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-rw-r--r--libpixelflinger/codeflinger/blending.cpp682
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diff --git a/libpixelflinger/codeflinger/blending.cpp b/libpixelflinger/codeflinger/blending.cpp
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+/* libs/pixelflinger/codeflinger/blending.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 {
+
+void GGLAssembler::build_fog(
+ component_t& temp, // incomming fragment / output
+ int component,
+ Scratch& regs)
+{
+ if (mInfo[component].fog) {
+ Scratch scratches(registerFile());
+ comment("fog");
+
+ integer_t fragment(temp.reg, temp.h, temp.flags);
+ if (!(temp.flags & CORRUPTIBLE)) {
+ temp.reg = regs.obtain();
+ temp.flags |= CORRUPTIBLE;
+ }
+
+ integer_t fogColor(scratches.obtain(), 8, CORRUPTIBLE);
+ LDRB(AL, fogColor.reg, mBuilderContext.Rctx,
+ immed12_pre(GGL_OFFSETOF(state.fog.color[component])));
+
+ integer_t factor(scratches.obtain(), 16, CORRUPTIBLE);
+ CONTEXT_LOAD(factor.reg, generated_vars.f);
+
+ // clamp fog factor (TODO: see if there is a way to guarantee
+ // we won't overflow, when setting the iterators)
+ BIC(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, ASR, 31));
+ CMP(AL, factor.reg, imm( 0x10000 ));
+ MOV(HS, 0, factor.reg, imm( 0x10000 ));
+
+ build_blendFOneMinusF(temp, factor, fragment, fogColor);
+ }
+}
+
+void GGLAssembler::build_blending(
+ component_t& temp, // incomming fragment / output
+ const pixel_t& pixel, // framebuffer
+ int component,
+ Scratch& regs)
+{
+ if (!mInfo[component].blend)
+ return;
+
+ int fs = component==GGLFormat::ALPHA ? mBlendSrcA : mBlendSrc;
+ int fd = component==GGLFormat::ALPHA ? mBlendDstA : mBlendDst;
+ if (fs==GGL_SRC_ALPHA_SATURATE && component==GGLFormat::ALPHA)
+ fs = GGL_ONE;
+ const int blending = blending_codes(fs, fd);
+ if (!temp.size()) {
+ // here, blending will produce something which doesn't depend on
+ // that component (eg: GL_ZERO:GL_*), so the register has not been
+ // allocated yet. Will never be used as a source.
+ temp = component_t(regs.obtain(), CORRUPTIBLE);
+ }
+
+ // we are doing real blending...
+ // fb: extracted dst
+ // fragment: extracted src
+ // temp: component_t(fragment) and result
+
+ // scoped register allocator
+ Scratch scratches(registerFile());
+ comment("blending");
+
+ // we can optimize these cases a bit...
+ // (1) saturation is not needed
+ // (2) we can use only one multiply instead of 2
+ // (3) we can reduce the register pressure
+ // R = S*f + D*(1-f) = (S-D)*f + D
+ // R = S*(1-f) + D*f = (D-S)*f + S
+
+ const bool same_factor_opt1 =
+ (fs==GGL_DST_COLOR && fd==GGL_ONE_MINUS_DST_COLOR) ||
+ (fs==GGL_SRC_COLOR && fd==GGL_ONE_MINUS_SRC_COLOR) ||
+ (fs==GGL_DST_ALPHA && fd==GGL_ONE_MINUS_DST_ALPHA) ||
+ (fs==GGL_SRC_ALPHA && fd==GGL_ONE_MINUS_SRC_ALPHA);
+
+ const bool same_factor_opt2 =
+ (fs==GGL_ONE_MINUS_DST_COLOR && fd==GGL_DST_COLOR) ||
+ (fs==GGL_ONE_MINUS_SRC_COLOR && fd==GGL_SRC_COLOR) ||
+ (fs==GGL_ONE_MINUS_DST_ALPHA && fd==GGL_DST_ALPHA) ||
+ (fs==GGL_ONE_MINUS_SRC_ALPHA && fd==GGL_SRC_ALPHA);
+
+
+ // XXX: we could also optimize these cases:
+ // R = S*f + D*f = (S+D)*f
+ // R = S*(1-f) + D*(1-f) = (S+D)*(1-f)
+ // R = S*D + D*S = 2*S*D
+
+
+ // see if we need to extract 'component' from the destination (fb)
+ integer_t fb;
+ if (blending & (BLEND_DST|FACTOR_DST)) {
+ fb.setTo(scratches.obtain(), 32);
