1/* libs/pixelflinger/codeflinger/texturing.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#include <assert.h>
19#include <stdint.h>
20#include <stdlib.h>
21#include <stdio.h>
22#include <sys/types.h>
23
24#include <cutils/log.h>
25
26#include "GGLAssembler.h"
27
28#ifdef __ARM_ARCH__
29#include <machine/cpu-features.h>
30#endif
31
32namespace android {
33
34// ---------------------------------------------------------------------------
35
36// iterators are initialized like this:
37// (intToFixedCenter(x) * dx)>>16 + x0
38// ((x<<16 + 0x8000) * dx)>>16 + x0
39// ((x<<16)*dx + (0x8000*dx))>>16 + x0
40// ( (x*dx) + dx>>1 ) + x0
41// (x*dx) + (dx>>1 + x0)
42
43void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x)
44{
45    context_t const* c = mBuilderContext.c;
46    const needs_t& needs = mBuilderContext.needs;
47
48    if (mSmooth) {
49        // NOTE: we could take this case in the mDithering + !mSmooth case,
50        // but this would use up to 4 more registers for the color components
51        // for only a little added quality.
52        // Currently, this causes the system to run out of registers in
53        // some case (see issue #719496)
54
55        comment("compute initial iterated color (smooth and/or dither case)");
56
57        parts.iterated_packed = 0;
58        parts.packed = 0;
59
60        // 0x1: color component
61        // 0x2: iterators
62        const int optReload = mOptLevel >> 1;
63        if (optReload >= 3)         parts.reload = 0; // reload nothing
64        else if (optReload == 2)    parts.reload = 2; // reload iterators
65        else if (optReload == 1)    parts.reload = 1; // reload colors
66        else if (optReload <= 0)    parts.reload = 3; // reload both
67
68        if (!mSmooth) {
69            // we're not smoothing (just dithering), we never have to
70            // reload the iterators
71            parts.reload &= ~2;
72        }
73
74        Scratch scratches(registerFile());
75        const int t0 = (parts.reload & 1) ? scratches.obtain() : 0;
76        const int t1 = (parts.reload & 2) ? scratches.obtain() : 0;
77        for (int i=0 ; i<4 ; i++) {
78            if (!mInfo[i].iterated)
79                continue;
80
81            // this component exists in the destination and is not replaced
82            // by a texture unit.
83            const int c = (parts.reload & 1) ? t0 : obtainReg();
84            if (i==0) CONTEXT_LOAD(c, iterators.ydady);
85            if (i==1) CONTEXT_LOAD(c, iterators.ydrdy);
86            if (i==2) CONTEXT_LOAD(c, iterators.ydgdy);
87            if (i==3) CONTEXT_LOAD(c, iterators.ydbdy);
88            parts.argb[i].reg = c;
89
90            if (mInfo[i].smooth) {
91                parts.argb_dx[i].reg = (parts.reload & 2) ? t1 : obtainReg();
92                const int dvdx = parts.argb_dx[i].reg;
93                CONTEXT_LOAD(dvdx, generated_vars.argb[i].dx);
94                MLA(AL, 0, c, x.reg, dvdx, c);
95
96                // adjust the color iterator to make sure it won't overflow
97                if (!mAA) {
98                    // this is not needed when we're using anti-aliasing
99                    // because we will (have to) clamp the components
100                    // anyway.
101                    int end = scratches.obtain();
102                    MOV(AL, 0, end, reg_imm(parts.count.reg, LSR, 16));
103                    MLA(AL, 1, end, dvdx, end, c);
104                    SUB(MI, 0, c, c, end);
105                    BIC(AL, 0, c, c, reg_imm(c, ASR, 31));
106                    scratches.recycle(end);
107                }
108            }
109
110            if (parts.reload & 1) {
111                CONTEXT_STORE(c, generated_vars.argb[i].c);
112            }
113        }
114    } else {
115        // We're not smoothed, so we can
116        // just use a packed version of the color and extract the
117        // components as needed (or not at all if we don't blend)
118
119        // figure out if we need the iterated color
120        int load = 0;
121        for (int i=0 ; i<4 ; i++) {
122            component_info_t& info = mInfo[i];
123            if ((info.inDest || info.needed) && !info.replaced)
124                load |= 1;
125        }
126
127        parts.iterated_packed = 1;
128        parts.packed = (!mTextureMachine.mask && !mBlending
129                && !mFog && !mDithering);
130        parts.reload = 0;
131        if (load || parts.packed) {
132            if (mBlending || mDithering || mInfo[GGLFormat::ALPHA].needed) {
133                comment("load initial iterated color (8888 packed)");
134                parts.iterated.setTo(obtainReg(),
135                        &(c->formats[GGL_PIXEL_FORMAT_RGBA_8888]));
136                CONTEXT_LOAD(parts.iterated.reg, packed8888);
137            } else {
138                comment("load initial iterated color (dest format packed)");
139
140                parts.iterated.setTo(obtainReg(), &mCbFormat);
141
142                // pre-mask the iterated color
143                const int bits = parts.iterated.size();
144                const uint32_t size = ((bits>=32) ? 0 : (1LU << bits)) - 1;
145                uint32_t mask = 0;
146                if (mMasking) {
147                    for (int i=0 ; i<4 ; i++) {
148                        const int component_mask = 1<<i;
149                        const int h = parts.iterated.format.c[i].h;
150                        const int l = parts.iterated.format.c[i].l;
151                        if (h && (!(mMasking & component_mask))) {
152                            mask |= ((1<<(h-l))-1) << l;
153                        }
154                    }
155                }
156
157                if (mMasking && ((mask & size)==0)) {
158                    // none of the components are present in the mask
159                } else {
160                    CONTEXT_LOAD(parts.iterated.reg, packed);
161                    if (mCbFormat.size == 1) {
162                        AND(AL, 0, parts.iterated.reg,
163                                parts.iterated.reg, imm(0xFF));
164                    } else if (mCbFormat.size == 2) {
165                        MOV(AL, 0, parts.iterated.reg,
166                                reg_imm(parts.iterated.reg, LSR, 16));
167                    }
168                }
169
170                // pre-mask the iterated color
171                if (mMasking) {
172                    build_and_immediate(parts.iterated.reg, parts.iterated.reg,
173                            mask, bits);
174                }
175            }
176        }
177    }
178}
179
180void GGLAssembler::build_iterated_color(
181        component_t& fragment,
182        const fragment_parts_t& parts,
183        int component,
184        Scratch& regs)
185{
186    fragment.setTo( regs.obtain(), 0, 32, CORRUPTIBLE);
187
188    if (!mInfo[component].iterated)
189        return;
190
191    if (parts.iterated_packed) {
192        // iterated colors are packed, extract the one we need
193        extract(fragment, parts.iterated, component);
194    } else {
195        fragment.h = GGL_COLOR_BITS;
196        fragment.l = GGL_COLOR_BITS - 8;
197        fragment.flags |= CLEAR_LO;
198        // iterated colors are held in their own register,
199        // (smooth and/or dithering case)
200        if (parts.reload==3) {
201            // this implies mSmooth
202            Scratch scratches(registerFile());
203            int dx = scratches.obtain();
204            CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
205            CONTEXT_LOAD(dx, generated_vars.argb[component].dx);
206            ADD(AL, 0, dx, fragment.reg, dx);
207            CONTEXT_STORE(dx, generated_vars.argb[component].c);
208        } else if (parts.reload & 1) {
209            CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
210        } else {
211            // we don't reload, so simply rename the register and mark as
212            // non CORRUPTIBLE so that the texture env or blending code
213            // won't modify this (renamed) register
214            regs.recycle(fragment.reg);
215            fragment.reg = parts.argb[component].reg;
216            fragment.flags &= ~CORRUPTIBLE;
217        }
218        if (mInfo[component].smooth && mAA) {
219            // when using smooth shading AND anti-aliasing, we need to clamp
220            // the iterators because there is always an extra pixel on the
221            // edges, which most of the time will cause an overflow
222            // (since technically its outside of the domain).
