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