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7 commits

Author SHA1 Message Date
Colin Cross
d4146e6091 system/core: rename aarch64 target to arm64
Rename aarch64 build targets to arm64.  The gcc toolchain is still
aarch64.

Change-Id: Ia92d8a50824e5329cf00fd6f4f92eae112b7f3a3
2014-01-23 18:01:14 -08:00
Ashok Bhat
658f89dc5c Pixelflinger: Add AArch64 support to pixelflinger JIT.
See the comment-block at the top of Aarch64Assembler.cpp
for overview on how AArch64 support has been implemented

In addition, this commit contains
[x] AArch64 inline asm versions of gglmul series of
    functions and a new unit test bench to test the
    functions

[x] Assembly implementations of scanline_col32cb16blend
    and scanline_t32cb16blend for AArch64, with unit
    test bench

Change-Id: I915cded9e1d39d9a2a70bf8a0394b8a0064d1eb4
Signed-off-by: Ashok Bhat <ashok.bhat@arm.com>
2013-12-12 17:30:13 +00:00
Ashok Bhat
bfc6dc4ca8 Pixelflinger: Support for handling 64-bit addresses in GGL Assembler
GGLAssembler assumes addresses to be 32-bit and uses ARM 32-bit
instructions to load/store/manipulate addresses. To support, 64-bit
architectures, following changes has been done

1. ARMAssemblerInterface has been extended to support four new
   operations ADDR_LDR, ADDR_STR, ADDR_SUB, ADDR_ADD. Base class
   implements these virtual functions to use 32bit  equivalent
   function. This avoids existing 32-bit Assembler backend
   implementations like ARMAssembler and MIPSAssembler  from
   mapping the new functions to existing equivalent routines.
   This also allows 64-bit Architectures like AArch64 to override
   the function in their assembler backend implementations.

2. GGLAssembler code (spread over GGLAssembler.cpp, GGLAssembler.h
   and texturing.cpp) has been changed to use the new operations
   for address operations.

Change-Id: I3d7eace4691e3e47cef737d97ac67ce6ef4fb18d
Signed-off-by: Ashok Bhat <ashok.bhat@arm.com>
2013-12-12 17:30:13 +00:00
Paul Lind
2bc2b79278 Add MIPS support to pixelflinger.
See the comment-block at the top of MIPSAssembler.cpp for
implementation overview.

Change-Id: Id492c10610574af8c89c38d19e12fafc3652c28a
2012-08-13 11:41:15 -07:00
Martyn Capewell
4dc1fa8e8d Adds support for UBFX to JIT and Disassembler
This introduces UBFX instruction generation abilities to the Pixelflinger JIT,
and also modifies the component extraction function to generate the
instruction.

The extract function contains defines to prevent generation of UBFX on pre-v7
cores. The JIT itself retains the ability to produce the instruction even on
v5/6.

This patch only generates UBFX when MOV, AND or BIC can't be used. Based on
the TRM, this appears to be faster on A9 than using UBFX in all cases.

On startup, Pixelflinger JITs three chunks of code. UBFX improves these as
follows:

 00000077:03515104_00000000_00000000
 (Blends a single colour into an RGB565 buffer.)
  Before: 27 inst/pixel, After: 24 inst/pixel, Improvement: 12.5%
 00000077:03545404_00000A01_00000000
 (Blends RGBA8888 texture into an RGB565 buffer using alpha.)
  Before: 30 inst/pixel, After: 27 inst/pixel, Improvement: 11.1%
 00000077:03545404_00000A04_00000000
 (Blends RGB565 texture into an RGB565 buffer using alpha.)
  Before: 29 inst/pixel, After: 27 inst/pixel, Improvement: 7.4%
2010-05-28 17:04:36 +01:00
Martyn Capewell
96dbb4fc58 Adds UXTB16 support to Pixelflinger
* Add support for UXTB16 to the disassembler
 * Add encoding of the UXTB16 instruction to the Pixelflinger JIT.

Introducing the UXTB16 instruction allows removal of some masking code, and is
beneficial from a pipeline point of view - lots of UXTB16 followed by MUL
sequences.

Also, further rescheduling and use of SMULWB brings extra performance
improvements.

 * Use UXTB16 in bilinear filtered texturing

Uses UXTB16 to extract channels for SIMD operations, rather than creating and
ANDing with masks. Saves a register and is faster on A8, as UXTB16 result can
feed into first stage of multiply, unlike AND.

Also, used SMULWB rather than SMULBB, which allows removal of MOVs used to
rescale results.

Code has been scheduled for A8 pipeline, specifically aiming to allow
multiplies to issue in pipeline 0, for efficient dual issue operation.

Testing on SpriteMethodTest (http://code.google.com/p/apps-for-android/) gives
8% improvement (12.7 vs. 13.7 fps.)

SMULBB to SMULWB trick could be used in <v6 code path, but this hasn't been
implemented.
2009-12-07 13:59:59 +00:00
The Android Open Source Project
4f6e8d7a00 Initial Contribution 2008-10-21 07:00:00 -07:00