223            BIC(AL, 0, fragment.reg, fragment.reg,
224                    reg_imm(fragment.reg, ASR, 31));
225            component_sat(fragment);
226        }
227    }
228}
229
230// ---------------------------------------------------------------------------
231
232void GGLAssembler::decodeLogicOpNeeds(const needs_t& needs)
233{
234    // gather some informations about the components we need to process...
235    const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;
236    switch(opcode) {
237    case GGL_COPY:
238        mLogicOp = 0;
239        break;
240    case GGL_CLEAR:
241    case GGL_SET:
242        mLogicOp = LOGIC_OP;
243        break;
244    case GGL_AND:
245    case GGL_AND_REVERSE:
246    case GGL_AND_INVERTED:
247    case GGL_XOR:
248    case GGL_OR:
249    case GGL_NOR:
250    case GGL_EQUIV:
251    case GGL_OR_REVERSE:
252    case GGL_OR_INVERTED:
253    case GGL_NAND:
254        mLogicOp = LOGIC_OP|LOGIC_OP_SRC|LOGIC_OP_DST;
255        break;
256    case GGL_NOOP:
257    case GGL_INVERT:
258        mLogicOp = LOGIC_OP|LOGIC_OP_DST;
259        break;
260    case GGL_COPY_INVERTED:
261        mLogicOp = LOGIC_OP|LOGIC_OP_SRC;
262        break;
263    };
264}
265
266void GGLAssembler::decodeTMUNeeds(const needs_t& needs, context_t const* c)
267{
268    uint8_t replaced=0;
269    mTextureMachine.mask = 0;
270    mTextureMachine.activeUnits = 0;
271    for (int i=GGL_TEXTURE_UNIT_COUNT-1 ; i>=0 ; i--) {
272        texture_unit_t& tmu = mTextureMachine.tmu[i];
273        if (replaced == 0xF) {
274            // all components are replaced, skip this TMU.
275            tmu.format_idx = 0;
276            tmu.mask = 0;
277            tmu.replaced = replaced;
278            continue;
279        }
280        tmu.format_idx = GGL_READ_NEEDS(T_FORMAT, needs.t[i]);
281        tmu.format = c->formats[tmu.format_idx];
282        tmu.bits = tmu.format.size*8;
283        tmu.swrap = GGL_READ_NEEDS(T_S_WRAP, needs.t[i]);
284        tmu.twrap = GGL_READ_NEEDS(T_T_WRAP, needs.t[i]);
285        tmu.env = ggl_needs_to_env(GGL_READ_NEEDS(T_ENV, needs.t[i]));
286        tmu.pot = GGL_READ_NEEDS(T_POT, needs.t[i]);
287        tmu.linear = GGL_READ_NEEDS(T_LINEAR, needs.t[i])
288                && tmu.format.size!=3; // XXX: only 8, 16 and 32 modes for now
289
290        // 5551 linear filtering is not supported
291        if (tmu.format_idx == GGL_PIXEL_FORMAT_RGBA_5551)
292            tmu.linear = 0;
293
294        tmu.mask = 0;
295        tmu.replaced = replaced;
296
297        if (tmu.format_idx) {
298            mTextureMachine.activeUnits++;
299            if (tmu.format.c[0].h)    tmu.mask |= 0x1;
300            if (tmu.format.c[1].h)    tmu.mask |= 0x2;
301            if (tmu.format.c[2].h)    tmu.mask |= 0x4;
302            if (tmu.format.c[3].h)    tmu.mask |= 0x8;
303            if (tmu.env == GGL_REPLACE) {
304                replaced |= tmu.mask;
305            } else if (tmu.env == GGL_DECAL) {
306                if (!tmu.format.c[GGLFormat::ALPHA].h) {
307                    // if we don't have alpha, decal does nothing
308                    tmu.mask = 0;
309                } else {
310                    // decal always ignores At
311                    tmu.mask &= ~(1<<GGLFormat::ALPHA);
312                }
313            }
314        }
315        mTextureMachine.mask |= tmu.mask;
316        //printf("%d: mask=%08lx, replaced=%08lx\n",
317        //    i, int(tmu.mask), int(tmu.replaced));
318    }
319    mTextureMachine.replaced = replaced;
320    mTextureMachine.directTexture = 0;
321    //printf("replaced=%08lx\n", mTextureMachine.replaced);
322}
323
324
325void GGLAssembler::init_textures(
326        tex_coord_t* coords,
327        const reg_t& x, const reg_t& y)
328{
329    context_t const* c = mBuilderContext.c;
330    const needs_t& needs = mBuilderContext.needs;
331    int Rctx = mBuilderContext.Rctx;
332    int Rx = x.reg;
333    int Ry = y.reg;
334
335    if (mTextureMachine.mask) {
336        comment("compute texture coordinates");
337    }
338
339    // init texture coordinates for each tmu
340    const int cb_format_idx = GGL_READ_NEEDS(CB_FORMAT, needs.n);
341    const bool multiTexture = mTextureMachine.activeUnits > 1;
342    for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
343        const texture_unit_t& tmu = mTextureMachine.tmu[i];
344        if (tmu.format_idx == 0)
345            continue;
346        if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
347            (tmu.twrap == GGL_NEEDS_WRAP_11))
348        {
349            // 1:1 texture
350            pointer_t& txPtr = coords[i].ptr;
351            txPtr.setTo(obtainReg(), tmu.bits);
352            CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydsdy);
353            ADD(AL, 0, Rx, Rx, reg_imm(txPtr.reg, ASR, 16));    // x += (s>>16)
354            CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydtdy);
355            ADD(AL, 0, Ry, Ry, reg_imm(txPtr.reg, ASR, 16));    // y += (t>>16)
356            // merge base & offset
357            CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].stride);
358            SMLABB(AL, Rx, Ry, txPtr.reg, Rx);               // x+y*stride
359            CONTEXT_ADDR_LOAD(txPtr.reg, generated_vars.texture[i].data);
360            base_offset(txPtr, txPtr, Rx);
361        } else {
362            Scratch scratches(registerFile());
363            reg_t& s = coords[i].s;
364            reg_t& t = coords[i].t;
365            // s = (x * dsdx)>>16 + ydsdy
366            // s = (x * dsdx)>>16 + (y*dsdy)>>16 + s0
367            // t = (x * dtdx)>>16 + ydtdy
368            // t = (x * dtdx)>>16 + (y*dtdy)>>16 + t0
369            s.setTo(obtainReg());
370            t.setTo(obtainReg());
371            const int need_w = GGL_READ_NEEDS(W, needs.n);
372            if (need_w) {
