scanline.cpp revision 4f6e8d7a00cbeda1e70cc15be9c4af1018bdad53
1/* libs/pixelflinger/scanline.cpp
2**
3** Copyright 2006, The Android Open Source Project
4**
5** Licensed under the Apache License, Version 2.0 (the "License");
6** you may not use this file except in compliance with the License.
7** You may obtain a copy of the License at
8**
9**     http://www.apache.org/licenses/LICENSE-2.0
10**
11** Unless required by applicable law or agreed to in writing, software
12** distributed under the License is distributed on an "AS IS" BASIS,
13** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14** See the License for the specific language governing permissions and
15** limitations under the License.
16*/
17
18
19#define LOG_TAG "pixelflinger"
20
21#include <assert.h>
22#include <stdlib.h>
23#include <stdio.h>
24#include <string.h>
25
26#include <cutils/memory.h>
27#include <cutils/log.h>
28
29#include "buffer.h"
30#include "scanline.h"
31
32#include "codeflinger/CodeCache.h"
33#include "codeflinger/GGLAssembler.h"
34#include "codeflinger/ARMAssembler.h"
35//#include "codeflinger/ARMAssemblerOptimizer.h"
36
37// ----------------------------------------------------------------------------
38
39#define ANDROID_CODEGEN_GENERIC     0   // force generic pixel pipeline
40#define ANDROID_CODEGEN_C           1   // hand-written C, fallback generic
41#define ANDROID_CODEGEN_ASM         2   // hand-written asm, fallback generic
42#define ANDROID_CODEGEN_GENERATED   3   // hand-written asm, fallback codegen
43
44#ifdef NDEBUG
45#   define ANDROID_RELEASE
46#   define ANDROID_CODEGEN      ANDROID_CODEGEN_GENERATED
47#else
48#   define ANDROID_DEBUG
49#   define ANDROID_CODEGEN      ANDROID_CODEGEN_GENERATED
50#endif
51
52#if defined(__arm__)
53#   define ANDROID_ARM_CODEGEN  1
54#else
55#   define ANDROID_ARM_CODEGEN  0
56#endif
57
58
59#define DEBUG__CODEGEN_ONLY     0
60
61// ----------------------------------------------------------------------------
62namespace android {
63// ----------------------------------------------------------------------------
64
65static void init_y(context_t*, int32_t);
66static void init_y_noop(context_t*, int32_t);
67static void init_y_packed(context_t*, int32_t);
68static void init_y_error(context_t*, int32_t);
69
70static void step_y__generic(context_t* c);
71static void step_y__nop(context_t*);
72static void step_y__smooth(context_t* c);
73static void step_y__tmu(context_t* c);
74static void step_y__w(context_t* c);
75
76static void scanline(context_t* c);
77static void scanline_perspective(context_t* c);
78static void scanline_perspective_single(context_t* c);
79static void scanline_t32cb16blend(context_t* c);
80static void scanline_t32cb16(context_t* c);
81static void scanline_memcpy(context_t* c);
82static void scanline_memset8(context_t* c);
83static void scanline_memset16(context_t* c);
84static void scanline_memset32(context_t* c);
85static void scanline_noop(context_t* c);
86static void scanline_set(context_t* c);
87static void scanline_clear(context_t* c);
88
89static void rect_generic(context_t* c, size_t yc);
90static void rect_memcpy(context_t* c, size_t yc);
91
92extern "C" void scanline_t32cb16blend_arm(uint16_t*, uint32_t*, size_t);
93extern "C" void scanline_t32cb16_arm(uint16_t *dst, uint32_t *src, size_t ct);
94
95// ----------------------------------------------------------------------------
96
97struct shortcut_t {
98    needs_filter_t  filter;
99    const char*     desc;
100    void            (*scanline)(context_t*);
101    void            (*init_y)(context_t*, int32_t);
102};
103
104// Keep in sync with needs
105static shortcut_t shortcuts[] = {
106    { { { 0x03515104, 0x00000077, { 0x00000A01, 0x00000000 } },
107        { 0xFFFFFFFF, 0xFFFFFFFF, { 0xFFFFFFFF, 0x0000003F } } },
108        "565 fb, 8888 tx, blend", scanline_t32cb16blend, init_y_noop },
109    { { { 0x03010104, 0x00000077, { 0x00000A01, 0x00000000 } },
110        { 0xFFFFFFFF, 0xFFFFFFFF, { 0xFFFFFFFF, 0x0000003F } } },
111        "565 fb, 8888 tx", scanline_t32cb16, init_y_noop  },
112    { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } },
113        { 0x00000000, 0x00000007, { 0x00000000, 0x00000000 } } },
114        "(nop) alpha test", scanline_noop, init_y_noop },
115    { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } },
116        { 0x00000000, 0x00000070, { 0x00000000, 0x00000000 } } },
117        "(nop) depth test", scanline_noop, init_y_noop },
118    { { { 0x05000000, 0x00000000, { 0x00000000, 0x00000000 } },
119        { 0x0F000000, 0x00000080, { 0x00000000, 0x00000000 } } },
120        "(nop) logic_op", scanline_noop, init_y_noop },
121    { { { 0xF0000000, 0x00000000, { 0x00000000, 0x00000000 } },
122        { 0xF0000000, 0x00000080, { 0x00000000, 0x00000000 } } },
123        "(nop) color mask", scanline_noop, init_y_noop },
124    { { { 0x0F000000, 0x00000077, { 0x00000000, 0x00000000 } },
125        { 0xFF000000, 0x000000F7, { 0x00000000, 0x00000000 } } },
126        "(set) logic_op", scanline_set, init_y_noop },
127    { { { 0x00000000, 0x00000077, { 0x00000000, 0x00000000 } },
128        { 0xFF000000, 0x000000F7, { 0x00000000, 0x00000000 } } },
129        "(clear) logic_op", scanline_clear, init_y_noop },
130    { { { 0x03000000, 0x00000077, { 0x00000000, 0x00000000 } },
131        { 0xFFFFFF00, 0x000000F7, { 0x00000000, 0x00000000 } } },
132        "(clear) blending 0/0", scanline_clear, init_y_noop },
133    { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } },
134        { 0x0000003F, 0x00000000, { 0x00000000, 0x00000000 } } },
135        "(error) invalid color-buffer format", scanline_noop, init_y_error },
136};
137static const needs_filter_t noblend1to1 = {
138        // (disregard dithering, see below)
139        { 0x03010100, 0x00000077, { 0x00000A00, 0x00000000 } },
140        { 0xFFFFFFC0, 0xFFFFFEFF, { 0xFFFFFFC0, 0x0000003F } }
141};
142static  const needs_filter_t fill16noblend = {
143        { 0x03010100, 0x00000077, { 0x00000000, 0x00000000 } },
144        { 0xFFFFFFC0, 0xFFFFFFFF, { 0x0000003F, 0x0000003F } }
145};
146
147// ----------------------------------------------------------------------------
148
149#if ANDROID_ARM_CODEGEN
150static CodeCache gCodeCache(12 * 1024);
151
152class ScanlineAssembly : public Assembly {
153    AssemblyKey<needs_t> mKey;
154public:
155    ScanlineAssembly(needs_t needs, size_t size)
156        : Assembly(size), mKey(needs) { }
157    const AssemblyKey<needs_t>& key() const { return mKey; }
158};
159#endif
160
161// ----------------------------------------------------------------------------
162
163void ggl_init_scanline(context_t* c)
164{
165    c->init_y = init_y;
166    c->step_y = step_y__generic;
167    c->scanline = scanline;
168}
169
170void ggl_uninit_scanline(context_t* c)
171{
172    if (c->state.buffers.coverage)
173        free(c->state.buffers.coverage);
174#if ANDROID_ARM_CODEGEN
175    if (c->scanline_as)
176        c->scanline_as->decStrong(c);
177#endif
178}
179
180// ----------------------------------------------------------------------------
181
182static void pick_scanline(context_t* c)
183{
184#if (!defined(DEBUG__CODEGEN_ONLY) || (DEBUG__CODEGEN_ONLY == 0))
185
186#if ANDROID_CODEGEN == ANDROID_CODEGEN_GENERIC
187    c->init_y = init_y;
188    c->step_y = step_y__generic;
189    c->scanline = scanline;
190    return;
191#endif
192
193    //printf("*** needs [%08lx:%08lx:%08lx:%08lx]\n",
194    //    c->state.needs.n, c->state.needs.p,
195    //    c->state.needs.t[0], c->state.needs.t[1]);
196
197    // first handle the special case that we cannot test with a filter
198    const uint32_t cb_format = GGL_READ_NEEDS(CB_FORMAT, c->state.needs.n);
199    if (GGL_READ_NEEDS(T_FORMAT, c->state.needs.t[0]) == cb_format) {
200        if (c->state.needs.match(noblend1to1)) {
201            // this will match regardless of dithering state, since both
202            // src and dest have the same format anyway, there is no dithering
203            // to be done.
