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authorThe Android Open Source Project <initial-contribution@android.com>2009-03-03 19:32:55 -0800
committerThe Android Open Source Project <initial-contribution@android.com>2009-03-03 19:32:55 -0800
commitdd7bc3319deb2b77c5d07a51b7d6cd7e11b5beb0 (patch)
tree2ba8d1a0846d69b18f623515e8d9b5d9fe38b590 /libpixelflinger/codeflinger/texturing.cpp
parente54eebbf1a908d65ee8cf80bab62821c05666d70 (diff)
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auto import from //depot/cupcake/@135843
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diff --git a/libpixelflinger/codeflinger/texturing.cpp b/libpixelflinger/codeflinger/texturing.cpp
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+/* libs/pixelflinger/codeflinger/texturing.cpp
+**
+** Copyright 2006, The Android Open Source Project
+**
+** Licensed under the Apache License, Version 2.0 (the "License");
+** you may not use this file except in compliance with the License.
+** You may obtain a copy of the License at
+**
+** http://www.apache.org/licenses/LICENSE-2.0
+**
+** Unless required by applicable law or agreed to in writing, software
+** distributed under the License is distributed on an "AS IS" BASIS,
+** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+** See the License for the specific language governing permissions and
+** limitations under the License.
+*/
+
+#include <assert.h>
+#include <stdint.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <sys/types.h>
+
+#include <cutils/log.h>
+
+#include "codeflinger/GGLAssembler.h"
+
+
+namespace android {
+
+// ---------------------------------------------------------------------------
+
+// iterators are initialized like this:
+// (intToFixedCenter(x) * dx)>>16 + x0
+// ((x<<16 + 0x8000) * dx)>>16 + x0
+// ((x<<16)*dx + (0x8000*dx))>>16 + x0
+// ( (x*dx) + dx>>1 ) + x0
+// (x*dx) + (dx>>1 + x0)
+
+void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x)
+{
+ context_t const* c = mBuilderContext.c;
+ const needs_t& needs = mBuilderContext.needs;
+
+ if (mSmooth) {
+ // NOTE: we could take this case in the mDithering + !mSmooth case,
+ // but this would use up to 4 more registers for the color components
+ // for only a little added quality.
+ // Currently, this causes the system to run out of registers in
+ // some case (see issue #719496)
+
+ comment("compute initial iterated color (smooth and/or dither case)");
+
+ parts.iterated_packed = 0;
+ parts.packed = 0;
+
+ // 0x1: color component
+ // 0x2: iterators
+ const int optReload = mOptLevel >> 1;
+ if (optReload >= 3) parts.reload = 0; // reload nothing
+ else if (optReload == 2) parts.reload = 2; // reload iterators
+ else if (optReload == 1) parts.reload = 1; // reload colors
+ else if (optReload <= 0) parts.reload = 3; // reload both
+
+ if (!mSmooth) {
+ // we're not smoothing (just dithering), we never have to
+ // reload the iterators
+ parts.reload &= ~2;
+ }
+
+ Scratch scratches(registerFile());
+ const int t0 = (parts.reload & 1) ? scratches.obtain() : 0;
+ const int t1 = (parts.reload & 2) ? scratches.obtain() : 0;
+ for (int i=0 ; i<4 ; i++) {
+ if (!mInfo[i].iterated)
+ continue;
+
+ // this component exists in the destination and is not replaced
+ // by a texture unit.
+ const int c = (parts.reload & 1) ? t0 : obtainReg();
+ if (i==0) CONTEXT_LOAD(c, iterators.ydady);
+ if (i==1) CONTEXT_LOAD(c, iterators.ydrdy);
+ if (i==2) CONTEXT_LOAD(c, iterators.ydgdy);
+ if (i==3) CONTEXT_LOAD(c, iterators.ydbdy);
+ parts.argb[i].reg = c;
+
+ if (mInfo[i].smooth) {
+ parts.argb_dx[i].reg = (parts.reload & 2) ? t1 : obtainReg();
+ const int dvdx = parts.argb_dx[i].reg;
+ CONTEXT_LOAD(dvdx, generated_vars.argb[i].dx);
+ MLA(AL, 0, c, x.reg, dvdx, c);
+
+ // adjust the color iterator to make sure it won't overflow
+ if (!mAA) {
+ // this is not needed when we're using anti-aliasing
+ // because we will (have to) clamp the components
+ // anyway.