373                CONTEXT_LOAD(s.reg, state.texture[i].iterators.ydsdy);
374                CONTEXT_LOAD(t.reg, state.texture[i].iterators.ydtdy);
375            } else {
376                int ydsdy = scratches.obtain();
377                int ydtdy = scratches.obtain();
378                CONTEXT_LOAD(s.reg, generated_vars.texture[i].dsdx);
379                CONTEXT_LOAD(ydsdy, state.texture[i].iterators.ydsdy);
380                CONTEXT_LOAD(t.reg, generated_vars.texture[i].dtdx);
381                CONTEXT_LOAD(ydtdy, state.texture[i].iterators.ydtdy);
382                MLA(AL, 0, s.reg, Rx, s.reg, ydsdy);
383                MLA(AL, 0, t.reg, Rx, t.reg, ydtdy);
384            }
385
386            if ((mOptLevel&1)==0) {
387                CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
388                CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
389                recycleReg(s.reg);
390                recycleReg(t.reg);
391            }
392        }
393
394        // direct texture?
395        if (!multiTexture && !mBlending && !mDithering && !mFog &&
396            cb_format_idx == tmu.format_idx && !tmu.linear &&
397            mTextureMachine.replaced == tmu.mask)
398        {
399                mTextureMachine.directTexture = i + 1;
400        }
401    }
402}
403
404void GGLAssembler::build_textures(  fragment_parts_t& parts,
405                                    Scratch& regs)
406{
407    context_t const* c = mBuilderContext.c;
408    const needs_t& needs = mBuilderContext.needs;
409    int Rctx = mBuilderContext.Rctx;
410
411    // We don't have a way to spill registers automatically
412    // spill depth and AA regs, when we know we may have to.
413    // build the spill list...
414    uint32_t spill_list = 0;
415    for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
416        const texture_unit_t& tmu = mTextureMachine.tmu[i];
417        if (tmu.format_idx == 0)
418            continue;
419        if (tmu.linear) {
420            // we may run out of register if we have linear filtering
421            // at 1 or 4 bytes / pixel on any texture unit.
422            if (tmu.format.size == 1) {
423                // if depth and AA enabled, we'll run out of 1 register
424                if (parts.z.reg > 0 && parts.covPtr.reg > 0)
425                    spill_list |= 1<<parts.covPtr.reg;
426            }
427            if (tmu.format.size == 4) {
428                // if depth or AA enabled, we'll run out of 1 or 2 registers
429                if (parts.z.reg > 0)
430                    spill_list |= 1<<parts.z.reg;
431                if (parts.covPtr.reg > 0)
432                    spill_list |= 1<<parts.covPtr.reg;
433            }
434        }
435    }
436
437    Spill spill(registerFile(), *this, spill_list);
438
439    const bool multiTexture = mTextureMachine.activeUnits > 1;
440    for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
441        const texture_unit_t& tmu = mTextureMachine.tmu[i];
442        if (tmu.format_idx == 0)
443            continue;
444
445        pointer_t& txPtr = parts.coords[i].ptr;
446        pixel_t& texel = parts.texel[i];
447
448        // repeat...
449        if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
450            (tmu.twrap == GGL_NEEDS_WRAP_11))
451        { // 1:1 textures
452            comment("fetch texel");
453            texel.setTo(regs.obtain(), &tmu.format);
454            load(txPtr, texel, WRITE_BACK);
455        } else {
456            Scratch scratches(registerFile());
457            reg_t& s = parts.coords[i].s;
458            reg_t& t = parts.coords[i].t;
459            if ((mOptLevel&1)==0) {
460                comment("reload s/t (multitexture or linear filtering)");
461                s.reg = scratches.obtain();
462                t.reg = scratches.obtain();
463                CONTEXT_LOAD(s.reg, generated_vars.texture[i].spill[0]);
464                CONTEXT_LOAD(t.reg, generated_vars.texture[i].spill[1]);
465            }
466
467            if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
468                return;
469
470            comment("compute repeat/clamp");
471            int u       = scratches.obtain();
472            int v       = scratches.obtain();
473            int width   = scratches.obtain();
474            int height  = scratches.obtain();
475            int U = 0;
476            int V = 0;
477
478            if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
479                return;
480
481            CONTEXT_LOAD(width,  generated_vars.texture[i].width);
482            CONTEXT_LOAD(height, generated_vars.texture[i].height);
483
484            int FRAC_BITS = 0;
485            if (tmu.linear) {
486                // linear interpolation
487                if (tmu.format.size == 1) {
488                    // for 8-bits textures, we can afford
489                    // 7 bits of fractional precision at no
490                    // additional cost (we can't do 8 bits
491                    // because filter8 uses signed 16 bits muls)
492                    FRAC_BITS = 7;
493                } else if (tmu.format.size == 2) {
494                    // filter16() is internally limited to 4 bits, so:
495                    // FRAC_BITS=2 generates less instructions,
496                    // FRAC_BITS=3,4,5 creates unpleasant artifacts,
497                    // FRAC_BITS=6+ looks good
498                    FRAC_BITS = 6;
499                } else if (tmu.format.size == 4) {
500                    // filter32() is internally limited to 8 bits, so:
501                    // FRAC_BITS=4 looks good
502                    // FRAC_BITS=5+ looks better, but generates 3 extra ipp
503                    FRAC_BITS = 6;
504                } else {
505                    // for all other cases we use 4 bits.
