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| author | The Android Open Source Project <initial-contribution@android.com> | 2009-03-03 19:32:55 -0800 |
|---|---|---|
| committer | The Android Open Source Project <initial-contribution@android.com> | 2009-03-03 19:32:55 -0800 |
| commit | dd7bc3319deb2b77c5d07a51b7d6cd7e11b5beb0 (patch) | |
| tree | 2ba8d1a0846d69b18f623515e8d9b5d9fe38b590 /libpixelflinger/scanline.cpp | |
| parent | e54eebbf1a908d65ee8cf80bab62821c05666d70 (diff) | |
| download | system_core-dd7bc3319deb2b77c5d07a51b7d6cd7e11b5beb0.tar.gz system_core-dd7bc3319deb2b77c5d07a51b7d6cd7e11b5beb0.tar.bz2 system_core-dd7bc3319deb2b77c5d07a51b7d6cd7e11b5beb0.zip | |
auto import from //depot/cupcake/@135843
Diffstat (limited to 'libpixelflinger/scanline.cpp')
| -rw-r--r-- | libpixelflinger/scanline.cpp | 1496 |
1 files changed, 1496 insertions, 0 deletions
diff --git a/libpixelflinger/scanline.cpp b/libpixelflinger/scanline.cpp new file mode 100644 index 00000000..f7003068 --- /dev/null +++ b/libpixelflinger/scanline.cpp @@ -0,0 +1,1496 @@ +/* libs/pixelflinger/scanline.cpp +** +** Copyright 2006, The Android Open Source Project +** +** Licensed under the Apache License, Version 2.0 (the "License"); +** you may not use this file except in compliance with the License. +** You may obtain a copy of the License at +** +** http://www.apache.org/licenses/LICENSE-2.0 +** +** Unless required by applicable law or agreed to in writing, software +** distributed under the License is distributed on an "AS IS" BASIS, +** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +** See the License for the specific language governing permissions and +** limitations under the License. +*/ + + +#define LOG_TAG "pixelflinger" + +#include <assert.h> +#include <stdlib.h> +#include <stdio.h> +#include <string.h> + +#include <cutils/memory.h> +#include <cutils/log.h> + +#include "buffer.h" +#include "scanline.h" + +#include "codeflinger/CodeCache.h" +#include "codeflinger/GGLAssembler.h" +#include "codeflinger/ARMAssembler.h" +//#include "codeflinger/ARMAssemblerOptimizer.h" + +// ---------------------------------------------------------------------------- + +#define ANDROID_CODEGEN_GENERIC 0 // force generic pixel pipeline +#define ANDROID_CODEGEN_C 1 // hand-written C, fallback generic +#define ANDROID_CODEGEN_ASM 2 // hand-written asm, fallback generic +#define ANDROID_CODEGEN_GENERATED 3 // hand-written asm, fallback codegen + +#ifdef NDEBUG +# define ANDROID_RELEASE +# define ANDROID_CODEGEN ANDROID_CODEGEN_GENERATED +#else +# define ANDROID_DEBUG +# define ANDROID_CODEGEN ANDROID_CODEGEN_GENERATED +#endif + +#if defined(__arm__) +# define ANDROID_ARM_CODEGEN 1 +#else +# define ANDROID_ARM_CODEGEN 0 +#endif + +#define DEBUG__CODEGEN_ONLY 0 + + +#define ASSEMBLY_SCRATCH_SIZE 2048 + +// ---------------------------------------------------------------------------- +namespace android { +// ---------------------------------------------------------------------------- + +static void init_y(context_t*, int32_t); +static void init_y_noop(context_t*, int32_t); +static void init_y_packed(context_t*, int32_t); +static void init_y_error(context_t*, int32_t); + +static void step_y__generic(context_t* c); +static void step_y__nop(context_t*); +static void step_y__smooth(context_t* c); +static void step_y__tmu(context_t* c); +static void step_y__w(context_t* c); + +static void scanline(context_t* c); +static void scanline_perspective(context_t* c); +static void scanline_perspective_single(context_t* c); +static void scanline_t32cb16blend(context_t* c); +static void scanline_t32cb16(context_t* c); +static void scanline_memcpy(context_t* c); +static void scanline_memset8(context_t* c); +static void scanline_memset16(context_t* c); +static void scanline_memset32(context_t* c); +static void scanline_noop(context_t* c); +static void scanline_set(context_t* c); +static void scanline_clear(context_t* c); + +static void rect_generic(context_t* c, size_t yc); +static void rect_memcpy(context_t* c, size_t yc); + +extern "C" void scanline_t32cb16blend_arm(uint16_t*, uint32_t*, size_t); +extern "C" void scanline_t32cb16_arm(uint16_t *dst, uint32_t *src, size_t ct); + +// ---------------------------------------------------------------------------- + +struct shortcut_t { + needs_filter_t filter; + const char* desc; + void (*scanline)(context_t*); + void (*init_y)(context_t*, int32_t); +}; + +// Keep in sync with needs +static shortcut_t shortcuts[] = { + { { { 0x03515104, 0x00000077, { 0x00000A01, 0x00000000 } }, + { 0xFFFFFFFF, 0xFFFFFFFF, { 0xFFFFFFFF, 0x0000003F } } }, + "565 fb, 8888 tx, blend", scanline_t32cb16blend, init_y_noop }, + { { { 0x03010104, 0x00000077, { 0x00000A01, 0x00000000 } }, + { 0xFFFFFFFF, 0xFFFFFFFF, { 0xFFFFFFFF, 0x0000003F } } }, + "565 fb, 8888 tx", scanline_t32cb16, init_y_noop }, + { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } }, + { 0x00000000, 0x00000007, { 0x00000000, 0x00000000 } } }, + "(nop) alpha test", scanline_noop, init_y_noop }, + { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } }, + { 0x00000000, 0x00000070, { 0x00000000, 0x00000000 } } }, + "(nop) depth test", scanline_noop, init_y_noop }, + { { { 0x05000000, 0x00000000, { 0x00000000, 0x00000000 } }, + { 0x0F000000, 0x00000080, { 0x00000000, 0x00000000 } } }, + "(nop) logic_op", scanline_noop, init_y_noop }, + { { { 0xF0000000, 