Loading libpixelflinger/Android.mk +2 −0 Original line number Original line Diff line number Diff line Loading @@ -25,6 +25,8 @@ PIXELFLINGER_SRC_FILES:= \ buffer.cpp buffer.cpp PIXELFLINGER_CFLAGS := -fstrict-aliasing -fomit-frame-pointer PIXELFLINGER_CFLAGS := -fstrict-aliasing -fomit-frame-pointer PIXELFLINGER_CFLAGS += -Wall -Werror PIXELFLINGER_CFLAGS += -Wno-unused-function PIXELFLINGER_SRC_FILES_arm := \ PIXELFLINGER_SRC_FILES_arm := \ codeflinger/ARMAssembler.cpp \ codeflinger/ARMAssembler.cpp \ Loading libpixelflinger/codeflinger/Arm64Assembler.cpp +3 −3 Original line number Original line Diff line number Diff line Loading @@ -151,11 +151,11 @@ namespace android { namespace android { static const char* shift_codes[] = static __unused const char* shift_codes[] = { { "LSL", "LSR", "ASR", "ROR" "LSL", "LSR", "ASR", "ROR" }; }; static const char *cc_codes[] = static __unused const char *cc_codes[] = { { "EQ", "NE", "CS", "CC", "MI", "EQ", "NE", "CS", "CC", "MI", "PL", "VS", "VC", "HI", "LS", "PL", "VS", "VC", "HI", "LS", Loading Loading @@ -984,7 +984,7 @@ uint32_t ArmToArm64Assembler::reg_post(int /*Rm*/) // A64 instructions // A64 instructions // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- static const char * dataTransferOpName[] = static __unused const char * dataTransferOpName[] = { { "LDR","LDRB","LDRH","STR","STRB","STRH" "LDR","LDRB","LDRH","STR","STRB","STRH" }; }; Loading libpixelflinger/codeflinger/GGLAssembler.cpp +0 −3 Original line number Original line Diff line number Diff line Loading @@ -94,8 +94,6 @@ int GGLAssembler::scanline(const needs_t& needs, context_t const* c) int GGLAssembler::scanline_core(const needs_t& needs, context_t const* c) int GGLAssembler::scanline_core(const needs_t& needs, context_t const* c) { { int64_t duration = ggl_system_time(); mBlendFactorCached = 0; mBlendFactorCached = 0; mBlending = 0; mBlending = 0; mMasking = 0; mMasking = 0; Loading Loading @@ -353,7 +351,6 @@ void GGLAssembler::build_scanline_prolog( fragment_parts_t& parts, const needs_t& needs) fragment_parts_t& parts, const needs_t& needs) { { Scratch scratches(registerFile()); Scratch scratches(registerFile()); int Rctx = mBuilderContext.Rctx; // compute count // compute count comment("compute ct (# of pixels to process)"); comment("compute ct (# of pixels to process)"); Loading libpixelflinger/codeflinger/load_store.cpp +0 −1 Original line number Original line Diff line number Diff line Loading @@ -232,7 +232,6 @@ void GGLAssembler::expand(integer_t& dst, const integer_t& src, int dbits) void GGLAssembler::downshift( void GGLAssembler::downshift( pixel_t& d, int component, component_t s, const reg_t& dither) pixel_t& d, int component, component_t s, const reg_t& dither) { { const needs_t& needs = mBuilderContext.needs; Scratch scratches(registerFile()); Scratch scratches(registerFile()); int sh = s.h; int sh = s.h; Loading libpixelflinger/codeflinger/texturing.cpp +1 −10 Original line number Original line Diff line number Diff line Loading @@ -41,7 +41,6 @@ namespace android { void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x) void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x) { { context_t const* c = mBuilderContext.c; context_t const* c = mBuilderContext.c; const needs_t& needs = mBuilderContext.needs; if (mSmooth) { if (mSmooth) { // NOTE: we could take this case in the mDithering + !mSmooth case, // NOTE: we could take this case in the mDithering + !mSmooth case, Loading Loading @@ -324,9 +323,7 @@ void GGLAssembler::init_textures( tex_coord_t* coords, tex_coord_t* coords, const reg_t& x, const reg_t& y) const reg_t& x, const reg_t& y) { { context_t const* c = mBuilderContext.c; const needs_t& needs = mBuilderContext.needs; const needs_t& needs = mBuilderContext.needs; int Rctx = mBuilderContext.Rctx; int Rx = x.reg; int Rx = x.reg; int Ry = y.reg; int Ry = y.reg; Loading Loading @@ -402,10 +399,6 @@ void GGLAssembler::init_textures( void GGLAssembler::build_textures( fragment_parts_t& parts, void GGLAssembler::build_textures( fragment_parts_t& parts, Scratch& regs) Scratch& regs) { { context_t const* c = mBuilderContext.c; const needs_t& needs = mBuilderContext.needs; int Rctx = mBuilderContext.Rctx; // We