506                    FRAC_BITS = 4;
507                }
508            }
509            wrapping(u, s.reg, width,  tmu.swrap, FRAC_BITS);
510            wrapping(v, t.reg, height, tmu.twrap, FRAC_BITS);
511
512            if (tmu.linear) {
513                comment("compute linear filtering offsets");
514                // pixel size scale
515                const int shift = 31 - gglClz(tmu.format.size);
516                U = scratches.obtain();
517                V = scratches.obtain();
518
519                if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
520                    return;
521
522                // sample the texel center
523                SUB(AL, 0, u, u, imm(1<<(FRAC_BITS-1)));
524                SUB(AL, 0, v, v, imm(1<<(FRAC_BITS-1)));
525
526                // get the fractionnal part of U,V
527                AND(AL, 0, U, u, imm((1<<FRAC_BITS)-1));
528                AND(AL, 0, V, v, imm((1<<FRAC_BITS)-1));
529
530                // compute width-1 and height-1
531                SUB(AL, 0, width,  width,  imm(1));
532                SUB(AL, 0, height, height, imm(1));
533
534                // get the integer part of U,V and clamp/wrap
535                // and compute offset to the next texel
536                if (tmu.swrap == GGL_NEEDS_WRAP_REPEAT) {
537                    // u has already been REPEATed
538                    MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
539                    MOV(MI, 0, u, width);
540                    CMP(AL, u, width);
541                    MOV(LT, 0, width, imm(1 << shift));
542                    if (shift)
543                        MOV(GE, 0, width, reg_imm(width, LSL, shift));
544                    RSB(GE, 0, width, width, imm(0));
545                } else {
546                    // u has not been CLAMPed yet
547                    // algorithm:
548                    // if ((u>>4) >= width)
549                    //      u = width<<4
550                    //      width = 0
551                    // else
552                    //      width = 1<<shift
553                    // u = u>>4; // get integer part
554                    // if (u<0)
555                    //      u = 0
556                    //      width = 0
557                    // generated_vars.rt = width
558
559                    CMP(AL, width, reg_imm(u, ASR, FRAC_BITS));
560                    MOV(LE, 0, u, reg_imm(width, LSL, FRAC_BITS));
561                    MOV(LE, 0, width, imm(0));
562                    MOV(GT, 0, width, imm(1 << shift));
563                    MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
564                    MOV(MI, 0, u, imm(0));
565                    MOV(MI, 0, width, imm(0));
566                }
567                CONTEXT_STORE(width, generated_vars.rt);
568
569                const int stride = width;
570                CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
571                if (tmu.twrap == GGL_NEEDS_WRAP_REPEAT) {
572                    // v has already been REPEATed
573                    MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
574                    MOV(MI, 0, v, height);
575                    CMP(AL, v, height);
576                    MOV(LT, 0, height, imm(1 << shift));
577                    if (shift)
578                        MOV(GE, 0, height, reg_imm(height, LSL, shift));
579                    RSB(GE, 0, height, height, imm(0));
580                    MUL(AL, 0, height, stride, height);
581                } else {
582                    // v has not been CLAMPed yet
583                    CMP(AL, height, reg_imm(v, ASR, FRAC_BITS));
584                    MOV(LE, 0, v, reg_imm(height, LSL, FRAC_BITS));
585                    MOV(LE, 0, height, imm(0));
586                    if (shift) {
587                        MOV(GT, 0, height, reg_imm(stride, LSL, shift));
588                    } else {
589                        MOV(GT, 0, height, stride);
590                    }
591                    MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
592                    MOV(MI, 0, v, imm(0));
593                    MOV(MI, 0, height, imm(0));
594                }
595                CONTEXT_STORE(height, generated_vars.lb);
596            }
597
598            scratches.recycle(width);
599            scratches.recycle(height);
600
601            // iterate texture coordinates...
602            comment("iterate s,t");
603            int dsdx = scratches.obtain();
604            int dtdx = scratches.obtain();
605
606            if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
607                return;
608
609            CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
610            CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
611            ADD(AL, 0, s.reg, s.reg, dsdx);
612            ADD(AL, 0, t.reg, t.reg, dtdx);
613            if ((mOptLevel&1)==0) {
614                CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
615                CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
616                scratches.recycle(s.reg);
617                scratches.recycle(t.reg);
618            }
619            scratches.recycle(dsdx);
620            scratches.recycle(dtdx);
621
622            // merge base & offset...
623            comment("merge base & offset");
624            texel.setTo(regs.obtain(), &tmu.format);
625            txPtr.setTo(texel.reg, tmu.bits);
626            int stride = scratches.obtain();
627
628            if (registerFile().status() & RegisterFile::OUT_OF_REGISTERS)
629                return;
630
631            CONTEXT_LOAD(stride,    generated_vars.texture[i].stride);
632            CONTEXT_ADDR_LOAD(txPtr.reg, generated_vars.texture[i].data);
633            SMLABB(AL, u, v, stride, u);    // u+v*stride
634            base_offset(txPtr, txPtr, u);
635
636            // load texel
637            if (!tmu.linear) {
638                comment("fetch texel");
639                load(txPtr, texel, 0);
640            } else {
641                // recycle registers we don't need anymore
642                scratches.recycle(u);
643                scratches.recycle(v);
644                scratches.recycle(stride);
645
646                comment("fetch texel, bilinear");
647                switch (tmu.format.size) {
648                case 1:  filter8(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
649                case 2: filter16(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
650                case 3: filter24(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
651                case 4: filter32(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
