Пример #1
0
void GGLAssembler::store(const pointer_t& addr, const pixel_t& s, uint32_t flags)
{    
    const int bits = addr.size;
    const int inc = (flags & WRITE_BACK)?1:0;
    switch (bits) {
    case 32:
        if (inc)    STR(AL, s.reg, addr.reg, immed12_post(4));
        else        STR(AL, s.reg, addr.reg);
        break;
    case 24:
        // 24 bits formats are a little special and used only for RGB
        // 0x00BBGGRR is unpacked as R,G,B
        STRB(AL, s.reg, addr.reg, immed12_pre(0));
        MOV(AL, 0, s.reg, reg_imm(s.reg, ROR, 8));
        STRB(AL, s.reg, addr.reg, immed12_pre(1));
        MOV(AL, 0, s.reg, reg_imm(s.reg, ROR, 8));
        STRB(AL, s.reg, addr.reg, immed12_pre(2));
        if (!(s.flags & CORRUPTIBLE)) {
            MOV(AL, 0, s.reg, reg_imm(s.reg, ROR, 16));
        }
        if (inc)
            ADD(AL, 0, addr.reg, addr.reg, imm(3));
        break;
    case 16:
        if (inc)    STRH(AL, s.reg, addr.reg, immed8_post(2));
        else        STRH(AL, s.reg, addr.reg);
        break;
    case  8:
        if (inc)    STRB(AL, s.reg, addr.reg, immed12_post(1));
        else        STRB(AL, s.reg, addr.reg);
        break;
    }
}
Пример #2
0
void GGLAssembler::build_fog(
                        component_t& temp,      // incomming fragment / output
                        int component,
                        Scratch& regs)
{
   if (mInfo[component].fog) {
        Scratch scratches(registerFile());
        comment("fog");

        integer_t fragment(temp.reg, temp.h, temp.flags);
        if (!(temp.flags & CORRUPTIBLE)) {
            temp.reg = regs.obtain();
            temp.flags |= CORRUPTIBLE;
        }

        integer_t fogColor(scratches.obtain(), 8, CORRUPTIBLE); 
        LDRB(AL, fogColor.reg, mBuilderContext.Rctx,
                immed12_pre(GGL_OFFSETOF(state.fog.color[component])));

        integer_t factor(scratches.obtain(), 16, CORRUPTIBLE);
        CONTEXT_LOAD(factor.reg, generated_vars.f);

        // clamp fog factor (TODO: see if there is a way to guarantee
        // we won't overflow, when setting the iterators)
        BIC(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, ASR, 31));
        CMP(AL, factor.reg, imm( 0x10000 ));
        MOV(HS, 0, factor.reg, imm( 0x10000 ));

        build_blendFOneMinusF(temp, factor, fragment, fogColor);
    }
}
Пример #3
0
void GGLAssembler::load(const pointer_t& addr, const pixel_t& s, uint32_t flags)
{    
    Scratch scratches(registerFile());    
    int s0;

    const int bits = addr.size;
    const int inc = (flags & WRITE_BACK)?1:0;
    switch (bits) {
    case 32:
        if (inc)    LDR(AL, s.reg, addr.reg, immed12_post(4));
        else        LDR(AL, s.reg, addr.reg);
        break;
    case 24:
        // 24 bits formats are a little special and used only for RGB
        // R,G,B is packed as 0x00BBGGRR 
        s0 = scratches.obtain();
        if (s.reg != addr.reg) {
            LDRB(AL, s.reg, addr.reg, immed12_pre(0));      // R
            LDRB(AL, s0, addr.reg, immed12_pre(1));         // G
            ORR(AL, 0, s.reg, s.reg, reg_imm(s0, LSL, 8));
            LDRB(AL, s0, addr.reg, immed12_pre(2));         // B
            ORR(AL, 0, s.reg, s.reg, reg_imm(s0, LSL, 16));
        } else {
            int s1 = scratches.obtain();
            LDRB(AL, s1, addr.reg, immed12_pre(0));         // R
            LDRB(AL, s0, addr.reg, immed12_pre(1));         // G
            ORR(AL, 0, s1, s1, reg_imm(s0, LSL, 8));
            LDRB(AL, s0, addr.reg, immed12_pre(2));         // B
            ORR(AL, 0, s.reg, s1, reg_imm(s0, LSL, 16));
        }
        if (inc)
            ADD(AL, 0, addr.reg, addr.reg, imm(3));
        break;        
    case 16:
        if (inc)    LDRH(AL, s.reg, addr.reg, immed8_post(2));
        else        LDRH(AL, s.reg, addr.reg);
        break;
    case  8:
        if (inc)    LDRB(AL, s.reg, addr.reg, immed12_post(1));
        else        LDRB(AL, s.reg, addr.reg);
        break;
    }
}
int GGLAssembler::scanline_core(const needs_t& needs, context_t const* c)
{
    int64_t duration = ggl_system_time();