+ extract(fb, pixel, component);
+ if (mDithering) {
+ // XXX: maybe what we should do instead, is simply
+ // expand fb -or- fragment to the larger of the two
+ if (fb.size() < temp.size()) {
+ // for now we expand 'fb' to min(fragment, 8)
+ int new_size = temp.size() < 8 ? temp.size() : 8;
+ expand(fb, fb, new_size);
+ }
+ }
+ }
+
+
+ // convert input fragment to integer_t
+ if (temp.l && (temp.flags & CORRUPTIBLE)) {
+ MOV(AL, 0, temp.reg, reg_imm(temp.reg, LSR, temp.l));
+ temp.h -= temp.l;
+ temp.l = 0;
+ }
+ integer_t fragment(temp.reg, temp.size(), temp.flags);
+
+ // if not done yet, convert input fragment to integer_t
+ if (temp.l) {
+ // here we know temp is not CORRUPTIBLE
+ fragment.reg = scratches.obtain();
+ MOV(AL, 0, fragment.reg, reg_imm(temp.reg, LSR, temp.l));
+ fragment.flags |= CORRUPTIBLE;
+ }
+
+ if (!(temp.flags & CORRUPTIBLE)) {
+ // temp is not corruptible, but since it's the destination it
+ // will be modified, so we need to allocate a new register.
+ temp.reg = regs.obtain();
+ temp.flags &= ~CORRUPTIBLE;
+ fragment.flags &= ~CORRUPTIBLE;
+ }
+
+ if ((blending & BLEND_SRC) && !same_factor_opt1) {
+ // source (fragment) is needed for the blending stage
+ // so it's not CORRUPTIBLE (unless we're doing same_factor_opt1)
+ fragment.flags &= ~CORRUPTIBLE;
+ }
+
+
+ if (same_factor_opt1) {
+ // R = S*f + D*(1-f) = (S-D)*f + D
+ integer_t factor;
+ build_blend_factor(factor, fs,
+ component, pixel, fragment, fb, scratches);
+ // fb is always corruptible from this point
+ fb.flags |= CORRUPTIBLE;
+ build_blendFOneMinusF(temp, factor, fragment, fb);
+ } else if (same_factor_opt2) {
+ // R = S*(1-f) + D*f = (D-S)*f + S
+ integer_t factor;
+ // fb is always corrruptible here
+ fb.flags |= CORRUPTIBLE;
+ build_blend_factor(factor, fd,
+ component, pixel, fragment, fb, scratches);
+ build_blendOneMinusFF(temp, factor, fragment, fb);
+ } else {
+ integer_t src_factor;
+ integer_t dst_factor;
+
+ // if destination (fb) is not needed for the blending stage,
+ // then it can be marked as CORRUPTIBLE
+ if (!(blending & BLEND_DST)) {
+ fb.flags |= CORRUPTIBLE;
+ }
+
+ // XXX: try to mark some registers as CORRUPTIBLE
+ // in most case we could make those corruptible
+ // when we're processing the last component
+ // but not always, for instance
+ // when fragment is constant and not reloaded
+ // when fb is needed for logic-ops or masking
+ // when a register is aliased (for instance with mAlphaSource)
+
+ // blend away...
+ if (fs==GGL_ZERO) {
+ if (fd==GGL_ZERO) { // R = 0
+ // already taken care of
+ } else if (fd==GGL_ONE) { // R = D
+ // already taken care of
+ } else { // R = D*fd
+ // compute fd
+ build_blend_factor(dst_factor, fd,
+ component, pixel, fragment, fb, scratches);
+ mul_factor(temp, fb, dst_factor);
+ }
+ } else if (fs==GGL_ONE) {
+ if (fd==GGL_ZERO) { // R = S
+ // NOP, taken care of
+ } else if (fd==GGL_ONE) { // R = S + D
+ component_add(temp, fb, fragment); // args order matters
+ component_sat(temp);
+ } else { // R = S + D*fd
+ // compute fd
+ build_blend_factor(dst_factor, fd,
+ component, pixel, fragment, fb, scratches);
+ mul_factor_add(temp, fb, dst_factor, component_t(fragment));
+ if (fd==GGL_ONE_MINUS_SRC_ALPHA) {
+ // XXX: in theory this is not correct, we should
+ // saturate here. However, this mode is often
+ // used for displaying alpha-premultiplied graphics,
+ // in which case, saturation is not necessary.