204            const GGLFormat* f =
205                &(c->formats[GGL_READ_NEEDS(T_FORMAT, c->state.needs.t[0])]);
206            if ((f->components == GGL_RGB) ||
207                (f->components == GGL_RGBA) ||
208                (f->components == GGL_LUMINANCE) ||
209                (f->components == GGL_LUMINANCE_ALPHA))
210            {
211                // format must have all of RGB components
212                // (so the current color doesn't show through)
213                c->scanline = scanline_memcpy;
214                c->init_y = init_y_noop;
215                return;
216            }
217        }
218    }
219
220    if (c->state.needs.match(fill16noblend)) {
221        c->init_y = init_y_packed;
222        switch (c->formats[cb_format].size) {
223        case 1: c->scanline = scanline_memset8;  return;
224        case 2: c->scanline = scanline_memset16; return;
225        case 4: c->scanline = scanline_memset32; return;
226        }
227    }
228
229    const int numFilters = sizeof(shortcuts)/sizeof(shortcut_t);
230    for (int i=0 ; i<numFilters ; i++) {
231        if (c->state.needs.match(shortcuts[i].filter)) {
232            c->scanline = shortcuts[i].scanline;
233            c->init_y = shortcuts[i].init_y;
234            return;
235        }
236    }
237
238#endif // DEBUG__CODEGEN_ONLY
239
240    c->init_y = init_y;
241    c->step_y = step_y__generic;
242
243#if ANDROID_ARM_CODEGEN
244    // we're going to have to generate some code...
245    // here, generate code for our pixel pipeline
246    const AssemblyKey<needs_t> key(c->state.needs);
247    sp<Assembly> assembly = gCodeCache.lookup(key);
248    if (assembly == 0) {
249        // create a new assembly region
250        sp<ScanlineAssembly> a = new ScanlineAssembly(c->state.needs, 1024);
251        // initialize our assembler
252        GGLAssembler assembler( new ARMAssembler(a) );
253        //GGLAssembler assembler(
254        //        new ARMAssemblerOptimizer(new ARMAssembler(a)) );
255        // generate the scanline code for the given needs
256        int err = assembler.scanline(c->state.needs, c);
257        if (ggl_likely(!err)) {
258            // finally, cache this assembly
259            err = gCodeCache.cache(a->key(), a);
260        }
261        if (ggl_unlikely(err)) {
262            LOGE("error generating or caching assembly. Reverting to NOP.");
263            c->scanline = scanline_noop;
264            c->init_y = init_y_noop;
265            c->step_y = step_y__nop;
266            return;
267        }
268        assembly = a;
269    }
270
271    // release the previous assembly
272    if (c->scanline_as) {
273        c->scanline_as->decStrong(c);
274    }
275
276    //LOGI("using generated pixel-pipeline");
277    c->scanline_as = assembly.get();
278    c->scanline_as->incStrong(c); //  hold on to assembly
279    c->scanline = (void(*)(context_t* c))assembly->base();
280#else
281//    LOGW("using generic (slow) pixel-pipeline");
282    c->scanline = scanline;
283#endif
284}
285
286void ggl_pick_scanline(context_t* c)
287{
288    pick_scanline(c);
289    if ((c->state.enables & GGL_ENABLE_W) &&
290        (c->state.enables & GGL_ENABLE_TMUS))
291    {
292        c->span = c->scanline;
293        c->scanline = scanline_perspective;
294        if (!(c->state.enabled_tmu & (c->state.enabled_tmu - 1))) {
295            // only one TMU enabled
296            c->scanline = scanline_perspective_single;
297        }
298    }
299}
300
301// ----------------------------------------------------------------------------
302
303static void blending(context_t* c, pixel_t* fragment, pixel_t* fb);
304static void blend_factor(context_t* c, pixel_t* r, uint32_t factor,
305        const pixel_t* src, const pixel_t* dst);
306static void rescale(uint32_t& u, uint8_t& su, uint32_t& v, uint8_t& sv);
307
308#if ANDROID_ARM_CODEGEN && (ANDROID_CODEGEN == ANDROID_CODEGEN_GENERATED)
309
310// no need to compile the generic-pipeline, it can't be reached
311void scanline(context_t*)
312{
313}
314
315#else
316
317void rescale(uint32_t& u, uint8_t& su, uint32_t& v, uint8_t& sv)
318{
319    if (su && sv) {
320        if (su > sv) {
321            v = ggl_expand(v, sv, su);
322            sv = su;
323        } else if (su < sv) {
324            u = ggl_expand(u, su, sv);
325            su = sv;
326        }
327    }
328}
329
330void blending(context_t* c, pixel_t* fragment, pixel_t* fb)
331{
332    rescale(fragment->c[0], fragment->s[0], fb->c[0], fb->s[0]);
333    rescale(fragment->c[1], fragment->s[1], fb->c[1], fb->s[1]);
334    rescale(fragment->c[2], fragment->s[2], fb->c[2], fb->s[2]);
335    rescale(fragment->c[3], fragment->s[3], fb->c[3], fb->s[3]);
336
337    pixel_t sf, df;
338    blend_factor(c, &sf, c->state.blend.src, fragment, fb);
339    blend_factor(c, &df, c->state.blend.dst, fragment, fb);
340
341    fragment->c[1] =
342            gglMulAddx(fragment->c[1], sf.c[1], gglMulx(fb->c[1], df.c[1]));
343    fragment->c[2] =
344            gglMulAddx(fragment->c[2], sf.c[2], gglMulx(fb->c[2], df.c[2]));
345    fragment->c[3] =
346            gglMulAddx(fragment->c[3], sf.c[3], gglMulx(fb->c[3], df.c[3]));
347
348    if (c->state.blend.alpha_separate) {
349        blend_factor(c, &sf, c->state.blend.src_alpha, fragment, fb);
350        blend_factor(c, &df, c->state.blend.dst_alpha, fragment, fb);
351    }
352
353    fragment->c[0] =
354            gglMulAddx(fragment->c[0], sf.c[0], gglMulx(fb->c[0], df.c[0]));
355
356    // clamp to 1.0
357    if (fragment->c[0] >= (1LU<<fragment->s[0]))
358        fragment->c[0] = (1<<fragment->s[0])-1;
359    if (fragment->c[1] >= (1LU<<fragment->s[1]))
360        fragment->c[1] = (1<<fragment->s[1])-1;
361    if (fragment->c[2] >= (1LU<<fragment->s[2]))
362        fragment->c[2] = (1<<fragment->s[2])-1;
363    if (fragment->c[3] >= (1LU<<fragment->s[3]))
364        fragment->c[3] = (1<<fragment->s[3])-1;
365}
366
367static inline int blendfactor(uint32_t x, uint32_t size, uint32_t def = 0)
368{
369    if (!size)
370        return def;
371
372    // scale to 16 bits
373    if (size > 16) {
374        x >>= (size - 16);
375    } else if (size < 16) {
376        x = ggl_expand(x, size, 16);
377    }
378    x += x >> 15;
379    return x;
380}
381
382void blend_factor(context_t* c, pixel_t* r,
383        uint32_t factor, const pixel_t* src, const pixel_t* dst)
384{
385    switch (factor) {
386        case GGL_ZERO:
387            r->c[1] =
388            r->c[2] =
389            r->c[3] =
390            r->c[0] = 0;
391            break;
392        case GGL_ONE:
393            r->c[1] =
394            r->c[2] =
395            r->c[3] =
396            r->c[0] = FIXED_ONE;
397            break;
398        case GGL_DST_COLOR:
399            r->c[1] = blendfactor(dst->c[1], dst->s[1]);
400            r->c[2] = blendfactor(dst->c[2], dst->s[2]);
401            r->c[3] = blendfactor(dst->c[3], dst->s[3]);
402            r->c[0] = blendfactor(dst->c[0], dst->s[0]);
403            break;
404        case GGL_SRC_COLOR:
405            r->c[1] = blendfactor(src->c[1], src->s[1]);
406            r->c[2] = blendfactor(src->c[2], src->s[2]);