+ int end = scratches.obtain();
+ MOV(AL, 0, end, reg_imm(parts.count.reg, LSR, 16));
+ MLA(AL, 1, end, dvdx, end, c);
+ SUB(MI, 0, c, c, end);
+ BIC(AL, 0, c, c, reg_imm(c, ASR, 31));
+ scratches.recycle(end);
+ }
+ }
+
+ if (parts.reload & 1) {
+ CONTEXT_STORE(c, generated_vars.argb[i].c);
+ }
+ }
+ } else {
+ // We're not smoothed, so we can
+ // just use a packed version of the color and extract the
+ // components as needed (or not at all if we don't blend)
+
+ // figure out if we need the iterated color
+ int load = 0;
+ for (int i=0 ; i<4 ; i++) {
+ component_info_t& info = mInfo[i];
+ if ((info.inDest || info.needed) && !info.replaced)
+ load |= 1;
+ }
+
+ parts.iterated_packed = 1;
+ parts.packed = (!mTextureMachine.mask && !mBlending
+ && !mFog && !mDithering);
+ parts.reload = 0;
+ if (load || parts.packed) {
+ if (mBlending || mDithering || mInfo[GGLFormat::ALPHA].needed) {
+ comment("load initial iterated color (8888 packed)");
+ parts.iterated.setTo(obtainReg(),
+ &(c->formats[GGL_PIXEL_FORMAT_RGBA_8888]));
+ CONTEXT_LOAD(parts.iterated.reg, packed8888);
+ } else {
+ comment("load initial iterated color (dest format packed)");
+
+ parts.iterated.setTo(obtainReg(), &mCbFormat);
+
+ // pre-mask the iterated color
+ const int bits = parts.iterated.size();
+ const uint32_t size = ((bits>=32) ? 0 : (1LU << bits)) - 1;
+ uint32_t mask = 0;
+ if (mMasking) {
+ for (int i=0 ; i<4 ; i++) {
+ const int component_mask = 1<<i;
+ const int h = parts.iterated.format.c[i].h;
+ const int l = parts.iterated.format.c[i].l;
+ if (h && (!(mMasking & component_mask))) {
+ mask |= ((1<<(h-l))-1) << l;
+ }
+ }
+ }
+
+ if (mMasking && ((mask & size)==0)) {
+ // none of the components are present in the mask
+ } else {
+ CONTEXT_LOAD(parts.iterated.reg, packed);
+ if (mCbFormat.size == 1) {
+ AND(AL, 0, parts.iterated.reg,
+ parts.iterated.reg, imm(0xFF));
+ } else if (mCbFormat.size == 2) {
+ MOV(AL, 0, parts.iterated.reg,
+ reg_imm(parts.iterated.reg, LSR, 16));
+ }
+ }
+
+ // pre-mask the iterated color
+ if (mMasking) {
+ build_and_immediate(parts.iterated.reg, parts.iterated.reg,
+ mask, bits);
+ }
+ }
+ }
+ }
+}
+
+void GGLAssembler::build_iterated_color(
+ component_t& fragment,
+ const fragment_parts_t& parts,
+ int component,
+ Scratch& regs)
+{
+ fragment.setTo( regs.obtain(), 0, 32, CORRUPTIBLE);
+
+ if (!mInfo[component].iterated)
+ return;
+
+ if (parts.iterated_packed) {
+ // iterated colors are packed, extract the one we need
+ extract(fragment, parts.iterated, component);
+ } else {
+ fragment.h = GGL_COLOR_BITS;
+ fragment.l = GGL_COLOR_BITS - 8;
+ fragment.flags |= CLEAR_LO;
+ // iterated colors are held in their own register,
+ // (smooth and/or dithering case)
+ if (parts.reload==3) {
+ // this implies mSmooth
+ Scratch scratches(registerFile());
+ int dx = scratches.obtain();
+ CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
+ CONTEXT_LOAD(dx, generated_vars.argb[component].dx);
+ ADD(AL, 0, dx, fragment.reg, dx);
+ CONTEXT_STORE(dx, generated_vars.argb[component].c);
+ } else if (parts.reload & 1) {
+ CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
+ } else {
+ // we don't reload, so simply rename the register and mark as
+ // non CORRUPTIBLE so that the texture env or blending code
+ // won't modify this (renamed) register
+ regs.recycle(fragment.reg);
+ fragment.reg = parts.argb[component].reg;
+ fragment.flags &= ~CORRUPTIBLE;
+ }
+ if (mInfo[component].smooth && mAA) {
+ // when using smooth shading AND anti-aliasing, we need to clamp
+ // the iterators because there is always an extra pixel on the
+ // edges, which most of the time will cause an overflow
+ // (since technically its outside of the domain).
+ BIC(AL, 0, fragment.reg, fragment.reg,
+ reg_imm(fragment.reg, ASR, 31));
+ component_sat(fragment);
+ }
+ }
+}
+
+// ---------------------------------------------------------------------------
+
+void GGLAssembler::decodeLogicOpNeeds(const needs_t& needs)
+{
+ // gather some informations about the components we need to process...
+ const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;
+ switch(opcode) {
+ case GGL_COPY:
+ mLogicOp = 0;
+ break;
+ case GGL_CLEAR:
+ case GGL_SET:
+ mLogicOp = LOGIC_OP;
+ break;
+ case GGL_AND:
+ case GGL_AND_REVERSE:
+ case GGL_AND_INVERTED:
+ case GGL_XOR:
+ case GGL_OR:
+ case GGL_NOR:
+ case GGL_EQUIV:
+ case GGL_OR_REVERSE:
+ case GGL_OR_INVERTED:
+ case GGL_NAND:
+ mLogicOp = LOGIC_OP|LOGIC_OP_SRC|LOGIC_OP_DST;
+ break;
+ case GGL_NOOP:
+ case GGL_INVERT:
+ mLogicOp = LOGIC_OP|LOGIC_OP_DST;
+ break;
+ case GGL_COPY_INVERTED:
+ mLogicOp = LOGIC_OP|LOGIC_OP_SRC;
+ break;
+ };
+}
+
+void GGLAssembler::decodeTMUNeeds(const needs_t& needs, context_t const* c)
+{
+ uint8_t replaced=0;
+ mTextureMachine.mask = 0;
+ mTextureMachine.activeUnits = 0;
+ for (int i=GGL_TEXTURE_UNIT_COUNT-1 ; i>=0 ; i--) {
+ texture_unit_t& tmu = mTextureMachine.tmu[i];
+ if (replaced == 0xF) {
+ // all components are replaced, skip this TMU.
