NEON shortcut for flat colour blending into 16-bit
This is a shortcut for the needs descriptor 00000077:03515104_00000000_00000000. It requires blending a single 32-bit colour value into a 16-bit framebuffer. It's used when fading out the screen, eg. when a modal requester pops-up. The PF JIT produces code for this using 24 instructions/pixel. The NEON implementation requires 2.1 instructions/pixel. Performance hasn't been benchmarked, but the improvement is quite visible. This code has only been tested by inspection of the fading effect described above, when press+holding a finger on the home screen to pop up the Shortcuts/Widgets/Folders/Wallpaper requester. Along with the NEON version, a fallback v5TE implementation is also provided. This ARM version of col32cb16blend is not fully optimised, but is a reasonable implementation, and better than the version produced by the JIT. It is here as a fallback, if NEON is not available.
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303254eb67
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4 changed files with 284 additions and 0 deletions
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@ -40,7 +40,13 @@ PIXELFLINGER_SRC_FILES:= \
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buffer.cpp
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ifeq ($(TARGET_ARCH),arm)
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ifeq ($(TARGET_ARCH_VERSION),armv7-a)
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PIXELFLINGER_SRC_FILES += col32cb16blend_neon.S
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PIXELFLINGER_SRC_FILES += col32cb16blend.S
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else
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PIXELFLINGER_SRC_FILES += t32cb16blend.S
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PIXELFLINGER_SRC_FILES += col32cb16blend.S
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endif
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endif
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ifeq ($(TARGET_ARCH),arm)
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78
libpixelflinger/col32cb16blend.S
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78
libpixelflinger/col32cb16blend.S
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@ -0,0 +1,78 @@
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/* libs/pixelflinger/col32cb16blend.S
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**
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** (C) COPYRIGHT 2009 ARM Limited.
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**
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** Licensed under the Apache License, Version 2.0 (the "License");
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** you may not use this file except in compliance with the License.
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** You may obtain a copy of the License at
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**
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** http://www.apache.org/licenses/LICENSE-2.0
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**
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** Unless required by applicable law or agreed to in writing, software
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** distributed under the License is distributed on an "AS IS" BASIS,
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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** See the License for the specific language governing permissions and
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** limitations under the License.
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**
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*/
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.text
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.align
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.global scanline_col32cb16blend_arm
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//
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// This function alpha blends a fixed color into a destination scanline, using
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// the formula:
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//
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// d = s + (((a + (a >> 7)) * d) >> 8)
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//
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// where d is the destination pixel,
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// s is the source color,
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// a is the alpha channel of the source color.
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//
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// r0 = destination buffer pointer
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// r1 = color value
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// r2 = count
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scanline_col32cb16blend_arm:
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push {r4-r10, lr} // stack ARM regs
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mov r5, r1, lsr #24 // shift down alpha
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mov r9, #0xff // create mask
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add r5, r5, r5, lsr #7 // add in top bit
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rsb r5, r5, #256 // invert alpha
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and r10, r1, #0xff // extract red
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and r12, r9, r1, lsr #8 // extract green
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and r4, r9, r1, lsr #16 // extract blue
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mov r10, r10, lsl #5 // prescale red
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mov r12, r12, lsl #6 // prescale green
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mov r4, r4, lsl #5 // prescale blue
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mov r9, r9, lsr #2 // create dest green mask
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1:
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ldrh r8, [r0] // load dest pixel
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subs r2, r2, #1 // decrement loop counter
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mov r6, r8, lsr #11 // extract dest red
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and r7, r9, r8, lsr #5 // extract dest green
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and r8, r8, #0x1f // extract dest blue
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smlabb r6, r6, r5, r10 // dest red * alpha + src red
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smlabb r7, r7, r5, r12 // dest green * alpha + src green
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smlabb r8, r8, r5, r4 // dest blue * alpha + src blue
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mov r6, r6, lsr #8 // shift down red
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mov r7, r7, lsr #8 // shift down green
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mov r6, r6, lsl #11 // shift red into 565
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orr r6, r7, lsl #5 // shift green into 565
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orr r6, r8, lsr #8 // shift blue into 565
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strh r6, [r0], #2 // store pixel to dest, update ptr
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bne 1b // if count != 0, loop
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pop {r4-r10, pc} // return
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153
libpixelflinger/col32cb16blend_neon.S
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153
libpixelflinger/col32cb16blend_neon.S
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@ -0,0 +1,153 @@
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/* libs/pixelflinger/col32cb16blend_neon.S
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**
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** (C) COPYRIGHT 2009 ARM Limited.
