/* 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 #include #include #include #include #include #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< 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 (msa.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<