+ tmu.format_idx = 0;
+ tmu.mask = 0;
+ tmu.replaced = replaced;
+ continue;
+ }
+ tmu.format_idx = GGL_READ_NEEDS(T_FORMAT, needs.t[i]);
+ tmu.format = c->formats[tmu.format_idx];
+ tmu.bits = tmu.format.size*8;
+ tmu.swrap = GGL_READ_NEEDS(T_S_WRAP, needs.t[i]);
+ tmu.twrap = GGL_READ_NEEDS(T_T_WRAP, needs.t[i]);
+ tmu.env = ggl_needs_to_env(GGL_READ_NEEDS(T_ENV, needs.t[i]));
+ tmu.pot = GGL_READ_NEEDS(T_POT, needs.t[i]);
+ tmu.linear = GGL_READ_NEEDS(T_LINEAR, needs.t[i])
+ && tmu.format.size!=3; // XXX: only 8, 16 and 32 modes for now
+
+ // 5551 linear filtering is not supported
+ if (tmu.format_idx == GGL_PIXEL_FORMAT_RGBA_5551)
+ tmu.linear = 0;
+
+ tmu.mask = 0;
+ tmu.replaced = replaced;
+
+ if (tmu.format_idx) {
+ mTextureMachine.activeUnits++;
+ if (tmu.format.c[0].h) tmu.mask |= 0x1;
+ if (tmu.format.c[1].h) tmu.mask |= 0x2;
+ if (tmu.format.c[2].h) tmu.mask |= 0x4;
+ if (tmu.format.c[3].h) tmu.mask |= 0x8;
+ if (tmu.env == GGL_REPLACE) {
+ replaced |= tmu.mask;
+ } else if (tmu.env == GGL_DECAL) {
+ if (!tmu.format.c[GGLFormat::ALPHA].h) {
+ // if we don't have alpha, decal does nothing
+ tmu.mask = 0;
+ } else {
+ // decal always ignores At
+ tmu.mask &= ~(1<<GGLFormat::ALPHA);
+ }
+ }
+ }
+ mTextureMachine.mask |= tmu.mask;
+ //printf("%d: mask=%08lx, replaced=%08lx\n",
+ // i, int(tmu.mask), int(tmu.replaced));
+ }
+ mTextureMachine.replaced = replaced;
+ mTextureMachine.directTexture = 0;
+ //printf("replaced=%08lx\n", mTextureMachine.replaced);
+}
+
+
+void GGLAssembler::init_textures(
+ tex_coord_t* coords,
+ const reg_t& x, const reg_t& y)
+{
+ context_t const* c = mBuilderContext.c;
+ const needs_t& needs = mBuilderContext.needs;
+ int Rctx = mBuilderContext.Rctx;
+ int Rx = x.reg;
+ int Ry = y.reg;
+
+ if (mTextureMachine.mask) {
+ comment("compute texture coordinates");
+ }
+
+ // init texture coordinates for each tmu
+ const int cb_format_idx = GGL_READ_NEEDS(CB_FORMAT, needs.n);
+ const bool multiTexture = mTextureMachine.activeUnits > 1;
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
+ const texture_unit_t& tmu = mTextureMachine.tmu[i];
+ if (tmu.format_idx == 0)
+ continue;
+ if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
+ (tmu.twrap == GGL_NEEDS_WRAP_11))
+ {
+ // 1:1 texture
+ pointer_t& txPtr = coords[i].ptr;
+ txPtr.setTo(obtainReg(), tmu.bits);
+ CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydsdy);
+ ADD(AL, 0, Rx, Rx, reg_imm(txPtr.reg, ASR, 16)); // x += (s>>16)
+ CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydtdy);
+ ADD(AL, 0, Ry, Ry, reg_imm(txPtr.reg, ASR, 16)); // y += (t>>16)
+ // merge base & offset
+ CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].stride);
+ SMLABB(AL, Rx, Ry, txPtr.reg, Rx); // x+y*stride
+ CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].data);
+ base_offset(txPtr, txPtr, Rx);
+ } else {
+ Scratch scratches(registerFile());
+ reg_t& s = coords[i].s;
+ reg_t& t = coords[i].t;
+ // s = (x * dsdx)>>16 + ydsdy
+ // s = (x * dsdx)>>16 + (y*dsdy)>>16 + s0
+ // t = (x * dtdx)>>16 + ydtdy
+ // t = (x * dtdx)>>16 + (y*dtdy)>>16 + t0
+ s.setTo(obtainReg());
+ t.setTo(obtainReg());
+ const int need_w = GGL_READ_NEEDS(W, needs.n);
+ if (need_w) {
+ CONTEXT_LOAD(s.reg, state.texture[i].iterators.ydsdy);
+ CONTEXT_LOAD(t.reg, state.texture[i].iterators.ydtdy);
+ } else {
+ int ydsdy = scratches.obtain();
+ int ydtdy = scratches.obtain();
+ CONTEXT_LOAD(s.reg, generated_vars.texture[i].dsdx);
+ CONTEXT_LOAD(ydsdy, state.texture[i].iterators.ydsdy);
+ CONTEXT_LOAD(t.reg, generated_vars.texture[i].dtdx);
+ CONTEXT_LOAD(ydtdy, state.texture[i].iterators.ydtdy);
+ MLA(AL, 0, s.reg, Rx, s.reg, ydsdy);
+ MLA(AL, 0, t.reg, Rx, t.reg, ydtdy);
+ }
+
+ if ((mOptLevel&1)==0) {
+ CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
+ CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
+ recycleReg(s.reg);
+ recycleReg(t.reg);
+ }
+ }
+
+ // direct texture?
+ if (!multiTexture && !mBlending && !mDithering && !mFog &&
+ cb_format_idx == tmu.format_idx && !tmu.linear &&
+ mTextureMachine.replaced == tmu.mask)
+ {
+ mTextureMachine.directTexture = i + 1;
+ }
+ }
+}
+
+void GGLAssembler::build_textures( fragment_parts_t& parts,
+ Scratch& regs)
+{
+ context_t const* c = mBuilderContext.c;
+ const needs_t& needs = mBuilderContext.needs;
+ int Rctx = mBuilderContext.Rctx;
+
+ // We don't have a way to spill registers automatically
+ // spill depth and AA regs, when we know we may have to.
+ // build the spill list...
+ uint32_t spill_list = 0;
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
+ const texture_unit_t& tmu = mTextureMachine.tmu[i];
+ if (tmu.format_idx == 0)
+ continue;
+ if (tmu.linear) {
+ // we may run out of register if we have linear filtering
+ // at 1 or 4 bytes / pixel on any texture unit.
+ if (tmu.format.size == 1) {
+ // if depth and AA enabled, we'll run out of 1 register
+ if (parts.z.reg > 0 && parts.covPtr.reg > 0)
+ spill_list |= 1<<parts.covPtr.reg;
+ }
+ if (tmu.format.size == 4) {
+ // if depth or AA enabled, we'll run out of 1 or 2 registers
+ if (parts.z.reg > 0)
+ spill_list |= 1<<parts.z.reg;
+ if (parts.covPtr.reg > 0)
+ spill_list |= 1<<parts.covPtr.reg;
+ }
+ }
+ }
+
+ Spill spill(registerFile(), *this, spill_list);
+
+ const bool multiTexture = mTextureMachine.activeUnits > 1;
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
+ const texture_unit_t& tmu = mTextureMachine.tmu[i];
+ if (tmu.format_idx == 0)
+ continue;
+
+ pointer_t& txPtr = parts.coords[i].ptr;
+ pixel_t& texel = parts.texel[i];
+
+ // repeat...