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**
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** Licensed under the Apache License, Version 2.0 (the "License");
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** you may not use this file except in compliance with the License.
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** You may obtain a copy of the License at
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**
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** http://www.apache.org/licenses/LICENSE-2.0
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**
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** Unless required by applicable law or agreed to in writing, software
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** distributed under the License is distributed on an "AS IS" BASIS,
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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** See the License for the specific language governing permissions and
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** limitations under the License.
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**
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*/
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.text
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.align
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.global scanline_col32cb16blend_neon
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//
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// This function alpha blends a fixed color into a destination scanline, using
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// the formula:
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//
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// d = s + (((a + (a >> 7)) * d) >> 8)
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//
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// where d is the destination pixel,
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// s is the source color,
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// a is the alpha channel of the source color.
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//
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// The NEON implementation processes 16 pixels per iteration. The remaining 0 - 15
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// pixels are processed in ARM code.
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//
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// r0 = destination buffer pointer
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// r1 = color pointer
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// r2 = count
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scanline_col32cb16blend_neon:
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push {r4-r11, lr} // stack ARM regs
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vmov.u16 q15, #256 // create alpha constant
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movs r3, r2, lsr #4 // calc. sixteens iterations
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vmov.u16 q14, #0x1f // create blue mask
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beq 2f // if r3 == 0, branch to singles
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vld4.8 {d0[], d2[], d4[], d6[]}, [r1] // load color into four registers
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// split and duplicate them, such that
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// d0 = 8 equal red values
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// d2 = 8 equal green values
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// d4 = 8 equal blue values
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// d6 = 8 equal alpha values
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vshll.u8 q0, d0, #5 // shift up red and widen
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vshll.u8 q1, d2, #6 // shift up green and widen
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vshll.u8 q2, d4, #5 // shift up blue and widen
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vshr.u8 d7, d6, #7 // extract top bit of alpha
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vaddl.u8 q3, d6, d7 // add top bit into alpha
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vsub.u16 q3, q15, q3 // invert alpha
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1:
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// This loop processes 16 pixels per iteration. In the comments, references to
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// the first eight pixels are suffixed with "0" (red0, green0, blue0),
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// the second eight are suffixed "1".