407            r->c[3] = blendfactor(src->c[3], src->s[3]);
408            r->c[0] = blendfactor(src->c[0], src->s[0]);
409            break;
410        case GGL_ONE_MINUS_DST_COLOR:
411            r->c[1] = FIXED_ONE - blendfactor(dst->c[1], dst->s[1]);
412            r->c[2] = FIXED_ONE - blendfactor(dst->c[2], dst->s[2]);
413            r->c[3] = FIXED_ONE - blendfactor(dst->c[3], dst->s[3]);
414            r->c[0] = FIXED_ONE - blendfactor(dst->c[0], dst->s[0]);
415            break;
416        case GGL_ONE_MINUS_SRC_COLOR:
417            r->c[1] = FIXED_ONE - blendfactor(src->c[1], src->s[1]);
418            r->c[2] = FIXED_ONE - blendfactor(src->c[2], src->s[2]);
419            r->c[3] = FIXED_ONE - blendfactor(src->c[3], src->s[3]);
420            r->c[0] = FIXED_ONE - blendfactor(src->c[0], src->s[0]);
421            break;
422        case GGL_SRC_ALPHA:
423            r->c[1] =
424            r->c[2] =
425            r->c[3] =
426            r->c[0] = blendfactor(src->c[0], src->s[0], FIXED_ONE);
427            break;
428        case GGL_ONE_MINUS_SRC_ALPHA:
429            r->c[1] =
430            r->c[2] =
431            r->c[3] =
432            r->c[0] = FIXED_ONE - blendfactor(src->c[0], src->s[0], FIXED_ONE);
433            break;
434        case GGL_DST_ALPHA:
435            r->c[1] =
436            r->c[2] =
437            r->c[3] =
438            r->c[0] = blendfactor(dst->c[0], dst->s[0], FIXED_ONE);
439            break;
440        case GGL_ONE_MINUS_DST_ALPHA:
441            r->c[1] =
442            r->c[2] =
443            r->c[3] =
444            r->c[0] = FIXED_ONE - blendfactor(dst->c[0], dst->s[0], FIXED_ONE);
445            break;
446        case GGL_SRC_ALPHA_SATURATE:
447            // XXX: GGL_SRC_ALPHA_SATURATE
448            break;
449    }
450}
451
452static GGLfixed wrapping(int32_t coord, uint32_t size, int tx_wrap)
453{
454    GGLfixed d;
455    if (tx_wrap == GGL_REPEAT) {
456        d = (uint32_t(coord)>>16) * size;
457    } else if (tx_wrap == GGL_CLAMP) { // CLAMP_TO_EDGE semantics
458        const GGLfixed clamp_min = FIXED_HALF;
459        const GGLfixed clamp_max = (size << 16) - FIXED_HALF;
460        if (coord < clamp_min)     coord = clamp_min;
461        if (coord > clamp_max)     coord = clamp_max;
462        d = coord;
463    } else { // 1:1
464        const GGLfixed clamp_min = 0;
465        const GGLfixed clamp_max = (size << 16);
466        if (coord < clamp_min)     coord = clamp_min;
467        if (coord > clamp_max)     coord = clamp_max;
468        d = coord;
469    }
470    return d;
471}
472
473static inline
474GGLcolor ADJUST_COLOR_ITERATOR(GGLcolor v, GGLcolor dvdx, int len)
475{
476    const int32_t end = dvdx * (len-1) + v;
477    if (end < 0)
478        v -= end;
479    v &= ~(v>>31);
480    return v;
481}
482
483void scanline(context_t* c)
484{
485    const uint32_t enables = c->state.enables;
486    const int xs = c->iterators.xl;
487    const int x1 = c->iterators.xr;
488	int xc = x1 - xs;
489    const int16_t* covPtr = c->state.buffers.coverage + xs;
490
491    // All iterated values are sampled at the pixel center
492
493    // reset iterators for that scanline...
494    GGLcolor r, g, b, a;
495    iterators_t& ci = c->iterators;
496    if (enables & GGL_ENABLE_SMOOTH) {
497        r = (xs * c->shade.drdx) + ci.ydrdy;
498        g = (xs * c->shade.dgdx) + ci.ydgdy;
499        b = (xs * c->shade.dbdx) + ci.ydbdy;
500        a = (xs * c->shade.dadx) + ci.ydady;
501        r = ADJUST_COLOR_ITERATOR(r, c->shade.drdx, xc);
502        g = ADJUST_COLOR_ITERATOR(g, c->shade.dgdx, xc);
503        b = ADJUST_COLOR_ITERATOR(b, c->shade.dbdx, xc);
504        a = ADJUST_COLOR_ITERATOR(a, c->shade.dadx, xc);
505    } else {
506        r = ci.ydrdy;
507        g = ci.ydgdy;
508        b = ci.ydbdy;
509        a = ci.ydady;
510    }
511
512    // z iterators are 1.31
513    GGLfixed z = (xs * c->shade.dzdx) + ci.ydzdy;
514    GGLfixed f = (xs * c->shade.dfdx) + ci.ydfdy;
515
516    struct {
517        GGLfixed s, t;
518    } tc[GGL_TEXTURE_UNIT_COUNT];
519    if (enables & GGL_ENABLE_TMUS) {
520        for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
521            if (c->state.texture[i].enable) {
522                texture_iterators_t& ti = c->state.texture[i].iterators;
523                if (enables & GGL_ENABLE_W) {
524                    tc[i].s = ti.ydsdy;
525                    tc[i].t = ti.ydtdy;
526                } else {
527                    tc[i].s = (xs * ti.dsdx) + ti.ydsdy;
528                    tc[i].t = (xs * ti.dtdx) + ti.ydtdy;
529                }
530            }
531        }
532    }
533
534    pixel_t fragment;
535    pixel_t texel;
536    pixel_t fb;
537
538	uint32_t x = xs;
539	uint32_t y = c->iterators.y;
540
541	while (xc--) {
542
543        { // just a scope
544
545		// read color (convert to 8 bits by keeping only the integer part)
546        fragment.s[1] = fragment.s[2] =
547        fragment.s[3] = fragment.s[0] = 8;
548        fragment.c[1] = r >> (GGL_COLOR_BITS-8);
549        fragment.c[2] = g >> (GGL_COLOR_BITS-8);
550        fragment.c[3] = b >> (GGL_COLOR_BITS-8);
551        fragment.c[0] = a >> (GGL_COLOR_BITS-8);
552
553		// texturing
554        if (enables & GGL_ENABLE_TMUS) {
555            for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
556                texture_t& tx = c->state.texture[i];
557                if (!tx.enable)
558                    continue;
559                texture_iterators_t& ti = tx.iterators;
560                int32_t u, v;
561
562                // s-coordinate
563                if (tx.s_coord != GGL_ONE_TO_ONE) {
564                    const int w = tx.surface.width;
565                    u = wrapping(tc[i].s, w, tx.s_wrap);
566                    tc[i].s += ti.dsdx;
567                } else {
568                    u = (((tx.shade.is0>>16) + x)<<16) + FIXED_HALF;
569                }
570
571                // t-coordinate
572                if (tx.t_coord != GGL_ONE_TO_ONE) {
573                    const int h = tx.surface.height;
574                    v = wrapping(tc[i].t, h, tx.t_wrap);
575                    tc[i].t += ti.dtdx;
576                } else {
577                    v = (((tx.shade.it0>>16) + y)<<16) + FIXED_HALF;
578                }
579
580                // read texture
581                if (tx.mag_filter == GGL_NEAREST &&
582                    tx.min_filter == GGL_NEAREST)
583                {
584                    u >>= 16;
585                    v >>= 16;
586                    tx.surface.read(&tx.surface, c, u, v, &texel);
587                } else {
588                    const int w = tx.surface.width;
589                    const int h = tx.surface.height;
590                    u -= FIXED_HALF;
591                    v -= FIXED_HALF;
592                    int u0 = u >> 16;
593                    int v0 = v >> 16;
594                    int u1 = u0 + 1;
595                    int v1 = v0 + 1;
596                    if (tx.s_wrap == GGL_REPEAT) {
597                        if (u0<0)  u0 += w;
598                        if (u1<0)  u1 += w;
599                        if (u0>=w) u0 -= w;
600                        if (u1>=w) u1 -= w;