+ if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
+ (tmu.twrap == GGL_NEEDS_WRAP_11))
+ { // 1:1 textures
+ comment("fetch texel");
+ texel.setTo(regs.obtain(), &tmu.format);
+ load(txPtr, texel, WRITE_BACK);
+ } else {
+ Scratch scratches(registerFile());
+ reg_t& s = parts.coords[i].s;
+ reg_t& t = parts.coords[i].t;
+ if ((mOptLevel&1)==0) {
+ comment("reload s/t (multitexture or linear filtering)");
+ s.reg = scratches.obtain();
+ t.reg = scratches.obtain();
+ CONTEXT_LOAD(s.reg, generated_vars.texture[i].spill[0]);
+ CONTEXT_LOAD(t.reg, generated_vars.texture[i].spill[1]);
+ }
+
+ comment("compute repeat/clamp");
+ int u = scratches.obtain();
+ int v = scratches.obtain();
+ int width = scratches.obtain();
+ int height = scratches.obtain();
+ int U = 0;
+ int V = 0;
+
+ CONTEXT_LOAD(width, generated_vars.texture[i].width);
+ CONTEXT_LOAD(height, generated_vars.texture[i].height);
+
+ int FRAC_BITS = 0;
+ if (tmu.linear) {
+ // linear interpolation
+ if (tmu.format.size == 1) {
+ // for 8-bits textures, we can afford
+ // 7 bits of fractional precision at no
+ // additional cost (we can't do 8 bits
+ // because filter8 uses signed 16 bits muls)
+ FRAC_BITS = 7;
+ } else if (tmu.format.size == 2) {
+ // filter16() is internally limited to 4 bits, so:
+ // FRAC_BITS=2 generates less instructions,
+ // FRAC_BITS=3,4,5 creates unpleasant artifacts,
+ // FRAC_BITS=6+ looks good
+ FRAC_BITS = 6;
+ } else if (tmu.format.size == 4) {
+ // filter32() is internally limited to 8 bits, so:
+ // FRAC_BITS=4 looks good
+ // FRAC_BITS=5+ looks better, but generates 3 extra ipp
+ FRAC_BITS = 6;
+ } else {
+ // for all other cases we use 4 bits.
+ FRAC_BITS = 4;
+ }
+ }
+ wrapping(u, s.reg, width, tmu.swrap, FRAC_BITS);
+ wrapping(v, t.reg, height, tmu.twrap, FRAC_BITS);
+
+ if (tmu.linear) {
+ comment("compute linear filtering offsets");
+ // pixel size scale
+ const int shift = 31 - gglClz(tmu.format.size);
+ U = scratches.obtain();
+ V = scratches.obtain();
+
+ // sample the texel center
+ SUB(AL, 0, u, u, imm(1<<(FRAC_BITS-1)));
+ SUB(AL, 0, v, v, imm(1<<(FRAC_BITS-1)));
+
+ // get the fractionnal part of U,V
+ AND(AL, 0, U, u, imm((1<<FRAC_BITS)-1));
+ AND(AL, 0, V, v, imm((1<<FRAC_BITS)-1));
+
+ // compute width-1 and height-1
+ SUB(AL, 0, width, width, imm(1));
+ SUB(AL, 0, height, height, imm(1));
+
+ // get the integer part of U,V and clamp/wrap
+ // and compute offset to the next texel
+ if (tmu.swrap == GGL_NEEDS_WRAP_REPEAT) {
+ // u has already been REPEATed
+ MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
+ MOV(MI, 0, u, width);
+ CMP(AL, u, width);
+ MOV(LT, 0, width, imm(1 << shift));
+ if (shift)
+ MOV(GE, 0, width, reg_imm(width, LSL, shift));
+ RSB(GE, 0, width, width, imm(0));
+ } else {
+ // u has not been CLAMPed yet
+ // algorithm:
+ // if ((u>>4) >= width)
+ // u = width<<4
+ // width = 0
+ // else
+ // width = 1<<shift
+ // u = u>>4; // get integer part
+ // if (u<0)
+ // u = 0
+ // width = 0
+ // generated_vars.rt = width
+
+ CMP(AL, width, reg_imm(u, ASR, FRAC_BITS));
+ MOV(LE, 0, u, reg_imm(width, LSL, FRAC_BITS));
+ MOV(LE, 0, width, imm(0));
+ MOV(GT, 0, width, imm(1 << shift));
+ MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
+ MOV(MI, 0, u, imm(0));
+ MOV(MI, 0, width, imm(0));
+ }
+ CONTEXT_STORE(width, generated_vars.rt);
+
+ const int stride = width;
+ CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
+ if (tmu.twrap == GGL_NEEDS_WRAP_REPEAT) {
+ // v has already been REPEATed
+ MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
+ MOV(MI, 0, v, height);
+ CMP(AL, v, height);
+ MOV(LT, 0, height, imm(1 << shift));
+ if (shift)
+ MOV(GE, 0, height, reg_imm(height, LSL, shift));
+ RSB(GE, 0, height, height, imm(0));
+ MUL(AL, 0, height, stride, height);
+ } else {
+ // u has not been CLAMPed yet
+ CMP(AL, height, reg_imm(v, ASR, FRAC_BITS));
+ MOV(LE, 0, v, reg_imm(height, LSL, FRAC_BITS));
+ MOV(LE, 0, height, imm(0));
+ if (shift) {
+ MOV(GT, 0, height, reg_imm(stride, LSL, shift));
+ } else {
+ MOV(GT, 0, height, stride);
+ }
+ MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
+ MOV(MI, 0, v, imm(0));
+ MOV(MI, 0, height, imm(0));
+ }
+ CONTEXT_STORE(height, generated_vars.lb);
+ }
+
+ scratches.recycle(width);
+ scratches.recycle(height);
+
+ // iterate texture coordinates...