+ // unfortunatelly, we have no way to know.
+ // This is a case, where we sacrifice correctness for
+ // performance. we should probably have some heuristics.
+ } else {
+ component_sat(temp);
+ }
+ }
+ } else {
+ // compute fs
+ build_blend_factor(src_factor, fs,
+ component, pixel, fragment, fb, scratches);
+ if (fd==GGL_ZERO) { // R = S*fs
+ mul_factor(temp, fragment, src_factor);
+ } else if (fd==GGL_ONE) { // R = S*fs + D
+ mul_factor_add(temp, fragment, src_factor, component_t(fb));
+ component_sat(temp);
+ } else { // R = S*fs + D*fd
+ mul_factor(temp, fragment, src_factor);
+ if (scratches.isUsed(src_factor.reg))
+ scratches.recycle(src_factor.reg);
+ // compute fd
+ build_blend_factor(dst_factor, fd,
+ component, pixel, fragment, fb, scratches);
+ mul_factor_add(temp, fb, dst_factor, temp);
+ if (!same_factor_opt1 && !same_factor_opt2) {
+ component_sat(temp);
+ }
+ }
+ }
+ }
+
+ // now we can be corrupted (it's the dest)
+ temp.flags |= CORRUPTIBLE;
+}
+
+void GGLAssembler::build_blend_factor(
+ integer_t& factor, int f, int component,
+ const pixel_t& dst_pixel,
+ integer_t& fragment,
+ integer_t& fb,
+ Scratch& scratches)
+{
+ integer_t src_alpha(fragment);
+
+ // src_factor/dst_factor won't be used after blending,
+ // so it's fine to mark them as CORRUPTIBLE (if not aliased)
+ factor.flags |= CORRUPTIBLE;
+
+ switch(f) {
+ case GGL_ONE_MINUS_SRC_ALPHA:
+ case GGL_SRC_ALPHA:
+ if (component==GGLFormat::ALPHA && !isAlphaSourceNeeded()) {
+ // we're processing alpha, so we already have
+ // src-alpha in fragment, and we need src-alpha just this time.
+ } else {
+ // alpha-src will be needed for other components
+ if (!mBlendFactorCached || mBlendFactorCached==f) {
+ src_alpha = mAlphaSource;
+ factor = mAlphaSource;
+ factor.flags &= ~CORRUPTIBLE;
+ // we already computed the blend factor before, nothing to do.
+ if (mBlendFactorCached)
+ return;
+ // this is the first time, make sure to compute the blend
+ // factor properly.
+ mBlendFactorCached = f;
+ break;
+ } else {
+ // we have a cached alpha blend factor, but we want another one,
+ // this should really not happen because by construction,
+ // we cannot have BOTH source and destination
+ // blend factors use ALPHA *and* ONE_MINUS_ALPHA (because
+ // the blending stage uses the f/(1-f) optimization
+
+ // for completeness, we handle this case though. Since there
+ // are only 2 choices, this meens we want "the other one"
+ // (1-factor)
+ factor = mAlphaSource;
+ factor.flags &= ~CORRUPTIBLE;
+ RSB(AL, 0, factor.reg, factor.reg, imm((1<<factor.s)));
+ mBlendFactorCached = f;
+ return;
+ }
+ }
+ // fall-through...
+ case GGL_ONE_MINUS_DST_COLOR:
+ case GGL_DST_COLOR:
+ case GGL_ONE_MINUS_SRC_COLOR:
+ case GGL_SRC_COLOR:
+ case GGL_ONE_MINUS_DST_ALPHA:
+ case GGL_DST_ALPHA:
+ case GGL_SRC_ALPHA_SATURATE:
+ // help us find out what register we can use for the blend-factor
+ // CORRUPTIBLE registers are chosen first, or a new one is allocated.