601                    } else {
602                        if (u0<0)  u0 = 0;
603                        if (u1<0)  u1 = 0;
604                        if (u0>=w) u0 = w-1;
605                        if (u1>=w) u1 = w-1;
606                    }
607                    if (tx.t_wrap == GGL_REPEAT) {
608                        if (v0<0)  v0 += h;
609                        if (v1<0)  v1 += h;
610                        if (v0>=h) v0 -= h;
611                        if (v1>=h) v1 -= h;
612                    } else {
613                        if (v0<0)  v0 = 0;
614                        if (v1<0)  v1 = 0;
615                        if (v0>=h) v0 = h-1;
616                        if (v1>=h) v1 = h-1;
617                    }
618                    pixel_t texels[4];
619                    uint32_t mm[4];
620                    tx.surface.read(&tx.surface, c, u0, v0, &texels[0]);
621                    tx.surface.read(&tx.surface, c, u0, v1, &texels[1]);
622                    tx.surface.read(&tx.surface, c, u1, v0, &texels[2]);
623                    tx.surface.read(&tx.surface, c, u1, v1, &texels[3]);
624                    u = (u >> 12) & 0xF;
625                    v = (v >> 12) & 0xF;
626                    u += u>>3;
627                    v += v>>3;
628                    mm[0] = (0x10 - u) * (0x10 - v);
629                    mm[1] = (0x10 - u) * v;
630                    mm[2] = u * (0x10 - v);
631                    mm[3] = 0x100 - (mm[0] + mm[1] + mm[2]);
632                    for (int j=0 ; j<4 ; j++) {
633                        texel.s[j] = texels[0].s[j];
634                        if (!texel.s[j]) continue;
635                        texel.s[j] += 8;
636                        texel.c[j] =    texels[0].c[j]*mm[0] +
637                                        texels[1].c[j]*mm[1] +
638                                        texels[2].c[j]*mm[2] +
639                                        texels[3].c[j]*mm[3] ;
640                    }
641                }
642
643                // Texture environnement...
644                for (int j=0 ; j<4 ; j++) {
645                    uint32_t& Cf = fragment.c[j];
646                    uint32_t& Ct = texel.c[j];
647                    uint8_t& sf  = fragment.s[j];
648                    uint8_t& st  = texel.s[j];
649                    uint32_t At = texel.c[0];
650                    uint8_t sat = texel.s[0];
651                    switch (tx.env) {
652                    case GGL_REPLACE:
653                        if (st) {
654                            Cf = Ct;
655                            sf = st;
656                        }
657                        break;
658                    case GGL_MODULATE:
659                        if (st) {
660                            uint32_t factor = Ct + (Ct>>(st-1));
661                            Cf = (Cf * factor) >> st;
662                        }
663                        break;
664                    case GGL_DECAL:
665                        if (sat) {
666                            rescale(Cf, sf, Ct, st);
667                            Cf += ((Ct - Cf) * (At + (At>>(sat-1)))) >> sat;
668                        }
669                        break;
670                    case GGL_BLEND:
671                        if (st) {
672                            uint32_t Cc = tx.env_color[i];
673                            if (sf>8)       Cc = (Cc * ((1<<sf)-1))>>8;
674                            else if (sf<8)  Cc = (Cc - (Cc>>(8-sf)))>>(8-sf);
675                            uint32_t factor = Ct + (Ct>>(st-1));
676                            Cf = ((((1<<st) - factor) * Cf) + Ct*Cc)>>st;
677                        }
678                        break;
679                    }
680                }
681            }
682		}
683
684        // coverage application
685        if (enables & GGL_ENABLE_AA) {
686            int16_t cf = *covPtr++;
687            fragment.c[0] = (int64_t(fragment.c[0]) * cf) >> 15;
688        }
689
690        // alpha-test
691        if (enables & GGL_ENABLE_ALPHA_TEST) {
692            GGLcolor ref = c->state.alpha_test.ref;
693            GGLcolor alpha = (uint64_t(fragment.c[0]) *
694                    ((1<<GGL_COLOR_BITS)-1)) / ((1<<fragment.s[0])-1);
695            switch (c->state.alpha_test.func) {
696            case GGL_NEVER:     goto discard;
697            case GGL_LESS:      if (alpha<ref)  break; goto discard;
698            case GGL_EQUAL:     if (alpha==ref) break; goto discard;
699            case GGL_LEQUAL:    if (alpha<=ref) break; goto discard;
700            case GGL_GREATER:   if (alpha>ref)  break; goto discard;
701            case GGL_NOTEQUAL:  if (alpha!=ref) break; goto discard;
702            case GGL_GEQUAL:    if (alpha>=ref) break; goto discard;
703            }
704        }
705
706        // depth test
707        if (c->state.buffers.depth.format) {
708            if (enables & GGL_ENABLE_DEPTH_TEST) {
709                surface_t* cb = &(c->state.buffers.depth);
710                uint16_t* p = (uint16_t*)(cb->data)+(x+(cb->stride*y));
711                uint16_t zz = uint32_t(z)>>(16);
712                uint16_t depth = *p;
713                switch (c->state.depth_test.func) {
714                case GGL_NEVER:     goto discard;
715                case GGL_LESS:      if (zz<depth)    break; goto discard;
716                case GGL_EQUAL:     if (zz==depth)   break; goto discard;
717                case GGL_LEQUAL:    if (zz<=depth)   break; goto discard;
718                case GGL_GREATER:   if (zz>depth)    break; goto discard;
719                case GGL_NOTEQUAL:  if (zz!=depth)   break; goto discard;
720                case GGL_GEQUAL:    if (zz>=depth)   break; goto discard;
721                }
722                // depth buffer is not enabled, if depth-test is not enabled
723/*
724        fragment.s[1] = fragment.s[2] =
725        fragment.s[3] = fragment.s[0] = 8;
726        fragment.c[1] =
727        fragment.c[2] =
728        fragment.c[3] =
729        fragment.c[0] = 255 - (zz>>8);
730*/
731                if (c->state.mask.depth) {
732                    *p = zz;
733                }
734            }
735        }
736
737        // fog
738        if (enables & GGL_ENABLE_FOG) {
739            for (int i=1 ; i<=3 ; i++) {
740                GGLfixed fc = (c->state.fog.color[i] * 0x10000) / 0xFF;
741                uint32_t& c = fragment.c[i];
742                uint8_t& s  = fragment.s[i];
743                c = (c * 0x10000) / ((1<<s)-1);
744                c = gglMulAddx(c, f, gglMulx(fc, 0x10000 - f));
745                s = 16;
746            }
747        }
748
749        // blending
750        if (enables & GGL_ENABLE_BLENDING) {
751            fb.c[1] = fb.c[2] = fb.c[3] = fb.c[0] = 0; // placate valgrind
752            fb.s[1] = fb.s[2] = fb.s[3] = fb.s[0] = 0;
753            c->state.buffers.color.read(
754                    &(c->state.buffers.color), c, x, y, &fb);
755            blending( c, &fragment, &fb );
756        }
757
758		// write
759        c->state.buffers.color.write(
760                &(c->state.buffers.color), c, x, y, &fragment);
761        }
762
763discard:
764		// iterate...