+ comment("iterate s,t");
+ int dsdx = scratches.obtain();
+ int dtdx = scratches.obtain();
+ CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
+ CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
+ ADD(AL, 0, s.reg, s.reg, dsdx);
+ ADD(AL, 0, t.reg, t.reg, dtdx);
+ if ((mOptLevel&1)==0) {
+ CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
+ CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
+ scratches.recycle(s.reg);
+ scratches.recycle(t.reg);
+ }
+ scratches.recycle(dsdx);
+ scratches.recycle(dtdx);
+
+ // merge base & offset...
+ comment("merge base & offset");
+ texel.setTo(regs.obtain(), &tmu.format);
+ txPtr.setTo(texel.reg, tmu.bits);
+ int stride = scratches.obtain();
+ CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
+ CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].data);
+ SMLABB(AL, u, v, stride, u); // u+v*stride
+ base_offset(txPtr, txPtr, u);
+
+ // load texel
+ if (!tmu.linear) {
+ comment("fetch texel");
+ load(txPtr, texel, 0);
+ } else {
+ // recycle registers we don't need anymore
+ scratches.recycle(u);
+ scratches.recycle(v);
+ scratches.recycle(stride);
+
+ comment("fetch texel, bilinear");
+ switch (tmu.format.size) {
+ case 1: filter8(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
+ case 2: filter16(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
+ case 3: filter24(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
+ case 4: filter32(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
+ }
+ }
+ }
+ }
+}
+
+void GGLAssembler::build_iterate_texture_coordinates(
+ const fragment_parts_t& parts)
+{
+ const bool multiTexture = mTextureMachine.activeUnits > 1;
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
+ const texture_unit_t& tmu = mTextureMachine.tmu[i];
+ if (tmu.format_idx == 0)
+ continue;
+
+ if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
+ (tmu.twrap == GGL_NEEDS_WRAP_11))
+ { // 1:1 textures
+ const pointer_t& txPtr = parts.coords[i].ptr;
+ ADD(AL, 0, txPtr.reg, txPtr.reg, imm(txPtr.size>>3));
+ } else {
+ Scratch scratches(registerFile());
+ int s = parts.coords[i].s.reg;
+ int t = parts.coords[i].t.reg;
+ if ((mOptLevel&1)==0) {
+ s = scratches.obtain();
+ t = scratches.obtain();
+ CONTEXT_LOAD(s, generated_vars.texture[i].spill[0]);
+ CONTEXT_LOAD(t, generated_vars.texture[i].spill[1]);
+ }
+ int dsdx = scratches.obtain();
+ int dtdx = scratches.obtain();
+ CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
+ CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
+ ADD(AL, 0, s, s, dsdx);
+ ADD(AL, 0, t, t, dtdx);
+ if ((mOptLevel&1)==0) {
+ CONTEXT_STORE(s, generated_vars.texture[i].spill[0]);
+ CONTEXT_STORE(t, generated_vars.texture[i].spill[1]);
+ }
+ }
+ }
+}
+
+void GGLAssembler::filter8(
+ const fragment_parts_t& parts,
+ pixel_t& texel, const texture_unit_t& tmu,
+ int U, int V, pointer_t& txPtr,
+ int FRAC_BITS)
+{
+ if (tmu.format.components != GGL_ALPHA &&
+ tmu.format.components != GGL_LUMINANCE)
+ {
+ // this is a packed format, and we don't support
+ // linear filtering (it's probably RGB 332)
+ // Should not happen with OpenGL|ES
+ LDRB(AL, texel.reg, txPtr.reg);
+ return;
+ }
+
+ // ------------------------
+ // about ~22 cycles / pixel
+ Scratch scratches(registerFile());
+
+ int pixel= scratches.obtain();
+ int d = scratches.obtain();
+ int u = scratches.obtain();
+ int k = scratches.obtain();
+ int rt = scratches.obtain();
+ int lb = scratches.obtain();
+
+ // RB -> U * V
+
+ CONTEXT_LOAD(rt, generated_vars.rt);
+ CONTEXT_LOAD(lb, generated_vars.lb);
+
+ int offset = pixel;
+ ADD(AL, 0, offset, lb, rt);
+ LDRB(AL, pixel, txPtr.reg, reg_scale_pre(offset));
+ SMULBB(AL, u, U, V);
+ SMULBB(AL, d, pixel, u);
+ RSB(AL, 0, k, u, imm(1<<(FRAC_BITS*2)));
+
+ // LB -> (1-U) * V
+ RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
+ LDRB(AL, pixel, txPtr.reg, reg_scale_pre(lb));
+ SMULBB(AL, u, U, V);
+ SMLABB(AL, d, pixel, u, d);
+ SUB(AL, 0, k, k, u);
+
+ // LT -> (1-U)*(1-V)
+ RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
+ LDRB(AL, pixel, txPtr.reg);
+ SMULBB(AL, u, U, V);
+ SMLABB(AL, d, pixel, u, d);
+
+ // RT -> U*(1-V)
+ LDRB(AL, pixel, txPtr.reg, reg_scale_pre(rt));
+ SUB(AL, 0, u, k, u);
+ SMLABB(AL, texel.reg, pixel, u, d);
+
+ for (int i=0 ; i<4 ; i++) {
+ if (!texel.format.c[i].h) continue;
+ texel.format.c[i].h = FRAC_BITS*2+8;
+ texel.format.c[i].l = FRAC_BITS*2; // keeping 8 bits in enough
+ }
+ texel.format.size = 4;
+ texel.format.bitsPerPixel = 32;
+ texel.flags |= CLEAR_LO;
+}
+
+void GGLAssembler::filter16(
+ const fragment_parts_t& parts,
+ pixel_t& texel, const texture_unit_t& tmu,
+ int U, int V, pointer_t& txPtr,
+ int FRAC_BITS)
+{
+ // compute the mask
+ // XXX: it would be nice if the mask below could be computed
+ // automatically.