652                }
653            }
654        }
655    }
656}
657
658void GGLAssembler::build_iterate_texture_coordinates(
659    const fragment_parts_t& parts)
660{
661    const bool multiTexture = mTextureMachine.activeUnits > 1;
662    for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
663        const texture_unit_t& tmu = mTextureMachine.tmu[i];
664        if (tmu.format_idx == 0)
665            continue;
666
667        if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
668            (tmu.twrap == GGL_NEEDS_WRAP_11))
669        { // 1:1 textures
670            const pointer_t& txPtr = parts.coords[i].ptr;
671            ADD(AL, 0, txPtr.reg, txPtr.reg, imm(txPtr.size>>3));
672        } else {
673            Scratch scratches(registerFile());
674            int s = parts.coords[i].s.reg;
675            int t = parts.coords[i].t.reg;
676            if ((mOptLevel&1)==0) {
677                s = scratches.obtain();
678                t = scratches.obtain();
679                CONTEXT_LOAD(s, generated_vars.texture[i].spill[0]);
680                CONTEXT_LOAD(t, generated_vars.texture[i].spill[1]);
681            }
682            int dsdx = scratches.obtain();
683            int dtdx = scratches.obtain();
684            CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
685            CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
686            ADD(AL, 0, s, s, dsdx);
687            ADD(AL, 0, t, t, dtdx);
688            if ((mOptLevel&1)==0) {
689                CONTEXT_STORE(s, generated_vars.texture[i].spill[0]);
690                CONTEXT_STORE(t, generated_vars.texture[i].spill[1]);
691            }
692        }
693    }
694}
695
696void GGLAssembler::filter8(
697        const fragment_parts_t& /*parts*/,
698        pixel_t& texel, const texture_unit_t& tmu,
699        int U, int V, pointer_t& txPtr,
700        int FRAC_BITS)
701{
702    if (tmu.format.components != GGL_ALPHA &&
703        tmu.format.components != GGL_LUMINANCE)
704    {
705        // this is a packed format, and we don't support
706        // linear filtering (it's probably RGB 332)
707        // Should not happen with OpenGL|ES
708        LDRB(AL, texel.reg, txPtr.reg);
709        return;
710    }
711
712    // ------------------------
713    // about ~22 cycles / pixel
714    Scratch scratches(registerFile());
715
716    int pixel= scratches.obtain();
717    int d    = scratches.obtain();
718    int u    = scratches.obtain();
719    int k    = scratches.obtain();
720    int rt   = scratches.obtain();
721    int lb   = scratches.obtain();
722
723    // RB -> U * V
724
725    CONTEXT_LOAD(rt, generated_vars.rt);
726    CONTEXT_LOAD(lb, generated_vars.lb);
727
728    int offset = pixel;
729    ADD(AL, 0, offset, lb, rt);
730    LDRB(AL, pixel, txPtr.reg, reg_scale_pre(offset));
731    SMULBB(AL, u, U, V);
732    SMULBB(AL, d, pixel, u);
733    RSB(AL, 0, k, u, imm(1<<(FRAC_BITS*2)));
734
735    // LB -> (1-U) * V
736    RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
737    LDRB(AL, pixel, txPtr.reg, reg_scale_pre(lb));
738    SMULBB(AL, u, U, V);
739    SMLABB(AL, d, pixel, u, d);
740    SUB(AL, 0, k, k, u);
741
742    // LT -> (1-U)*(1-V)
743    RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
744    LDRB(AL, pixel, txPtr.reg);
745    SMULBB(AL, u, U, V);
746    SMLABB(AL, d, pixel, u, d);
747
748    // RT -> U*(1-V)
749    LDRB(AL, pixel, txPtr.reg, reg_scale_pre(rt));
750    SUB(AL, 0, u, k, u);
751    SMLABB(AL, texel.reg, pixel, u, d);
752
753    for (int i=0 ; i<4 ; i++) {
754        if (!texel.format.c[i].h) continue;
755        texel.format.c[i].h = FRAC_BITS*2+8;
756        texel.format.c[i].l = FRAC_BITS*2; // keeping 8 bits in enough
757    }
758    texel.format.size = 4;
759    texel.format.bitsPerPixel = 32;
760    texel.flags |= CLEAR_LO;
761}
762
763void GGLAssembler::filter16(
764        const fragment_parts_t& /*parts*/,
765        pixel_t& texel, const texture_unit_t& tmu,
766        int U, int V, pointer_t& txPtr,
767        int FRAC_BITS)
768{
769    // compute the mask
770    // XXX: it would be nice if the mask below could be computed
771    // automatically.
772    uint32_t mask = 0;
773    int shift = 0;
774    int prec = 0;
775    switch (tmu.format_idx) {
776        case GGL_PIXEL_FORMAT_RGB_565:
777            // source: 00000ggg.ggg00000 | rrrrr000.000bbbbb
778            // result: gggggggg.gggrrrrr | rrrrr0bb.bbbbbbbb
779            mask = 0x07E0F81F;
780            shift = 16;
781            prec = 5;
782            break;
783        case GGL_PIXEL_FORMAT_RGBA_4444:
784            // 0000,1111,0000,1111 | 0000,1111,0000,1111
785            mask = 0x0F0F0F0F;
786            shift = 12;
787            prec = 4;
788            break;
789        case GGL_PIXEL_FORMAT_LA_88:
790            // 0000,0000,1111,1111 | 0000,0000,1111,1111
791            // AALL -> 00AA | 00LL
792            mask = 0x00FF00FF;
793            shift = 8;
794            prec = 8;
795            break;
796        default:
797            // unsupported format, do something sensical...
798            ALOGE("Unsupported 16-bits texture format (%d)", tmu.format_idx);
799            LDRH(AL, texel.reg, txPtr.reg);
800            return;
801    }
802
803    const int adjust = FRAC_BITS*2 - prec;
804    const int round  = 0;
805
806    // update the texel format
807    texel.format.size = 4;
808    texel.format.bitsPerPixel = 32;
809    texel.flags |= CLEAR_HI|CLEAR_LO;
810    for (int i=0 ; i<4 ; i++) {
811        if (!texel.format.c[i].h) continue;
812        const uint32_t offset = (mask & tmu.format.mask(i)) ? 0 : shift;
813        texel.format.c[i].h = tmu.format.c[i].h + offset + prec;
814        texel.format.c[i].l = texel.format.c[i].h - (tmu.format.bits(i) + prec);
815    }
816
817    // ------------------------
818    // about ~40 cycles / pixel
819    Scratch scratches(registerFile());
820
821    int pixel= scratches.obtain();
822    int d    = scratches.obtain();
823    int u    = scratches.obtain();
824    int k    = scratches.obtain();
825
826    // RB -> U * V
827    int offset = pixel;
828    CONTEXT_LOAD(offset, generated_vars.rt);
829    CONTEXT_LOAD(u, generated_vars.lb);
830    ADD(AL, 0, offset, offset, u);
831
832    LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
833    SMULBB(AL, u, U, V);
834    ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
835    build_and_immediate(pixel, pixel, mask, 32);
836    if (adjust) {
837        if (round)
838            ADD(AL, 0, u, u, imm(1<<(adjust-1)));
839        MOV(AL, 0, u, reg_imm(u, LSR, adjust));
840    }
841    MUL(AL, 0, d, pixel, u);