765        x += 1;
766        if (enables & GGL_ENABLE_SMOOTH) {
767            r += c->shade.drdx;
768            g += c->shade.dgdx;
769            b += c->shade.dbdx;
770            a += c->shade.dadx;
771        }
772        z += c->shade.dzdx;
773        f += c->shade.dfdx;
774	}
775}
776
777#endif // ANDROID_ARM_CODEGEN && (ANDROID_CODEGEN == ANDROID_CODEGEN_GENERATED)
778
779// ----------------------------------------------------------------------------
780#if 0
781#pragma mark -
782#pragma mark Scanline
783#endif
784
785template <typename T, typename U>
786static inline __attribute__((const))
787T interpolate(int y, T v0, U dvdx, U dvdy) {
788    // interpolates in pixel's centers
789    // v = v0 + (y + 0.5) * dvdy + (0.5 * dvdx)
790    return (y * dvdy) + (v0 + ((dvdy + dvdx) >> 1));
791}
792
793// ----------------------------------------------------------------------------
794#if 0
795#pragma mark -
796#endif
797
798void init_y(context_t* c, int32_t ys)
799{
800    const uint32_t enables = c->state.enables;
801
802    // compute iterators...
803    iterators_t& ci = c->iterators;
804
805    // sample in the center
806    ci.y = ys;
807
808    if (enables & (GGL_ENABLE_DEPTH_TEST|GGL_ENABLE_W|GGL_ENABLE_FOG)) {
809        ci.ydzdy = interpolate(ys, c->shade.z0, c->shade.dzdx, c->shade.dzdy);
810        ci.ydwdy = interpolate(ys, c->shade.w0, c->shade.dwdx, c->shade.dwdy);
811        ci.ydfdy = interpolate(ys, c->shade.f0, c->shade.dfdx, c->shade.dfdy);
812    }
813
814    if (ggl_unlikely(enables & GGL_ENABLE_SMOOTH)) {
815        ci.ydrdy = interpolate(ys, c->shade.r0, c->shade.drdx, c->shade.drdy);
816        ci.ydgdy = interpolate(ys, c->shade.g0, c->shade.dgdx, c->shade.dgdy);
817        ci.ydbdy = interpolate(ys, c->shade.b0, c->shade.dbdx, c->shade.dbdy);
818        ci.ydady = interpolate(ys, c->shade.a0, c->shade.dadx, c->shade.dady);
819        c->step_y = step_y__smooth;
820    } else {
821        ci.ydrdy = c->shade.r0;
822        ci.ydgdy = c->shade.g0;
823        ci.ydbdy = c->shade.b0;
824        ci.ydady = c->shade.a0;
825        // XXX: do only if needed, or make sure this is fast
826        c->packed = ggl_pack_color(c, c->state.buffers.color.format,
827                ci.ydrdy, ci.ydgdy, ci.ydbdy, ci.ydady);
828        c->packed8888 = ggl_pack_color(c, GGL_PIXEL_FORMAT_RGBA_8888,
829                ci.ydrdy, ci.ydgdy, ci.ydbdy, ci.ydady);
830    }
831
832    // initialize the variables we need in the shader
833    generated_vars_t& gen = c->generated_vars;
834    gen.argb[GGLFormat::ALPHA].c  = ci.ydady;
835    gen.argb[GGLFormat::ALPHA].dx = c->shade.dadx;
836    gen.argb[GGLFormat::RED  ].c  = ci.ydrdy;
837    gen.argb[GGLFormat::RED  ].dx = c->shade.drdx;
838    gen.argb[GGLFormat::GREEN].c  = ci.ydgdy;
839    gen.argb[GGLFormat::GREEN].dx = c->shade.dgdx;
840    gen.argb[GGLFormat::BLUE ].c  = ci.ydbdy;
841    gen.argb[GGLFormat::BLUE ].dx = c->shade.dbdx;
842    gen.dzdx = c->shade.dzdx;
843    gen.f    = ci.ydfdy;
844    gen.dfdx = c->shade.dfdx;
845
846    if (enables & GGL_ENABLE_TMUS) {
847        for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
848            texture_t& t = c->state.texture[i];
849            if (!t.enable) continue;
850
851            texture_iterators_t& ti = t.iterators;
852            if (t.s_coord == GGL_ONE_TO_ONE && t.t_coord == GGL_ONE_TO_ONE) {
853                // we need to set all of these to 0 because in some cases
854                // step_y__generic() or step_y__tmu() will be used and
855                // therefore will update dtdy, however, in 1:1 mode
856                // this is always done by the scanline rasterizer.
857                ti.dsdx = ti.dsdy = ti.dtdx = ti.dtdy = 0;
858                ti.ydsdy = t.shade.is0;
859                ti.ydtdy = t.shade.it0;
860            } else {
861                const int adjustSWrap = ((t.s_wrap==GGL_CLAMP)?0:16);
862                const int adjustTWrap = ((t.t_wrap==GGL_CLAMP)?0:16);
863                ti.sscale = t.shade.sscale + adjustSWrap;
864                ti.tscale = t.shade.tscale + adjustTWrap;
865                if (!(enables & GGL_ENABLE_W)) {
866                    // S coordinate
867                    const int32_t sscale = ti.sscale;
868                    const int32_t sy = interpolate(ys,
869                            t.shade.is0, t.shade.idsdx, t.shade.idsdy);
870                    if (sscale>=0) {
871                        ti.ydsdy= sy            << sscale;
872                        ti.dsdx = t.shade.idsdx << sscale;
873                        ti.dsdy = t.shade.idsdy << sscale;
874                    } else {
875                        ti.ydsdy= sy            >> -sscale;
876                        ti.dsdx = t.shade.idsdx >> -sscale;
877                        ti.dsdy = t.shade.idsdy >> -sscale;
878                    }
879                    // T coordinate
880                    const int32_t tscale = ti.tscale;
881                    const int32_t ty = interpolate(ys,
882                            t.shade.it0, t.shade.idtdx, t.shade.idtdy);
883                    if (tscale>=0) {
884                        ti.ydtdy= ty            << tscale;
885                        ti.dtdx = t.shade.idtdx << tscale;
886                        ti.dtdy = t.shade.idtdy << tscale;
887                    } else {
888                        ti.ydtdy= ty            >> -tscale;
889                        ti.dtdx = t.shade.idtdx >> -tscale;
890                        ti.dtdy = t.shade.idtdy >> -tscale;
891                    }
892                }
893            }
894            // mirror for generated code...