+ if (fragment.flags & CORRUPTIBLE) {
+ factor.setTo(fragment.reg, 32, CORRUPTIBLE);
+ fragment.flags &= ~CORRUPTIBLE;
+ } else if (fb.flags & CORRUPTIBLE) {
+ factor.setTo(fb.reg, 32, CORRUPTIBLE);
+ fb.flags &= ~CORRUPTIBLE;
+ } else {
+ factor.setTo(scratches.obtain(), 32, CORRUPTIBLE);
+ }
+ break;
+ }
+
+ // XXX: doesn't work if size==1
+
+ switch(f) {
+ case GGL_ONE_MINUS_DST_COLOR:
+ case GGL_DST_COLOR:
+ factor.s = fb.s;
+ ADD(AL, 0, factor.reg, fb.reg, reg_imm(fb.reg, LSR, fb.s-1));
+ break;
+ case GGL_ONE_MINUS_SRC_COLOR:
+ case GGL_SRC_COLOR:
+ factor.s = fragment.s;
+ ADD(AL, 0, factor.reg, fragment.reg,
+ reg_imm(fragment.reg, LSR, fragment.s-1));
+ break;
+ case GGL_ONE_MINUS_SRC_ALPHA:
+ case GGL_SRC_ALPHA:
+ factor.s = src_alpha.s;
+ ADD(AL, 0, factor.reg, src_alpha.reg,
+ reg_imm(src_alpha.reg, LSR, src_alpha.s-1));
+ break;
+ case GGL_ONE_MINUS_DST_ALPHA:
+ case GGL_DST_ALPHA:
+ // XXX: should be precomputed
+ extract(factor, dst_pixel, GGLFormat::ALPHA);
+ ADD(AL, 0, factor.reg, factor.reg,
+ reg_imm(factor.reg, LSR, factor.s-1));
+ break;
+ case GGL_SRC_ALPHA_SATURATE:
+ // XXX: should be precomputed
+ // XXX: f = min(As, 1-Ad)
+ // btw, we're guaranteed that Ad's size is <= 8, because
+ // it's extracted from the framebuffer
+ break;
+ }
+
+ switch(f) {
+ case GGL_ONE_MINUS_DST_COLOR:
+ case GGL_ONE_MINUS_SRC_COLOR:
+ case GGL_ONE_MINUS_DST_ALPHA:
+ case GGL_ONE_MINUS_SRC_ALPHA:
+ RSB(AL, 0, factor.reg, factor.reg, imm((1<<factor.s)));
+ }
+
+ // don't need more than 8-bits for the blend factor
+ // and this will prevent overflows in the multiplies later
+ if (factor.s > 8) {
+ MOV(AL, 0, factor.reg, reg_imm(factor.reg, LSR, factor.s-8));
+ factor.s = 8;
+ }
+}
+
+int GGLAssembler::blending_codes(int fs, int fd)
+{
+ int blending = 0;
+ switch(fs) {
+ case GGL_ONE:
+ blending |= BLEND_SRC;
+ break;
+
+ case GGL_ONE_MINUS_DST_COLOR:
+ case GGL_DST_COLOR:
+ blending |= FACTOR_DST|BLEND_SRC;
+ break;
+ case GGL_ONE_MINUS_DST_ALPHA:
+ case GGL_DST_ALPHA:
+ // no need to extract 'component' from the destination
+ // for the blend factor, because we need ALPHA only.
+ blending |= BLEND_SRC;
+ break;
+
+ case GGL_ONE_MINUS_SRC_COLOR:
+ case GGL_SRC_COLOR:
+ blending |= FACTOR_SRC|BLEND_SRC;
+ break;
+ case GGL_ONE_MINUS_SRC_ALPHA:
+ case GGL_SRC_ALPHA:
+ case GGL_SRC_ALPHA_SATURATE:
+ blending |= FACTOR_SRC|BLEND_SRC;
+ break;
+ }
+ switch(fd) {
+ case GGL_ONE:
+ blending |= BLEND_DST;
+ break;
+
+ case GGL_ONE_MINUS_DST_COLOR:
+ case GGL_DST_COLOR:
+ blending |= FACTOR_DST|BLEND_DST;
+ break;
+ case GGL_ONE_MINUS_DST_ALPHA:
+ case GGL_DST_ALPHA:
+ blending |= FACTOR_DST|BLEND_DST;
+ break;
+
+ case GGL_ONE_MINUS_SRC_COLOR:
+ case GGL_SRC_COLOR:
+ blending |= FACTOR_SRC|BLEND_DST;
+ break;
+ case GGL_ONE_MINUS_SRC_ALPHA:
+ case GGL_SRC_ALPHA:
+ // no need to extract 'component' from the source
+ // for the blend factor, because we need ALPHA only.
