History log of /system/core/libpixelflinger/codeflinger/texturing.cpp
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
2bc2b792782b304b15d8c48b54916a9b3fa3a7ac 01-Feb-2012 Paul Lind <plind@mips.com> Add MIPS support to pixelflinger.

See the comment-block at the top of MIPSAssembler.cpp for
implementation overview.

Change-Id: Id492c10610574af8c89c38d19e12fafc3652c28a
/system/core/libpixelflinger/codeflinger/texturing.cpp
01dda204cd28fe181691b4a44a51be7e5666d0c8 06-Jan-2012 Steve Block <steveblock@google.com> Rename (IF_)LOGE(_IF) to (IF_)ALOGE(_IF) DO NOT MERGE

Bug: 5449033
Change-Id: Ibcffdcf620ebae1c389446ce8e9d908f11ac039c
/system/core/libpixelflinger/codeflinger/texturing.cpp
2bef93cc20155c3a59cdbb22c564c4b385b2c160 03-May-2010 Bruce Beare <brucex.j.beare@intel.com> cpu-features.h is only available for ARM

Change-Id: I1e8001a1875bfd9cebfe18dfd757556b55c8213c
/system/core/libpixelflinger/codeflinger/texturing.cpp
9b6c850d24df82451862b81f059361b586f5ef0b 03-May-2010 Jean-Baptiste Queru <jbq@google.com> fix sim build

Change-Id: Ide300eafbcbbc6dfae25fe86188302c6676c4a3b
/system/core/libpixelflinger/codeflinger/texturing.cpp
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
sequences.

Also, further rescheduling and use of SMULWB brings extra performance
improvements.

* 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
implemented.
/system/core/libpixelflinger/codeflinger/texturing.cpp
35237d135807af84bf9b0e5b8d7f8633e58db6f5 18-Dec-2008 The Android Open Source Project <initial-contribution@android.com> Code drop from //branches/cupcake/...@124589
/system/core/libpixelflinger/codeflinger/texturing.cpp
4f6e8d7a00cbeda1e70cc15be9c4af1018bdad53 21-Oct-2008 The Android Open Source Project <initial-contribution@android.com> Initial Contribution
/system/core/libpixelflinger/codeflinger/texturing.cpp