895            generated_tex_vars_t& gen = c->generated_vars.texture[i];
896            gen.width   = t.surface.width;
897            gen.height  = t.surface.height;
898            gen.stride  = t.surface.stride;
899            gen.data    = int32_t(t.surface.data);
900            gen.dsdx = ti.dsdx;
901            gen.dtdx = ti.dtdx;
902        }
903    }
904
905    // choose the y-stepper
906    c->step_y = step_y__nop;
907    if (enables & GGL_ENABLE_FOG) {
908        c->step_y = step_y__generic;
909    } else if (enables & GGL_ENABLE_TMUS) {
910        if (enables & GGL_ENABLE_SMOOTH) {
911            c->step_y = step_y__generic;
912        } else if (enables & GGL_ENABLE_W) {
913            c->step_y = step_y__w;
914        } else {
915            c->step_y = step_y__tmu;
916        }
917    } else {
918        if (enables & GGL_ENABLE_SMOOTH) {
919            c->step_y = step_y__smooth;
920        }
921    }
922
923    // choose the rectangle blitter
924    c->rect = rect_generic;
925    if ((c->step_y == step_y__nop) &&
926        (c->scanline == scanline_memcpy))
927    {
928        c->rect = rect_memcpy;
929    }
930}
931
932void init_y_packed(context_t* c, int32_t y0)
933{
934    uint8_t f = c->state.buffers.color.format;
935    c->packed = ggl_pack_color(c, f,
936            c->shade.r0, c->shade.g0, c->shade.b0, c->shade.a0);
937    c->iterators.y = y0;
938    c->step_y = step_y__nop;
939    // choose the rectangle blitter
940    c->rect = rect_generic;
941    if (c->scanline == scanline_memcpy) {
942        c->rect = rect_memcpy;
943    }
944}
945
946void init_y_noop(context_t* c, int32_t y0)
947{
948    c->iterators.y = y0;
949    c->step_y = step_y__nop;
950    // choose the rectangle blitter
951    c->rect = rect_generic;
952    if (c->scanline == scanline_memcpy) {
953        c->rect = rect_memcpy;
954    }
955}
956
957void init_y_error(context_t* c, int32_t y0)
958{
959    // woooops, shoud never happen,
960    // fail gracefully (don't display anything)
961    init_y_noop(c, y0);
962    LOGE("color-buffer has an invalid format!");
963}
964
965// ----------------------------------------------------------------------------
966#if 0
967#pragma mark -
968#endif
969
970void step_y__generic(context_t* c)
971{
972    const uint32_t enables = c->state.enables;
973
974    // iterate...
975    iterators_t& ci = c->iterators;
976    ci.y += 1;
977
978    if (enables & GGL_ENABLE_SMOOTH) {
979        ci.ydrdy += c->shade.drdy;
980        ci.ydgdy += c->shade.dgdy;
981        ci.ydbdy += c->shade.dbdy;
982        ci.ydady += c->shade.dady;
983    }
984
985    const uint32_t mask =
986            GGL_ENABLE_DEPTH_TEST |
987            GGL_ENABLE_W |
988            GGL_ENABLE_FOG;
989    if (enables & mask) {
990        ci.ydzdy += c->shade.dzdy;
991        ci.ydwdy += c->shade.dwdy;
992        ci.ydfdy += c->shade.dfdy;
993    }
994
995    if ((enables & GGL_ENABLE_TMUS) && (!(enables & GGL_ENABLE_W))) {
996        for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
997            if (c->state.texture[i].enable) {
998                texture_iterators_t& ti = c->state.texture[i].iterators;
999                ti.ydsdy += ti.dsdy;
1000                ti.ydtdy += ti.dtdy;
1001            }
1002        }
1003    }
1004}
1005
1006void step_y__nop(context_t* c)
1007{
1008    c->iterators.y += 1;
1009    c->iterators.ydzdy += c->shade.dzdy;
1010}
1011
1012void step_y__smooth(context_t* c)
1013{
1014    iterators_t& ci = c->iterators;
1015    ci.y += 1;
1016    ci.ydrdy += c->shade.drdy;
1017    ci.ydgdy += c->shade.dgdy;
1018    ci.ydbdy += c->shade.dbdy;
1019    ci.ydady += c->shade.dady;
1020    ci.ydzdy += c->shade.dzdy;
1021}
1022
1023void step_y__w(context_t* c)
1024{
1025    iterators_t& ci = c->iterators;
1026    ci.y += 1;
1027    ci.ydzdy += c->shade.dzdy;
1028    ci.ydwdy += c->shade.dwdy;
1029}
1030
1031void step_y__tmu(context_t* c)
1032{
1033    iterators_t& ci = c->iterators;
1034    ci.y += 1;
1035    ci.ydzdy += c->shade.dzdy;
1036    for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
1037        if (c->state.texture[i].enable) {
1038            texture_iterators_t& ti = c->state.texture[i].iterators;
1039            ti.ydsdy += ti.dsdy;
1040            ti.ydtdy += ti.dtdy;
1041        }
1042    }
1043}
1044
1045// ----------------------------------------------------------------------------
1046#if 0
1047#pragma mark -
1048#endif
1049
1050void scanline_perspective(context_t* c)
1051{
1052    struct {
1053        union {
1054            struct {
1055                int32_t s, sq;
1056                int32_t t, tq;
1057            };
1058            struct {
1059                int32_t v, q;
1060            } st[2];
1061        };
1062    } tc[GGL_TEXTURE_UNIT_COUNT] __attribute__((aligned(16)));
1063
1064    // XXX: we should have a special case when dwdx = 0
1065
1066    // 32 pixels spans works okay. 16 is a lot better,
1067    // but hey, it's a software renderer...
1068    const uint32_t SPAN_BITS = 5;
1069    const uint32_t ys = c->iterators.y;
1070    const uint32_t xs = c->iterators.xl;
1071    const uint32_t x1 = c->iterators.xr;
1072	const uint32_t xc = x1 - xs;
1073    uint32_t remainder = xc & ((1<<SPAN_BITS)-1);
1074    uint32_t numSpans = xc >> SPAN_BITS;
1075
1076    const iterators_t& ci = c->iterators;
1077    int32_t w0 = (xs * c->shade.dwdx) + ci.ydwdy;
1078    int32_t q0 = gglRecipQ(w0, 30);
1079    const int iwscale = 32 - gglClz(q0);
1080
1081    const int32_t dwdx = c->shade.dwdx << SPAN_BITS;
1082    int32_t xl = c->iterators.xl;
1083
1084    // We process s & t with a loop to reduce the code size
1085    // (and i-cache pressure).
1086
1087    for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
1088        const texture_t& tmu = c->state.texture[i];
1089        if (!tmu.enable) continue;
1090        int32_t s =   tmu.shade.is0 +
1091                     (tmu.shade.idsdy * ys) + (tmu.shade.idsdx * xs) +
1092                     ((tmu.shade.idsdx + tmu.shade.idsdy)>>1);
1093        int32_t t =   tmu.shade.it0 +
1094                     (tmu.shade.idtdy * ys) + (tmu.shade.idtdx * xs) +
1095                     ((tmu.shade.idtdx + tmu.shade.idtdy)>>1);
1096        tc[i].s  = s;
1097        tc[i].t  = t;
1098        tc[i].sq = gglMulx(s, q0, iwscale);
1099        tc[i].tq = gglMulx(t, q0, iwscale);
1100    }
1101
1102    int32_t span = 0;
1103    do {
1104        int32_t w1;
1105        if (ggl_likely(numSpans)) {
1106            w1 = w0 + dwdx;
1107        } else {
1108            if (remainder) {
1109                // finish off the scanline...