842    RSB(AL, 0, k, u, imm(1<<prec));
843
844    // LB -> (1-U) * V
845    CONTEXT_LOAD(offset, generated_vars.lb);
846    RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
847    LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
848    SMULBB(AL, u, U, V);
849    ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
850    build_and_immediate(pixel, pixel, mask, 32);
851    if (adjust) {
852        if (round)
853            ADD(AL, 0, u, u, imm(1<<(adjust-1)));
854        MOV(AL, 0, u, reg_imm(u, LSR, adjust));
855    }
856    MLA(AL, 0, d, pixel, u, d);
857    SUB(AL, 0, k, k, u);
858
859    // LT -> (1-U)*(1-V)
860    RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
861    LDRH(AL, pixel, txPtr.reg);
862    SMULBB(AL, u, U, V);
863    ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
864    build_and_immediate(pixel, pixel, mask, 32);
865    if (adjust) {
866        if (round)
867            ADD(AL, 0, u, u, imm(1<<(adjust-1)));
868        MOV(AL, 0, u, reg_imm(u, LSR, adjust));
869    }
870    MLA(AL, 0, d, pixel, u, d);
871
872    // RT -> U*(1-V)
873    CONTEXT_LOAD(offset, generated_vars.rt);
874    LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
875    SUB(AL, 0, u, k, u);
876    ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
877    build_and_immediate(pixel, pixel, mask, 32);
878    MLA(AL, 0, texel.reg, pixel, u, d);
879}
880
881void GGLAssembler::filter24(
882        const fragment_parts_t& /*parts*/,
883        pixel_t& texel, const texture_unit_t& /*tmu*/,
884        int /*U*/, int /*V*/, pointer_t& txPtr,
885        int /*FRAC_BITS*/)
886{
887    // not supported yet (currently disabled)
888    load(txPtr, texel, 0);
889}
890
891#if __ARM_ARCH__ >= 6
892// ARMv6 version, using UXTB16, and scheduled for Cortex-A8 pipeline
893void GGLAssembler::filter32(
894        const fragment_parts_t& parts,
895        pixel_t& texel, const texture_unit_t& tmu,
896        int U, int V, pointer_t& txPtr,
897        int FRAC_BITS)
898{
899    const int adjust = FRAC_BITS*2 - 8;
900    const int round  = 0;
901    const int prescale = 16 - adjust;
902
903    Scratch scratches(registerFile());
904
905    int pixel= scratches.obtain();
906    int dh   = scratches.obtain();
907    int u    = scratches.obtain();
908    int k    = scratches.obtain();
909
910    int temp = scratches.obtain();
911    int dl   = scratches.obtain();
912
913    int offsetrt = scratches.obtain();
914    int offsetlb = scratches.obtain();
915
916    int pixellb = offsetlb;
917
918    // RB -> U * V
919    CONTEXT_LOAD(offsetrt, generated_vars.rt);
920    CONTEXT_LOAD(offsetlb, generated_vars.lb);
921    if(!round) {
922        MOV(AL, 0, U, reg_imm(U, LSL, prescale));
923    }
924    ADD(AL, 0, u, offsetrt, offsetlb);
925
926    LDR(AL, pixel, txPtr.reg, reg_scale_pre(u));
927    if (round) {
928        SMULBB(AL, u, U, V);
929        RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
930    } else {
931        SMULWB(AL, u, U, V);
932        RSB(AL, 0, U, U, imm(1<<(FRAC_BITS+prescale)));
933    }
934    UXTB16(AL, temp, pixel, 0);
935    if (round) {
936        ADD(AL, 0, u, u, imm(1<<(adjust-1)));
937        MOV(AL, 0, u, reg_imm(u, LSR, adjust));
938    }
939    LDR(AL, pixellb, txPtr.reg, reg_scale_pre(offsetlb));
940    MUL(AL, 0, dh, temp, u);
941    UXTB16(AL, temp, pixel, 8);
942    MUL(AL, 0, dl, temp, u);
943    RSB(AL, 0, k, u, imm(0x100));
944
945    // LB -> (1-U) * V
946    if (round) {
947        SMULBB(AL, u, U, V);
948    } else {
949        SMULWB(AL, u, U, V);
950    }
951    UXTB16(AL, temp, pixellb, 0);
952    if (round) {
953        ADD(AL, 0, u, u, imm(1<<(adjust-1)));
954        MOV(AL, 0, u, reg_imm(u, LSR, adjust));
955    }
956    MLA(AL, 0, dh, temp, u, dh);
957    UXTB16(AL, temp, pixellb, 8);
958    MLA(AL, 0, dl, temp, u, dl);
959    SUB(AL, 0, k, k, u);
960
961    // LT -> (1-U)*(1-V)
962    RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
963    LDR(AL, pixel, txPtr.reg);
964    if (round) {
965        SMULBB(AL, u, U, V);
966    } else {
967        SMULWB(AL, u, U, V);
968    }
969    UXTB16(AL, temp, pixel, 0);
970    if (round) {
971        ADD(AL, 0, u, u, imm(1<<(adjust-1)));
972        MOV(AL, 0, u, reg_imm(u, LSR, adjust));
973    }
974    MLA(AL, 0, dh, temp, u, dh);
975    UXTB16(AL, temp, pixel, 8);
976    MLA(AL, 0, dl, temp, u, dl);
977
978    // RT -> U*(1-V)
979    LDR(AL, pixel, txPtr.reg, reg_scale_pre(offsetrt));
980    SUB(AL, 0, u, k, u);
981    UXTB16(AL, temp, pixel, 0);
982    MLA(AL, 0, dh, temp, u, dh);
983    UXTB16(AL, temp, pixel, 8);
984    MLA(AL, 0, dl, temp, u, dl);
985
986    UXTB16(AL, dh, dh, 8);
987    UXTB16(AL, dl, dl, 8);
988    ORR(AL, 0, texel.reg, dh, reg_imm(dl, LSL, 8));
989}
990#else
991void GGLAssembler::filter32(
992        const fragment_parts_t& /*parts*/,
993        pixel_t& texel, const texture_unit_t& /*tmu*/,
994        int U, int V, pointer_t& txPtr,
995        int FRAC_BITS)
996{
997    const int adjust = FRAC_BITS*2 - 8;
998    const int round  = 0;
999
1000    // ------------------------
1001    // about ~38 cycles / pixel
1002    Scratch scratches(registerFile());
1003
1004    int pixel= scratches.obtain();
1005    int dh   = scratches.obtain();
1006    int u    = scratches.obtain();
1007    int k    = scratches.obtain();
1008
1009    int temp = scratches.obtain();
1010    int dl   = scratches.obtain();
1011    int mask = scratches.obtain();
1012
1013    MOV(AL, 0, mask, imm(0xFF));
1014    ORR(AL, 0, mask, mask, imm(0xFF0000));
1015
1016    // RB -> U * V
1017    int offset = pixel;
1018    CONTEXT_LOAD(offset, generated_vars.rt);
1019    CONTEXT_LOAD(u, generated_vars.lb);
1020    ADD(AL, 0, offset, offset, u);
1021
1022    LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1023    SMULBB(AL, u, U, V);
1024    AND(AL, 0, temp, mask, pixel);
1025    if (adjust) {
1026        if (round)
1027            ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1028        MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1029    }
1030    MUL(AL, 0, dh, temp, u);
1031    AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1032    MUL(AL, 0, dl, temp, u);
1033    RSB(AL, 0, k, u, imm(0x100));
1034
1035    // LB -> (1-U) * V
1036    CONTEXT_LOAD(offset, generated_vars.lb);
1037    RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
1038    LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1039    SMULBB(AL, u, U, V);
1040    AND(AL, 0, temp, mask, pixel);
1041    if (adjust) {
1042        if (round)
1043            ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1044        MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1045    }
