| Martyn Capewell | f9e8ab0 | 2009-12-07 15:00:19 +0000 | [diff] [blame] | 1 | /* libs/pixelflinger/col32cb16blend_neon.S | 
| Dave Butcher | ef18202 | 2010-08-19 12:31:34 +0100 | [diff] [blame] | 2 |  * | 
 | 3 |  * Copyright (C) 2009 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 |  | 
| Martyn Capewell | f9e8ab0 | 2009-12-07 15:00:19 +0000 | [diff] [blame] | 18 |  | 
 | 19 |     .text | 
| Nikola Veljkovic | 1109f11 | 2016-07-13 22:08:18 +0200 | [diff] [blame] | 20 |     .balign 4 | 
| Martyn Capewell | f9e8ab0 | 2009-12-07 15:00:19 +0000 | [diff] [blame] | 21 |  | 
 | 22 |     .global scanline_col32cb16blend_neon | 
 | 23 |  | 
 | 24 | // | 
 | 25 | // This function alpha blends a fixed color into a destination scanline, using | 
 | 26 | // the formula: | 
 | 27 | // | 
 | 28 | //     d = s + (((a + (a >> 7)) * d) >> 8) | 
 | 29 | // | 
 | 30 | // where d is the destination pixel, | 
 | 31 | //       s is the source color, | 
 | 32 | //       a is the alpha channel of the source color. | 
 | 33 | // | 
 | 34 | // The NEON implementation processes 16 pixels per iteration. The remaining 0 - 15 | 
 | 35 | // pixels are processed in ARM code. | 
 | 36 | // | 
 | 37 |  | 
 | 38 | // r0 = destination buffer pointer | 
 | 39 | // r1 = color pointer | 
 | 40 | // r2 = count | 
 | 41 |  | 
 | 42 |  | 
 | 43 | scanline_col32cb16blend_neon: | 
 | 44 |     push        {r4-r11, lr}                    // stack ARM regs | 
 | 45 |  | 
 | 46 |     vmov.u16    q15, #256                       // create alpha constant | 
 | 47 |     movs        r3, r2, lsr #4                  // calc. sixteens iterations | 
 | 48 |     vmov.u16    q14, #0x1f                      // create blue mask | 
 | 49 |  | 
 | 50 |     beq         2f                              // if r3 == 0, branch to singles | 
 | 51 |  | 
 | 52 |     vld4.8      {d0[], d2[], d4[], d6[]}, [r1]  // load color into four registers | 
 | 53 |                                                 //  split and duplicate them, such that | 
 | 54 |                                                 //  d0 = 8 equal red values | 
 | 55 |                                                 //  d2 = 8 equal green values | 
 | 56 |                                                 //  d4 = 8 equal blue values | 
 | 57 |                                                 //  d6 = 8 equal alpha values | 
 | 58 |     vshll.u8    q0, d0, #5                      // shift up red and widen | 
 | 59 |     vshll.u8    q1, d2, #6                      // shift up green and widen | 
 | 60 |     vshll.u8    q2, d4, #5                      // shift up blue and widen | 
 | 61 |  | 
 | 62 |     vshr.u8     d7, d6, #7                      // extract top bit of alpha | 
 | 63 |     vaddl.u8    q3, d6, d7                      // add top bit into alpha | 
 | 64 |     vsub.u16    q3, q15, q3                     // invert alpha | 
 | 65 |  | 
 | 66 | 1: | 
 | 67 |     // This loop processes 16 pixels per iteration. In the comments, references to | 
 | 68 |     // the first eight pixels are suffixed with "0" (red0, green0, blue0),  | 
 | 69 |     // the second eight are suffixed "1". | 
 | 70 |                                                 // q8  = dst red0 | 
 | 71 |                                                 // q9  = dst green0 | 
 | 72 |                                                 // q10 = dst blue0 | 
 | 73 |                                                 // q13 = dst red1 | 
 | 74 |                                                 // q12 = dst green1 | 
 | 75 |                                                 // q11 = dst blue1 | 
 | 76 |  | 
 | 77 |     vld1.16     {d20, d21, d22, d23}, [r0]      // load 16 dest pixels | 
 | 78 |     vshr.u16    q8, q10, #11                    // shift dst red0 to low 5 bits | 
 | 79 |     pld         [r0, #63]                       // preload next dest pixels | 
 | 80 |     vshl.u16    q9, q10, #5                     // shift dst green0 to top 6 bits | 
 | 81 |     vand        q10, q10, q14                   // extract dst blue0 | 
 | 82 |     vshr.u16    q9, q9, #10                     // shift dst green0 to low 6 bits | 
 | 83 |     vmul.u16    q8, q8, q3                      // multiply dst red0 by src alpha | 
 | 84 |     vshl.u16    q12, q11, #5                    // shift dst green1 to top 6 bits | 
 | 85 |     vmul.u16    q9, q9, q3                      // multiply dst green0 by src alpha | 
 | 86 |     vshr.u16    q13, q11, #11                   // shift dst red1 to low 5 bits | 
 | 87 |     vmul.u16    q10, q10, q3                    // multiply dst blue0 by src alpha | 