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// q8 = dst red0
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// q9 = dst green0
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// q10 = dst blue0
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// q13 = dst red1
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// q12 = dst green1
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// q11 = dst blue1
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vld1.16 {d20, d21, d22, d23}, [r0] // load 16 dest pixels
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vshr.u16 q8, q10, #11 // shift dst red0 to low 5 bits
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pld [r0, #63] // preload next dest pixels
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vshl.u16 q9, q10, #5 // shift dst green0 to top 6 bits
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vand q10, q10, q14 // extract dst blue0
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vshr.u16 q9, q9, #10 // shift dst green0 to low 6 bits
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vmul.u16 q8, q8, q3 // multiply dst red0 by src alpha
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vshl.u16 q12, q11, #5 // shift dst green1 to top 6 bits
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vmul.u16 q9, q9, q3 // multiply dst green0 by src alpha
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vshr.u16 q13, q11, #11 // shift dst red1 to low 5 bits
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vmul.u16 q10, q10, q3 // multiply dst blue0 by src alpha
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vshr.u16 q12, q12, #10 // shift dst green1 to low 6 bits
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vand q11, q11, q14 // extract dst blue1
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vadd.u16 q8, q8, q0 // add src red to dst red0
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vmul.u16 q13, q13, q3 // multiply dst red1 by src alpha
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vadd.u16 q9, q9, q1 // add src green to dst green0
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vmul.u16 q12, q12, q3 // multiply dst green1 by src alpha
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vadd.u16 q10, q10, q2 // add src blue to dst blue0
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vmul.u16 q11, q11, q3 // multiply dst blue1 by src alpha
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vshr.u16 q8, q8, #8 // shift down red0
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vadd.u16 q13, q13, q0 // add src red to dst red1
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vshr.u16 q9, q9, #8 // shift down green0
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vadd.u16 q12, q12, q1 // add src green to dst green1
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vshr.u16 q10, q10, #8 // shift down blue0
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vadd.u16 q11, q11, q2 // add src blue to dst blue1
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vsli.u16 q10, q9, #5 // shift & insert green0 into blue0
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vshr.u16 q13, q13, #8 // shift down red1
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vsli.u16 q10, q8, #11 // shift & insert red0 into blue0
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vshr.u16 q12, q12, #8 // shift down green1
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vshr.u16 q11, q11, #8 // shift down blue1
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subs r3, r3, #1 // decrement loop counter
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vsli.u16 q11, q12, #5 // shift & insert green1 into blue1
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vsli.u16 q11, q13, #11 // shift & insert red1 into blue1
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vst1.16 {d20, d21, d22, d23}, [r0]! // write 16 pixels back to dst
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bne 1b // if count != 0, loop
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2:
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ands r3, r2, #15 // calc. single iterations
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beq 4f // if r3 == 0, exit
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ldr r4, [r1] // load source color
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mov r5, r4, lsr #24 // shift down alpha
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add r5, r5, r5, lsr #7 // add in top bit
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rsb r5, r5, #256 // invert alpha
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and r11, r4, #0xff // extract red
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ubfx r12, r4, #8, #8 // extract green
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ubfx r4, r4, #16, #8 // extract blue
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mov r11, r11, lsl #5 // prescale red
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mov r12, r12, lsl #6 // prescale green
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mov r4, r4, lsl #5 // prescale blue
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3:
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ldrh r8, [r0] // load dest pixel
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subs r3, r3, #1 // decrement loop counter
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mov r6, r8, lsr #11 // extract dest red
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ubfx r7, r8, #5, #6 // extract dest green
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and r8, r8, #0x1f // extract dest blue
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smlabb r6, r6, r5, r11 // dest red * alpha + src red
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smlabb r7, r7, r5, r12 // dest green * alpha + src green
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smlabb r8, r8, r5, r4 // dest blue * alpha + src blue
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mov r6, r6, lsr #8 // shift down red
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mov r7, r7, lsr #8 // shift down green
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mov r6, r6, lsl #11 // shift red into 565
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orr r6, r7, lsl #5 // shift green into 565
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orr r6, r8, lsr #8 // shift blue into 565
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strh r6, [r0], #2 // store pixel to dest, update ptr
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bne 3b // if count != 0, loop
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4:
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pop {r4-r11, pc} // return
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@ -80,6 +80,7 @@ static void scanline_perspective(context_t* c);
