platform_system_core/libpixelflinger/arch-arm64/t32cb16blend.S

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/*
* Copyright (C) 2013 The Android Open Source Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
* OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
.text
.balign 0
.global scanline_t32cb16blend_arm64
/*
* .macro pixel
*
* This macro alpha blends RGB565 original pixel located in either
* top or bottom 16 bits of DREG register with SRC 32 bit pixel value
* and writes the result to FB register
*
* \DREG is a 32-bit register containing *two* original destination RGB565
* pixels, with the even one in the low-16 bits, and the odd one in the
* high 16 bits.
*
* \SRC is a 32-bit 0xAABBGGRR pixel value, with pre-multiplied colors.
*
* \FB is a target register that will contain the blended pixel values.
*
* \ODD is either 0 or 1 and indicates if we're blending the lower or
* upper 16-bit pixels in DREG into FB
*
*
* clobbered: w6, w7, w16, w17, w18
*
*/
.macro pixel, DREG, SRC, FB, ODD
// SRC = 0xAABBGGRR
lsr w7, \SRC, #24 // sA
add w7, w7, w7, lsr #7 // sA + (sA >> 7)
mov w6, #0x100
sub w7, w6, w7 // sA = 0x100 - (sA+(sA>>7))
1:
.if \ODD //Blending odd pixel present in top 16 bits of DREG register
// red
lsr w16, \DREG, #(16 + 11)
mul w16, w7, w16
lsr w6, \SRC, #3
and w6, w6, #0x1F
add w16, w6, w16, lsr #8
cmp w16, #0x1F
orr w17, \FB, #(0x1F<<(16 + 11))
orr w18, \FB, w16, lsl #(16 + 11)
csel \FB, w17, w18, hi
// green
and w6, \DREG, #(0x3F<<(16 + 5))
lsr w17,w6,#(16+5)
mul w6, w7, w17
lsr w16, \SRC, #(8+2)
and w16, w16, #0x3F
add w6, w16, w6, lsr #8
cmp w6, #0x3F
orr w17, \FB, #(0x3F<<(16 + 5))
orr w18, \FB, w6, lsl #(16 + 5)
csel \FB, w17, w18, hi
// blue
and w16, \DREG, #(0x1F << 16)
lsr w17,w16,#16
mul w16, w7, w17
lsr w6, \SRC, #(8+8+3)
and w6, w6, #0x1F
add w16, w6, w16, lsr #8
cmp w16, #0x1F
orr w17, \FB, #(0x1F << 16)
orr w18, \FB, w16, lsl #16
csel \FB, w17, w18, hi
.else //Blending even pixel present in bottom 16 bits of DREG register
// red
lsr w16, \DREG, #11
and w16, w16, #0x1F
mul w16, w7, w16
lsr w6, \SRC, #3
and w6, w6, #0x1F
add w16, w6, w16, lsr #8
cmp w16, #0x1F
mov w17, #(0x1F<<11)
lsl w18, w16, #11
csel \FB, w17, w18, hi
// green
and w6, \DREG, #(0x3F<<5)
mul w6, w7, w6
lsr w16, \SRC, #(8+2)
and w16, w16, #0x3F
add w6, w16, w6, lsr #(5+8)
cmp w6, #0x3F
orr w17, \FB, #(0x3F<<5)
orr w18, \FB, w6, lsl #5
csel \FB, w17, w18, hi
// blue
and w16, \DREG, #0x1F
mul w16, w7, w16
lsr w6, \SRC, #(8+8+3)
and w6, w6, #0x1F
add w16, w6, w16, lsr #8
cmp w16, #0x1F
orr w17, \FB, #0x1F
orr w18, \FB, w16
csel \FB, w17, w18, hi
.endif // End of blending even pixel
.endm // End of pixel macro
// x0: dst ptr
// x1: src ptr
// w2: count
// w3: d
// w4: s0
// w5: s1
// w6: pixel
// w7: pixel
// w8: free
// w9: free
// w10: free
// w11: free
// w12: scratch
// w14: pixel
scanline_t32cb16blend_arm64:
// align DST to 32 bits
tst x0, #0x3
b.eq aligned
subs w2, w2, #1
b.lo return
last:
ldr w4, [x1], #4
ldrh w3, [x0]
pixel w3, w4, w12, 0
strh w12, [x0], #2
aligned:
subs w2, w2, #2
b.lo 9f
// The main loop is unrolled twice and processes 4 pixels
8:
ldp w4,w5, [x1], #8
add x0, x0, #4
// it's all zero, skip this pixel
orr w3, w4, w5
cbz w3, 7f
// load the destination
ldr w3, [x0, #-4]
// stream the destination
pixel w3, w4, w12, 0
pixel w3, w5, w12, 1
str w12, [x0, #-4]
// 2nd iteration of the loop, don't stream anything
subs w2, w2, #2
csel w4, w5, w4, lt
blt 9f
ldp w4,w5, [x1], #8
add x0, x0, #4
orr w3, w4, w5
cbz w3, 7f
ldr w3, [x0, #-4]
pixel w3, w4, w12, 0
pixel w3, w5, w12, 1
str w12, [x0, #-4]
7: subs w2, w2, #2
bhs 8b
mov w4, w5
9: adds w2, w2, #1
b.lo return
b last
return:
ret