0x00000000, { 0x00000000, 0x00000000 } }, + { 0xF0000000, 0x00000080, { 0x00000000, 0x00000000 } } }, + "(nop) color mask", scanline_noop, init_y_noop }, + { { { 0x0F000000, 0x00000077, { 0x00000000, 0x00000000 } }, + { 0xFF000000, 0x000000F7, { 0x00000000, 0x00000000 } } }, + "(set) logic_op", scanline_set, init_y_noop }, + { { { 0x00000000, 0x00000077, { 0x00000000, 0x00000000 } }, + { 0xFF000000, 0x000000F7, { 0x00000000, 0x00000000 } } }, + "(clear) logic_op", scanline_clear, init_y_noop }, + { { { 0x03000000, 0x00000077, { 0x00000000, 0x00000000 } }, + { 0xFFFFFF00, 0x000000F7, { 0x00000000, 0x00000000 } } }, + "(clear) blending 0/0", scanline_clear, init_y_noop }, + { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } }, + { 0x0000003F, 0x00000000, { 0x00000000, 0x00000000 } } }, + "(error) invalid color-buffer format", scanline_noop, init_y_error }, +}; +static const needs_filter_t noblend1to1 = { + // (disregard dithering, see below) + { 0x03010100, 0x00000077, { 0x00000A00, 0x00000000 } }, + { 0xFFFFFFC0, 0xFFFFFEFF, { 0xFFFFFFC0, 0x0000003F } } +}; +static const needs_filter_t fill16noblend = { + { 0x03010100, 0x00000077, { 0x00000000, 0x00000000 } }, + { 0xFFFFFFC0, 0xFFFFFFFF, { 0x0000003F, 0x0000003F } } +}; + +// ---------------------------------------------------------------------------- + +#if ANDROID_ARM_CODEGEN +static CodeCache gCodeCache(12 * 1024); + +class ScanlineAssembly : public Assembly { + AssemblyKey<needs_t> mKey; +public: + ScanlineAssembly(needs_t needs, size_t size) + : Assembly(size), mKey(needs) { } + const AssemblyKey<needs_t>& key() const { return mKey; } +}; +#endif + +// ---------------------------------------------------------------------------- + +void ggl_init_scanline(context_t* c) +{ + c->init_y = init_y; + c->step_y = step_y__generic; + c->scanline = scanline; +} + +void ggl_uninit_scanline(context_t* c) +{ + if (c->state.buffers.coverage) + free(c->state.buffers.coverage); +#if ANDROID_ARM_CODEGEN + if (c->scanline_as) + c->scanline_as->decStrong(c); +#endif +} + +// ---------------------------------------------------------------------------- + +static void pick_scanline(context_t* c) +{ +#if (!defined(DEBUG__CODEGEN_ONLY) || (DEBUG__CODEGEN_ONLY == 0)) + +#if ANDROID_CODEGEN == ANDROID_CODEGEN_GENERIC + c->init_y = init_y; + c->step_y = step_y__generic; + c->scanline = scanline; + return; +#endif + + //printf("*** needs [%08lx:%08lx:%08lx:%08lx]\n", + // c->state.needs.n, c->state.needs.p, + // c->state.needs.t[0], c->state.needs.t[1]); + + // first handle the special case that we cannot test with a filter + const uint32_t cb_format = GGL_READ_NEEDS(CB_FORMAT, c->state.needs.n); + if (GGL_READ_NEEDS(T_FORMAT, c->state.needs.t[0]) == cb_format) { + if (c->state.needs.match(noblend1to1)) { + // this will match regardless of dithering state, since both + // src and dest have the same format anyway, there is no dithering + // to be done. + const GGLFormat* f = + &(c->formats[GGL_READ_NEEDS(T_FORMAT, c->state.needs.t[0])]); + if ((f->components == GGL_RGB) || + (f->components == GGL_RGBA) || + (f->components == GGL_LUMINANCE) || + (f->components == GGL_LUMINANCE_ALPHA)) + { + // format must have all of RGB components + // (so the current color doesn't show through) + c->scanline = scanline_memcpy; + c->init_y = init_y_noop; + return; + } + } + } + + if (c->state.needs.match(fill16noblend)) { + c->init_y = init_y_packed; + switch (c->formats[cb_format].size) { + case 1: c->scanline = scanline_memset8; return; + case 2: c->scanline = scanline_memset16; return; + case 4: c->scanline = scanline_memset32; return; + } + } + + const int numFilters = sizeof(shortcuts)/sizeof(shortcut_t); + for (int i=0 ; i<numFilters ; i++) { + if (c->state.needs.match(shortcuts[i].filter)) { + c->scanline = shortcuts[i].scanline; + c->init_y = shortcuts[i].init_y; + return; + } + } + +#endif // DEBUG__CODEGEN_ONLY + + c->init_y = init_y; + c->step_y = step_y__generic; + +#if ANDROID_ARM_CODEGEN + // we're going to have to generate some code... + // here, generate code for our pixel pipeline + const AssemblyKey<needs_t> key(c->state.needs); + sp<Assembly> assembly = gCodeCache.lookup(key); + if (assembly == 0) { + // create a new assembly region + sp<ScanlineAssembly> a = new ScanlineAssembly(c->state.needs, + ASSEMBLY_SCRATCH_SIZE); + // initialize our assembler + GGLAssembler assembler( new ARMAssembler(a) ); + //GGLAssembler assembler( + // new ARMAssemblerOptimizer(new ARMAssembler(a)) ); + // generate the scanline code for the given needs + int err = assembler.scanline(c->state.needs, c); + if (ggl_likely(!err)) { + // finally, cache this assembly + err = gCodeCache.cache(a->key(), a); + } + if (ggl_unlikely(err)) { + LOGE("error generating or caching assembly. Reverting to NOP."); + c->scanline = scanline_noop; + c->init_y = init_y_noop; + c->step_y = step_y__nop; + return; + } + assembly = a; + } + + // release the previous assembly + if (c->scanline_as) { + c->scanline_as->decStrong(c); + } + + //LOGI("using generated pixel-pipeline"); + c->scanline_as = assembly.get(); + c->scanline_as->incStrong(c); // hold on to assembly + c->scanline = (void(*)(context_t* c))assembly->base(); +#else +// LOGW("using generic (slow) pixel-pipeline"); + c->scanline = scanline; +#endif +} + +void ggl_pick_scanline(context_t* c) +{ + pick_scanline(c); + if ((c->state.enables & GGL_ENABLE_W) && + (c->state.enables & GGL_ENABLE_TMUS)) + { + c->span = c->scanline; + c->scanline = scanline_perspective; + if (!