📄 gglassembler.cpp
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SMLABB(AL, Rs, Ry, Rs, Rx); // Rs = Rx + Ry*Rs base_offset(parts.cbPtr, parts.cbPtr, Rs); scratches.recycle(Rs); // init fog const int need_fog = GGL_READ_NEEDS(P_FOG, needs.p); if (need_fog) { comment("compute initial fog coordinate"); Scratch scratches(registerFile()); int dfdx = scratches.obtain(); int ydfdy = scratches.obtain(); int f = ydfdy; CONTEXT_LOAD(dfdx, generated_vars.dfdx); CONTEXT_LOAD(ydfdy, iterators.ydfdy); MLA(AL, 0, f, Rx, dfdx, ydfdy); CONTEXT_STORE(f, generated_vars.f); } // init Z coordinate if ((mDepthTest != GGL_ALWAYS) || GGL_READ_NEEDS(P_MASK_Z, needs.p)) { parts.z = reg_t(obtainReg()); comment("compute initial Z coordinate"); Scratch scratches(registerFile()); int dzdx = scratches.obtain(); int ydzdy = parts.z.reg; CONTEXT_LOAD(dzdx, generated_vars.dzdx); // 1.31 fixed-point CONTEXT_LOAD(ydzdy, iterators.ydzdy); // 1.31 fixed-point MLA(AL, 0, parts.z.reg, Rx, dzdx, ydzdy); // we're going to index zbase of parts.count // zbase = base + (xl-count + stride*y)*2 int Rs = dzdx; int zbase = scratches.obtain(); CONTEXT_LOAD(Rs, state.buffers.depth.stride); CONTEXT_LOAD(zbase, state.buffers.depth.data); SMLABB(AL, Rs, Ry, Rs, Rx); ADD(AL, 0, Rs, Rs, reg_imm(parts.count.reg, LSR, 16)); ADD(AL, 0, zbase, zbase, reg_imm(Rs, LSL, 1)); CONTEXT_STORE(zbase, generated_vars.zbase); } // init texture coordinates init_textures(parts.coords, reg_t(Rx), reg_t(Ry)); scratches.recycle(Ry); // iterated color init_iterated_color(parts, reg_t(Rx)); // init coverage factor application (anti-aliasing) if (mAA) { parts.covPtr.setTo(obtainReg(), 16); CONTEXT_LOAD(parts.covPtr.reg, state.buffers.coverage); ADD(AL, 0, parts.covPtr.reg, parts.covPtr.reg, reg_imm(Rx, LSL, 1)); }}// ---------------------------------------------------------------------------void GGLAssembler::build_component( pixel_t& pixel, const fragment_parts_t& parts, int component, Scratch& regs){ static char const * comments[] = {"alpha", "red", "green", "blue"}; comment(comments[component]); // local register file Scratch scratches(registerFile()); const int dst_component_size = pixel.component_size(component); component_t temp(-1); build_incoming_component( temp, dst_component_size, parts, component, scratches, regs); if (mInfo[component].inDest) { // blending... build_blending( temp, mDstPixel, component, scratches ); // downshift component and rebuild pixel... downshift(pixel, component, temp, parts.dither); }}void GGLAssembler::build_incoming_component( component_t& temp, int dst_size, const fragment_parts_t& parts, int component, Scratch& scratches, Scratch& global_regs){ const uint32_t component_mask = 1<<component; // Figure out what we need for the blending stage... int fs = component==GGLFormat::ALPHA ? mBlendSrcA : mBlendSrc; int fd = component==GGLFormat::ALPHA ? mBlendDstA : mBlendDst; if (fs==GGL_SRC_ALPHA_SATURATE && component==GGLFormat::ALPHA) { fs = GGL_ONE; } // Figure out what we need to extract and for what reason const int blending = blending_codes(fs, fd); // Are we actually going to blend? const int need_blending = (fs != int(GGL_ONE)) || (fd > int(GGL_ZERO)); // expand the source if the destination has more bits int need_expander = false; for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT-1 ; i++) { texture_unit_t& tmu = mTextureMachine.tmu[i]; if ((tmu.format_idx) && (parts.texel[i].component_size(component) < dst_size)) { need_expander = true; } } // do we need to extract this component? const bool multiTexture = mTextureMachine.activeUnits > 1; const int blend_needs_alpha_source = (component==GGLFormat::ALPHA) && (isAlphaSourceNeeded()); int need_extract = mInfo[component].needed; if (mInfo[component].inDest) { need_extract |= ((need_blending ? (blending & (BLEND_SRC|FACTOR_SRC)) : need_expander)); need_extract |= (mTextureMachine.mask != mTextureMachine.replaced); need_extract |= mInfo[component].smooth; need_extract |= mInfo[component].fog; need_extract |= mDithering; need_extract |= multiTexture; } if (need_extract) { Scratch& regs = blend_needs_alpha_source ? global_regs : scratches; component_t fragment; // iterated color build_iterated_color(fragment, parts, component, regs); // texture environement (decal, modulate, replace) build_texture_environment(fragment, parts, component, regs); // expand the source if the destination has more bits if (need_expander && (fragment.size() < dst_size)) { // we're here only if we fetched a texel // (so we know for sure fragment is CORRUPTIBLE) expand(fragment, fragment, dst_size); } // We have a few specific things to do for the alpha-channel if ((component==GGLFormat::ALPHA) && (mInfo[component].needed || fragment.size()<dst_size)) { // convert to integer_t first and make sure // we don't corrupt a needed register if (fragment.l) { component_t incoming(fragment); modify(fragment, regs); MOV(AL, 0, fragment.reg, reg_imm(incoming.reg, LSR, incoming.l)); fragment.h -= fragment.l; fragment.l = 0; } // coverage factor application build_coverage_application(fragment, parts, regs); // alpha-test build_alpha_test(fragment, parts); if (blend_needs_alpha_source) { // We keep only 8 bits for the blending stage const int shift = fragment.h <= 8 ? 0 : fragment.h-8; if (fragment.flags & CORRUPTIBLE) { fragment.flags &= ~CORRUPTIBLE; mAlphaSource.setTo(fragment.reg, fragment.size(), fragment.flags); if (shift) { MOV(AL, 0, mAlphaSource.reg, reg_imm(mAlphaSource.reg, LSR, shift)); } } else { // XXX: it would better to do this in build_blend_factor() // so we can avoid the extra MOV below. mAlphaSource.setTo(regs.obtain(), fragment.size(), CORRUPTIBLE); if (shift) { MOV(AL, 0, mAlphaSource.reg, reg_imm(fragment.reg, LSR, shift)); } else { MOV(AL, 0, mAlphaSource.reg, fragment.reg); } } mAlphaSource.s -= shift; } } // fog... build_fog( fragment, component, regs ); temp = fragment; } else { if (mInfo[component].inDest) { // extraction not needed and replace // we just select the right component if ((mTextureMachine.replaced & component_mask) == 0) { // component wasn't replaced, so use it! temp = component_t(parts.iterated, component); } for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) { const texture_unit_t& tmu = mTextureMachine.tmu[i]; if ((tmu.mask & component_mask) && ((tmu.replaced & component_mask) == 0)) { temp = component_t(parts.texel[i], component); } } } }}bool GGLAssembler::isAlphaSourceNeeded() const{ // XXX: also needed for alpha-test const int bs = mBlendSrc; const int bd = mBlendDst; return bs==GGL_SRC_ALPHA_SATURATE || bs==GGL_SRC_ALPHA || bs==GGL_ONE_MINUS_SRC_ALPHA || bd==GGL_SRC_ALPHA || bd==GGL_ONE_MINUS_SRC_ALPHA ; }// ---------------------------------------------------------------------------void GGLAssembler::build_smooth_shade(const fragment_parts_t& parts){ if (mSmooth && !parts.iterated_packed) { // update the iterated color in a pipelined way... comment("update iterated