1046    MLA(AL, 0, dh, temp, u, dh);
1047    AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1048    MLA(AL, 0, dl, temp, u, dl);
1049    SUB(AL, 0, k, k, u);
1050
1051    // LT -> (1-U)*(1-V)
1052    RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
1053    LDR(AL, pixel, txPtr.reg);
1054    SMULBB(AL, u, U, V);
1055    AND(AL, 0, temp, mask, pixel);
1056    if (adjust) {
1057        if (round)
1058            ADD(AL, 0, u, u, imm(1<<(adjust-1)));
1059        MOV(AL, 0, u, reg_imm(u, LSR, adjust));
1060    }
1061    MLA(AL, 0, dh, temp, u, dh);
1062    AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1063    MLA(AL, 0, dl, temp, u, dl);
1064
1065    // RT -> U*(1-V)
1066    CONTEXT_LOAD(offset, generated_vars.rt);
1067    LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
1068    SUB(AL, 0, u, k, u);
1069    AND(AL, 0, temp, mask, pixel);
1070    MLA(AL, 0, dh, temp, u, dh);
1071    AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
1072    MLA(AL, 0, dl, temp, u, dl);
1073
1074    AND(AL, 0, dh, mask, reg_imm(dh, LSR, 8));
1075    AND(AL, 0, dl, dl, reg_imm(mask, LSL, 8));
1076    ORR(AL, 0, texel.reg, dh, dl);
1077}
1078#endif
1079
1080void GGLAssembler::build_texture_environment(
1081        component_t& fragment,
1082        const fragment_parts_t& parts,
1083        int component,
1084        Scratch& regs)
1085{
1086    const uint32_t component_mask = 1<<component;
1087    const bool multiTexture = mTextureMachine.activeUnits > 1;
1088    for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
1089        texture_unit_t& tmu = mTextureMachine.tmu[i];
1090
1091        if (tmu.mask & component_mask) {
1092            // replace or modulate with this texture
1093            if ((tmu.replaced & component_mask) == 0) {
1094                // not replaced by a later tmu...
1095
1096                Scratch scratches(registerFile());
1097                pixel_t texel(parts.texel[i]);
1098
1099                if (multiTexture &&
1100                    tmu.swrap == GGL_NEEDS_WRAP_11 &&
1101                    tmu.twrap == GGL_NEEDS_WRAP_11)
1102                {
1103                    texel.reg = scratches.obtain();
1104                    texel.flags |= CORRUPTIBLE;
1105                    comment("fetch texel (multitexture 1:1)");
1106                    load(parts.coords[i].ptr, texel, WRITE_BACK);
1107                 }
1108
1109                component_t incoming(fragment);
1110                modify(fragment, regs);
1111
1112                switch (tmu.env) {
1113                case GGL_REPLACE:
1114                    extract(fragment, texel, component);
1115                    break;
1116                case GGL_MODULATE:
1117                    modulate(fragment, incoming, texel, component);
1118                    break;
1119                case GGL_DECAL:
1120                    decal(fragment, incoming, texel, component);
1121                    break;
1122                case GGL_BLEND:
1123                    blend(fragment, incoming, texel, component, i);
1124                    break;
1125                case GGL_ADD:
1126                    add(fragment, incoming, texel, component);
1127                    break;
1128                }
1129            }
1130        }
1131    }
1132}
1133
1134// ---------------------------------------------------------------------------
1135
1136void GGLAssembler::wrapping(
1137            int d,
1138            int coord, int size,
1139            int tx_wrap, int tx_linear)
1140{
1141    // notes:
1142    // if tx_linear is set, we need 4 extra bits of precision on the result
1143    // SMULL/UMULL is 3 cycles
1144    Scratch scratches(registerFile());
1145    int c = coord;
1146    if (tx_wrap == GGL_NEEDS_WRAP_REPEAT) {
1147        // UMULL takes 4 cycles (interlocked), and we can get away with
1148        // 2 cycles using SMULWB, but we're loosing 16 bits of precision
1149        // out of 32 (this is not a problem because the iterator keeps
1150        // its full precision)
1151        // UMULL(AL, 0, size, d, c, size);
1152        // note: we can't use SMULTB because it's signed.
1153        MOV(AL, 0, d, reg_imm(c, LSR, 16-tx_linear));
1154        SMULWB(AL, d, d, size);
1155    } else if (tx_wrap == GGL_NEEDS_WRAP_CLAMP_TO_EDGE) {
1156        if (tx_linear) {
1157            // 1 cycle
1158            MOV(AL, 0, d, reg_imm(coord, ASR, 16-tx_linear));
1159        } else {
1160            // 4 cycles (common case)
1161            MOV(AL, 0, d, reg_imm(coord, ASR, 16));
1162            BIC(AL, 0, d, d, reg_imm(d, ASR, 31));
1163            CMP(AL, d, size);
1164            SUB(GE, 0, d, size, imm(1));
1165        }
1166    }
1167}
1168
1169// ---------------------------------------------------------------------------
1170
1171void GGLAssembler::modulate(
1172        component_t& dest,
1173        const component_t& incoming,
1174        const pixel_t& incomingTexel, int component)
1175{
1176    Scratch locals(registerFile());
1177    integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
1178    extract(texel, incomingTexel, component);
1179
1180    const int Nt = texel.size();
1181        // Nt should always be less than 10 bits because it comes
1182        // from the TMU.
1183
1184    int Ni = incoming.size();
1185        // Ni could be big because it comes from previous MODULATEs
1186
1187    if (Nt == 1) {
1188        // texel acts as a bit-mask
1189        // dest = incoming & ((texel << incoming.h)-texel)
1190        RSB(AL, 0, dest.reg, texel.reg, reg_imm(texel.reg, LSL, incoming.h));
1191        AND(AL, 0, dest.reg, dest.reg, incoming.reg);
1192        dest.l = incoming.l;
1193        dest.h = incoming.h;
1194        dest.flags |= (incoming.flags & CLEAR_LO);
1195    } else if (Ni == 1) {
1196        MOV(AL, 0, dest.reg, reg_imm(incoming.reg, LSL, 31-incoming.h));
1197        AND(AL, 0, dest.reg, texel.reg, reg_imm(dest.reg, ASR, 31));
1198        dest.l = 0;
1199        dest.h = Nt;
1200    } else {
1201        int inReg = incoming.reg;
1202        int shift = incoming.l;
1203        if ((Nt + Ni) > 32) {
1204            // we will overflow, reduce the precision of Ni to 8 bits
1205            // (Note Nt cannot be more than 10 bits which happens with
1206            // 565 textures and GGL_LINEAR)
1207            shift += Ni-8;
1208            Ni = 8;
1209        }
1210
1211        // modulate by the component with the lowest precision
1212        if (Nt >= Ni) {
1213            if (shift) {
1214                // XXX: we should be able to avoid this shift
1215                // when shift==16 && Nt<16 && Ni<16, in which
1216                // we could use SMULBT below.