    mBlendFactorCached = 0;
    mBlending = 0;
    mMasking = 0;
    mAA        = GGL_READ_NEEDS(P_AA, needs.p);
    mDithering = GGL_READ_NEEDS(P_DITHER, needs.p);
    mAlphaTest = GGL_READ_NEEDS(P_ALPHA_TEST, needs.p) + GGL_NEVER;
    mDepthTest = GGL_READ_NEEDS(P_DEPTH_TEST, needs.p) + GGL_NEVER;
    mFog       = GGL_READ_NEEDS(P_FOG, needs.p) != 0;
    mSmooth    = GGL_READ_NEEDS(SHADE, needs.n) != 0;
    mBuilderContext.needs = needs;
    mBuilderContext.c = c;
    mBuilderContext.Rctx = reserveReg(R0); // context always in R0
    mCbFormat = c->formats[ GGL_READ_NEEDS(CB_FORMAT, needs.n) ];

    // ------------------------------------------------------------------------

    decodeLogicOpNeeds(needs);

    decodeTMUNeeds(needs, c);

    mBlendSrc  = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_SRC, needs.n));
    mBlendDst  = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_DST, needs.n));
    mBlendSrcA = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_SRCA, needs.n));
    mBlendDstA = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_DSTA, needs.n));

    if (!mCbFormat.c[GGLFormat::ALPHA].h) {
        if ((mBlendSrc == GGL_ONE_MINUS_DST_ALPHA) ||
            (mBlendSrc == GGL_DST_ALPHA)) {
            mBlendSrc = GGL_ONE;
        }
        if ((mBlendSrcA == GGL_ONE_MINUS_DST_ALPHA) ||
            (mBlendSrcA == GGL_DST_ALPHA)) {
            mBlendSrcA = GGL_ONE;
        }
        if ((mBlendDst == GGL_ONE_MINUS_DST_ALPHA) ||
            (mBlendDst == GGL_DST_ALPHA)) {
            mBlendDst = GGL_ONE;
        }
        if ((mBlendDstA == GGL_ONE_MINUS_DST_ALPHA) ||
            (mBlendDstA == GGL_DST_ALPHA)) {
            mBlendDstA = GGL_ONE;
        }
    }

    // if we need the framebuffer, read it now
    const int blending =    blending_codes(mBlendSrc, mBlendDst) |
                            blending_codes(mBlendSrcA, mBlendDstA);

    // XXX: handle special cases, destination not modified...
    if ((mBlendSrc==GGL_ZERO) && (mBlendSrcA==GGL_ZERO) &&
        (mBlendDst==GGL_ONE) && (mBlendDstA==GGL_ONE)) {
        // Destination unmodified (beware of logic ops)
    } else if ((mBlendSrc==GGL_ZERO) && (mBlendSrcA==GGL_ZERO) &&
        (mBlendDst==GGL_ZERO) && (mBlendDstA==GGL_ZERO)) {
        // Destination is zero (beware of logic ops)
    }
    
    int fbComponents = 0;
    const int masking = GGL_READ_NEEDS(MASK_ARGB, needs.n);
    for (int i=0 ; i<4 ; i++) {
        const int mask = 1<<i;
        component_info_t& info = mInfo[i];
        int fs = i==GGLFormat::ALPHA ? mBlendSrcA : mBlendSrc;
        int fd = i==GGLFormat::ALPHA ? mBlendDstA : mBlendDst;
        if (fs==GGL_SRC_ALPHA_SATURATE && i==GGLFormat::ALPHA)
            fs = GGL_ONE;
        info.masked =   !!(masking & mask);
        info.inDest =   !info.masked && mCbFormat.c[i].h && 
                        ((mLogicOp & LOGIC_OP_SRC) || (!mLogicOp));
        if (mCbFormat.components >= GGL_LUMINANCE &&
                (i==GGLFormat::GREEN || i==GGLFormat::BLUE)) {
            info.inDest = false;
        }
        info.needed =   (i==GGLFormat::ALPHA) && 
                        (isAlphaSourceNeeded() || mAlphaTest != GGL_ALWAYS);
        info.replaced = !!(mTextureMachine.replaced & mask);
        info.iterated = (!info.replaced && (info.inDest || info.needed)); 
        info.smooth =   mSmooth && info.iterated;
        info.fog =      mFog && info.inDest && (i != GGLFormat::ALPHA);
        info.blend =    (fs != int(GGL_ONE)) || (fd > int(GGL_ZERO));

        mBlending |= (info.blend ? mask : 0);
        mMasking |= (mCbFormat.c[i].h && info.masked) ? mask : 0;
        fbComponents |= mCbFormat.c[i].h ? mask : 0;
    }

    mAllMasked = (mMasking == fbComponents);
    if (mAllMasked) {
        mDithering = 0;
    }
    
    fragment_parts_t parts;

    // ------------------------------------------------------------------------
    prolog();
    // ------------------------------------------------------------------------

    build_scanline_prolog(parts, needs);

    if (registerFile().status())
        return registerFile().status();