color"); Scratch scratches(registerFile()); const int reload = parts.reload; for (int i=0 ; i<4 ; i++) { if (!mInfo[i].iterated) continue; int c = parts.argb[i].reg; int dx = parts.argb_dx[i].reg; if (reload & 1) { c = scratches.obtain(); CONTEXT_LOAD(c, generated_vars.argb[i].c); } if (reload & 2) { dx = scratches.obtain(); CONTEXT_LOAD(dx, generated_vars.argb[i].dx); } if (mSmooth) { ADD(AL, 0, c, c, dx); } if (reload & 1) { CONTEXT_STORE(c, generated_vars.argb[i].c); scratches.recycle(c); } if (reload & 2) { scratches.recycle(dx); } } }}// ---------------------------------------------------------------------------void GGLAssembler::build_coverage_application(component_t& fragment, const fragment_parts_t& parts, Scratch& regs){ // here fragment.l is guarenteed to be 0 if (mAA) { // coverages are 1.15 fixed-point numbers comment("coverage application"); component_t incoming(fragment); modify(fragment, regs); Scratch scratches(registerFile()); int cf = scratches.obtain(); LDRH(AL, cf, parts.covPtr.reg, immed8_post(2)); if (fragment.h > 31) { fragment.h--; SMULWB(AL, fragment.reg, incoming.reg, cf); } else { MOV(AL, 0, fragment.reg, reg_imm(incoming.reg, LSL, 1)); SMULWB(AL, fragment.reg, fragment.reg, cf); } }}// ---------------------------------------------------------------------------void GGLAssembler::build_alpha_test(component_t& fragment, const fragment_parts_t& parts){ if (mAlphaTest != GGL_ALWAYS) { comment("Alpha Test"); Scratch scratches(registerFile()); int ref = scratches.obtain(); const int shift = GGL_COLOR_BITS-fragment.size(); CONTEXT_LOAD(ref, state.alpha_test.ref); if (shift) CMP(AL, fragment.reg, reg_imm(ref, LSR, shift)); else CMP(AL, fragment.reg, ref); int cc = NV; switch (mAlphaTest) { case GGL_NEVER: cc = NV; break; case GGL_LESS: cc = LT; break; case GGL_EQUAL: cc = EQ; break; case GGL_LEQUAL: cc = LS; break; case GGL_GREATER: cc = HI; break; case GGL_NOTEQUAL: cc = NE; break; case GGL_GEQUAL: cc = HS; break; } B(cc^1, "discard_after_textures"); }}// --------------------------------------------------------------------------- void GGLAssembler::build_depth_test( const fragment_parts_t& parts, uint32_t mask){ mask &= Z_TEST|Z_WRITE; const needs_t& needs = mBuilderContext.needs; const int zmask = GGL_READ_NEEDS(P_MASK_Z, needs.p); Scratch scratches(registerFile()); if (mDepthTest != GGL_ALWAYS || zmask) { int cc=AL, ic=AL; switch (mDepthTest) { case GGL_LESS: ic = HI; break; case GGL_EQUAL: ic = EQ; break; case GGL_LEQUAL: ic = HS; break; case GGL_GREATER: ic = LT; break; case GGL_NOTEQUAL: ic = NE; break; case GGL_GEQUAL: ic = LS; break; case GGL_NEVER: // this never happens, because it's taken care of when // computing the needs. but we keep it for completness. comment("Depth Test (NEVER)"); B(AL, "discard_before_textures"); return; case GGL_ALWAYS: // we're here because zmask is enabled mask &= ~Z_TEST; // test always passes. break; } // inverse the condition cc = ic^1; if ((mask & Z_WRITE) && !zmask) { mask &= ~Z_WRITE; } if (!mask) return; comment("Depth Test"); int zbase = scratches.obtain(); int depth = scratches.obtain(); int z = parts.z.reg; CONTEXT_LOAD(zbase, generated_vars.zbase); // stall SUB(AL, 0, zbase, zbase, reg_imm(parts.count.reg, LSR, 15)); // above does zbase = zbase + ((count >> 16) << 1) if (mask & Z_TEST) { LDRH(AL, depth, zbase); // stall CMP(AL, depth, reg_imm(z, LSR, 16)); B(cc, "discard_before_textures");
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