1110                span = remainder;
1111                w1 = (c->shade.dwdx * span) + w0;
1112            } else {
1113                break;
1114            }
1115        }
1116        int32_t q1 = gglRecipQ(w1, 30);
1117        for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
1118            texture_t& tmu = c->state.texture[i];
1119            if (!tmu.enable) continue;
1120            texture_iterators_t& ti = tmu.iterators;
1121
1122            for (int j=0 ; j<2 ; j++) {
1123                int32_t v = tc[i].st[j].v;
1124                if (span)   v += (tmu.shade.st[j].dx)*span;
1125                else        v += (tmu.shade.st[j].dx)<<SPAN_BITS;
1126                const int32_t v0 = tc[i].st[j].q;
1127                const int32_t v1 = gglMulx(v, q1, iwscale);
1128                int32_t dvdx = v1 - v0;
1129                if (span)   dvdx /= span;
1130                else        dvdx >>= SPAN_BITS;
1131                tc[i].st[j].v = v;
1132                tc[i].st[j].q = v1;
1133
1134                const int scale = ti.st[j].scale + (iwscale - 30);
1135                if (scale >= 0) {
1136                    ti.st[j].ydvdy = v0   << scale;
1137                    ti.st[j].dvdx  = dvdx << scale;
1138                } else {
1139                    ti.st[j].ydvdy = v0   >> -scale;
1140                    ti.st[j].dvdx  = dvdx >> -scale;
1141                }
1142            }
1143            generated_tex_vars_t& gen = c->generated_vars.texture[i];
1144            gen.dsdx = ti.st[0].dvdx;
1145            gen.dtdx = ti.st[1].dvdx;
1146        }
1147        c->iterators.xl = xl;
1148        c->iterators.xr = xl = xl + (span ? span : (1<<SPAN_BITS));
1149        w0 = w1;
1150        q0 = q1;
1151        c->span(c);
1152    } while(numSpans--);
1153}
1154
1155void scanline_perspective_single(context_t* c)
1156{
1157    // 32 pixels spans works okay. 16 is a lot better,
1158    // but hey, it's a software renderer...
1159    const uint32_t SPAN_BITS = 5;
1160    const uint32_t ys = c->iterators.y;
1161    const uint32_t xs = c->iterators.xl;
1162    const uint32_t x1 = c->iterators.xr;
1163	const uint32_t xc = x1 - xs;
1164
1165    const iterators_t& ci = c->iterators;
1166    int32_t w = (xs * c->shade.dwdx) + ci.ydwdy;
1167    int32_t iw = gglRecipQ(w, 30);
1168    const int iwscale = 32 - gglClz(iw);
1169
1170    const int i = 31 - gglClz(c->state.enabled_tmu);
1171    generated_tex_vars_t& gen = c->generated_vars.texture[i];
1172    texture_t& tmu = c->state.texture[i];
1173    texture_iterators_t& ti = tmu.iterators;
1174    const int sscale = ti.sscale + (iwscale - 30);
1175    const int tscale = ti.tscale + (iwscale - 30);
1176    int32_t s =   tmu.shade.is0 +
1177                 (tmu.shade.idsdy * ys) + (tmu.shade.idsdx * xs) +
1178                 ((tmu.shade.idsdx + tmu.shade.idsdy)>>1);
1179    int32_t t =   tmu.shade.it0 +
1180                 (tmu.shade.idtdy * ys) + (tmu.shade.idtdx * xs) +
1181                 ((tmu.shade.idtdx + tmu.shade.idtdy)>>1);
1182    int32_t s0 = gglMulx(s, iw, iwscale);
1183    int32_t t0 = gglMulx(t, iw, iwscale);
1184    int32_t xl = c->iterators.xl;
1185
1186    int32_t sq, tq, dsdx, dtdx;
1187    int32_t premainder = xc & ((1<<SPAN_BITS)-1);
1188    uint32_t numSpans = xc >> SPAN_BITS;
1189    if (c->shade.dwdx == 0) {
1190        // XXX: we could choose to do this if the error is small enough
1191        numSpans = 0;
1192        premainder = xc;
1193        goto no_perspective;
1194    }
1195
1196    if (premainder) {
1197        w += c->shade.dwdx   * premainder;
1198        iw = gglRecipQ(w, 30);
1199no_perspective:
1200        s += tmu.shade.idsdx * premainder;
1201        t += tmu.shade.idtdx * premainder;
1202        sq = gglMulx(s, iw, iwscale);
1203        tq = gglMulx(t, iw, iwscale);
1204        dsdx = (sq - s0) / premainder;
1205        dtdx = (tq - t0) / premainder;
1206        c->iterators.xl = xl;
1207        c->iterators.xr = xl = xl + premainder;
1208        goto finish;
1209    }
1210
1211    while (numSpans--) {
1212        w += c->shade.dwdx   << SPAN_BITS;
1213        s += tmu.shade.idsdx << SPAN_BITS;
1214        t += tmu.shade.idtdx << SPAN_BITS;
1215        iw = gglRecipQ(w, 30);
1216        sq = gglMulx(s, iw, iwscale);
1217        tq = gglMulx(t, iw, iwscale);
1218        dsdx = (sq - s0) >> SPAN_BITS;
1219        dtdx = (tq - t0) >> SPAN_BITS;
1220        c->iterators.xl = xl;
1221        c->iterators.xr = xl = xl + (1<<SPAN_BITS);
1222finish:
1223        if (sscale >= 0) {
1224            ti.ydsdy = s0   << sscale;
1225            ti.dsdx  = dsdx << sscale;
1226        } else {
1227            ti.ydsdy = s0   >>-sscale;
1228            ti.dsdx  = dsdx >>-sscale;
1229        }
1230        if (tscale >= 0) {
1231            ti.ydtdy = t0   << tscale;
1232            ti.dtdx  = dtdx << tscale;
1233        } else {
1234            ti.ydtdy = t0   >>-tscale;
1235            ti.dtdx  = dtdx >>-tscale;
1236        }
1237        s0 = sq;
1238        t0 = tq;
1239        gen.dsdx = ti.dsdx;
1240        gen.dtdx = ti.dtdx;
1241        c->span(c);
1242    }
1243}
1244
1245// ----------------------------------------------------------------------------
1246
1247void scanline_t32cb16(context_t* c)
1248{
1249    int32_t x = c->iterators.xl;
1250    size_t ct = c->iterators.xr - x;
1251    int32_t y = c->iterators.y;
1252    surface_t* cb = &(c->state.buffers.color);
1253    union {
1254        uint16_t* dst;
1255        uint32_t* dst32;
1256    };
1257    dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y));
1258
1259    surface_t* tex = &(c->state.texture[0].surface);
1260    const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
1261    const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
1262    uint32_t *src = reinterpret_cast<uint32_t*>(tex->data)+(u+(tex->stride*v));
1263    int sR, sG, sB;
1264    uint32_t s, d;
1265
1266    if (ct==1 || uint32_t(dst)&2) {
1267last_one:
1268        s = GGL_RGBA_TO_HOST( *src++ );
1269        sR = (s >> (   3))&0x1F;
1270        sG = (s >> ( 8+2))&0x3F;
1271        sB = (s >> (16+3))&0x1F;
1272        *dst++ = uint16_t((sR<<11)|(sG<<5)|sB);
1273        ct--;
1274    }
1275
1276    while (ct > 0) {
1277        s = GGL_RGBA_TO_HOST( *src++ );
1278        sR = (s >> (   3))&0x1F;
1279        sG = (s >> ( 8+2))&0x3F;
1280        sB = (s >> (16+3))&0x1F;
1281        d = (sR<<11)|(sG<<5)|sB;
1282
1283        s = GGL_RGBA_TO_HOST( *src++ );
1284        sR = (s >> (   3))&0x1F;
1285        sG = (s >> ( 8+2))&0x3F;
1286        sB = (s >> (16+3))&0x1F;
1287        d |= ((sR<<11)|(sG<<5)|sB)<<16;
1288
1289#if BYTE_ORDER == BIG_ENDIAN
1290        d = (d>>16) | (d<<16);