    // ------------------------------------------------------------------------
    label("fragment_loop");
    // ------------------------------------------------------------------------
    {
        Scratch regs(registerFile());

        if (mDithering) {
            // update the dither index.
            MOV(AL, 0, parts.count.reg,
                    reg_imm(parts.count.reg, ROR, GGL_DITHER_ORDER_SHIFT));
            ADD(AL, 0, parts.count.reg, parts.count.reg,
                    imm( 1 << (32 - GGL_DITHER_ORDER_SHIFT)));
            MOV(AL, 0, parts.count.reg,
                    reg_imm(parts.count.reg, ROR, 32 - GGL_DITHER_ORDER_SHIFT));
        }

        // XXX: could we do an early alpha-test here in some cases?
        // It would probaly be used only with smooth-alpha and no texture
        // (or no alpha component in the texture).

        // Early z-test
        if (mAlphaTest==GGL_ALWAYS) {
            build_depth_test(parts, Z_TEST|Z_WRITE);
        } else {
            // we cannot do the z-write here, because
            // it might be killed by the alpha-test later
            build_depth_test(parts, Z_TEST);
        }

        { // texture coordinates
            Scratch scratches(registerFile());

            // texel generation
            build_textures(parts, regs);
            if (registerFile().status())
                return registerFile().status();
        }

        if ((blending & (FACTOR_DST|BLEND_DST)) || 
                (mMasking && !mAllMasked) ||
                (mLogicOp & LOGIC_OP_DST)) 
        {
            // blending / logic_op / masking need the framebuffer
            mDstPixel.setTo(regs.obtain(), &mCbFormat);

            // load the framebuffer pixel
            comment("fetch color-buffer");
            load(parts.cbPtr, mDstPixel);
        }

        if (registerFile().status())
            return registerFile().status();

        pixel_t pixel;
        int directTex = mTextureMachine.directTexture;
        if (directTex | parts.packed) {
            // note: we can't have both here
            // iterated color or direct texture
            pixel = directTex ? parts.texel[directTex-1] : parts.iterated;
            pixel.flags &= ~CORRUPTIBLE;
        } else {
            if (mDithering) {
                const int ctxtReg = mBuilderContext.Rctx;
                const int mask = GGL_DITHER_SIZE-1;
                parts.dither = reg_t(regs.obtain());
                AND(AL, 0, parts.dither.reg, parts.count.reg, imm(mask));
                ADDR_ADD(AL, 0, parts.dither.reg, ctxtReg, parts.dither.reg);
                LDRB(AL, parts.dither.reg, parts.dither.reg,
                        immed12_pre(GGL_OFFSETOF(ditherMatrix)));
            }
        
            // allocate a register for the resulting pixel
            pixel.setTo(regs.obtain(), &mCbFormat, FIRST);

            build_component(pixel, parts, GGLFormat::ALPHA,    regs);

            if (mAlphaTest!=GGL_ALWAYS) {
                // only handle the z-write part here. We know z-test
                // was successful, as well as alpha-test.
                build_depth_test(parts, Z_WRITE);
            }

            build_component(pixel, parts, GGLFormat::RED,      regs);
            build_component(pixel, parts, GGLFormat::GREEN,    regs);
            build_component(pixel, parts, GGLFormat::BLUE,     regs);

            pixel.flags |= CORRUPTIBLE;
        }

        if (registerFile().status())
            return registerFile().status();
        
        if (pixel.reg == -1) {
            // be defensive here. if we're here it's probably
            // that this whole fragment is a no-op.
            pixel = mDstPixel;
        }
        
        if (!mAllMasked) {
            // logic operation
            build_logic_op(pixel, regs);
    
            // masking
            build_masking(pixel, regs); 
    
            comment("store");
            store(parts.cbPtr, pixel, WRITE_BACK);
        }
    }

    if (registerFile().status())
        return registerFile().status();

    // update the iterated color...
    if (parts.reload != 3) {
        build_smooth_shade(parts);
    }

    // update iterated z
    build_iterate_z(parts);

    // update iterated fog
    build_iterate_f(parts);

    SUB(AL, S, parts.count.reg, parts.count.reg, imm(1<<16));
    B(PL, "fragment_loop");
    label("epilog");
    epilog(registerFile().touched());

    if ((mAlphaTest!=GGL_ALWAYS) || (mDepthTest!=GGL_ALWAYS)) {
        if (mDepthTest!=GGL_ALWAYS) {
            label("discard_before_textures");
            build_iterate_texture_coordinates(parts);
        }
        label("discard_after_textures");
        build_smooth_shade(parts);
        build_iterate_z(parts);
        build_iterate_f(parts);
        if (!mAllMasked) {
            ADDR_ADD(AL, 0, parts.cbPtr.reg, parts.cbPtr.reg, imm(parts.cbPtr.size>>3));
        }
        SUB(AL, S, parts.count.reg, parts.count.reg, imm(1<<16));
        B(PL, "fragment_loop");
        epilog(registerFile().touched());
    }