 | 88 |     vshr.u16    q12, q12, #10                   // shift dst green1 to low 6 bits | 
 | 89 |     vand        q11, q11, q14                   // extract dst blue1 | 
 | 90 |     vadd.u16    q8, q8, q0                      // add src red to dst red0 | 
 | 91 |     vmul.u16    q13, q13, q3                    // multiply dst red1 by src alpha | 
 | 92 |     vadd.u16    q9, q9, q1                      // add src green to dst green0  | 
 | 93 |     vmul.u16    q12, q12, q3                    // multiply dst green1 by src alpha | 
 | 94 |     vadd.u16    q10, q10, q2                    // add src blue to dst blue0 | 
 | 95 |     vmul.u16    q11, q11, q3                    // multiply dst blue1 by src alpha | 
 | 96 |     vshr.u16    q8, q8, #8                      // shift down red0 | 
 | 97 |     vadd.u16    q13, q13, q0                    // add src red to dst red1 | 
 | 98 |     vshr.u16    q9, q9, #8                      // shift down green0 | 
 | 99 |     vadd.u16    q12, q12, q1                    // add src green to dst green1 | 
 | 100 |     vshr.u16    q10, q10, #8                    // shift down blue0 | 
 | 101 |     vadd.u16    q11, q11, q2                    // add src blue to dst blue1 | 
 | 102 |     vsli.u16    q10, q9, #5                     // shift & insert green0 into blue0 | 
 | 103 |     vshr.u16    q13, q13, #8                    // shift down red1 | 
 | 104 |     vsli.u16    q10, q8, #11                    // shift & insert red0 into blue0     | 
 | 105 |     vshr.u16    q12, q12, #8                    // shift down green1 | 
 | 106 |     vshr.u16    q11, q11, #8                    // shift down blue1 | 
 | 107 |     subs        r3, r3, #1                      // decrement loop counter | 
 | 108 |     vsli.u16    q11, q12, #5                    // shift & insert green1 into blue1 | 
 | 109 |     vsli.u16    q11, q13, #11                   // shift & insert red1 into blue1 | 
 | 110 |  | 
 | 111 |     vst1.16     {d20, d21, d22, d23}, [r0]!     // write 16 pixels back to dst | 
 | 112 |     bne         1b                              // if count != 0, loop | 
 | 113 |  | 
 | 114 | 2: | 
 | 115 |     ands        r3, r2, #15                     // calc. single iterations  | 
 | 116 |     beq         4f                              // if r3 == 0, exit | 
 | 117 |  | 
 | 118 |     ldr         r4, [r1]                        // load source color | 
 | 119 |     mov         r5, r4, lsr #24                 // shift down alpha | 
 | 120 |     add         r5, r5, r5, lsr #7              // add in top bit | 
 | 121 |     rsb         r5, r5, #256                    // invert alpha | 
 | 122 |     and         r11, r4, #0xff                  // extract red | 
 | 123 |     ubfx        r12, r4, #8, #8                 // extract green | 
 | 124 |     ubfx        r4, r4, #16, #8                 // extract blue | 
 | 125 |     mov         r11, r11, lsl #5                // prescale red | 
 | 126 |     mov         r12, r12, lsl #6                // prescale green | 
 | 127 |     mov         r4, r4, lsl #5                  // prescale blue | 
 | 128 |  | 
 | 129 | 3: | 
 | 130 |     ldrh        r8, [r0]                        // load dest pixel | 
 | 131 |     subs        r3, r3, #1                      // decrement loop counter | 
 | 132 |     mov         r6, r8, lsr #11                 // extract dest red | 
 | 133 |     ubfx        r7, r8, #5, #6                  // extract dest green | 
 | 134 |     and         r8, r8, #0x1f                   // extract dest blue | 
 | 135 |  | 
 | 136 |     smlabb      r6, r6, r5, r11                 // dest red * alpha + src red | 
 | 137 |     smlabb      r7, r7, r5, r12                 // dest green * alpha + src green | 
 | 138 |     smlabb      r8, r8, r5, r4                  // dest blue * alpha + src blue | 
 | 139 |  | 
 | 140 |     mov         r6, r6, lsr #8                  // shift down red | 
 | 141 |     mov         r7, r7, lsr #8                  // shift down green | 
 | 142 |     mov         r6, r6, lsl #11                 // shift red into 565 | 
 | 143 |     orr         r6, r7, lsl #5                  // shift green into 565 | 
 | 144 |     orr         r6, r8, lsr #8                  // shift blue into 565 | 
 | 145 |  | 
 | 146 |     strh        r6, [r0], #2                    // store pixel to dest, update ptr | 
 | 147 |     bne         3b                              // if count != 0, loop | 
 | 148 | 4: | 
 | 149 |  | 
 | 150 |     pop         {r4-r11, pc}                    // return | 
 | 151 |  | 
 | 152 |  | 
 | 153 |  |