(c->state.enabled_tmu & (c->state.enabled_tmu - 1))) { + // only one TMU enabled + c->scanline = scanline_perspective_single; + } + } +} + +// ---------------------------------------------------------------------------- + +static void blending(context_t* c, pixel_t* fragment, pixel_t* fb); +static void blend_factor(context_t* c, pixel_t* r, uint32_t factor, + const pixel_t* src, const pixel_t* dst); +static void rescale(uint32_t& u, uint8_t& su, uint32_t& v, uint8_t& sv); + +#if ANDROID_ARM_CODEGEN && (ANDROID_CODEGEN == ANDROID_CODEGEN_GENERATED) + +// no need to compile the generic-pipeline, it can't be reached +void scanline(context_t*) +{ +} + +#else + +void rescale(uint32_t& u, uint8_t& su, uint32_t& v, uint8_t& sv) +{ + if (su && sv) { + if (su > sv) { + v = ggl_expand(v, sv, su); + sv = su; + } else if (su < sv) { + u = ggl_expand(u, su, sv); + su = sv; + } + } +} + +void blending(context_t* c, pixel_t* fragment, pixel_t* fb) +{ + rescale(fragment->c[0], fragment->s[0], fb->c[0], fb->s[0]); + rescale(fragment->c[1], fragment->s[1], fb->c[1], fb->s[1]); + rescale(fragment->c[2], fragment->s[2], fb->c[2], fb->s[2]); + rescale(fragment->c[3], fragment->s[3], fb->c[3], fb->s[3]); + + pixel_t sf, df; + blend_factor(c, &sf, c->state.blend.src, fragment, fb); + blend_factor(c, &df, c->state.blend.dst, fragment, fb); + + fragment->c[1] = + gglMulAddx(fragment->c[1], sf.c[1], gglMulx(fb->c[1], df.c[1])); + fragment->c[2] = + gglMulAddx(fragment->c[2], sf.c[2], gglMulx(fb->c[2], df.c[2])); + fragment->c[3] = + gglMulAddx(fragment->c[3], sf.c[3], gglMulx(fb->c[3], df.c[3])); + + if (c->state.blend.alpha_separate) { + blend_factor(c, &sf, c->state.blend.src_alpha, fragment, fb); + blend_factor(c, &df, c->state.blend.dst_alpha, fragment, fb); + } + + fragment->c[0] = + gglMulAddx(fragment->c[0], sf.c[0], gglMulx(fb->c[0], df.c[0])); + + // clamp to 1.0 + if (fragment->c[0] >= (1LU<<fragment->s[0])) + fragment->c[0] = (1<<fragment->s[0])-1; + if (fragment->c[1] >= (1LU<<fragment->s[1])) + fragment->c[1] = (1<<fragment->s[1])-1; + if (fragment->c[2] >= (1LU<<fragment->s[2])) + fragment->c[2] = (1<<fragment->s[2])-1; + if (fragment->c[3] >= (1LU<<fragment->s[3])) + fragment->c[3] = (1<<fragment->s[3])-1; +} + +static inline int blendfactor(uint32_t x, uint32_t size, uint32_t def = 0) +{ + if (!size) + return def; + + // scale to 16 bits + if (size > 16) { + x >>= (size - 16); + } else if (size < 16) { + x = ggl_expand(x, size, 16); + } + x += x >> 15; + return x; +} + +void blend_factor(context_t* c, pixel_t* r, + uint32_t factor, const pixel_t* src, const pixel_t* dst) +{ + switch (factor) { + case GGL_ZERO: + r->c[1] = + r->c[2] = + r->c[3] = + r->c[0] = 0; + break; + case GGL_ONE: + r->c[1] = + r->c[2] = + r->c[3] = + r->c[0] = FIXED_ONE; + break; + case GGL_DST_COLOR: + r->c[1] = blendfactor(dst->c[1], dst->s[1]); + r->c[2] = blendfactor(dst->c[2], dst->s[2]); + r->c[3] = blendfactor(dst->c[3], dst->s[3]); + r->c[0] = blendfactor(dst->c[0], dst->s[0]); + break; + case GGL_SRC_COLOR: + r->c[1] = blendfactor(src->c[1], src->s[1]); + r->c[2] = blendfactor(src->c[2], src->s[2]); + r->c[3] = blendfactor(src->c[3], src->s[3]); + r->c[0] = blendfactor(src->c[0], src->s[0]); + break; + case GGL_ONE_MINUS_DST_COLOR: + r->c[1] = FIXED_ONE - blendfactor(dst->c[1], dst->s[1]); + r->c[2] = FIXED_ONE - blendfactor(dst->c[2], dst->s[2]); + r->c[3] = FIXED_ONE - blendfactor(dst->c[3], dst->s[3]); + r->c[0] = FIXED_ONE - blendfactor(dst->c[0], dst->s[0]); + break; + case GGL_ONE_MINUS_SRC_COLOR: + r->c[1] = FIXED_ONE - blendfactor(src->c[1], src->s[1]); + r->c[2] = FIXED_ONE - blendfactor(src->c[2], src->s[2]); + r->c[3] = FIXED_ONE - blendfactor(src->c[3], src->s[3]); + r->c[0] = FIXED_ONE - blendfactor(src->c[0], src->s[0]); + break; + case GGL_SRC_ALPHA: + r->c[1] = + r->c[2] = + r->c[3] = + r->c[0] = blendfactor(src->c[0], src->s[0], FIXED_ONE); + break; + case GGL_ONE_MINUS_SRC_ALPHA: + r->c[1] = + r->c[2] = + r->c[3] = + r->c[0] = FIXED_ONE - blendfactor(src->c[0], src->s[0], FIXED_ONE); + break; + case GGL_DST_ALPHA: + r->c[1] = + r->c[2] = + r->c[3] = + r->c[0] = blendfactor(dst->c[0], dst->s[0], FIXED_ONE); + break; + case GGL_ONE_MINUS_DST_ALPHA: + r->c[1] = + r->c[2] = + r->c[3] = + r->c[0] = FIXED_ONE - blendfactor(dst->c[0], dst->s[0], FIXED_ONE); + break; + case GGL_SRC_ALPHA_SATURATE: + // XXX: GGL_SRC_ALPHA_SATURATE + break; + } +} + +static GGLfixed wrapping(int32_t coord, uint32_t size, int tx_wrap) +{ + GGLfixed d; + if (tx_wrap == GGL_REPEAT) { + d = (uint32_t(coord)>>16) * size; + } else if (tx_wrap == GGL_CLAMP) { // CLAMP_TO_EDGE semantics + const GGLfixed clamp_min = FIXED_HALF; + const GGLfixed clamp_max = (size << 16) - FIXED_HALF; + if (coord < clamp_min) coord = clamp_min; + if (coord > clamp_max) coord = clamp_max; + d = coord; + } else { // 1:1 + const GGLfixed clamp_min = 0; + const GGLfixed clamp_max = (size << 16); + if (coord < clamp_min) coord = clamp_min; + if (coord > clamp_max) coord = clamp_max; + d = coord; + } + return d; +} + +static inline +GGLcolor ADJUST_COLOR_ITERATOR(GGLcolor v, GGLcolor dvdx, int len) +{ + const int32_t end = dvdx * (len-1) + v; + if (end < 0) + v -= end; + v &= ~(v>>31); + return v; +} + +void scanline(context_t* c) +{ + const uint32_t enables = c->state.enables; + const int xs = c->iterators.xl; + const int x1 = c->iterators.xr; + int xc = x1 - xs; + const int16_t* covPtr = c->state.buffers.coverage + xs; + + // All iterated values are sampled at the pixel center + + // reset iterators for that scanline... + GGLcolor r, g, b, a; + iterators_t& ci = c->iterators; + if (enables & GGL_ENABLE_SMOOTH) { + r = (xs * c->shade.drdx) + ci.ydrdy; + g = (xs * c->shade.dgdx) + ci.ydgdy; + b = (xs * c->shade.dbdx) + ci.ydbdy; + a = (xs * c->shade.dadx) + ci.ydady; + r = ADJUST_COLOR_ITERATOR(r, c->shade.drdx, xc); + g = ADJUST_COLOR_ITERATOR(g, c->shade.dgdx, xc); + b = ADJUST_COLOR_ITERATOR(b, c->shade.dbdx, xc); + a = ADJUST_COLOR_ITERATOR(a, c->shade.dadx, xc); + } else { + r = ci.ydrdy; + g = ci.ydgdy; + b = ci.ydbdy; + a = ci.ydady; + } + + // z iterators are 1.31 + GGLfixed z = (xs * c->shade.dzdx) + ci.ydzdy; + GGLfixed f = (xs * c->shade.dfdx) + ci.ydfdy; + + struct { + GGLfixed s, t; + } tc[GGL_TEXTURE_UNIT_COUNT]; + if (enables & GGL_ENABLE_TMUS) { + for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) { + if (c->state.texture[i].enable) { + texture_iterators_t& ti = c->state.texture[i].iterators; + if (enables & GGL_ENABLE_W) { + tc[i].s = ti.ydsdy; + tc[i].t = ti.ydtdy; + } else { + tc[i].s = (xs * ti.dsdx) + ti.ydsdy; + tc[i].t = (xs * ti.dtdx) + ti.ydtdy; + } + } + } + } + + pixel_t fragment; + pixel_t texel; + pixel_t fb; + + uint32_t x = xs; + uint32_t y = c->iterators.y; + + while (xc--) { + + { // just a scope + + // read color (convert to 8 bits by keeping only the integer part) + fragment.s[1] = fragment.s[2] = + fragment.s[3] = fragment.s[0] = 8; + fragment.c[1] = r >> (GGL_COLOR_BITS-8); + fragment.c[2] = g >> (GGL_COLOR_BITS-8); + fragment.c[3] = b >> (GGL_COLOR_BITS-8); + fragment.c[0] = a >> (GGL_COLOR_BITS-8); + + // texturing + if (enables & GGL_ENABLE_TMUS) { + for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) { + texture_t& tx = c->state.texture[i]; + if (!tx.enable) + continue; + texture_iterators_t& ti = tx.iterators; + int32_t u, v; + + // s-coordinate + if (tx.s_coord != GGL_ONE_TO_ONE) { + const int w = tx.surface.width; + u = wrapping(tc[i].s, w, tx.s_wrap); + tc[i].s += ti.dsdx; + } else { + u = (((tx.shade.is0>>16) + x)<<16) + FIXED_HALF; + } + + // t-coordinate + if (tx.t_coord != GGL_ONE_TO_ONE) { + const int h = tx.surface.height; + v = wrapping(tc[i].t, h, tx.t_wrap); + tc[i].t += ti.dtdx; + } else { + v = (((tx.shade.it0>>16) + y)<<16) + FIXED_HALF; + } + + // read texture + if (tx.mag_filter == GGL_NEAREST && + tx.min_filter == GGL_NEAREST) + { + u >>= 16; + v >>= 16; + tx.surface.read(&tx.surface, c, u, v, &texel); + } else { + const int w = tx.surface.width; + const int h = tx.surface.height; + u -= FIXED_HALF; + v -= FIXED_HALF; + int u0 = u >> 16; + int v0 = v >> 16; + int u1 = u0 + 1; + int v1 = v0 + 1; + if (tx.s_wrap == GGL_REPEAT) { + if (u0<0) u0 += w; + if (u1<0) u1 += w; + if (u0>=w) u0 -= w; + if (u1>=w) u1 -= w; + } else { + if (u0<0) u0 = 0; + if (u1<0) u1 = 0; + if (u0>=w) u0 = w-1; + if (u1>=w) u1 = w-1; + } + if (tx.t_wrap == GGL_REPEAT) { + if (v0<0) v0 += h; + if (v1<0) v1 += h; + if (v0>=h) v0 -= h; + if (v1>=h) v1 -= h; + } else { + if (v0<0) v0 = 0; + if (v1<0) v1 = 0; + if (v0>=h) v0 = h-1; + if (v1>=h) v1 = h-1; + } + pixel_t texels[4]; + uint32_t mm[4]; + tx.surface.read(&tx.surface, c, u0, v0, &texels[0]); + tx.surface.read(&tx.surface, c, u0, v1, &texels[1]); + tx.surface.read(&tx.surface, c, u1, v0, &texels[2]); + tx.surface.read(&tx.surface, c, u1, v1, &texels[3]); + u = (u >> 12) & 0xF; + v = (v >> 12) & 0xF; + u += u>>3; + v += v>>3; + mm[0] = (0x10 - u) * (0x10 - v); + mm[1] = (0x10 - u) * v; + mm[2] = u * (0x10 - v); + mm[3] = 0x100 - (mm[0] + mm[1] + mm[2]); + for (int j=0 ; j<4 ; j++) { + texel.s[j] = texels[0].s[j]; + if (!texel.s[j]) continue; + texel.s[j] += 8; + texel.c[j] = texels[0].c[j]*mm[0] + + texels[1].c[j]*mm[1] + + texels[2].c[j]*mm[2] + + texels[3].c[j]*mm[3] ; + } + } + + // Texture environnement... + for (int j=0 ; j<4 ; j++) { + uint32_t& Cf = fragment.c[j]; + uint32_t& Ct = texel.c[j]; + uint8_t& sf = fragment.s[j]; + uint8_t& st = texel.s[j]; + uint32_t At = texel.c[0]; + uint8_t sat = texel.s[0]; + switch (tx.env) { + case GGL_REPLACE: + if (st) { + Cf = Ct; + sf = st; + } + break; + case GGL_MODULATE: + if (st) { + uint32_t factor = Ct + (Ct>>(st-1)); + Cf = (Cf * factor) >> st; + } + break; + case GGL_DECAL: + if (sat) { + rescale(Cf, sf, Ct, st); + Cf += ((Ct - Cf) * (At + (At>>(sat-1)))) >> sat; + } + break; + case GGL_BLEND: + if (st) { + uint32_t Cc = tx.env_color[i]; + if (sf>8) Cc = (Cc * ((1<<sf)-1))>>8; + else if (sf<8) Cc = (Cc - (Cc>>(8-sf)))>>(8-sf); + uint32_t factor = Ct + (Ct>>(st-1)); + Cf = ((((1<<st) - factor) * Cf) + Ct*Cc)>>st; + } + break; + case GGL_ADD: + if (st) { + rescale(Cf, sf, Ct, st); + Cf += Ct; + } + break; + } + } + } + } + + // coverage application + if (enables & GGL_ENABLE_AA) { + int16_t cf = *covPtr++; + fragment.c[0] = (int64_t(fragment.c[0]) * cf) >> 15; + } + + // alpha-test + if (enables & GGL_ENABLE_ALPHA_TEST) { + GGLcolor ref = c->state.alpha_test.ref; + GGLcolor alpha = (uint64_t(fragment.c[0]) * + ((1<<GGL_COLOR_BITS)-1)) / ((1<<fragment.s[0])-1); + switch (c->state.alpha_test.func) { + case GGL_NEVER: goto discard; + case GGL_LESS: if (alpha<ref) break; goto discard; + case GGL_EQUAL: if (alpha==ref) break; goto discard; + case GGL_LEQUAL: if (alpha<=ref) break; goto discard; + case GGL_GREATER: if (alpha>ref) break; goto discard; + case GGL_NOTEQUAL: if (alpha!=ref) break; goto discard; + case GGL_GEQUAL: if (alpha>=ref) break; goto discard; + } + } + + // depth test + if (c->state.buffers.depth.format) { + if (enables & GGL_ENABLE_DEPTH_TEST) { + surface_t* cb = &(c->state.buffers.depth); + uint16_t* p = (uint16_t*)(cb->data)+(x+(cb->stride*y)); + uint16_t zz = uint32_t(z)>>(16); + uint16_t depth = *p; + switch (c->state.depth_test.func) { + case GGL_NEVER: goto discard; + case GGL_LESS: if (zz<depth) break; goto discard; + case GGL_EQUAL: if (zz==depth) break; goto discard; + case GGL_LEQUAL: if (zz<=depth) break; goto discard; + case GGL_GREATER: if (zz>depth) break; goto discard; + case GGL_NOTEQUAL: if (zz!=depth) break; goto discard; + case GGL_GEQUAL: if (zz>=depth) break; goto discard; + } + // depth buffer is not enabled, if depth-test is not enabled +/* + fragment.s[1] = fragment.s[2] = + fragment.s[3] = fragment.s[0] = 8; + fragment.c[1] = + fragment.c[2] = + fragment.c[3] = + fragment.c[0] = 255 - (zz>>8); +*/ + if (c->state.mask.depth) { + *p = zz; + } + } + } + + // fog + if (enables & GGL_ENABLE_FOG) { + for (int i=1 ; i<=3 ; i++) { + GGLfixed fc = (c->state.fog.color[i] * 0x10000) / 0xFF; + uint32_t& c = fragment.c[i]; + uint8_t& s = fragment.s[i]; + c = (c * 0x10000) / ((1<<s)-1); + c = gglMulAddx(c, f, gglMulx(fc, 0x10000 - f)); + s = 16; + } + } + + // blending + if (enables & GGL_ENABLE_BLENDING) { + fb.c[1] = fb.c[2] = fb.c[3] = fb.c[0] = 0; // placate valgrind + fb.s[1] = fb.s[2] = fb.s[3] = fb.s[0] = 0; + c->state.buffers.color.read( + &(c->state.buffers.color), c, x, y, &fb); + blending( c, &fragment, &fb ); + } + + // write + c->state.buffers.color.write( + &(c->state.buffers.color), c, x, y, &fragment); + } + +discard: + // iterate... + x += 1; + if (enables & GGL_ENABLE_SMOOTH) { + r += c->shade.drdx; + g += c->shade.dgdx; + b += c->shade.dbdx; + a += c->shade.dadx; + } + z += c->shade.dzdx; + f += c->shade.dfdx; + } +} + +#endif // ANDROID_ARM_CODEGEN && (ANDROID_CODEGEN == ANDROID_CODEGEN_GENERATED) + +// ---------------------------------------------------------------------------- +#if 0 +#pragma mark - +#pragma mark Scanline +#endif + +template <typename T, typename U> +static inline __attribute__((const)) +T interpolate(int y, T v0, U dvdx, U dvdy) { + // interpolates in pixel's centers + // v = v0 + (y + 0.5) * dvdy + (0.5 * dvdx) + return (y * dvdy) + (v0 + ((dvdy + dvdx) >> 1)); +} + +// ---------------------------------------------------------------------------- +#if 0 +#pragma mark - +#endif + +void init_y(context_t* c, int32_t ys) +{ + const uint32_t enables = c->state.enables; + + // compute iterators... + iterators_t& ci = c->iterators; + + // sample in the center + ci.y = ys; + + if (enables & (GGL_ENABLE_DEPTH_TEST|GGL_ENABLE_W|GGL_ENABLE_FOG)) { + ci.ydzdy = interpolate(ys, c->shade.z0, c->shade.dzdx, c->shade.dzdy); + ci.ydwdy = interpolate(ys, c->shade.w0, c->shade.dwdx, c->shade.dwdy); + ci.ydfdy = interpolate(ys, c->shade.f0, c->shade.dfdx, c->shade.dfdy); + } + + if (ggl_unlikely(enables & GGL_ENABLE_SMOOTH)) { + ci.ydrdy = interpolate(ys, c->shade.r0, c->shade.drdx, c->shade.drdy); + ci.ydgdy = interpolate(ys, c->shade.g0, c->shade.dgdx, c->shade.dgdy); + ci.ydbdy = interpolate(ys, c->shade.b0, c->shade.dbdx, c->shade.dbdy); + ci.ydady = interpolate(ys, c->shade.a0, c->shade.dadx, c->shade.dady); + c->step_y = step_y__smooth; + } else { + ci.ydrdy = c->shade.r0; + ci.ydgdy = c->shade.g0; + ci.ydbdy = c->shade.b0; + ci.ydady = c->shade.a0; + // XXX: do only if needed, or make sure this is fast + c->packed = ggl_pack_color(c, c->state.buffers.color.format, + ci.ydrdy, ci.ydgdy, ci.ydbdy, ci.ydady); + c->packed8888 = ggl_pack_color(c, GGL_PIXEL_FORMAT_RGBA_8888, + ci.ydrdy, ci.ydgdy, ci.ydbdy, ci.ydady); + } + + // initialize the variables we need in the shader + generated_vars_t& gen = c->generated_vars; + gen.argb[GGLFormat::ALPHA].c = ci.ydady; + gen.argb[GGLFormat::ALPHA].dx = c->shade.dadx; + gen.argb[GGLFormat::RED ].c = ci.ydrdy; + gen.argb[GGLFormat::RED ].dx = c->shade.drdx; + gen.argb[GGLFormat::GREEN].c = ci.ydgdy; + gen.argb[GGLFormat::GREEN].dx = c->shade.dgdx; + gen.argb[GGLFormat::BLUE ].c = ci.ydbdy; + gen.argb[GGLFormat::BLUE ].dx = c->shade.dbdx; + gen.dzdx = c->shade.dzdx; + gen.f = ci.ydfdy; + gen.dfdx = c->shade.dfdx; + + if (enables & GGL_ENABLE_TMUS) { + for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) { + texture_t& t = c->state.texture[i]; + if (!t.enable) continue; + + texture_iterators_t& ti = t.iterators; + if (t.s_coord == GGL_ONE_TO_ONE && t.t_coord == GGL_ONE_TO_ONE) { + // we need to set all of these to 0 because in some cases + // step_y__generic() or step_y__tmu() will be used and + // therefore will update dtdy, however, in 1:1 mode + // this is always done by the scanline rasterizer. + ti.dsdx = ti.dsdy = ti.dtdx = ti.dtdy = 0; + ti.ydsdy = t.shade.is0; + ti.ydtdy = t.shade.it0; + } else { + const int adjustSWrap = ((t.s_wrap==GGL_CLAMP)?0:16); + const int adjustTWrap = ((t.t_wrap==GGL_CLAMP)?0:16); + ti.sscale = t.shade.sscale + adjustSWrap; + ti.tscale = t.shade.tscale + adjustTWrap; + if (!(enables & GGL_ENABLE_W)) { + // S coordinate + const int32_t sscale = ti.sscale; + const int32_t sy = interpolate(ys, + t.shade.is0, t.shade.idsdx, t.shade.idsdy); + if (sscale>=0) { + ti.ydsdy= sy << sscale; + ti.dsdx = t.shade.idsdx << sscale; + ti.dsdy = t.shade.idsdy << sscale; + } else { + ti.ydsdy= sy >> -sscale; + ti.dsdx = t.shade.idsdx >> -sscale; + ti.dsdy = t.shade.idsdy >> -sscale; + } + // T coordinate + const int32_t tscale = ti.tscale; + const int32_t ty = interpolate(ys, + t.shade.it0, t.shade.idtdx, t.shade.idtdy); + if (tscale>=0) { + ti.ydtdy= ty << tscale; + ti.dtdx = t.shade.idtdx << tscale; + ti.dtdy = t.shade.idtdy << tscale; + } else { + ti.ydtdy= ty >> -tscale; + ti.dtdx = t.shade.idtdx >> -tscale; + ti.dtdy = t.shade.idtdy >> -tscale; + } + } + } + // mirror for generated code... + generated_tex_vars_t& gen = c->generated_vars.texture[i]; + gen.width = t.surface.width; + gen.height = t.surface.height; + gen.stride = t.surface.stride; + gen.data = int32_t(t.surface.data); + gen.dsdx = ti.dsdx; + gen.dtdx = ti.dtdx; + } + } + + // choose the y-stepper + c->step_y = step_y__nop; + if (enables & GGL_ENABLE_FOG) { + c->step_y = step_y__generic; + } else if (enables & GGL_ENABLE_TMUS) { + if (enables & GGL_ENABLE_SMOOTH) { + c->step_y = step_y__generic; + } else if (enables & GGL_ENABLE_W) { + c->step_y = step_y__w; + } else { + c->step_y = step_y__tmu; + } + } else { + if (enables & GGL_ENABLE_SMOOTH) { + c->step_y = step_y__smooth; + } + } + + // choose the rectangle blitter + c->rect = rect_generic; + if ((c->step_y == step_y__nop) && + (c->scanline == scanline_memcpy)) + { + c->rect = rect_memcpy; + } +} + +void init_y_packed(context_t* c, int32_t y0) +{ + uint8_t f = c->state.buffers.color.format; + c->packed = ggl_pack_color(c, f, + c->shade.r0, c->shade.g0, c->shade.b0, c->shade.a0); + c->iterators.y = y0; + c->step_y = step_y__nop; + // choose the rectangle blitter + c->rect = rect_generic; + if (c->scanline == scanline_memcpy) { + c->rect = rect_memcpy; + } +} + +void init_y_noop(context_t* c, int32_t y0) +{ + c->iterators.y = y0; + c->step_y = step_y__nop; + // choose the rectangle blitter + c->rect = rect_generic; + if (c->scanline == scanline_memcpy) { + c->rect = rect_memcpy; + } +} + +void init_y_error(context_t* c, int32_t y0) +{ + // woooops, shoud never happen, + // fail gracefully (don't display anything) + init_y_noop(c, y0); + LOGE("color-buffer has an invalid format!"); +} + +// ---------------------------------------------------------------------------- +#if 0 +#pragma mark - +#endif + +void step_y__generic(context_t* c) +{ + const uint32_t enables = c->state.enables; + + // iterate... + iterators_t& ci = c->iterators; + ci.y += 1; + + if (enables & GGL_ENABLE_SMOOTH) { + ci.ydrdy += c->shade.drdy; + ci.ydgdy += c->shade.dgdy; + ci.ydbdy += c->shade.dbdy; + ci.ydady += c->shade.dady; + } + + const uint32_t mask = + GGL_ENABLE_DEPTH_TEST | + GGL_ENABLE_W | + GGL_ENABLE_FOG; + if (enables & mask) { + ci.ydzdy += c->shade.dzdy; + ci.ydwdy += c->shade.dwdy; + ci.ydfdy += c->shade.dfdy; + } + + if ((enables & GGL_ENABLE_TMUS) && (!(enables & GGL_ENABLE_W))) { + for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) { + if (c->state.texture[i].enable) { + texture_iterators_t& ti = c->state.texture[i].iterators; + ti.ydsdy += ti.dsdy; + ti.ydtdy += ti.dtdy; + } + } + } +} + +void step_y__nop(context_t* c) +{ + c->iterators.y += 1; + c->iterators.ydzdy += c->shade.dzdy; +} + +void step_y__smooth(context_t* c) +{ + iterators_t& ci = c->iterators; + ci.y += 1; + ci.ydrdy += c->shade.drdy; + ci.ydgdy += c->shade.dgdy; + ci.ydbdy += c->shade.dbdy; + ci.ydady += c->shade.dady; + ci.ydzdy += c->shade.dzdy; +} + +void step_y__w(context_t* c) +{ + iterators_t& ci = c->iterators; + ci.y += 1; + ci.ydzdy += c->shade.dzdy; + ci.ydwdy += c->shade.dwdy; +} + +void step_y__tmu(context_t* c) +{ + iterators_t& ci = c->iterators; + ci.y += 1; + ci.ydzdy += c->shade.dzdy; + for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) { + if (c->state.texture[i].enable) { + texture_iterators_t& ti = c->state.texture[i].iterators; + ti.ydsdy += ti.dsdy; + ti.ydtdy += ti.dtdy; + } + } +} + +// ---------------------------------------------------------------------------- +#if 0 +#pragma mark - +#endif + +void scanline_perspective(context_t* c) +{ + struct { + union { + struct { + int32_t s, sq; + int32_t t, tq; + }; + struct { + int32_t v, q; + } st[2]; + }; + } tc[GGL_TEXTURE_UNIT_COUNT] __attribute__((aligned(16))); + + // XXX: we should have a special case when dwdx = 0 + + // 32 pixels spans works okay. 16 is a lot better, + // but hey, it's a software renderer... + const uint32_t SPAN_BITS = 5; + const uint32_t ys = c->iterators.y; + const uint32_t xs = c->iterators.xl; + const uint32_t x1 = c->iterators.xr; + const uint32_t xc = x1 - xs; + uint32_t remainder = xc & ((1<<SPAN_BITS)-1); + uint32_t numSpans = xc >> SPAN_BITS; + + const iterators_t& ci = c->iterators; + int32_t w0 = (xs * c->shade.dwdx) + ci.ydwdy; + int32_t q0 = gglRecipQ(w0, 30); + const int iwscale = 32 - gglClz(q0); + + const int32_t dwdx = c->shade.dwdx << SPAN_BITS; + int32_t xl = c->iterators.xl; + + // We process s & t with a loop to reduce the code size + // (and i-cache pressure). + + for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) { + const texture_t& tmu = c->state.texture[i]; + if (!tmu.enable) continue; + int32_t s = tmu.shade.is0 + + (tmu.shade.idsdy * ys) + (tmu.shade.idsdx * xs) + + ((tmu.shade.idsdx + tmu.shade.idsdy)>>1); + int32_t t = tmu.shade.it0 + + (tmu.shade.idtdy * ys) + (tmu.shade.idtdx * xs) + + ((tmu.shade.idtdx + tmu.shade.idtdy)>>1); + tc[i].s = s; + tc[i].t = t; + tc[i].sq = gglMulx(s, q0, iwscale); + tc[i].tq = gglMulx(t, q0, iwscale); + } + + int32_t span = 0; + do { + int32_t w1; + if (ggl_likely(numSpans)) { + w1 = w0 + dwdx; + } else { + if (remainder) { + // finish off the scanline... + span = remainder; + w1 = (c->shade.dwdx * span) + w0; + } else { + break; + } + } + int32_t q1 = gglRecipQ(w1, 30); + for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) { + texture_t& tmu = c->state.texture[i]; + if (!tmu.enable) continue; + texture_iterators_t& ti = tmu.iterators; + + for (int j=0 ; j<2 ; j++) { + int32_t v = tc[i].st[j].v; + if (span) v += (tmu.shade.st[j].dx)*span; + else v += (tmu.shade.st[j].dx)<<SPAN_BITS; + const int32_t v0 = tc[i].st[j].q; + const int32_t v1 = gglMulx(v, q1, iwscale); + int32_t dvdx = v1 - v0; + if (span) dvdx /= span; + else dvdx >>= SPAN_BITS; + tc[i].st[j].v = v; + tc[i].st[j].q = v1; + + const int scale = ti.st[j].scale + (iwscale - 30); + if (scale >= 0) { + ti.st[j].ydvdy = v0 << scale; + ti.st[j].dvdx = dvdx << scale; + } else { + ti.st[j].ydvdy = v0 >> -scale; + ti.st[j].dvdx = dvdx >> -scale; + } + } + generated_tex_vars_t& gen = c->generated_vars.texture[i]; + gen.dsdx = ti.st[0].dvdx; + gen.dtdx = ti.st[1].dvdx; + } + c->iterators.xl = xl; + c->iterators.xr = xl = xl + (span ? span : (1<<SPAN_BITS)); + w0 = w1; + q0 = q1; + c->span(c); + } while(numSpans--); +} + +void scanline_perspective_single(context_t* c) +{ + // 32 pixels spans works okay. 16 is a lot better, + // but hey, it's a software renderer... + const uint32_t SPAN_BITS = 5; + const uint32_t ys = c->iterators.y; + const uint32_t xs = c->iterators.xl; + const uint32_t x1 = c->iterators.xr; + const uint32_t xc = x1 - xs; + + const iterators_t& ci = c->iterators; + int32_t w = (xs * c->shade.dwdx) + ci.ydwdy; + int32_t iw = gglRecipQ(w, 30); + const int iwscale = 32 - gglClz(iw); + + const int i = 31 - gglClz(c->state.enabled_tmu); + generated_tex_vars_t& gen = c->generated_vars.texture[i]; + texture_t& tmu = c->state.texture[i]; + texture_iterators_t& ti = tmu.iterators; + const int sscale = ti.sscale + (iwscale - 30); + const int tscale = ti.tscale + (iwscale - 30); + int32_t s = tmu.shade.is0 + + (tmu.shade.idsdy * ys) + (tmu.shade.idsdx * xs) + + ((tmu.shade.idsdx + tmu.shade.idsdy)>>1); + int32_t t = tmu.shade.it0 + + (tmu.shade.idtdy * ys) + (tmu.shade.idtdx * xs) + + ((tmu.shade.idtdx + tmu.shade.idtdy)>>1); + int32_t s0 = gglMulx(s, iw, iwscale); + int32_t t0 = gglMulx(t, iw, iwscale); + int32_t xl = c->iterators.xl; + + int32_t sq, tq, dsdx, dtdx; + int32_t premainder = xc & ((1<<SPAN_BITS)-1); + uint32_t numSpans = xc >> SPAN_BITS; + if (c->shade.dwdx == 0) { + // XXX: we could choose to do this if the error is small enough + numSpans = 0; + premainder = xc; + goto no_perspective; + } + + if (premainder) { + w += c->shade.dwdx * premainder; + iw = gglRecipQ(w, 30); +no_perspective: + s += tmu.shade.idsdx * premainder; + t += tmu.shade.idtdx * premainder; + sq = gglMulx(s, iw, iwscale); + tq = gglMulx(t, iw, iwscale); + dsdx = (sq - s0) / premainder; + dtdx = (tq - t0) / premainder; + c->iterators.xl = xl; + c->iterators.xr = xl = xl + premainder; + goto finish; + } + + while (numSpans--) { + w += c->shade.dwdx << SPAN_BITS; + s += tmu.shade.idsdx << SPAN_BITS; + t += tmu.shade.idtdx << SPAN_BITS; + iw = gglRecipQ(w, 30); + sq = gglMulx(s, iw, iwscale); + tq = gglMulx(t, iw, iwscale); + dsdx = (sq - s0) >> SPAN_BITS; + dtdx = (tq - t0) >> SPAN_BITS; + c->iterators.xl = xl; + c->iterators.xr = xl = xl + (1<<SPAN_BITS); +finish: + if (sscale >= 0) { + ti.ydsdy = s0 << sscale; + ti.dsdx = dsdx << sscale; + } else { + ti.ydsdy = s0 >>-sscale; + ti.dsdx = dsdx >>-sscale; + } + if (tscale >= 0) { + ti.ydtdy = t0 << tscale; + ti.dtdx = dtdx << tscale; + } else { + ti.ydtdy = t0 >>-tscale; + ti.dtdx = dtdx >>-tscale; + } + s0 = sq; + t0 = tq; + gen.dsdx = ti.dsdx; + gen.dtdx = ti.dtdx; + c->span(c); + } +} + +// ---------------------------------------------------------------------------- + +void scanline_t32cb16(context_t* c) +{ + int32_t x = c->iterators.xl; + size_t ct = c->iterators.xr - x; + int32_t y = c->iterators.y; + surface_t* cb = &(c->state.buffers.color); + union { + uint16_t* dst; + uint32_t* dst32; + }; + dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y)); + + surface_t* tex = &(c->state.texture[0].surface); + const int32_t u = (c->state.texture[0].shade.is0>>16) + x; + const int32_t v = (c->state.texture[0].shade.it0>>16) + y; + uint32_t *src = reinterpret_cast<uint32_t*>(tex->data)+(u+(tex->stride*v)); + int sR, sG, sB; + uint32_t s, d; + + if (ct==1 || uint32_t(dst)&2) { +last_one: + s = GGL_RGBA_TO_HOST( *src++ ); + sR = (s >> ( 3))&0x1F; + sG = (s >> ( 8+2))&0x3F; + sB = (s >> (16+3))&0x1F; + *dst++ = uint16_t((sR<<11)|(sG<<5)|sB); + ct--; + } + + while (ct >= 2) { + s = GGL_RGBA_TO_HOST( *src++ ); + sR = (s >> ( 3))&0x1F; + sG = (s >> ( 8+2))&0x3F; + sB = (s >> (16+3))&0x1F; + d = (sR<<11)|(sG<<5)|sB; + + s = GGL_RGBA_TO_HOST( *src++ ); + sR = (s >> ( 3))&0x1F; + sG = (s >> ( 8+2))&0x3F; + sB = (s >> (16+3))&0x1F; + d |= ((sR<<11)|(sG<<5)|sB)<<16; + +#if BYTE_ORDER == BIG_ENDIAN + d = (d>>16) | (d<<16); +#endif + + *dst32++ = d; + ct -= 2; + } + + if (ct > 0) { + goto last_one; + } +} + +void scanline_t32cb16blend(context_t* c) +{ + int32_t x = c->iterators.xl; + size_t ct = c->iterators.xr - x; + int32_t y = c->iterators.y; + surface_t* cb = &(c->state.buffers.color); + uint16_t* dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y)); + + surface_t* tex = &(c->state.texture[0].surface); + const int32_t u = (c->state.texture[0].shade.is0>>16) + x; + const int32_t v = (c->state.texture[0].shade.it0>>16) + y; + uint32_t *src = reinterpret_cast<uint32_t*>(tex->data)+(u+(tex->stride*v)); + +#if ((ANDROID_CODEGEN >= ANDROID_CODEGEN_ASM) && defined(__arm__)) + scanline_t32cb16blend_arm(dst, src, ct); +#else + while (ct--) { + uint32_t s = *src++; + if (!s) { + dst++; + continue; + } + uint16_t d = *dst; + s = GGL_RGBA_TO_HOST(s); + int sR = (s >> ( 3))&0x1F; + int sG = (s >> ( 8+2))&0x3F; + int sB = (s >> (16+3))&0x1F; + int sA = (s>>24); + int f = 0x100 - (sA + (sA>>7)); + int dR = (d>>11)&0x1f; + int dG = (d>>5)&0x3f; + int dB = (d)&0x1f; + sR += (f*dR)>>8; + sG += (f*dG)>>8; + sB += (f*dB)>>8; + *dst++ = uint16_t((sR<<11)|(sG<<5)|sB); + } +#endif +} + +void scanline_memcpy(context_t* c) +{ + int32_t x = c->iterators.xl; + size_t ct = c->iterators.xr - x; + int32_t y = c->iterators.y; + surface_t* cb = &(c->state.buffers.color); + const GGLFormat* fp = &(c->formats[cb->format]); + uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) + + (x + (cb->stride * y)) * fp->size; + + surface_t* tex = &(c->state.texture[0].surface); + const int32_t u = (c->state.texture[0].shade.is0>>16) + x; + const int32_t v = (c->state.texture[0].shade.it0>>16) + y; + uint8_t *src = reinterpret_cast<uint8_t*>(tex->data) + + (u + (tex->stride * v)) * fp->size; + + const size_t size = ct * fp->size; + memcpy(dst, src, size); +} + +void scanline_memset8(context_t* c) +{ + int32_t x = c->iterators.xl; + size_t ct = c->iterators.xr - x; + int32_t y = c->iterators.y; + surface_t* cb = &(c->state.buffers.color); + uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) + (x+(cb->stride*y)); + uint32_t packed = c->packed; + memset(dst, packed, ct); +} + +void scanline_memset16(context_t* c) +{ + int32_t x = c->iterators.xl; + size_t ct = c->iterators.xr - x; + int32_t y = c->iterators.y; + surface_t* cb = &(c->state.buffers.color); + uint16_t* dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y)); + uint32_t packed = c->packed; + android_memset16(dst, packed, ct*2); +} + +void scanline_memset32(context_t* c) +{ + int32_t x = c->iterators.xl; + size_t ct = c->iterators.xr - x; + int32_t y = c->iterators.y; + surface_t* cb = &(c->state.buffers.color); + uint32_t* dst = reinterpret_cast<uint32_t*>(cb->data) + (x+(cb->stride*y)); + uint32_t packed = GGL_HOST_TO_RGBA(c->packed); + android_memset32(dst, packed, ct*4); +} + +void scanline_clear(context_t* c) +{ + int32_t x = c->iterators.xl; + size_t ct = c->iterators.xr - x; + int32_t y = c->iterators.y; + surface_t* cb = &(c->state.buffers.color); + const GGLFormat* fp = &(c->formats[cb->format]); + uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) + + (x + (cb->stride * y)) * fp->size; + const size_t size = ct * fp->size; + memset(dst, 0, size); +} + +void scanline_set(context_t* c) +{ + int32_t x = c->iterators.xl; + size_t ct = c->iterators.xr - x; + int32_t y = c->iterators.y; + surface_t* cb = &(c->state.buffers.color); + const GGLFormat* fp = &(c->formats[cb->format]); + uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) + + (x + (cb->stride * y)) * fp->size; + const size_t size = ct * fp->size; + memset(dst, 0xFF, size); +} + +void scanline_noop(context_t* c) +{ +} + +void rect_generic(context_t* c, size_t yc) +{ + do { + c->scanline(c); + c->step_y(c); + } while (--yc); +} + +void rect_memcpy(context_t* c, size_t yc) +{ + int32_t x = c->iterators.xl; + size_t ct = c->iterators.xr - x; + int32_t y = c->iterators.y; + surface_t* cb = &(c->state.buffers.color); + const GGLFormat* fp = &(c->formats[cb->format]); + uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) + + (x + (cb->stride * y)) * fp->size; + + surface_t* tex = &(c->state.texture[0].surface); + const int32_t u = (c->state.texture[0].shade.is0>>16) + x; + const int32_t v = (c->state.texture[0].shade.it0>>16) + y; + uint8_t *src = reinterpret_cast<uint8_t*>(tex->data) + + (u + (tex->stride * v)) * fp->size; + + if (cb->stride == tex->stride && ct == size_t(cb->stride)) { + memcpy(dst, src, ct * fp->size * yc); + } else { + const size_t size = ct * fp->size; + const size_t dbpr = cb->stride * fp->size; + const size_t sbpr = tex->stride * fp->size; + do { + memcpy(dst, src, size); + dst += dbpr; + src += sbpr; + } while (--yc); + } +} +// ---------------------------------------------------------------------------- +}; // namespace android + +using namespace android; +extern "C" void ggl_test_codegen(uint32_t n, uint32_t p, uint32_t t0, uint32_t t1) +{ +#if ANDROID_ARM_CODEGEN + GGLContext* c; + gglInit(&c); + needs_t needs; + needs.n = n; + needs.p = p; + needs.t[0] = t0; + needs.t[1] = t1; + sp<ScanlineAssembly> a(new ScanlineAssembly(needs, ASSEMBLY_SCRATCH_SIZE)); + GGLAssembler assembler( new ARMAssembler(a) ); + int err = assembler.scanline(needs, (context_t*)c); + if (err != 0) { + printf("error %08x (%s)\n", err, strerror(-err)); + } + gglUninit(c); +#else + printf("This test runs only on ARM\n"); +#endif +} + |