+ blending |= BLEND_DST;
+ break;
+ }
+ return blending;
+}
+
+// ---------------------------------------------------------------------------
+
+void GGLAssembler::build_blendFOneMinusF(
+ component_t& temp,
+ const integer_t& factor,
+ const integer_t& fragment,
+ const integer_t& fb)
+{
+ // R = S*f + D*(1-f) = (S-D)*f + D
+ Scratch scratches(registerFile());
+ // compute S-D
+ integer_t diff(fragment.flags & CORRUPTIBLE ?
+ fragment.reg : scratches.obtain(), fb.size(), CORRUPTIBLE);
+ const int shift = fragment.size() - fb.size();
+ if (shift>0) RSB(AL, 0, diff.reg, fb.reg, reg_imm(fragment.reg, LSR, shift));
+ else if (shift<0) RSB(AL, 0, diff.reg, fb.reg, reg_imm(fragment.reg, LSL,-shift));
+ else RSB(AL, 0, diff.reg, fb.reg, fragment.reg);
+ mul_factor_add(temp, diff, factor, component_t(fb));
+}
+
+void GGLAssembler::build_blendOneMinusFF(
+ component_t& temp,
+ const integer_t& factor,
+ const integer_t& fragment,
+ const integer_t& fb)
+{
+ // R = S*f + D*(1-f) = (S-D)*f + D
+ Scratch scratches(registerFile());
+ // compute D-S
+ integer_t diff(fb.flags & CORRUPTIBLE ?
+ fb.reg : scratches.obtain(), fb.size(), CORRUPTIBLE);
+ const int shift = fragment.size() - fb.size();
+ if (shift>0) SUB(AL, 0, diff.reg, fb.reg, reg_imm(fragment.reg, LSR, shift));
+ else if (shift<0) SUB(AL, 0, diff.reg, fb.reg, reg_imm(fragment.reg, LSL,-shift));
+ else SUB(AL, 0, diff.reg, fb.reg, fragment.reg);
+ mul_factor_add(temp, diff, factor, component_t(fragment));
+}
+
+// ---------------------------------------------------------------------------
+
+void GGLAssembler::mul_factor( component_t& d,
+ const integer_t& v,
+ const integer_t& f)
+{
+ int vs = v.size();
+ int fs = f.size();
+ int ms = vs+fs;
+
+ // XXX: we could have special cases for 1 bit mul
+
+ // all this code below to use the best multiply instruction
+ // wrt the parameters size. We take advantage of the fact
+ // that the 16-bits multiplies allow a 16-bit shift
+ // The trick is that we just make sure that we have at least 8-bits
+ // per component (which is enough for a 8 bits display).
+
+ int xy;
+ int vshift = 0;
+ int fshift = 0;
+ int smulw = 0;
+
+ if (vs<16) {
+ if (fs<16) {
+ xy = xyBB;
+ } else if (GGL_BETWEEN(fs, 24, 31)) {
+ ms -= 16;
+ xy = xyTB;
+ } else {
+ // eg: 15 * 18 -> 15 * 15
+ fshift = fs - 15;
+ ms -= fshift;
+ xy = xyBB;
+ }
+ } else if (GGL_BETWEEN(vs, 24, 31)) {
+ if (fs<16) {
+ ms -= 16;
+ xy = xyTB;
+ } else if (GGL_BETWEEN(fs, 24, 31)) {
+ ms -= 32;
+ xy = xyTT;
+ } else {
+ // eg: 24 * 18 -> 8 * 18
+ fshift = fs - 15;
+ ms -= 16 + fshift;
+ xy = xyTB;
+ }
+ } else {
+ if (fs<16) {
+ // eg: 18 * 15 -> 15 * 15
+ vshift = vs - 15;
+ ms -= vshift;
+ xy = xyBB;
+ } else if (GGL_BETWEEN(fs, 24, 31)) {
+ // eg: 18 * 24 -> 15 * 8
+ vshift = vs - 15;
+ ms -= 16 + vshift;
+ xy = xyBT;
+ } else {
+ // eg: 18 * 18 -> (15 * 18)>>16
+ fshift = fs - 15;
+ ms -= 16 + fshift;
+ xy = yB; //XXX SMULWB
+ smulw = 1;
+ }
+ }
+
+ LOGE_IF(ms>=32, "mul_factor overflow vs=%d, fs=%d", vs, fs);
+
+ int vreg = v.reg;
+ int freg = f.reg;
+ if (vshift) {
+ MOV(AL, 0, d.reg, reg_imm(vreg, LSR, vshift));
+ vreg = d.reg;
+ }
+ if (fshift) {
+ MOV(AL, 0, d.reg, reg_imm(vreg, LSR, fshift));
+ freg = d.reg;
+ }
+ if (smulw) SMULW(AL, xy, d.reg, vreg, freg);
+ else SMUL(AL, xy, d.reg, vreg, freg);
+
+
+ d.h = ms;
+ if (mDithering) {
+ d.l = 0;
+ } else {
+ d.l = fs;
+ d.flags |= CLEAR_LO;
+ }
+}
+
+void GGLAssembler::mul_factor_add( component_t& d,
+ const integer_t& v,
+ const integer_t& f,
+ const component_t& a)
+{
+ // XXX: we could have special cases for 1 bit mul
+ Scratch scratches(registerFile());
+
+ int vs = v.size();
+ int fs = f.size();
+ int as = a.h;
+ int ms = vs+fs;
+
+ LOGE_IF(ms>=32, "mul_factor_add overflow vs=%d, fs=%d, as=%d", vs, fs, as);
+
+ integer_t add(a.reg, a.h, a.flags);
+
+ // 'a' is a component_t but it is guaranteed to have
+ // its high bits set to 0. However in the dithering case,
+ // we can't get away with truncating the potentially bad bits
+ // so extraction is needed.