1291#endif
1292
1293        *dst32++ = d;
1294        ct -= 2;
1295    }
1296
1297    if (ct > 0) {
1298        goto last_one;
1299    }
1300}
1301
1302void scanline_t32cb16blend(context_t* c)
1303{
1304    int32_t x = c->iterators.xl;
1305    size_t ct = c->iterators.xr - x;
1306    int32_t y = c->iterators.y;
1307    surface_t* cb = &(c->state.buffers.color);
1308    uint16_t* dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y));
1309
1310    surface_t* tex = &(c->state.texture[0].surface);
1311    const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
1312    const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
1313    uint32_t *src = reinterpret_cast<uint32_t*>(tex->data)+(u+(tex->stride*v));
1314
1315#if ((ANDROID_CODEGEN >= ANDROID_CODEGEN_ASM) && defined(__arm__))
1316    scanline_t32cb16blend_arm(dst, src, ct);
1317#else
1318    while (ct--) {
1319        uint32_t s = *src++;
1320        if (!s) {
1321            dst++;
1322            continue;
1323        }
1324        uint16_t d = *dst;
1325        s = GGL_RGBA_TO_HOST(s);
1326        int sR = (s >> (   3))&0x1F;
1327        int sG = (s >> ( 8+2))&0x3F;
1328        int sB = (s >> (16+3))&0x1F;
1329        int sA = (s>>24);
1330        int f = 0x100 - (sA + (sA>>7));
1331        int dR = (d>>11)&0x1f;
1332        int dG = (d>>5)&0x3f;
1333        int dB = (d)&0x1f;
1334        sR += (f*dR)>>8;
1335        sG += (f*dG)>>8;
1336        sB += (f*dB)>>8;
1337        *dst++ = uint16_t((sR<<11)|(sG<<5)|sB);
1338    }
1339#endif
1340}
1341
1342void scanline_memcpy(context_t* c)
1343{
1344    int32_t x = c->iterators.xl;
1345    size_t ct = c->iterators.xr - x;
1346    int32_t y = c->iterators.y;
1347    surface_t* cb = &(c->state.buffers.color);
1348    const GGLFormat* fp = &(c->formats[cb->format]);
1349    uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
1350                            (x + (cb->stride * y)) * fp->size;
1351
1352    surface_t* tex = &(c->state.texture[0].surface);
1353    const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
1354    const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
1355    uint8_t *src = reinterpret_cast<uint8_t*>(tex->data) +
1356                            (u + (tex->stride * v)) * fp->size;
1357
1358    const size_t size = ct * fp->size;
1359    memcpy(dst, src, size);
1360}
1361
1362void scanline_memset8(context_t* c)
1363{
1364    int32_t x = c->iterators.xl;
1365    size_t ct = c->iterators.xr - x;
1366    int32_t y = c->iterators.y;
1367    surface_t* cb = &(c->state.buffers.color);
1368    uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) + (x+(cb->stride*y));
1369    uint32_t packed = c->packed;
1370    memset(dst, packed, ct);
1371}
1372
1373void scanline_memset16(context_t* c)
1374{
1375    int32_t x = c->iterators.xl;
1376    size_t ct = c->iterators.xr - x;
1377    int32_t y = c->iterators.y;
1378    surface_t* cb = &(c->state.buffers.color);
1379    uint16_t* dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y));
1380    uint32_t packed = c->packed;
1381    android_memset16(dst, packed, ct*2);
1382}
1383
1384void scanline_memset32(context_t* c)
1385{
1386    int32_t x = c->iterators.xl;
1387    size_t ct = c->iterators.xr - x;
1388    int32_t y = c->iterators.y;
1389    surface_t* cb = &(c->state.buffers.color);
1390    uint32_t* dst = reinterpret_cast<uint32_t*>(cb->data) + (x+(cb->stride*y));
1391    uint32_t packed = GGL_HOST_TO_RGBA(c->packed);
1392    android_memset32(dst, packed, ct*4);
1393}
1394
1395void scanline_clear(context_t* c)
1396{
1397    int32_t x = c->iterators.xl;
1398    size_t ct = c->iterators.xr - x;
1399    int32_t y = c->iterators.y;
1400    surface_t* cb = &(c->state.buffers.color);
1401    const GGLFormat* fp = &(c->formats[cb->format]);
1402    uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
1403                            (x + (cb->stride * y)) * fp->size;
1404    const size_t size = ct * fp->size;
1405    memset(dst, 0, size);
1406}
1407
1408void scanline_set(context_t* c)
1409{
1410    int32_t x = c->iterators.xl;
1411    size_t ct = c->iterators.xr - x;
1412    int32_t y = c->iterators.y;
1413    surface_t* cb = &(c->state.buffers.color);
1414    const GGLFormat* fp = &(c->formats[cb->format]);
1415    uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
1416                            (x + (cb->stride * y)) * fp->size;
1417    const size_t size = ct * fp->size;
1418    memset(dst, 0xFF, size);
1419}
1420
1421void scanline_noop(context_t* c)
1422{
1423}
1424
1425void rect_generic(context_t* c, size_t yc)
1426{
1427    do {
1428        c->scanline(c);
1429        c->step_y(c);
1430    } while (--yc);
1431}
1432
1433void rect_memcpy(context_t* c, size_t yc)
1434{
1435    int32_t x = c->iterators.xl;
1436    size_t ct = c->iterators.xr - x;
1437    int32_t y = c->iterators.y;
1438    surface_t* cb = &(c->state.buffers.color);
1439    const GGLFormat* fp = &(c->formats[cb->format]);
1440    uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
1441                            (x + (cb->stride * y)) * fp->size;
1442
1443    surface_t* tex = &(c->state.texture[0].surface);
1444    const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
1445    const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
1446    uint8_t *src = reinterpret_cast<uint8_t*>(tex->data) +
1447                            (u + (tex->stride * v)) * fp->size;
1448
1449    if (cb->stride == tex->stride && ct == size_t(cb->stride)) {
1450        memcpy(dst, src, ct * fp->size * yc);
1451    } else {
1452        const size_t size = ct * fp->size;
1453        const size_t dbpr = cb->stride  * fp->size;
1454        const size_t sbpr = tex->stride * fp->size;
1455        do {
1456            memcpy(dst, src, size);
1457            dst += dbpr;
1458            src += sbpr;
1459        } while (--yc);
1460    }
1461}
1462// ----------------------------------------------------------------------------
1463}; // namespace android
1464
1465using namespace android;
1466extern "C" void ggl_test_codegen(uint32_t n, uint32_t p, uint32_t t0, uint32_t t1)
1467{
1468#if ANDROID_ARM_CODEGEN
1469    GGLContext* c;
1470    gglInit(&c);
1471    needs_t needs;
1472    needs.n = n;
1473    needs.p = p;
1474    needs.t[0] = t0;
1475    needs.t[1] = t1;
1476    sp<ScanlineAssembly> a(new ScanlineAssembly(needs, 1024));
1477    GGLAssembler assembler( new ARMAssembler(a) );
1478    int err = assembler.scanline(needs, (context_t*)c);
1479    if (err != 0) {
1480        printf("error %08x (%s)\n", err, strerror(-err));
1481    }
1482    gglUninit(c);
1483#else
1484    printf("This test runs only on ARM\n");
1485#endif
1486}
1487
1488