1217                MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
1218                inReg = dest.reg;
1219                shift = 0;
1220            }
1221            // operation:           (Cf*Ct)/((1<<Ni)-1)
1222            // approximated with:   Cf*(Ct + Ct>>(Ni-1))>>Ni
1223            // this operation doesn't change texel's size
1224            ADD(AL, 0, dest.reg, inReg, reg_imm(inReg, LSR, Ni-1));
1225            if (Nt<16 && Ni<16) SMULBB(AL, dest.reg, texel.reg, dest.reg);
1226            else                MUL(AL, 0, dest.reg, texel.reg, dest.reg);
1227            dest.l = Ni;
1228            dest.h = Nt + Ni;
1229        } else {
1230            if (shift && (shift != 16)) {
1231                // if shift==16, we can use 16-bits mul instructions later
1232                MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
1233                inReg = dest.reg;
1234                shift = 0;
1235            }
1236            // operation:           (Cf*Ct)/((1<<Nt)-1)
1237            // approximated with:   Ct*(Cf + Cf>>(Nt-1))>>Nt
1238            // this operation doesn't change incoming's size
1239            Scratch scratches(registerFile());
1240            int t = (texel.flags & CORRUPTIBLE) ? texel.reg : dest.reg;
1241            if (t == inReg)
1242                t = scratches.obtain();
1243            ADD(AL, 0, t, texel.reg, reg_imm(texel.reg, LSR, Nt-1));
1244            if (Nt<16 && Ni<16) {
1245                if (shift==16)  SMULBT(AL, dest.reg, t, inReg);
1246                else            SMULBB(AL, dest.reg, t, inReg);
1247            } else              MUL(AL, 0, dest.reg, t, inReg);
1248            dest.l = Nt;
1249            dest.h = Nt + Ni;
1250        }
1251
1252        // low bits are not valid
1253        dest.flags |= CLEAR_LO;
1254
1255        // no need to keep more than 8 bits/component
1256        if (dest.size() > 8)
1257            dest.l = dest.h-8;
1258    }
1259}
1260
1261void GGLAssembler::decal(
1262        component_t& dest,
1263        const component_t& incoming,
1264        const pixel_t& incomingTexel, int component)
1265{
1266    // RGBA:
1267    // Cv = Cf*(1 - At) + Ct*At = Cf + (Ct - Cf)*At
1268    // Av = Af
1269    Scratch locals(registerFile());
1270    integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
1271    integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
1272    extract(texel, incomingTexel, component);
1273    extract(factor, incomingTexel, GGLFormat::ALPHA);
1274
1275    // no need to keep more than 8-bits for decal
1276    int Ni = incoming.size();
1277    int shift = incoming.l;
1278    if (Ni > 8) {
1279        shift += Ni-8;
1280        Ni = 8;
1281    }
1282    integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
1283    if (shift) {
1284        MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
1285        incomingNorm.reg = dest.reg;
1286        incomingNorm.flags |= CORRUPTIBLE;
1287    }
1288    ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
1289    build_blendOneMinusFF(dest, factor, incomingNorm, texel);
1290}
1291
1292void GGLAssembler::blend(
1293        component_t& dest,
1294        const component_t& incoming,
1295        const pixel_t& incomingTexel, int component, int tmu)
1296{
1297    // RGBA:
1298    // Cv = (1 - Ct)*Cf + Ct*Cc = Cf + (Cc - Cf)*Ct
1299    // Av = At*Af
1300
1301    if (component == GGLFormat::ALPHA) {
1302        modulate(dest, incoming, incomingTexel, component);
1303        return;
1304    }
1305
1306    Scratch locals(registerFile());
1307    integer_t color(locals.obtain(), 8, CORRUPTIBLE);
1308    integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
1309    LDRB(AL, color.reg, mBuilderContext.Rctx,
1310            immed12_pre(GGL_OFFSETOF(state.texture[tmu].env_color[component])));
1311    extract(factor, incomingTexel, component);
1312
1313    // no need to keep more than 8-bits for blend
1314    int Ni = incoming.size();
1315    int shift = incoming.l;
1316    if (Ni > 8) {
1317        shift += Ni-8;
1318        Ni = 8;
1319    }
1320    integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
1321    if (shift) {
1322        MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
1323        incomingNorm.reg = dest.reg;
1324        incomingNorm.flags |= CORRUPTIBLE;
1325    }
1326    ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
1327    build_blendOneMinusFF(dest, factor, incomingNorm, color);
1328}
1329
1330void GGLAssembler::add(
1331        component_t& dest,
1332        const component_t& incoming,
1333        const pixel_t& incomingTexel, int component)
1334{
1335    // RGBA:
1336    // Cv = Cf + Ct;
1337    Scratch locals(registerFile());
1338
1339    component_t incomingTemp(incoming);
1340
1341    // use "dest" as a temporary for extracting the texel, unless "dest"
1342    // overlaps "incoming".
1343    integer_t texel(dest.reg, 32, CORRUPTIBLE);
1344    if (dest.reg == incomingTemp.reg)
1345        texel.reg = locals.obtain();
1346    extract(texel, incomingTexel, component);
1347
1348    if (texel.s < incomingTemp.size()) {
1349        expand(texel, texel, incomingTemp.size());
1350    } else if (texel.s > incomingTemp.size()) {
1351        if (incomingTemp.flags & CORRUPTIBLE) {
1352            expand(incomingTemp, incomingTemp, texel.s);
1353        } else {
1354            incomingTemp.reg = locals.obtain();
1355            expand(incomingTemp, incoming, texel.s);
1356        }
1357    }
1358
1359    if (incomingTemp.l) {
1360        ADD(AL, 0, dest.reg, texel.reg,
1361                reg_imm(incomingTemp.reg, LSR, incomingTemp.l));
1362    } else {
1363        ADD(AL, 0, dest.reg, texel.reg, incomingTemp.reg);
1364    }
1365    dest.l = 0;
1366    dest.h = texel.size();
1367    component_sat(dest);
1368}
1369
1370// ----------------------------------------------------------------------------
1371
1372}; // namespace android
1373
1374