History log of /system/core/libpixelflinger/codeflinger/disassem.c
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
4dc1fa8e8d1f14868ab8bba93a8cbb87f847c4e3 04-Dec-2009 Martyn Capewell <martyn.capewell@arm.com> Adds support for UBFX to JIT and Disassembler

This introduces UBFX instruction generation abilities to the Pixelflinger JIT,
and also modifies the component extraction function to generate the

The extract function contains defines to prevent generation of UBFX on pre-v7
cores. The JIT itself retains the ability to produce the instruction even on

This patch only generates UBFX when MOV, AND or BIC can't be used. Based on
the TRM, this appears to be faster on A9 than using UBFX in all cases.

On startup, Pixelflinger JITs three chunks of code. UBFX improves these as

(Blends a single colour into an RGB565 buffer.)
Before: 27 inst/pixel, After: 24 inst/pixel, Improvement: 12.5%
(Blends RGBA8888 texture into an RGB565 buffer using alpha.)
Before: 30 inst/pixel, After: 27 inst/pixel, Improvement: 11.1%
(Blends RGB565 texture into an RGB565 buffer using alpha.)
Before: 29 inst/pixel, After: 27 inst/pixel, Improvement: 7.4%
f42d2fac2b09547295e353ddffb281aa7932403f 07-Dec-2009 Martyn Capewell <martyn.capewell@arm.com> Fix LDM addressing mode disassembly

The Pixelflinger disassembler does not handle LDM addressing modes correctly,
assuming that the P and U bits in the instruction mean the same in both LDM and
STM. This results in the disassembler producing sequences like:

stmfd r13!, {r4-r11, r14}
ldmea r13!, {r4-r11, r14}

This small patch fixes it by EORing the P and U bits with the Load/Store bit.

Change-Id: Ic7a1556642c4e29415fc3697019f1239b6c26fc2
96dbb4fc58fe2dcf4390e073dbb42cc77ef2f0b5 07-Dec-2009 Martyn Capewell <martyn.capewell@arm.com> Adds UXTB16 support to Pixelflinger

* Add support for UXTB16 to the disassembler
* Add encoding of the UXTB16 instruction to the Pixelflinger JIT.

Introducing the UXTB16 instruction allows removal of some masking code, and is
beneficial from a pipeline point of view - lots of UXTB16 followed by MUL

Also, further rescheduling and use of SMULWB brings extra performance

* Use UXTB16 in bilinear filtered texturing

Uses UXTB16 to extract channels for SIMD operations, rather than creating and
ANDing with masks. Saves a register and is faster on A8, as UXTB16 result can
feed into first stage of multiply, unlike AND.

Also, used SMULWB rather than SMULBB, which allows removal of MOVs used to
rescale results.

Code has been scheduled for A8 pipeline, specifically aiming to allow
multiplies to issue in pipeline 0, for efficient dual issue operation.

Testing on SpriteMethodTest (http://code.google.com/p/apps-for-android/) gives
8% improvement (12.7 vs. 13.7 fps.)

SMULBB to SMULWB trick could be used in <v6 code path, but this hasn't been
4f6e8d7a00cbeda1e70cc15be9c4af1018bdad53 21-Oct-2008 The Android Open Source Project <initial-contribution@android.com> Initial Contribution