+ uint32_t mask = 0;
+ int shift = 0;
+ int prec = 0;
+ switch (tmu.format_idx) {
+ case GGL_PIXEL_FORMAT_RGB_565:
+ // source: 00000ggg.ggg00000 | rrrrr000.000bbbbb
+ // result: gggggggg.gggrrrrr | rrrrr0bb.bbbbbbbb
+ mask = 0x07E0F81F;
+ shift = 16;
+ prec = 5;
+ break;
+ case GGL_PIXEL_FORMAT_RGBA_4444:
+ // 0000,1111,0000,1111 | 0000,1111,0000,1111
+ mask = 0x0F0F0F0F;
+ shift = 12;
+ prec = 4;
+ break;
+ case GGL_PIXEL_FORMAT_LA_88:
+ // 0000,0000,1111,1111 | 0000,0000,1111,1111
+ // AALL -> 00AA | 00LL
+ mask = 0x00FF00FF;
+ shift = 8;
+ prec = 8;
+ break;
+ default:
+ // unsupported format, do something sensical...
+ LOGE("Unsupported 16-bits texture format (%d)", tmu.format_idx);
+ LDRH(AL, texel.reg, txPtr.reg);
+ return;
+ }
+
+ const int adjust = FRAC_BITS*2 - prec;
+ const int round = 0;
+
+ // update the texel format
+ texel.format.size = 4;
+ texel.format.bitsPerPixel = 32;
+ texel.flags |= CLEAR_HI|CLEAR_LO;
+ for (int i=0 ; i<4 ; i++) {
+ if (!texel.format.c[i].h) continue;
+ const uint32_t offset = (mask & tmu.format.mask(i)) ? 0 : shift;
+ texel.format.c[i].h = tmu.format.c[i].h + offset + prec;
+ texel.format.c[i].l = texel.format.c[i].h - (tmu.format.bits(i) + prec);
+ }
+
+ // ------------------------
+ // about ~40 cycles / pixel
+ Scratch scratches(registerFile());
+
+ int pixel= scratches.obtain();
+ int d = scratches.obtain();
+ int u = scratches.obtain();
+ int k = scratches.obtain();
+
+ // RB -> U * V
+ int offset = pixel;
+ CONTEXT_LOAD(offset, generated_vars.rt);
+ CONTEXT_LOAD(u, generated_vars.lb);
+ ADD(AL, 0, offset, offset, u);
+
+ LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
+ SMULBB(AL, u, U, V);
+ ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
+ build_and_immediate(pixel, pixel, mask, 32);
+ if (adjust) {
+ if (round)
+ ADD(AL, 0, u, u, imm(1<<(adjust-1)));
+ MOV(AL, 0, u, reg_imm(u, LSR, adjust));
+ }
+ MUL(AL, 0, d, pixel, u);
+ RSB(AL, 0, k, u, imm(1<<prec));
+
+ // LB -> (1-U) * V
+ CONTEXT_LOAD(offset, generated_vars.lb);
+ RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
+ LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
+ SMULBB(AL, u, U, V);
+ ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
+ build_and_immediate(pixel, pixel, mask, 32);
+ if (adjust) {
+ if (round)
+ ADD(AL, 0, u, u, imm(1<<(adjust-1)));
+ MOV(AL, 0, u, reg_imm(u, LSR, adjust));
+ }
+ MLA(AL, 0, d, pixel, u, d);
+ SUB(AL, 0, k, k, u);
+
+ // LT -> (1-U)*(1-V)
+ RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
+ LDRH(AL, pixel, txPtr.reg);
+ SMULBB(AL, u, U, V);
+ ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
+ build_and_immediate(pixel, pixel, mask, 32);
+ if (adjust) {
+ if (round)
+ ADD(AL, 0, u, u, imm(1<<(adjust-1)));
+ MOV(AL, 0, u, reg_imm(u, LSR, adjust));
+ }
+ MLA(AL, 0, d, pixel, u, d);
+
+ // RT -> U*(1-V)
+ CONTEXT_LOAD(offset, generated_vars.rt);
+ LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
+ SUB(AL, 0, u, k, u);
+ ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
+ build_and_immediate(pixel, pixel, mask, 32);
+ MLA(AL, 0, texel.reg, pixel, u, d);
+}
+
+void GGLAssembler::filter24(
+ const fragment_parts_t& parts,
+ pixel_t& texel, const texture_unit_t& tmu,
+ int U, int V, pointer_t& txPtr,
+ int FRAC_BITS)
+{
+ // not supported yet (currently disabled)
+ load(txPtr, texel, 0);
+}
+
+void GGLAssembler::filter32(
+ const fragment_parts_t& parts,
+ pixel_t& texel, const texture_unit_t& tmu,
+ int U, int V, pointer_t& txPtr,
+ int FRAC_BITS)
+{
+ const int adjust = FRAC_BITS*2 - 8;
+ const int round = 0;
+
+ // ------------------------
+ // about ~38 cycles / pixel
+ Scratch scratches(registerFile());
+
+ int pixel= scratches.obtain();
+ int dh = scratches.obtain();
+ int u = scratches.obtain();
+ int k = scratches.obtain();
+
+ int temp = scratches.obtain();
+ int dl = scratches.obtain();
+ int mask = scratches.obtain();
+
+ MOV(AL, 0, mask, imm(0xFF));
+ ORR(AL, 0, mask, mask, imm(0xFF0000));
+
+ // RB -> U * V
+ int offset = pixel;
+ CONTEXT_LOAD(offset, generated_vars.rt);
+ CONTEXT_LOAD(u, generated_vars.lb);
+ ADD(AL, 0, offset, offset, u);
+
+ LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
+ SMULBB(AL, u, U, V);
+ AND(AL, 0, temp, mask, pixel);
+ if (adjust) {
+ if (round)
+ ADD(AL, 0, u, u, imm(1<<(adjust-1)));
+ MOV(AL, 0, u, reg_imm(u, LSR, adjust));
+ }
+ MUL(AL, 0, dh, temp, u);
+ AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
+ MUL(AL, 0, dl, temp, u);
+ RSB(AL, 0, k, u, imm(0x100));
+
+ // LB -> (1-U) * V
+ CONTEXT_LOAD(offset, generated_vars.lb);
+ RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
+ LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
+ SMULBB(AL, u, U, V);
+ AND(AL, 0, temp, mask, pixel);
+ if (adjust) {
+ if (round)
+ ADD(AL, 0, u, u, imm(1<<(adjust-1)));
+ MOV(AL, 0, u, reg_imm(u, LSR, adjust));
+ }
+ MLA(AL, 0, dh, temp, u, dh);
+ AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
+ MLA(AL, 0, dl, temp, u, dl);
+ SUB(AL, 0, k, k, u);
+
+ // LT -> (1-U)*(1-V)
+ RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
+ LDR(AL, pixel, txPtr.reg);
+ SMULBB(AL, u, U, V);
+ AND(AL, 0, temp, mask, pixel);
+ if (adjust) {
+ if (round)
+ ADD(AL, 0, u, u, imm(1<<(adjust-1)));
+ MOV(AL, 0, u, reg_imm(u, LSR, adjust));
+ }
+ MLA(AL, 0, dh, temp, u, dh);
+ AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
+ MLA(AL, 0, dl, temp, u, dl);
+
+ // RT -> U*(1-V)
+ CONTEXT_LOAD(offset, generated_vars.rt);
+ LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
+ SUB(AL, 0, u, k, u);
+ AND(AL, 0, temp, mask, pixel);
+ MLA(AL, 0, dh, temp, u, dh);
+ AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
+ MLA(AL, 0, dl, temp, u, dl);
+
+ AND(AL, 0, dh, mask, reg_imm(dh, LSR, 8));
+ AND(AL, 0, dl, dl, reg_imm(mask, LSL, 8));
+ ORR(AL, 0, texel.reg, dh, dl);
+}
+
+void GGLAssembler::build_texture_environment(
+ component_t& fragment,
+ const fragment_parts_t& parts,
+ int component,
+ Scratch& regs)
+{
+ const uint32_t component_mask = 1<<component;
+ const bool multiTexture = mTextureMachine.activeUnits > 1;
+ for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
+ texture_unit_t& tmu = mTextureMachine.tmu[i];
+
+ if (tmu.mask & component_mask) {
+ // replace or modulate with this texture
+ if ((tmu.replaced & component_mask) == 0) {
+ // not replaced by a later tmu...
+
+ Scratch scratches(registerFile());
+ pixel_t texel(parts.texel[i]);
+ if (multiTexture &&
+ tmu.swrap == GGL_NEEDS_WRAP_11 &&
+ tmu.twrap == GGL_NEEDS_WRAP_11)
+ {
+ texel.reg = scratches.obtain();
+ texel.flags |= CORRUPTIBLE;
+ comment("fetch texel (multitexture 1:1)");
+ load(parts.coords[i].ptr, texel, WRITE_BACK);
+ }
+
+ component_t incoming(fragment);
+ modify(fragment, regs);
+
+ switch (tmu.env) {
+ case GGL_REPLACE:
+ extract(fragment, texel, component);
+ break;
+ case GGL_MODULATE:
+ modulate(fragment, incoming, texel, component);
+ break;
+ case GGL_DECAL:
+ decal(fragment, incoming, texel, component);
+ break;
+ case GGL_BLEND:
+ blend(fragment, incoming, texel, component, i);
+ break;
+ case GGL_ADD:
+ add(fragment, incoming, texel, component);
+ break;
+ }
+ }
+ }
+ }
+}
+
+// ---------------------------------------------------------------------------
+
+void GGLAssembler::wrapping(
+ int d,
+ int coord, int size,
+ int tx_wrap, int tx_linear)
+{
+ // notes:
+ // if tx_linear is set, we need 4 extra bits of precision on the result
+ // SMULL/UMULL is 3 cycles
+ Scratch scratches(registerFile());
+ int c = coord;
+ if (tx_wrap == GGL_NEEDS_WRAP_REPEAT) {
+ // UMULL takes 4 cycles (interlocked), and we can get away with
+ // 2 cycles using SMULWB, but we're loosing 16 bits of precision
+ // out of 32 (this is not a problem because the iterator keeps
+ // its full precision)
+ // UMULL(AL, 0, size, d, c, size);
+ // note: we can't use SMULTB because it's signed.
+ MOV(AL, 0, d, reg_imm(c, LSR, 16-tx_linear));
+ SMULWB(AL, d, d, size);
+ } else if (tx_wrap == GGL_NEEDS_WRAP_CLAMP_TO_EDGE) {
+ if (tx_linear) {
+ // 1 cycle
+ MOV(AL, 0, d, reg_imm(coord, ASR, 16-tx_linear));
+ } else {
+ // 4 cycles (common case)
+ MOV(AL, 0, d, reg_imm(coord, ASR, 16));
+ BIC(AL, 0, d, d, reg_imm(d, ASR, 31));
+ CMP(AL, d, size);
+ SUB(GE, 0, d, size, imm(1));
+ }
+ }
+}
+
+// ---------------------------------------------------------------------------
+
+void GGLAssembler::modulate(
+ component_t& dest,
+ const component_t& incoming,
+ const pixel_t& incomingTexel, int component)
+{
+ Scratch locals(registerFile());
+ integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
+ extract(texel, incomingTexel, component);
+
+ const int Nt = texel.size();
+ // Nt should always be less than 10 bits because it comes
+ // from the TMU.
+
+ int Ni = incoming.size();
+ // Ni could be big because it comes from previous MODULATEs
+
+ if (Nt == 1) {
+ // texel acts as a bit-mask
+ // dest = incoming & ((texel << incoming.h)-texel)
+ RSB(AL, 0, dest.reg, texel.reg, reg_imm(texel.reg, LSL, incoming.h));
+ AND(AL, 0, dest.reg, dest.reg, incoming.reg);
+ dest.l = incoming.l;
+ dest.h = incoming.h;
+ dest.flags |= (incoming.flags & CLEAR_LO);
+ } else if (Ni == 1) {
+ MOV(AL, 0, dest.reg, reg_imm(incoming.reg, LSL, 31-incoming.h));
+ AND(AL, 0, dest.reg, texel.reg, reg_imm(dest.reg, ASR, 31));
+ dest.l = 0;
+ dest.h = Nt;
+ } else {
+ int inReg = incoming.reg;
+ int shift = incoming.l;
+ if ((Nt + Ni) > 32) {
+ // we will overflow, reduce the precision of Ni to 8 bits
+ // (Note Nt cannot be more than 10 bits which happens with
+ // 565 textures and GGL_LINEAR)
+ shift += Ni-8;
+ Ni = 8;
+ }
+
+ // modulate by the component with the lowest precision
+ if (Nt >= Ni) {
+ if (shift) {
+ // XXX: we should be able to avoid this shift
+ // when shift==16 && Nt<16 && Ni<16, in which
+ // we could use SMULBT below.
+ MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
+ inReg = dest.reg;
+ shift = 0;
+ }
+ // operation: (Cf*Ct)/((1<<Ni)-1)
+ // approximated with: Cf*(Ct + Ct>>(Ni-1))>>Ni
+ // this operation doesn't change texel's size
+ ADD(AL, 0, dest.reg, inReg, reg_imm(inReg, LSR, Ni-1));
+ if (Nt<16 && Ni<16) SMULBB(AL, dest.reg, texel.reg, dest.reg);
+ else MUL(AL, 0, dest.reg, texel.reg, dest.reg);
+ dest.l = Ni;
+ dest.h = Nt + Ni;
+ } else {
+ if (shift && (shift != 16)) {
+ // if shift==16, we can use 16-bits mul instructions later
+ MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
+ inReg = dest.reg;
+ shift = 0;
+ }
+ // operation: (Cf*Ct)/((1<<Nt)-1)
+ // approximated with: Ct*(Cf + Cf>>(Nt-1))>>Nt
+ // this operation doesn't change incoming's size
+ Scratch scratches(registerFile());
+ int t = (texel.flags & CORRUPTIBLE) ? texel.reg : dest.reg;
+ if (t == inReg)
+ t = scratches.obtain();
+ ADD(AL, 0, t, texel.reg, reg_imm(texel.reg, LSR, Nt-1));
+ if (Nt<16 && Ni<16) {
+ if (shift==16) SMULBT(AL, dest.reg, t, inReg);
+ else SMULBB(AL, dest.reg, t, inReg);
+ } else MUL(AL, 0, dest.reg, t, inReg);
+ dest.l = Nt;
+ dest.h = Nt + Ni;
+ }
+
+ // low bits are not valid
+ dest.flags |= CLEAR_LO;
+
+ // no need to keep more than 8 bits/component
+ if (dest.size() > 8)
+ dest.l = dest.h-8;
+ }
+}
+
+void GGLAssembler::decal(
+ component_t& dest,
+ const component_t& incoming,
+ const pixel_t& incomingTexel, int component)
+{
+ // RGBA:
+ // Cv = Cf*(1 - At) + Ct*At = Cf + (Ct - Cf)*At
+ // Av = Af
+ Scratch locals(registerFile());
+ integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
+ integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
+ extract(texel, incomingTexel, component);
+ extract(factor, incomingTexel, GGLFormat::ALPHA);
+
+ // no need to keep more than 8-bits for decal
+ int Ni = incoming.size();
+ int shift = incoming.l;
+ if (Ni > 8) {
+ shift += Ni-8;
+ Ni = 8;
+ }
+ integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
+ if (shift) {
+ MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
+ incomingNorm.reg = dest.reg;
+ incomingNorm.flags |= CORRUPTIBLE;
+ }
+ ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
+ build_blendOneMinusFF(dest, factor, incomingNorm, texel);
+}
+
+void GGLAssembler::blend(
+ component_t& dest,
+ const component_t& incoming,
+ const pixel_t& incomingTexel, int component, int tmu)
+{
+ // RGBA:
+ // Cv = (1 - Ct)*Cf + Ct*Cc = Cf + (Cc - Cf)*Ct
+ // Av = At*Af
+
+ if (component == GGLFormat::ALPHA) {
+ modulate(dest, incoming, incomingTexel, component);
+ return;
+ }
+
+ Scratch locals(registerFile());
+ integer_t color(locals.obtain(), 8, CORRUPTIBLE);
+ integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
+ LDRB(AL, color.reg, mBuilderContext.Rctx,
+ immed12_pre(GGL_OFFSETOF(state.texture[tmu].env_color[component])));
+ extract(factor, incomingTexel, component);
+
+ // no need to keep more than 8-bits for blend
+ int Ni = incoming.size();
+ int shift = incoming.l;
+ if (Ni > 8) {
+ shift += Ni-8;
+ Ni = 8;
+ }
+ integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
+ if (shift) {
+ MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
+ incomingNorm.reg = dest.reg;
+ incomingNorm.flags |= CORRUPTIBLE;
+ }
+ ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
+ build_blendOneMinusFF(dest, factor, incomingNorm, color);
+}
+
+void GGLAssembler::add(
+ component_t& dest,
+ const component_t& incoming,
+ const pixel_t& incomingTexel, int component)
+{
+ // RGBA:
+ // Cv = Cf + Ct;
+ Scratch locals(registerFile());
+
+ component_t incomingTemp(incoming);
+
+ // use "dest" as a temporary for extracting the texel, unless "dest"
+ // overlaps "incoming".
+ integer_t texel(dest.reg, 32, CORRUPTIBLE);
+ if (dest.reg == incomingTemp.reg)
+ texel.reg = locals.obtain();
+ extract(texel, incomingTexel, component);
+
+ if (texel.s < incomingTemp.size()) {
+ expand(texel, texel, incomingTemp.size());
+ } else if (texel.s > incomingTemp.size()) {
+ if (incomingTemp.flags & CORRUPTIBLE) {
+ expand(incomingTemp, incomingTemp, texel.s);
+ } else {
+ incomingTemp.reg = locals.obtain();
+ expand(incomingTemp, incoming, texel.s);
+ }
+ }
+
+ if (incomingTemp.l) {
+ ADD(AL, 0, dest.reg, texel.reg,
+ reg_imm(incomingTemp.reg, LSR, incomingTemp.l));
+ } else {
+ ADD(AL, 0, dest.reg, texel.reg, incomingTemp.reg);
+ }
+ dest.l = 0;
+ dest.h = texel.size();
+ component_sat(dest);
+}
+
+// ----------------------------------------------------------------------------
+
+}; // namespace android
+