don't have a way to spill registers automatically // We don't have a way to spill registers automatically // spill depth and AA regs, when we know we may have to. // spill depth and AA regs, when we know we may have to. // build the spill list... // build the spill list... Loading Loading @@ -434,7 +427,6 @@ void GGLAssembler::build_textures( fragment_parts_t& parts, Spill spill(registerFile(), *this, spill_list); Spill spill(registerFile(), *this, spill_list); const bool multiTexture = mTextureMachine.activeUnits > 1; for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) { for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) { const texture_unit_t& tmu = mTextureMachine.tmu[i]; const texture_unit_t& tmu = mTextureMachine.tmu[i]; if (tmu.format_idx == 0) if (tmu.format_idx == 0) Loading Loading @@ -656,7 +648,6 @@ void GGLAssembler::build_textures( fragment_parts_t& parts, void GGLAssembler::build_iterate_texture_coordinates( void GGLAssembler::build_iterate_texture_coordinates( const fragment_parts_t& parts) const fragment_parts_t& parts) { { const bool multiTexture = mTextureMachine.activeUnits > 1; for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) { for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) { const texture_unit_t& tmu = mTextureMachine.tmu[i]; const texture_unit_t& tmu = mTextureMachine.tmu[i]; if (tmu.format_idx == 0) if (tmu.format_idx == 0) Loading Loading
libpixelflinger/Android.mk +2 −0 Original line number Original line Diff line number Diff line Loading @@ -25,6 +25,8 @@ PIXELFLINGER_SRC_FILES:= \ buffer.cpp buffer.cpp PIXELFLINGER_CFLAGS := -fstrict-aliasing -fomit-frame-pointer PIXELFLINGER_CFLAGS := -fstrict-aliasing -fomit-frame-pointer PIXELFLINGER_CFLAGS += -Wall -Werror PIXELFLINGER_CFLAGS += -Wno-unused-function PIXELFLINGER_SRC_FILES_arm := \ PIXELFLINGER_SRC_FILES_arm := \ codeflinger/ARMAssembler.cpp \ codeflinger/ARMAssembler.cpp \ Loading
libpixelflinger/codeflinger/Arm64Assembler.cpp +3 −3 Original line number Original line Diff line number Diff line Loading @@ -151,11 +151,11 @@ namespace android { namespace android { static const char* shift_codes[] = static __unused const char* shift_codes[] = { { "LSL", "LSR", "ASR", "ROR" "LSL", "LSR", "ASR", "ROR" }; }; static const char *cc_codes[] = static __unused const char *cc_codes[] = { { "EQ", "NE", "CS", "CC", "MI", "EQ", "NE", "CS", "CC", "MI", "PL", "VS", "VC", "HI", "LS", "PL", "VS", "VC", "HI", "LS", Loading Loading @@ -984,7 +984,7 @@ uint32_t ArmToArm64Assembler::reg_post(int /*Rm*/) // A64 instructions // A64 instructions // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- static const char * dataTransferOpName[] = static __unused const char * dataTransferOpName[] = { { "LDR","LDRB","LDRH","STR","STRB","STRH" "LDR","LDRB","LDRH","STR","STRB","STRH" }; }; Loading
libpixelflinger/codeflinger/GGLAssembler.cpp +0 −3 Original line number Original line Diff line number Diff line Loading @@ -94,8 +94,6 @@ int GGLAssembler::scanline(const needs_t& needs, context_t const* c) int GGLAssembler::scanline_core(const needs_t& needs, context_t const* c) int GGLAssembler::scanline_core(const needs_t& needs, context_t const* c) { { int64_t duration = ggl_system_time(); mBlendFactorCached = 0; mBlendFactorCached = 0; mBlending = 0; mBlending = 0; mMasking = 0; mMasking = 0; Loading Loading @@ -353,7 +351,6 @@ void GGLAssembler::build_scanline_prolog( fragment_parts_t& parts, const needs_t& needs) fragment_parts_t& parts, const needs_t& needs) { { Scratch scratches(registerFile()); Scratch scratches(registerFile()); int Rctx = mBuilderContext.Rctx; // compute count // compute count comment("compute ct (# of pixels to process)"); comment("compute ct (# of pixels to process)"); Loading
libpixelflinger/codeflinger/load_store.cpp +0 −1 Original line number Original line Diff line number Diff line Loading @@ -232,7 +232,6 @@ void GGLAssembler::expand(integer_t& dst, const integer_t& src, int dbits) void GGLAssembler::downshift( void GGLAssembler::downshift( pixel_t& d, int component, component_t s, const reg_t& dither) pixel_t& d, int component, component_t s, const reg_t& dither) { { const needs_t& needs = mBuilderContext.needs; