blob: d24c988051261a711f709cc7c49a9e700ef7f9be [file] [log] [blame]
The Android Open Source Project4f6e8d72008-10-21 07:00:00 -07001/* libs/pixelflinger/scanline.cpp
2**
3** Copyright 2006, The Android Open Source Project
4**
5** Licensed under the Apache License, Version 2.0 (the "License");
6** you may not use this file except in compliance with the License.
7** You may obtain a copy of the License at
8**
9** http://www.apache.org/licenses/LICENSE-2.0
10**
11** Unless required by applicable law or agreed to in writing, software
12** distributed under the License is distributed on an "AS IS" BASIS,
13** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14** See the License for the specific language governing permissions and
15** limitations under the License.
16*/
17
18
19#define LOG_TAG "pixelflinger"
20
21#include <assert.h>
22#include <stdlib.h>
23#include <stdio.h>
24#include <string.h>
25
26#include <cutils/memory.h>
27#include <cutils/log.h>
28
29#include "buffer.h"
30#include "scanline.h"
31
32#include "codeflinger/CodeCache.h"
33#include "codeflinger/GGLAssembler.h"
34#include "codeflinger/ARMAssembler.h"
35//#include "codeflinger/ARMAssemblerOptimizer.h"
36
37// ----------------------------------------------------------------------------
38
39#define ANDROID_CODEGEN_GENERIC 0 // force generic pixel pipeline
40#define ANDROID_CODEGEN_C 1 // hand-written C, fallback generic
41#define ANDROID_CODEGEN_ASM 2 // hand-written asm, fallback generic
42#define ANDROID_CODEGEN_GENERATED 3 // hand-written asm, fallback codegen
43
44#ifdef NDEBUG
45# define ANDROID_RELEASE
46# define ANDROID_CODEGEN ANDROID_CODEGEN_GENERATED
47#else
48# define ANDROID_DEBUG
49# define ANDROID_CODEGEN ANDROID_CODEGEN_GENERATED
50#endif
51
52#if defined(__arm__)
53# define ANDROID_ARM_CODEGEN 1
54#else
55# define ANDROID_ARM_CODEGEN 0
56#endif
57
58
59#define DEBUG__CODEGEN_ONLY 0
60
61// ----------------------------------------------------------------------------
62namespace android {
63// ----------------------------------------------------------------------------
64
65static void init_y(context_t*, int32_t);
66static void init_y_noop(context_t*, int32_t);
67static void init_y_packed(context_t*, int32_t);
68static void init_y_error(context_t*, int32_t);
69
70static void step_y__generic(context_t* c);
71static void step_y__nop(context_t*);
72static void step_y__smooth(context_t* c);
73static void step_y__tmu(context_t* c);
74static void step_y__w(context_t* c);
75
76static void scanline(context_t* c);
77static void scanline_perspective(context_t* c);
78static void scanline_perspective_single(context_t* c);
79static void scanline_t32cb16blend(context_t* c);
80static void scanline_t32cb16(context_t* c);
81static void scanline_memcpy(context_t* c);
82static void scanline_memset8(context_t* c);
83static void scanline_memset16(context_t* c);
84static void scanline_memset32(context_t* c);
85static void scanline_noop(context_t* c);
86static void scanline_set(context_t* c);
87static void scanline_clear(context_t* c);
88
89static void rect_generic(context_t* c, size_t yc);
90static void rect_memcpy(context_t* c, size_t yc);
91
92extern "C" void scanline_t32cb16blend_arm(uint16_t*, uint32_t*, size_t);
93extern "C" void scanline_t32cb16_arm(uint16_t *dst, uint32_t *src, size_t ct);
94
95// ----------------------------------------------------------------------------
96
97struct shortcut_t {
98 needs_filter_t filter;
99 const char* desc;
100 void (*scanline)(context_t*);
101 void (*init_y)(context_t*, int32_t);
102};
103
104// Keep in sync with needs
105static shortcut_t shortcuts[] = {
106 { { { 0x03515104, 0x00000077, { 0x00000A01, 0x00000000 } },
107 { 0xFFFFFFFF, 0xFFFFFFFF, { 0xFFFFFFFF, 0x0000003F } } },
108 "565 fb, 8888 tx, blend", scanline_t32cb16blend, init_y_noop },
109 { { { 0x03010104, 0x00000077, { 0x00000A01, 0x00000000 } },
110 { 0xFFFFFFFF, 0xFFFFFFFF, { 0xFFFFFFFF, 0x0000003F } } },
111 "565 fb, 8888 tx", scanline_t32cb16, init_y_noop },
112 { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } },
113 { 0x00000000, 0x00000007, { 0x00000000, 0x00000000 } } },
114 "(nop) alpha test", scanline_noop, init_y_noop },
115 { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } },
116 { 0x00000000, 0x00000070, { 0x00000000, 0x00000000 } } },
117 "(nop) depth test", scanline_noop, init_y_noop },
118 { { { 0x05000000, 0x00000000, { 0x00000000, 0x00000000 } },
119 { 0x0F000000, 0x00000080, { 0x00000000, 0x00000000 } } },
120 "(nop) logic_op", scanline_noop, init_y_noop },
121 { { { 0xF0000000, 0x00000000, { 0x00000000, 0x00000000 } },
122 { 0xF0000000, 0x00000080, { 0x00000000, 0x00000000 } } },
123 "(nop) color mask", scanline_noop, init_y_noop },
124 { { { 0x0F000000, 0x00000077, { 0x00000000, 0x00000000 } },
125 { 0xFF000000, 0x000000F7, { 0x00000000, 0x00000000 } } },
126 "(set) logic_op", scanline_set, init_y_noop },
127 { { { 0x00000000, 0x00000077, { 0x00000000, 0x00000000 } },
128 { 0xFF000000, 0x000000F7, { 0x00000000, 0x00000000 } } },
129 "(clear) logic_op", scanline_clear, init_y_noop },
130 { { { 0x03000000, 0x00000077, { 0x00000000, 0x00000000 } },
131 { 0xFFFFFF00, 0x000000F7, { 0x00000000, 0x00000000 } } },
132 "(clear) blending 0/0", scanline_clear, init_y_noop },
133 { { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } },
134 { 0x0000003F, 0x00000000, { 0x00000000, 0x00000000 } } },
135 "(error) invalid color-buffer format", scanline_noop, init_y_error },
136};
137static const needs_filter_t noblend1to1 = {
138 // (disregard dithering, see below)
139 { 0x03010100, 0x00000077, { 0x00000A00, 0x00000000 } },
140 { 0xFFFFFFC0, 0xFFFFFEFF, { 0xFFFFFFC0, 0x0000003F } }
141};
142static const needs_filter_t fill16noblend = {
143 { 0x03010100, 0x00000077, { 0x00000000, 0x00000000 } },
144 { 0xFFFFFFC0, 0xFFFFFFFF, { 0x0000003F, 0x0000003F } }
145};
146
147// ----------------------------------------------------------------------------
148
149#if ANDROID_ARM_CODEGEN
150static CodeCache gCodeCache(12 * 1024);
151
152class ScanlineAssembly : public Assembly {
153 AssemblyKey<needs_t> mKey;
154public:
155 ScanlineAssembly(needs_t needs, size_t size)
156 : Assembly(size), mKey(needs) { }
157 const AssemblyKey<needs_t>& key() const { return mKey; }
158};
159#endif
160
161// ----------------------------------------------------------------------------
162
163void ggl_init_scanline(context_t* c)
164{
165 c->init_y = init_y;
166 c->step_y = step_y__generic;
167 c->scanline = scanline;
168}
169
170void ggl_uninit_scanline(context_t* c)
171{
172 if (c->state.buffers.coverage)
173 free(c->state.buffers.coverage);
174#if ANDROID_ARM_CODEGEN
175 if (c->scanline_as)
176 c->scanline_as->decStrong(c);
177#endif
178}
179
180// ----------------------------------------------------------------------------
181
182static void pick_scanline(context_t* c)
183{
184#if (!defined(DEBUG__CODEGEN_ONLY) || (DEBUG__CODEGEN_ONLY == 0))
185
186#if ANDROID_CODEGEN == ANDROID_CODEGEN_GENERIC
187 c->init_y = init_y;
188 c->step_y = step_y__generic;
189 c->scanline = scanline;
190 return;
191#endif
192
193 //printf("*** needs [%08lx:%08lx:%08lx:%08lx]\n",
194 // c->state.needs.n, c->state.needs.p,
195 // c->state.needs.t[0], c->state.needs.t[1]);
196
197 // first handle the special case that we cannot test with a filter
198 const uint32_t cb_format = GGL_READ_NEEDS(CB_FORMAT, c->state.needs.n);
199 if (GGL_READ_NEEDS(T_FORMAT, c->state.needs.t[0]) == cb_format) {
200 if (c->state.needs.match(noblend1to1)) {
201 // this will match regardless of dithering state, since both
202 // src and dest have the same format anyway, there is no dithering
203 // to be done.
204 const GGLFormat* f =
205 &(c->formats[GGL_READ_NEEDS(T_FORMAT, c->state.needs.t[0])]);
206 if ((f->components == GGL_RGB) ||
207 (f->components == GGL_RGBA) ||
208 (f->components == GGL_LUMINANCE) ||
209 (f->components == GGL_LUMINANCE_ALPHA))
210 {
211 // format must have all of RGB components
212 // (so the current color doesn't show through)
213 c->scanline = scanline_memcpy;
214 c->init_y = init_y_noop;
215 return;
216 }
217 }
218 }
219
220 if (c->state.needs.match(fill16noblend)) {
221 c->init_y = init_y_packed;
222 switch (c->formats[cb_format].size) {
223 case 1: c->scanline = scanline_memset8; return;
224 case 2: c->scanline = scanline_memset16; return;
225 case 4: c->scanline = scanline_memset32; return;
226 }
227 }
228
229 const int numFilters = sizeof(shortcuts)/sizeof(shortcut_t);
230 for (int i=0 ; i<numFilters ; i++) {
231 if (c->state.needs.match(shortcuts[i].filter)) {
232 c->scanline = shortcuts[i].scanline;
233 c->init_y = shortcuts[i].init_y;
234 return;
235 }
236 }
237
238#endif // DEBUG__CODEGEN_ONLY
239
240 c->init_y = init_y;
241 c->step_y = step_y__generic;
242
243#if ANDROID_ARM_CODEGEN
244 // we're going to have to generate some code...
245 // here, generate code for our pixel pipeline
246 const AssemblyKey<needs_t> key(c->state.needs);
247 sp<Assembly> assembly = gCodeCache.lookup(key);
248 if (assembly == 0) {
249 // create a new assembly region
250 sp<ScanlineAssembly> a = new ScanlineAssembly(c->state.needs, 1024);
251 // initialize our assembler
252 GGLAssembler assembler( new ARMAssembler(a) );
253 //GGLAssembler assembler(
254 // new ARMAssemblerOptimizer(new ARMAssembler(a)) );
255 // generate the scanline code for the given needs
256 int err = assembler.scanline(c->state.needs, c);
257 if (ggl_likely(!err)) {
258 // finally, cache this assembly
259 err = gCodeCache.cache(a->key(), a);
260 }
261 if (ggl_unlikely(err)) {
262 LOGE("error generating or caching assembly. Reverting to NOP.");
263 c->scanline = scanline_noop;
264 c->init_y = init_y_noop;
265 c->step_y = step_y__nop;
266 return;
267 }
268 assembly = a;
269 }
270
271 // release the previous assembly
272 if (c->scanline_as) {
273 c->scanline_as->decStrong(c);
274 }
275
276 //LOGI("using generated pixel-pipeline");
277 c->scanline_as = assembly.get();
278 c->scanline_as->incStrong(c); // hold on to assembly
279 c->scanline = (void(*)(context_t* c))assembly->base();
280#else
281// LOGW("using generic (slow) pixel-pipeline");
282 c->scanline = scanline;
283#endif
284}
285
286void ggl_pick_scanline(context_t* c)
287{
288 pick_scanline(c);
289 if ((c->state.enables & GGL_ENABLE_W) &&
290 (c->state.enables & GGL_ENABLE_TMUS))
291 {
292 c->span = c->scanline;
293 c->scanline = scanline_perspective;
294 if (!(c->state.enabled_tmu & (c->state.enabled_tmu - 1))) {
295 // only one TMU enabled
296 c->scanline = scanline_perspective_single;
297 }
298 }
299}
300
301// ----------------------------------------------------------------------------
302
303static void blending(context_t* c, pixel_t* fragment, pixel_t* fb);
304static void blend_factor(context_t* c, pixel_t* r, uint32_t factor,
305 const pixel_t* src, const pixel_t* dst);
306static void rescale(uint32_t& u, uint8_t& su, uint32_t& v, uint8_t& sv);
307
308#if ANDROID_ARM_CODEGEN && (ANDROID_CODEGEN == ANDROID_CODEGEN_GENERATED)
309
310// no need to compile the generic-pipeline, it can't be reached
311void scanline(context_t*)
312{
313}
314
315#else
316
317void rescale(uint32_t& u, uint8_t& su, uint32_t& v, uint8_t& sv)
318{
319 if (su && sv) {
320 if (su > sv) {
321 v = ggl_expand(v, sv, su);
322 sv = su;
323 } else if (su < sv) {
324 u = ggl_expand(u, su, sv);
325 su = sv;
326 }
327 }
328}
329
330void blending(context_t* c, pixel_t* fragment, pixel_t* fb)
331{
332 rescale(fragment->c[0], fragment->s[0], fb->c[0], fb->s[0]);
333 rescale(fragment->c[1], fragment->s[1], fb->c[1], fb->s[1]);
334 rescale(fragment->c[2], fragment->s[2], fb->c[2], fb->s[2]);
335 rescale(fragment->c[3], fragment->s[3], fb->c[3], fb->s[3]);
336
337 pixel_t sf, df;
338 blend_factor(c, &sf, c->state.blend.src, fragment, fb);
339 blend_factor(c, &df, c->state.blend.dst, fragment, fb);
340
341 fragment->c[1] =
342 gglMulAddx(fragment->c[1], sf.c[1], gglMulx(fb->c[1], df.c[1]));
343 fragment->c[2] =
344 gglMulAddx(fragment->c[2], sf.c[2], gglMulx(fb->c[2], df.c[2]));
345 fragment->c[3] =
346 gglMulAddx(fragment->c[3], sf.c[3], gglMulx(fb->c[3], df.c[3]));
347
348 if (c->state.blend.alpha_separate) {
349 blend_factor(c, &sf, c->state.blend.src_alpha, fragment, fb);
350 blend_factor(c, &df, c->state.blend.dst_alpha, fragment, fb);
351 }
352
353 fragment->c[0] =
354 gglMulAddx(fragment->c[0], sf.c[0], gglMulx(fb->c[0], df.c[0]));
355
356 // clamp to 1.0
357 if (fragment->c[0] >= (1LU<<fragment->s[0]))
358 fragment->c[0] = (1<<fragment->s[0])-1;
359 if (fragment->c[1] >= (1LU<<fragment->s[1]))
360 fragment->c[1] = (1<<fragment->s[1])-1;
361 if (fragment->c[2] >= (1LU<<fragment->s[2]))
362 fragment->c[2] = (1<<fragment->s[2])-1;
363 if (fragment->c[3] >= (1LU<<fragment->s[3]))
364 fragment->c[3] = (1<<fragment->s[3])-1;
365}
366
367static inline int blendfactor(uint32_t x, uint32_t size, uint32_t def = 0)
368{
369 if (!size)
370 return def;
371
372 // scale to 16 bits
373 if (size > 16) {
374 x >>= (size - 16);
375 } else if (size < 16) {
376 x = ggl_expand(x, size, 16);
377 }
378 x += x >> 15;
379 return x;
380}
381
382void blend_factor(context_t* c, pixel_t* r,
383 uint32_t factor, const pixel_t* src, const pixel_t* dst)
384{
385 switch (factor) {
386 case GGL_ZERO:
387 r->c[1] =
388 r->c[2] =
389 r->c[3] =
390 r->c[0] = 0;
391 break;
392 case GGL_ONE:
393 r->c[1] =
394 r->c[2] =
395 r->c[3] =
396 r->c[0] = FIXED_ONE;
397 break;
398 case GGL_DST_COLOR:
399 r->c[1] = blendfactor(dst->c[1], dst->s[1]);
400 r->c[2] = blendfactor(dst->c[2], dst->s[2]);
401 r->c[3] = blendfactor(dst->c[3], dst->s[3]);
402 r->c[0] = blendfactor(dst->c[0], dst->s[0]);
403 break;
404 case GGL_SRC_COLOR:
405 r->c[1] = blendfactor(src->c[1], src->s[1]);
406 r->c[2] = blendfactor(src->c[2], src->s[2]);
407 r->c[3] = blendfactor(src->c[3], src->s[3]);
408 r->c[0] = blendfactor(src->c[0], src->s[0]);
409 break;
410 case GGL_ONE_MINUS_DST_COLOR:
411 r->c[1] = FIXED_ONE - blendfactor(dst->c[1], dst->s[1]);
412 r->c[2] = FIXED_ONE - blendfactor(dst->c[2], dst->s[2]);
413 r->c[3] = FIXED_ONE - blendfactor(dst->c[3], dst->s[3]);
414 r->c[0] = FIXED_ONE - blendfactor(dst->c[0], dst->s[0]);
415 break;
416 case GGL_ONE_MINUS_SRC_COLOR:
417 r->c[1] = FIXED_ONE - blendfactor(src->c[1], src->s[1]);
418 r->c[2] = FIXED_ONE - blendfactor(src->c[2], src->s[2]);
419 r->c[3] = FIXED_ONE - blendfactor(src->c[3], src->s[3]);
420 r->c[0] = FIXED_ONE - blendfactor(src->c[0], src->s[0]);
421 break;
422 case GGL_SRC_ALPHA:
423 r->c[1] =
424 r->c[2] =
425 r->c[3] =
426 r->c[0] = blendfactor(src->c[0], src->s[0], FIXED_ONE);
427 break;
428 case GGL_ONE_MINUS_SRC_ALPHA:
429 r->c[1] =
430 r->c[2] =
431 r->c[3] =
432 r->c[0] = FIXED_ONE - blendfactor(src->c[0], src->s[0], FIXED_ONE);
433 break;
434 case GGL_DST_ALPHA:
435 r->c[1] =
436 r->c[2] =
437 r->c[3] =
438 r->c[0] = blendfactor(dst->c[0], dst->s[0], FIXED_ONE);
439 break;
440 case GGL_ONE_MINUS_DST_ALPHA:
441 r->c[1] =
442 r->c[2] =
443 r->c[3] =
444 r->c[0] = FIXED_ONE - blendfactor(dst->c[0], dst->s[0], FIXED_ONE);
445 break;
446 case GGL_SRC_ALPHA_SATURATE:
447 // XXX: GGL_SRC_ALPHA_SATURATE
448 break;
449 }
450}
451
452static GGLfixed wrapping(int32_t coord, uint32_t size, int tx_wrap)
453{
454 GGLfixed d;
455 if (tx_wrap == GGL_REPEAT) {
456 d = (uint32_t(coord)>>16) * size;
457 } else if (tx_wrap == GGL_CLAMP) { // CLAMP_TO_EDGE semantics
458 const GGLfixed clamp_min = FIXED_HALF;
459 const GGLfixed clamp_max = (size << 16) - FIXED_HALF;
460 if (coord < clamp_min) coord = clamp_min;
461 if (coord > clamp_max) coord = clamp_max;
462 d = coord;
463 } else { // 1:1
464 const GGLfixed clamp_min = 0;
465 const GGLfixed clamp_max = (size << 16);
466 if (coord < clamp_min) coord = clamp_min;
467 if (coord > clamp_max) coord = clamp_max;
468 d = coord;
469 }
470 return d;
471}
472
473static inline
474GGLcolor ADJUST_COLOR_ITERATOR(GGLcolor v, GGLcolor dvdx, int len)
475{
476 const int32_t end = dvdx * (len-1) + v;
477 if (end < 0)
478 v -= end;
479 v &= ~(v>>31);
480 return v;
481}
482
483void scanline(context_t* c)
484{
485 const uint32_t enables = c->state.enables;
486 const int xs = c->iterators.xl;
487 const int x1 = c->iterators.xr;
488 int xc = x1 - xs;
489 const int16_t* covPtr = c->state.buffers.coverage + xs;
490
491 // All iterated values are sampled at the pixel center
492
493 // reset iterators for that scanline...
494 GGLcolor r, g, b, a;
495 iterators_t& ci = c->iterators;
496 if (enables & GGL_ENABLE_SMOOTH) {
497 r = (xs * c->shade.drdx) + ci.ydrdy;
498 g = (xs * c->shade.dgdx) + ci.ydgdy;
499 b = (xs * c->shade.dbdx) + ci.ydbdy;
500 a = (xs * c->shade.dadx) + ci.ydady;
501 r = ADJUST_COLOR_ITERATOR(r, c->shade.drdx, xc);
502 g = ADJUST_COLOR_ITERATOR(g, c->shade.dgdx, xc);
503 b = ADJUST_COLOR_ITERATOR(b, c->shade.dbdx, xc);
504 a = ADJUST_COLOR_ITERATOR(a, c->shade.dadx, xc);
505 } else {
506 r = ci.ydrdy;
507 g = ci.ydgdy;
508 b = ci.ydbdy;
509 a = ci.ydady;
510 }
511
512 // z iterators are 1.31
513 GGLfixed z = (xs * c->shade.dzdx) + ci.ydzdy;
514 GGLfixed f = (xs * c->shade.dfdx) + ci.ydfdy;
515
516 struct {
517 GGLfixed s, t;
518 } tc[GGL_TEXTURE_UNIT_COUNT];
519 if (enables & GGL_ENABLE_TMUS) {
520 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
521 if (c->state.texture[i].enable) {
522 texture_iterators_t& ti = c->state.texture[i].iterators;
523 if (enables & GGL_ENABLE_W) {
524 tc[i].s = ti.ydsdy;
525 tc[i].t = ti.ydtdy;
526 } else {
527 tc[i].s = (xs * ti.dsdx) + ti.ydsdy;
528 tc[i].t = (xs * ti.dtdx) + ti.ydtdy;
529 }
530 }
531 }
532 }
533
534 pixel_t fragment;
535 pixel_t texel;
536 pixel_t fb;
537
538 uint32_t x = xs;
539 uint32_t y = c->iterators.y;
540
541 while (xc--) {
542
543 { // just a scope
544
545 // read color (convert to 8 bits by keeping only the integer part)
546 fragment.s[1] = fragment.s[2] =
547 fragment.s[3] = fragment.s[0] = 8;
548 fragment.c[1] = r >> (GGL_COLOR_BITS-8);
549 fragment.c[2] = g >> (GGL_COLOR_BITS-8);
550 fragment.c[3] = b >> (GGL_COLOR_BITS-8);
551 fragment.c[0] = a >> (GGL_COLOR_BITS-8);
552
553 // texturing
554 if (enables & GGL_ENABLE_TMUS) {
555 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
556 texture_t& tx = c->state.texture[i];
557 if (!tx.enable)
558 continue;
559 texture_iterators_t& ti = tx.iterators;
560 int32_t u, v;
561
562 // s-coordinate
563 if (tx.s_coord != GGL_ONE_TO_ONE) {
564 const int w = tx.surface.width;
565 u = wrapping(tc[i].s, w, tx.s_wrap);
566 tc[i].s += ti.dsdx;
567 } else {
568 u = (((tx.shade.is0>>16) + x)<<16) + FIXED_HALF;
569 }
570
571 // t-coordinate
572 if (tx.t_coord != GGL_ONE_TO_ONE) {
573 const int h = tx.surface.height;
574 v = wrapping(tc[i].t, h, tx.t_wrap);
575 tc[i].t += ti.dtdx;
576 } else {
577 v = (((tx.shade.it0>>16) + y)<<16) + FIXED_HALF;
578 }
579
580 // read texture
581 if (tx.mag_filter == GGL_NEAREST &&
582 tx.min_filter == GGL_NEAREST)
583 {
584 u >>= 16;
585 v >>= 16;
586 tx.surface.read(&tx.surface, c, u, v, &texel);
587 } else {
588 const int w = tx.surface.width;
589 const int h = tx.surface.height;
590 u -= FIXED_HALF;
591 v -= FIXED_HALF;
592 int u0 = u >> 16;
593 int v0 = v >> 16;
594 int u1 = u0 + 1;
595 int v1 = v0 + 1;
596 if (tx.s_wrap == GGL_REPEAT) {
597 if (u0<0) u0 += w;
598 if (u1<0) u1 += w;
599 if (u0>=w) u0 -= w;
600 if (u1>=w) u1 -= w;
601 } else {
602 if (u0<0) u0 = 0;
603 if (u1<0) u1 = 0;
604 if (u0>=w) u0 = w-1;
605 if (u1>=w) u1 = w-1;
606 }
607 if (tx.t_wrap == GGL_REPEAT) {
608 if (v0<0) v0 += h;
609 if (v1<0) v1 += h;
610 if (v0>=h) v0 -= h;
611 if (v1>=h) v1 -= h;
612 } else {
613 if (v0<0) v0 = 0;
614 if (v1<0) v1 = 0;
615 if (v0>=h) v0 = h-1;
616 if (v1>=h) v1 = h-1;
617 }
618 pixel_t texels[4];
619 uint32_t mm[4];
620 tx.surface.read(&tx.surface, c, u0, v0, &texels[0]);
621 tx.surface.read(&tx.surface, c, u0, v1, &texels[1]);
622 tx.surface.read(&tx.surface, c, u1, v0, &texels[2]);
623 tx.surface.read(&tx.surface, c, u1, v1, &texels[3]);
624 u = (u >> 12) & 0xF;
625 v = (v >> 12) & 0xF;
626 u += u>>3;
627 v += v>>3;
628 mm[0] = (0x10 - u) * (0x10 - v);
629 mm[1] = (0x10 - u) * v;
630 mm[2] = u * (0x10 - v);
631 mm[3] = 0x100 - (mm[0] + mm[1] + mm[2]);
632 for (int j=0 ; j<4 ; j++) {
633 texel.s[j] = texels[0].s[j];
634 if (!texel.s[j]) continue;
635 texel.s[j] += 8;
636 texel.c[j] = texels[0].c[j]*mm[0] +
637 texels[1].c[j]*mm[1] +
638 texels[2].c[j]*mm[2] +
639 texels[3].c[j]*mm[3] ;
640 }
641 }
642
643 // Texture environnement...
644 for (int j=0 ; j<4 ; j++) {
645 uint32_t& Cf = fragment.c[j];
646 uint32_t& Ct = texel.c[j];
647 uint8_t& sf = fragment.s[j];
648 uint8_t& st = texel.s[j];
649 uint32_t At = texel.c[0];
650 uint8_t sat = texel.s[0];
651 switch (tx.env) {
652 case GGL_REPLACE:
653 if (st) {
654 Cf = Ct;
655 sf = st;
656 }
657 break;
658 case GGL_MODULATE:
659 if (st) {
660 uint32_t factor = Ct + (Ct>>(st-1));
661 Cf = (Cf * factor) >> st;
662 }
663 break;
664 case GGL_DECAL:
665 if (sat) {
666 rescale(Cf, sf, Ct, st);
667 Cf += ((Ct - Cf) * (At + (At>>(sat-1)))) >> sat;
668 }
669 break;
670 case GGL_BLEND:
671 if (st) {
672 uint32_t Cc = tx.env_color[i];
673 if (sf>8) Cc = (Cc * ((1<<sf)-1))>>8;
674 else if (sf<8) Cc = (Cc - (Cc>>(8-sf)))>>(8-sf);
675 uint32_t factor = Ct + (Ct>>(st-1));
676 Cf = ((((1<<st) - factor) * Cf) + Ct*Cc)>>st;
677 }
678 break;
679 }
680 }
681 }
682 }
683
684 // coverage application
685 if (enables & GGL_ENABLE_AA) {
686 int16_t cf = *covPtr++;
687 fragment.c[0] = (int64_t(fragment.c[0]) * cf) >> 15;
688 }
689
690 // alpha-test
691 if (enables & GGL_ENABLE_ALPHA_TEST) {
692 GGLcolor ref = c->state.alpha_test.ref;
693 GGLcolor alpha = (uint64_t(fragment.c[0]) *
694 ((1<<GGL_COLOR_BITS)-1)) / ((1<<fragment.s[0])-1);
695 switch (c->state.alpha_test.func) {
696 case GGL_NEVER: goto discard;
697 case GGL_LESS: if (alpha<ref) break; goto discard;
698 case GGL_EQUAL: if (alpha==ref) break; goto discard;
699 case GGL_LEQUAL: if (alpha<=ref) break; goto discard;
700 case GGL_GREATER: if (alpha>ref) break; goto discard;
701 case GGL_NOTEQUAL: if (alpha!=ref) break; goto discard;
702 case GGL_GEQUAL: if (alpha>=ref) break; goto discard;
703 }
704 }
705
706 // depth test
707 if (c->state.buffers.depth.format) {
708 if (enables & GGL_ENABLE_DEPTH_TEST) {
709 surface_t* cb = &(c->state.buffers.depth);
710 uint16_t* p = (uint16_t*)(cb->data)+(x+(cb->stride*y));
711 uint16_t zz = uint32_t(z)>>(16);
712 uint16_t depth = *p;
713 switch (c->state.depth_test.func) {
714 case GGL_NEVER: goto discard;
715 case GGL_LESS: if (zz<depth) break; goto discard;
716 case GGL_EQUAL: if (zz==depth) break; goto discard;
717 case GGL_LEQUAL: if (zz<=depth) break; goto discard;
718 case GGL_GREATER: if (zz>depth) break; goto discard;
719 case GGL_NOTEQUAL: if (zz!=depth) break; goto discard;
720 case GGL_GEQUAL: if (zz>=depth) break; goto discard;
721 }
722 // depth buffer is not enabled, if depth-test is not enabled
723/*
724 fragment.s[1] = fragment.s[2] =
725 fragment.s[3] = fragment.s[0] = 8;
726 fragment.c[1] =
727 fragment.c[2] =
728 fragment.c[3] =
729 fragment.c[0] = 255 - (zz>>8);
730*/
731 if (c->state.mask.depth) {
732 *p = zz;
733 }
734 }
735 }
736
737 // fog
738 if (enables & GGL_ENABLE_FOG) {
739 for (int i=1 ; i<=3 ; i++) {
740 GGLfixed fc = (c->state.fog.color[i] * 0x10000) / 0xFF;
741 uint32_t& c = fragment.c[i];
742 uint8_t& s = fragment.s[i];
743 c = (c * 0x10000) / ((1<<s)-1);
744 c = gglMulAddx(c, f, gglMulx(fc, 0x10000 - f));
745 s = 16;
746 }
747 }
748
749 // blending
750 if (enables & GGL_ENABLE_BLENDING) {
751 fb.c[1] = fb.c[2] = fb.c[3] = fb.c[0] = 0; // placate valgrind
752 fb.s[1] = fb.s[2] = fb.s[3] = fb.s[0] = 0;
753 c->state.buffers.color.read(
754 &(c->state.buffers.color), c, x, y, &fb);
755 blending( c, &fragment, &fb );
756 }
757
758 // write
759 c->state.buffers.color.write(
760 &(c->state.buffers.color), c, x, y, &fragment);
761 }
762
763discard:
764 // iterate...
765 x += 1;
766 if (enables & GGL_ENABLE_SMOOTH) {
767 r += c->shade.drdx;
768 g += c->shade.dgdx;
769 b += c->shade.dbdx;
770 a += c->shade.dadx;
771 }
772 z += c->shade.dzdx;
773 f += c->shade.dfdx;
774 }
775}
776
777#endif // ANDROID_ARM_CODEGEN && (ANDROID_CODEGEN == ANDROID_CODEGEN_GENERATED)
778
779// ----------------------------------------------------------------------------
780#if 0
781#pragma mark -
782#pragma mark Scanline
783#endif
784
785template <typename T, typename U>
786static inline __attribute__((const))
787T interpolate(int y, T v0, U dvdx, U dvdy) {
788 // interpolates in pixel's centers
789 // v = v0 + (y + 0.5) * dvdy + (0.5 * dvdx)
790 return (y * dvdy) + (v0 + ((dvdy + dvdx) >> 1));
791}
792
793// ----------------------------------------------------------------------------
794#if 0
795#pragma mark -
796#endif
797
798void init_y(context_t* c, int32_t ys)
799{
800 const uint32_t enables = c->state.enables;
801
802 // compute iterators...
803 iterators_t& ci = c->iterators;
804
805 // sample in the center
806 ci.y = ys;
807
808 if (enables & (GGL_ENABLE_DEPTH_TEST|GGL_ENABLE_W|GGL_ENABLE_FOG)) {
809 ci.ydzdy = interpolate(ys, c->shade.z0, c->shade.dzdx, c->shade.dzdy);
810 ci.ydwdy = interpolate(ys, c->shade.w0, c->shade.dwdx, c->shade.dwdy);
811 ci.ydfdy = interpolate(ys, c->shade.f0, c->shade.dfdx, c->shade.dfdy);
812 }
813
814 if (ggl_unlikely(enables & GGL_ENABLE_SMOOTH)) {
815 ci.ydrdy = interpolate(ys, c->shade.r0, c->shade.drdx, c->shade.drdy);
816 ci.ydgdy = interpolate(ys, c->shade.g0, c->shade.dgdx, c->shade.dgdy);
817 ci.ydbdy = interpolate(ys, c->shade.b0, c->shade.dbdx, c->shade.dbdy);
818 ci.ydady = interpolate(ys, c->shade.a0, c->shade.dadx, c->shade.dady);
819 c->step_y = step_y__smooth;
820 } else {
821 ci.ydrdy = c->shade.r0;
822 ci.ydgdy = c->shade.g0;
823 ci.ydbdy = c->shade.b0;
824 ci.ydady = c->shade.a0;
825 // XXX: do only if needed, or make sure this is fast
826 c->packed = ggl_pack_color(c, c->state.buffers.color.format,
827 ci.ydrdy, ci.ydgdy, ci.ydbdy, ci.ydady);
828 c->packed8888 = ggl_pack_color(c, GGL_PIXEL_FORMAT_RGBA_8888,
829 ci.ydrdy, ci.ydgdy, ci.ydbdy, ci.ydady);
830 }
831
832 // initialize the variables we need in the shader
833 generated_vars_t& gen = c->generated_vars;
834 gen.argb[GGLFormat::ALPHA].c = ci.ydady;
835 gen.argb[GGLFormat::ALPHA].dx = c->shade.dadx;
836 gen.argb[GGLFormat::RED ].c = ci.ydrdy;
837 gen.argb[GGLFormat::RED ].dx = c->shade.drdx;
838 gen.argb[GGLFormat::GREEN].c = ci.ydgdy;
839 gen.argb[GGLFormat::GREEN].dx = c->shade.dgdx;
840 gen.argb[GGLFormat::BLUE ].c = ci.ydbdy;
841 gen.argb[GGLFormat::BLUE ].dx = c->shade.dbdx;
842 gen.dzdx = c->shade.dzdx;
843 gen.f = ci.ydfdy;
844 gen.dfdx = c->shade.dfdx;
845
846 if (enables & GGL_ENABLE_TMUS) {
847 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
848 texture_t& t = c->state.texture[i];
849 if (!t.enable) continue;
850
851 texture_iterators_t& ti = t.iterators;
852 if (t.s_coord == GGL_ONE_TO_ONE && t.t_coord == GGL_ONE_TO_ONE) {
853 // we need to set all of these to 0 because in some cases
854 // step_y__generic() or step_y__tmu() will be used and
855 // therefore will update dtdy, however, in 1:1 mode
856 // this is always done by the scanline rasterizer.
857 ti.dsdx = ti.dsdy = ti.dtdx = ti.dtdy = 0;
858 ti.ydsdy = t.shade.is0;
859 ti.ydtdy = t.shade.it0;
860 } else {
861 const int adjustSWrap = ((t.s_wrap==GGL_CLAMP)?0:16);
862 const int adjustTWrap = ((t.t_wrap==GGL_CLAMP)?0:16);
863 ti.sscale = t.shade.sscale + adjustSWrap;
864 ti.tscale = t.shade.tscale + adjustTWrap;
865 if (!(enables & GGL_ENABLE_W)) {
866 // S coordinate
867 const int32_t sscale = ti.sscale;
868 const int32_t sy = interpolate(ys,
869 t.shade.is0, t.shade.idsdx, t.shade.idsdy);
870 if (sscale>=0) {
871 ti.ydsdy= sy << sscale;
872 ti.dsdx = t.shade.idsdx << sscale;
873 ti.dsdy = t.shade.idsdy << sscale;
874 } else {
875 ti.ydsdy= sy >> -sscale;
876 ti.dsdx = t.shade.idsdx >> -sscale;
877 ti.dsdy = t.shade.idsdy >> -sscale;
878 }
879 // T coordinate
880 const int32_t tscale = ti.tscale;
881 const int32_t ty = interpolate(ys,
882 t.shade.it0, t.shade.idtdx, t.shade.idtdy);
883 if (tscale>=0) {
884 ti.ydtdy= ty << tscale;
885 ti.dtdx = t.shade.idtdx << tscale;
886 ti.dtdy = t.shade.idtdy << tscale;
887 } else {
888 ti.ydtdy= ty >> -tscale;
889 ti.dtdx = t.shade.idtdx >> -tscale;
890 ti.dtdy = t.shade.idtdy >> -tscale;
891 }
892 }
893 }
894 // mirror for generated code...
895 generated_tex_vars_t& gen = c->generated_vars.texture[i];
896 gen.width = t.surface.width;
897 gen.height = t.surface.height;
898 gen.stride = t.surface.stride;
899 gen.data = int32_t(t.surface.data);
900 gen.dsdx = ti.dsdx;
901 gen.dtdx = ti.dtdx;
902 }
903 }
904
905 // choose the y-stepper
906 c->step_y = step_y__nop;
907 if (enables & GGL_ENABLE_FOG) {
908 c->step_y = step_y__generic;
909 } else if (enables & GGL_ENABLE_TMUS) {
910 if (enables & GGL_ENABLE_SMOOTH) {
911 c->step_y = step_y__generic;
912 } else if (enables & GGL_ENABLE_W) {
913 c->step_y = step_y__w;
914 } else {
915 c->step_y = step_y__tmu;
916 }
917 } else {
918 if (enables & GGL_ENABLE_SMOOTH) {
919 c->step_y = step_y__smooth;
920 }
921 }
922
923 // choose the rectangle blitter
924 c->rect = rect_generic;
925 if ((c->step_y == step_y__nop) &&
926 (c->scanline == scanline_memcpy))
927 {
928 c->rect = rect_memcpy;
929 }
930}
931
932void init_y_packed(context_t* c, int32_t y0)
933{
934 uint8_t f = c->state.buffers.color.format;
935 c->packed = ggl_pack_color(c, f,
936 c->shade.r0, c->shade.g0, c->shade.b0, c->shade.a0);
937 c->iterators.y = y0;
938 c->step_y = step_y__nop;
939 // choose the rectangle blitter
940 c->rect = rect_generic;
941 if (c->scanline == scanline_memcpy) {
942 c->rect = rect_memcpy;
943 }
944}
945
946void init_y_noop(context_t* c, int32_t y0)
947{
948 c->iterators.y = y0;
949 c->step_y = step_y__nop;
950 // choose the rectangle blitter
951 c->rect = rect_generic;
952 if (c->scanline == scanline_memcpy) {
953 c->rect = rect_memcpy;
954 }
955}
956
957void init_y_error(context_t* c, int32_t y0)
958{
959 // woooops, shoud never happen,
960 // fail gracefully (don't display anything)
961 init_y_noop(c, y0);
962 LOGE("color-buffer has an invalid format!");
963}
964
965// ----------------------------------------------------------------------------
966#if 0
967#pragma mark -
968#endif
969
970void step_y__generic(context_t* c)
971{
972 const uint32_t enables = c->state.enables;
973
974 // iterate...
975 iterators_t& ci = c->iterators;
976 ci.y += 1;
977
978 if (enables & GGL_ENABLE_SMOOTH) {
979 ci.ydrdy += c->shade.drdy;
980 ci.ydgdy += c->shade.dgdy;
981 ci.ydbdy += c->shade.dbdy;
982 ci.ydady += c->shade.dady;
983 }
984
985 const uint32_t mask =
986 GGL_ENABLE_DEPTH_TEST |
987 GGL_ENABLE_W |
988 GGL_ENABLE_FOG;
989 if (enables & mask) {
990 ci.ydzdy += c->shade.dzdy;
991 ci.ydwdy += c->shade.dwdy;
992 ci.ydfdy += c->shade.dfdy;
993 }
994
995 if ((enables & GGL_ENABLE_TMUS) && (!(enables & GGL_ENABLE_W))) {
996 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
997 if (c->state.texture[i].enable) {
998 texture_iterators_t& ti = c->state.texture[i].iterators;
999 ti.ydsdy += ti.dsdy;
1000 ti.ydtdy += ti.dtdy;
1001 }
1002 }
1003 }
1004}
1005
1006void step_y__nop(context_t* c)
1007{
1008 c->iterators.y += 1;
1009 c->iterators.ydzdy += c->shade.dzdy;
1010}
1011
1012void step_y__smooth(context_t* c)
1013{
1014 iterators_t& ci = c->iterators;
1015 ci.y += 1;
1016 ci.ydrdy += c->shade.drdy;
1017 ci.ydgdy += c->shade.dgdy;
1018 ci.ydbdy += c->shade.dbdy;
1019 ci.ydady += c->shade.dady;
1020 ci.ydzdy += c->shade.dzdy;
1021}
1022
1023void step_y__w(context_t* c)
1024{
1025 iterators_t& ci = c->iterators;
1026 ci.y += 1;
1027 ci.ydzdy += c->shade.dzdy;
1028 ci.ydwdy += c->shade.dwdy;
1029}
1030
1031void step_y__tmu(context_t* c)
1032{
1033 iterators_t& ci = c->iterators;
1034 ci.y += 1;
1035 ci.ydzdy += c->shade.dzdy;
1036 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
1037 if (c->state.texture[i].enable) {
1038 texture_iterators_t& ti = c->state.texture[i].iterators;
1039 ti.ydsdy += ti.dsdy;
1040 ti.ydtdy += ti.dtdy;
1041 }
1042 }
1043}
1044
1045// ----------------------------------------------------------------------------
1046#if 0
1047#pragma mark -
1048#endif
1049
1050void scanline_perspective(context_t* c)
1051{
1052 struct {
1053 union {
1054 struct {
1055 int32_t s, sq;
1056 int32_t t, tq;
1057 };
1058 struct {
1059 int32_t v, q;
1060 } st[2];
1061 };
1062 } tc[GGL_TEXTURE_UNIT_COUNT] __attribute__((aligned(16)));
1063
1064 // XXX: we should have a special case when dwdx = 0
1065
1066 // 32 pixels spans works okay. 16 is a lot better,
1067 // but hey, it's a software renderer...
1068 const uint32_t SPAN_BITS = 5;
1069 const uint32_t ys = c->iterators.y;
1070 const uint32_t xs = c->iterators.xl;
1071 const uint32_t x1 = c->iterators.xr;
1072 const uint32_t xc = x1 - xs;
1073 uint32_t remainder = xc & ((1<<SPAN_BITS)-1);
1074 uint32_t numSpans = xc >> SPAN_BITS;
1075
1076 const iterators_t& ci = c->iterators;
1077 int32_t w0 = (xs * c->shade.dwdx) + ci.ydwdy;
1078 int32_t q0 = gglRecipQ(w0, 30);
1079 const int iwscale = 32 - gglClz(q0);
1080
1081 const int32_t dwdx = c->shade.dwdx << SPAN_BITS;
1082 int32_t xl = c->iterators.xl;
1083
1084 // We process s & t with a loop to reduce the code size
1085 // (and i-cache pressure).
1086
1087 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
1088 const texture_t& tmu = c->state.texture[i];
1089 if (!tmu.enable) continue;
1090 int32_t s = tmu.shade.is0 +
1091 (tmu.shade.idsdy * ys) + (tmu.shade.idsdx * xs) +
1092 ((tmu.shade.idsdx + tmu.shade.idsdy)>>1);
1093 int32_t t = tmu.shade.it0 +
1094 (tmu.shade.idtdy * ys) + (tmu.shade.idtdx * xs) +
1095 ((tmu.shade.idtdx + tmu.shade.idtdy)>>1);
1096 tc[i].s = s;
1097 tc[i].t = t;
1098 tc[i].sq = gglMulx(s, q0, iwscale);
1099 tc[i].tq = gglMulx(t, q0, iwscale);
1100 }
1101
1102 int32_t span = 0;
1103 do {
1104 int32_t w1;
1105 if (ggl_likely(numSpans)) {
1106 w1 = w0 + dwdx;
1107 } else {
1108 if (remainder) {
1109 // finish off the scanline...
1110 span = remainder;
1111 w1 = (c->shade.dwdx * span) + w0;
1112 } else {
1113 break;
1114 }
1115 }
1116 int32_t q1 = gglRecipQ(w1, 30);
1117 for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
1118 texture_t& tmu = c->state.texture[i];
1119 if (!tmu.enable) continue;
1120 texture_iterators_t& ti = tmu.iterators;
1121
1122 for (int j=0 ; j<2 ; j++) {
1123 int32_t v = tc[i].st[j].v;
1124 if (span) v += (tmu.shade.st[j].dx)*span;
1125 else v += (tmu.shade.st[j].dx)<<SPAN_BITS;
1126 const int32_t v0 = tc[i].st[j].q;
1127 const int32_t v1 = gglMulx(v, q1, iwscale);
1128 int32_t dvdx = v1 - v0;
1129 if (span) dvdx /= span;
1130 else dvdx >>= SPAN_BITS;
1131 tc[i].st[j].v = v;
1132 tc[i].st[j].q = v1;
1133
1134 const int scale = ti.st[j].scale + (iwscale - 30);
1135 if (scale >= 0) {
1136 ti.st[j].ydvdy = v0 << scale;
1137 ti.st[j].dvdx = dvdx << scale;
1138 } else {
1139 ti.st[j].ydvdy = v0 >> -scale;
1140 ti.st[j].dvdx = dvdx >> -scale;
1141 }
1142 }
1143 generated_tex_vars_t& gen = c->generated_vars.texture[i];
1144 gen.dsdx = ti.st[0].dvdx;
1145 gen.dtdx = ti.st[1].dvdx;
1146 }
1147 c->iterators.xl = xl;
1148 c->iterators.xr = xl = xl + (span ? span : (1<<SPAN_BITS));
1149 w0 = w1;
1150 q0 = q1;
1151 c->span(c);
1152 } while(numSpans--);
1153}
1154
1155void scanline_perspective_single(context_t* c)
1156{
1157 // 32 pixels spans works okay. 16 is a lot better,
1158 // but hey, it's a software renderer...
1159 const uint32_t SPAN_BITS = 5;
1160 const uint32_t ys = c->iterators.y;
1161 const uint32_t xs = c->iterators.xl;
1162 const uint32_t x1 = c->iterators.xr;
1163 const uint32_t xc = x1 - xs;
1164
1165 const iterators_t& ci = c->iterators;
1166 int32_t w = (xs * c->shade.dwdx) + ci.ydwdy;
1167 int32_t iw = gglRecipQ(w, 30);
1168 const int iwscale = 32 - gglClz(iw);
1169
1170 const int i = 31 - gglClz(c->state.enabled_tmu);
1171 generated_tex_vars_t& gen = c->generated_vars.texture[i];
1172 texture_t& tmu = c->state.texture[i];
1173 texture_iterators_t& ti = tmu.iterators;
1174 const int sscale = ti.sscale + (iwscale - 30);
1175 const int tscale = ti.tscale + (iwscale - 30);
1176 int32_t s = tmu.shade.is0 +
1177 (tmu.shade.idsdy * ys) + (tmu.shade.idsdx * xs) +
1178 ((tmu.shade.idsdx + tmu.shade.idsdy)>>1);
1179 int32_t t = tmu.shade.it0 +
1180 (tmu.shade.idtdy * ys) + (tmu.shade.idtdx * xs) +
1181 ((tmu.shade.idtdx + tmu.shade.idtdy)>>1);
1182 int32_t s0 = gglMulx(s, iw, iwscale);
1183 int32_t t0 = gglMulx(t, iw, iwscale);
1184 int32_t xl = c->iterators.xl;
1185
1186 int32_t sq, tq, dsdx, dtdx;
1187 int32_t premainder = xc & ((1<<SPAN_BITS)-1);
1188 uint32_t numSpans = xc >> SPAN_BITS;
1189 if (c->shade.dwdx == 0) {
1190 // XXX: we could choose to do this if the error is small enough
1191 numSpans = 0;
1192 premainder = xc;
1193 goto no_perspective;
1194 }
1195
1196 if (premainder) {
1197 w += c->shade.dwdx * premainder;
1198 iw = gglRecipQ(w, 30);
1199no_perspective:
1200 s += tmu.shade.idsdx * premainder;
1201 t += tmu.shade.idtdx * premainder;
1202 sq = gglMulx(s, iw, iwscale);
1203 tq = gglMulx(t, iw, iwscale);
1204 dsdx = (sq - s0) / premainder;
1205 dtdx = (tq - t0) / premainder;
1206 c->iterators.xl = xl;
1207 c->iterators.xr = xl = xl + premainder;
1208 goto finish;
1209 }
1210
1211 while (numSpans--) {
1212 w += c->shade.dwdx << SPAN_BITS;
1213 s += tmu.shade.idsdx << SPAN_BITS;
1214 t += tmu.shade.idtdx << SPAN_BITS;
1215 iw = gglRecipQ(w, 30);
1216 sq = gglMulx(s, iw, iwscale);
1217 tq = gglMulx(t, iw, iwscale);
1218 dsdx = (sq - s0) >> SPAN_BITS;
1219 dtdx = (tq - t0) >> SPAN_BITS;
1220 c->iterators.xl = xl;
1221 c->iterators.xr = xl = xl + (1<<SPAN_BITS);
1222finish:
1223 if (sscale >= 0) {
1224 ti.ydsdy = s0 << sscale;
1225 ti.dsdx = dsdx << sscale;
1226 } else {
1227 ti.ydsdy = s0 >>-sscale;
1228 ti.dsdx = dsdx >>-sscale;
1229 }
1230 if (tscale >= 0) {
1231 ti.ydtdy = t0 << tscale;
1232 ti.dtdx = dtdx << tscale;
1233 } else {
1234 ti.ydtdy = t0 >>-tscale;
1235 ti.dtdx = dtdx >>-tscale;
1236 }
1237 s0 = sq;
1238 t0 = tq;
1239 gen.dsdx = ti.dsdx;
1240 gen.dtdx = ti.dtdx;
1241 c->span(c);
1242 }
1243}
1244
1245// ----------------------------------------------------------------------------
1246
1247void scanline_t32cb16(context_t* c)
1248{
1249 int32_t x = c->iterators.xl;
1250 size_t ct = c->iterators.xr - x;
1251 int32_t y = c->iterators.y;
1252 surface_t* cb = &(c->state.buffers.color);
1253 union {
1254 uint16_t* dst;
1255 uint32_t* dst32;
1256 };
1257 dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y));
1258
1259 surface_t* tex = &(c->state.texture[0].surface);
1260 const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
1261 const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
1262 uint32_t *src = reinterpret_cast<uint32_t*>(tex->data)+(u+(tex->stride*v));
1263 int sR, sG, sB;
1264 uint32_t s, d;
1265
1266 if (ct==1 || uint32_t(dst)&2) {
1267last_one:
1268 s = GGL_RGBA_TO_HOST( *src++ );
1269 sR = (s >> ( 3))&0x1F;
1270 sG = (s >> ( 8+2))&0x3F;
1271 sB = (s >> (16+3))&0x1F;
1272 *dst++ = uint16_t((sR<<11)|(sG<<5)|sB);
1273 ct--;
1274 }
1275
1276 while (ct > 0) {
1277 s = GGL_RGBA_TO_HOST( *src++ );
1278 sR = (s >> ( 3))&0x1F;
1279 sG = (s >> ( 8+2))&0x3F;
1280 sB = (s >> (16+3))&0x1F;
1281 d = (sR<<11)|(sG<<5)|sB;
1282
1283 s = GGL_RGBA_TO_HOST( *src++ );
1284 sR = (s >> ( 3))&0x1F;
1285 sG = (s >> ( 8+2))&0x3F;
1286 sB = (s >> (16+3))&0x1F;
1287 d |= ((sR<<11)|(sG<<5)|sB)<<16;
1288
1289#if BYTE_ORDER == BIG_ENDIAN
1290 d = (d>>16) | (d<<16);
1291#endif
1292
1293 *dst32++ = d;
1294 ct -= 2;
1295 }
1296
1297 if (ct > 0) {
1298 goto last_one;
1299 }
1300}
1301
1302void scanline_t32cb16blend(context_t* c)
1303{
1304 int32_t x = c->iterators.xl;
1305 size_t ct = c->iterators.xr - x;
1306 int32_t y = c->iterators.y;
1307 surface_t* cb = &(c->state.buffers.color);
1308 uint16_t* dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y));
1309
1310 surface_t* tex = &(c->state.texture[0].surface);
1311 const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
1312 const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
1313 uint32_t *src = reinterpret_cast<uint32_t*>(tex->data)+(u+(tex->stride*v));
1314
1315#if ((ANDROID_CODEGEN >= ANDROID_CODEGEN_ASM) && defined(__arm__))
1316 scanline_t32cb16blend_arm(dst, src, ct);
1317#else
1318 while (ct--) {
1319 uint32_t s = *src++;
1320 if (!s) {
1321 dst++;
1322 continue;
1323 }
1324 uint16_t d = *dst;
1325 s = GGL_RGBA_TO_HOST(s);
1326 int sR = (s >> ( 3))&0x1F;
1327 int sG = (s >> ( 8+2))&0x3F;
1328 int sB = (s >> (16+3))&0x1F;
1329 int sA = (s>>24);
1330 int f = 0x100 - (sA + (sA>>7));
1331 int dR = (d>>11)&0x1f;
1332 int dG = (d>>5)&0x3f;
1333 int dB = (d)&0x1f;
1334 sR += (f*dR)>>8;
1335 sG += (f*dG)>>8;
1336 sB += (f*dB)>>8;
1337 *dst++ = uint16_t((sR<<11)|(sG<<5)|sB);
1338 }
1339#endif
1340}
1341
1342void scanline_memcpy(context_t* c)
1343{
1344 int32_t x = c->iterators.xl;
1345 size_t ct = c->iterators.xr - x;
1346 int32_t y = c->iterators.y;
1347 surface_t* cb = &(c->state.buffers.color);
1348 const GGLFormat* fp = &(c->formats[cb->format]);
1349 uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
1350 (x + (cb->stride * y)) * fp->size;
1351
1352 surface_t* tex = &(c->state.texture[0].surface);
1353 const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
1354 const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
1355 uint8_t *src = reinterpret_cast<uint8_t*>(tex->data) +
1356 (u + (tex->stride * v)) * fp->size;
1357
1358 const size_t size = ct * fp->size;
1359 memcpy(dst, src, size);
1360}
1361
1362void scanline_memset8(context_t* c)
1363{
1364 int32_t x = c->iterators.xl;
1365 size_t ct = c->iterators.xr - x;
1366 int32_t y = c->iterators.y;
1367 surface_t* cb = &(c->state.buffers.color);
1368 uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) + (x+(cb->stride*y));
1369 uint32_t packed = c->packed;
1370 memset(dst, packed, ct);
1371}
1372
1373void scanline_memset16(context_t* c)
1374{
1375 int32_t x = c->iterators.xl;
1376 size_t ct = c->iterators.xr - x;
1377 int32_t y = c->iterators.y;
1378 surface_t* cb = &(c->state.buffers.color);
1379 uint16_t* dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y));
1380 uint32_t packed = c->packed;
1381 android_memset16(dst, packed, ct*2);
1382}
1383
1384void scanline_memset32(context_t* c)
1385{
1386 int32_t x = c->iterators.xl;
1387 size_t ct = c->iterators.xr - x;
1388 int32_t y = c->iterators.y;
1389 surface_t* cb = &(c->state.buffers.color);
1390 uint32_t* dst = reinterpret_cast<uint32_t*>(cb->data) + (x+(cb->stride*y));
1391 uint32_t packed = GGL_HOST_TO_RGBA(c->packed);
1392 android_memset32(dst, packed, ct*4);
1393}
1394
1395void scanline_clear(context_t* c)
1396{
1397 int32_t x = c->iterators.xl;
1398 size_t ct = c->iterators.xr - x;
1399 int32_t y = c->iterators.y;
1400 surface_t* cb = &(c->state.buffers.color);
1401 const GGLFormat* fp = &(c->formats[cb->format]);
1402 uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
1403 (x + (cb->stride * y)) * fp->size;
1404 const size_t size = ct * fp->size;
1405 memset(dst, 0, size);
1406}
1407
1408void scanline_set(context_t* c)
1409{
1410 int32_t x = c->iterators.xl;
1411 size_t ct = c->iterators.xr - x;
1412 int32_t y = c->iterators.y;
1413 surface_t* cb = &(c->state.buffers.color);
1414 const GGLFormat* fp = &(c->formats[cb->format]);
1415 uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
1416 (x + (cb->stride * y)) * fp->size;
1417 const size_t size = ct * fp->size;
1418 memset(dst, 0xFF, size);
1419}
1420
1421void scanline_noop(context_t* c)
1422{
1423}
1424
1425void rect_generic(context_t* c, size_t yc)
1426{
1427 do {
1428 c->scanline(c);
1429 c->step_y(c);
1430 } while (--yc);
1431}
1432
1433void rect_memcpy(context_t* c, size_t yc)
1434{
1435 int32_t x = c->iterators.xl;
1436 size_t ct = c->iterators.xr - x;
1437 int32_t y = c->iterators.y;
1438 surface_t* cb = &(c->state.buffers.color);
1439 const GGLFormat* fp = &(c->formats[cb->format]);
1440 uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) +
1441 (x + (cb->stride * y)) * fp->size;
1442
1443 surface_t* tex = &(c->state.texture[0].surface);
1444 const int32_t u = (c->state.texture[0].shade.is0>>16) + x;
1445 const int32_t v = (c->state.texture[0].shade.it0>>16) + y;
1446 uint8_t *src = reinterpret_cast<uint8_t*>(tex->data) +
1447 (u + (tex->stride * v)) * fp->size;
1448
1449 if (cb->stride == tex->stride && ct == size_t(cb->stride)) {
1450 memcpy(dst, src, ct * fp->size * yc);
1451 } else {
1452 const size_t size = ct * fp->size;
1453 const size_t dbpr = cb->stride * fp->size;
1454 const size_t sbpr = tex->stride * fp->size;
1455 do {
1456 memcpy(dst, src, size);
1457 dst += dbpr;
1458 src += sbpr;
1459 } while (--yc);
1460 }
1461}
1462// ----------------------------------------------------------------------------
1463}; // namespace android
1464
1465using namespace android;
1466extern "C" void ggl_test_codegen(uint32_t n, uint32_t p, uint32_t t0, uint32_t t1)
1467{
1468#if ANDROID_ARM_CODEGEN
1469 GGLContext* c;
1470 gglInit(&c);
1471 needs_t needs;
1472 needs.n = n;
1473 needs.p = p;
1474 needs.t[0] = t0;
1475 needs.t[1] = t1;
1476 sp<ScanlineAssembly> a(new ScanlineAssembly(needs, 1024));
1477 GGLAssembler assembler( new ARMAssembler(a) );
1478 int err = assembler.scanline(needs, (context_t*)c);
1479 if (err != 0) {
1480 printf("error %08x (%s)\n", err, strerror(-err));
1481 }
1482 gglUninit(c);
1483#else
1484 printf("This test runs only on ARM\n");
1485#endif
1486}
1487