+
+ if ((mDithering) && (a.size() < ms)) {
+ // we need to expand a
+ if (!(a.flags & CORRUPTIBLE)) {
+ // ... but it's not corruptible, so we need to pick a
+ // temporary register.
+ // Try to uses the destination register first (it's likely
+ // to be usable, unless it aliases an input).
+ if (d.reg!=a.reg && d.reg!=v.reg && d.reg!=f.reg) {
+ add.reg = d.reg;
+ } else {
+ add.reg = scratches.obtain();
+ }
+ }
+ expand(add, a, ms); // extracts and expands
+ as = ms;
+ }
+
+ if (ms == as) {
+ if (vs<16 && fs<16) SMLABB(AL, d.reg, v.reg, f.reg, add.reg);
+ else MLA(AL, 0, d.reg, v.reg, f.reg, add.reg);
+ } else {
+ int temp = d.reg;
+ if (temp == add.reg) {
+ // the mul will modify add.reg, we need an intermediary reg
+ if (v.flags & CORRUPTIBLE) temp = v.reg;
+ else if (f.flags & CORRUPTIBLE) temp = f.reg;
+ else temp = scratches.obtain();
+ }
+
+ if (vs<16 && fs<16) SMULBB(AL, temp, v.reg, f.reg);
+ else MUL(AL, 0, temp, v.reg, f.reg);
+
+ if (ms>as) {
+ ADD(AL, 0, d.reg, temp, reg_imm(add.reg, LSL, ms-as));
+ } else if (ms<as) {
+ // not sure if we should expand the mul instead?
+ ADD(AL, 0, d.reg, temp, reg_imm(add.reg, LSR, as-ms));
+ }
+ }
+
+ d.h = ms;
+ if (mDithering) {
+ d.l = a.l;
+ } else {
+ d.l = fs>a.l ? fs : a.l;
+ d.flags |= CLEAR_LO;
+ }
+}
+
+void GGLAssembler::component_add(component_t& d,
+ const integer_t& dst, const integer_t& src)
+{
+ // here we're guaranteed that fragment.size() >= fb.size()
+ const int shift = src.size() - dst.size();
+ if (!shift) {
+ ADD(AL, 0, d.reg, src.reg, dst.reg);
+ } else {
+ ADD(AL, 0, d.reg, src.reg, reg_imm(dst.reg, LSL, shift));
+ }
+
+ d.h = src.size();
+ if (mDithering) {
+ d.l = 0;
+ } else {
+ d.l = shift;
+ d.flags |= CLEAR_LO;
+ }
+}
+
+void GGLAssembler::component_sat(const component_t& v)
+{
+ const int one = ((1<<v.size())-1)<<v.l;
+ CMP(AL, v.reg, imm( 1<<v.h ));
+ if (isValidImmediate(one)) {
+ MOV(HS, 0, v.reg, imm( one ));
+ } else if (isValidImmediate(~one)) {
+ MVN(HS, 0, v.reg, imm( ~one ));
+ } else {
+ MOV(HS, 0, v.reg, imm( 1<<v.h ));
+ SUB(HS, 0, v.reg, v.reg, imm( 1<<v.l ));
+ }
+}
+
+// ----------------------------------------------------------------------------
+
+}; // namespace android
+