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static void scanline_perspective_single(context_t* c);
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static void scanline_t32cb16blend(context_t* c);
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static void scanline_t32cb16(context_t* c);
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static void scanline_col32cb16blend(context_t* c);
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static void scanline_memcpy(context_t* c);
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static void scanline_memset8(context_t* c);
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static void scanline_memset16(context_t* c);
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@ -93,6 +94,8 @@ static void rect_memcpy(context_t* c, size_t yc);
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extern "C" void scanline_t32cb16blend_arm(uint16_t*, uint32_t*, size_t);
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extern "C" void scanline_t32cb16_arm(uint16_t *dst, uint32_t *src, size_t ct);
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extern "C" void scanline_col32cb16blend_neon(uint16_t *dst, uint32_t *col, size_t ct);
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extern "C" void scanline_col32cb16blend_arm(uint16_t *dst, uint32_t col, size_t ct);
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// ----------------------------------------------------------------------------
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@ -111,6 +114,9 @@ static shortcut_t shortcuts[] = {
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{ { { 0x03010104, 0x00000077, { 0x00000A01, 0x00000000 } },
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{ 0xFFFFFFFF, 0xFFFFFFFF, { 0xFFFFFFFF, 0x0000003F } } },
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"565 fb, 8888 tx", scanline_t32cb16, init_y_noop },
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{ { { 0x03515104, 0x00000077, { 0x00000000, 0x00000000 } },
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{ 0xFFFFFFFF, 0xFFFFFFFF, { 0xFFFFFFFF, 0xFFFFFFFF } } },
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"565 fb, 8888 fixed color", scanline_col32cb16blend, init_y_packed },
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{ { { 0x00000000, 0x00000000, { 0x00000000, 0x00000000 } },
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{ 0x00000000, 0x00000007, { 0x00000000, 0x00000000 } } },
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"(nop) alpha test", scanline_noop, init_y_noop },
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@ -943,6 +949,8 @@ void init_y_packed(context_t* c, int32_t y0)
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uint8_t f = c->state.buffers.color.format;
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c->packed = ggl_pack_color(c, f,
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c->shade.r0, c->shade.g0, c->shade.b0, c->shade.a0);
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c->packed8888 = ggl_pack_color(c, GGL_PIXEL_FORMAT_RGBA_8888,
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c->shade.r0, c->shade.g0, c->shade.b0, c->shade.a0);
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c->iterators.y = y0;
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c->step_y = step_y__nop;
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// choose the rectangle blitter
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@ -1253,6 +1261,45 @@ finish:
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// ----------------------------------------------------------------------------
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void scanline_col32cb16blend(context_t* c)
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{
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int32_t x = c->iterators.xl;
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size_t ct = c->iterators.xr - x;
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int32_t y = c->iterators.y;
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surface_t* cb = &(c->state.buffers.color);
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union {
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uint16_t* dst;
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uint32_t* dst32;
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};
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dst = reinterpret_cast<uint16_t*>(cb->data) + (x+(cb->stride*y));
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#if ((ANDROID_CODEGEN >= ANDROID_CODEGEN_ASM) && defined(__arm__))
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#if defined(__ARM_HAVE_NEON) && BYTE_ORDER == LITTLE_ENDIAN
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scanline_col32cb16blend_neon(dst, &(c->packed8888), ct);
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#else // defined(__ARM_HAVE_NEON) && BYTE_ORDER == LITTLE_ENDIAN
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scanline_col32cb16blend_arm(dst, GGL_RGBA_TO_HOST(c->packed8888), ct);
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#endif // defined(__ARM_HAVE_NEON) && BYTE_ORDER == LITTLE_ENDIAN
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#else
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uint32_t s = GGL_RGBA_TO_HOST(c->packed8888);
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int sA = (s>>24);
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int f = 0x100 - (sA + (sA>>7));
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while (ct--) {
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uint16_t d = *dst;
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int dR = (d>>11)&0x1f;
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int dG = (d>>5)&0x3f;
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int dB = (d)&0x1f;
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int sR = (s >> ( 3))&0x1F;
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int sG = (s >> ( 8+2))&0x3F;
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int sB = (s >> (16+3))&0x1F;
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sR += (f*dR)>>8;
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sG += (f*dG)>>8;
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sB += (f*dB)>>8;
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*dst++ = uint16_t((sR<<11)|(sG<<5)|sB);
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}
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#endif
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}
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void scanline_t32cb16(context_t* c)
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{
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int32_t x = c->iterators.xl;
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