni-1));
1113 if (Nt<16 && Ni<16) SMULBB(AL, dest.reg, texel.reg, dest.reg);
1114 else MUL(AL, 0, dest.reg, texel.reg, dest.reg);
1115 dest.l = Ni;
1116 dest.h = Nt + Ni;
1117 } else {
1118 if (shift && (shift != 16)) {
1119 // if shift==16, we can use 16-bits mul instructions later
1120 MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
1121 inReg = dest.reg;
1122 shift = 0;
1123 }
1124 // operation: (Cf*Ct)/((1<<Nt)-1)
1125 // approximated with: Ct*(Cf + Cf>>(Nt-1))>>Nt
1126 // this operation doesn't change incoming's size
1127 Scratch scratches(registerFile());
1128 int t = (texel.flags & CORRUPTIBLE) ? texel.reg : dest.reg;
1129 if (t == inReg)
1130 t = scratches.obtain();
1131 ADD(AL, 0, t, texel.reg, reg_imm(texel.reg, LSR, Nt-1));
1132 if (Nt<16 && Ni<16) {
1133 if (shift==16) SMULBT(AL, dest.reg, t, inReg);
1134 else SMULBB(AL, dest.reg, t, inReg);
1135 } else MUL(AL, 0, dest.reg, t, inReg);
1136 dest.l = Nt;
1137 dest.h = Nt + Ni;
1138 }
1139
1140 // low bits are not valid
1141 dest.flags |= CLEAR_LO;
1142
1143 // no need to keep more than 8 bits/component
1144 if (dest.size() > 8)
1145 dest.l = dest.h-8;
1146 }
1147}
1148
1149void GGLAssembler::decal(
1150 component_t& dest,
1151 const component_t& incoming,
1152 const pixel_t& incomingTexel, int component)
1153{
1154 // RGBA:
1155 // Cv = Cf*(1 - At) + Ct*At = Cf + (Ct - Cf)*At
1156 // Av = Af
1157 Scratch locals(registerFile());
1158 integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
1159 integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
1160 extract(texel, incomingTexel, component);
1161 extract(factor, incomingTexel, GGLFormat::ALPHA);
1162
1163 // no need to keep more than 8-bits for decal
1164 int Ni = incoming.size();
1165 int shift = incoming.l;
1166 if (Ni > 8) {
1167 shift += Ni-8;
1168 Ni = 8;
1169 }
1170 integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
1171 if (shift) {
1172 MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
1173 incomingNorm.reg = dest.reg;
1174 incomingNorm.flags |= CORRUPTIBLE;
1175 }
1176 ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
1177 build_blendOneMinusFF(dest, factor, incomingNorm, texel);
1178}
1179
1180void GGLAssembler::blend(
1181 component_t& dest,
1182 const component_t& incoming,
1183 const pixel_t& incomingTexel, int component, int tmu)
1184{
1185 // RGBA:
1186 // Cv = (1 - Ct)*Cf + Ct*Cc = Cf + (Cc - Cf)*Ct
1187 // Av = At*Af
1188
1189 if (component == GGLFormat::ALPHA) {
1190 modulate(dest, incoming, incomingTexel, component);
1191 return;
1192 }
1193
1194 Scratch locals(registerFile());
1195 integer_t color(locals.obtain(), 8, CORRUPTIBLE);
1196 integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
1197 LDRB(AL, color.reg, mBuilderContext.Rctx,
1198 immed12_pre(GGL_OFFSETOF(state.texture[tmu].env_color[component])));
1199 extract(factor, incomingTexel, component);
1200
1201 // no need to keep more than 8-bits for blend
1202 int Ni = incoming.size();
1203 int shift = incoming.l;
1204 if (Ni > 8) {
1205 shift += Ni-8;
1206 Ni = 8;
1207 }
1208 integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
1209 if (shift) {
1210 MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
1211 incomingNorm.reg = dest.reg;
1212 incomingNorm.flags |= CORRUPTIBLE;
1213 }
1214 ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
1215 build_blendOneMinusFF(dest, factor, incomingNorm, color);
1216}
1217
1218void GGLAssembler::add(
1219 component_t& dest,
1220 const component_t& incoming,
1221 const pixel_t& incomingTexel, int component)
1222{
1223 // RGBA:
1224 // Cv = Cf + Ct;
1225 Scratch locals(registerFile());
1226
1227 component_t incomingTemp(incoming);
1228
1229 // use "dest" as a temporary for extracting the texel, unless "dest"
1230 // overlaps "incoming".
1231 integer_t texel(dest.reg, 32, CORRUPTIBLE);
1232 if (dest.reg == incomingTemp.reg)
1233 texel.reg = locals.obtain();
1234 extract(texel, incomingTexel, component);
1235
1236 if (texel.s < incomingTemp.size()) {
1237 expand(texel, texel, incomingTemp.size());
1238 } else if (texel.s > incomingTemp.size()) {
1239 if (incomingTemp.flags & CORRUPTIBLE) {
1240 expand(incomingTemp, incomingTemp, texel.s);
1241 } else {
1242 incomingTemp.reg = locals.obtain();
1243 expand(incomingTemp, incoming, texel.s);
1244 }
1245 }
1246
1247 if (incomingTemp.l) {
1248 ADD(AL, 0, dest.reg, texel.reg,
1249 reg_imm(incomingTemp.reg, LSR, incomingTemp.l));
1250 } else {
1251 ADD(AL, 0, dest.reg, texel.reg, incomingTemp.reg);
1252 }
1253 dest.l = 0;
1254 dest.h = texel.size();
1255 component_sat(dest);
1256}
1257
1258// ----------------------------------------------------------------------------
1259
1260}; // namespace android
1261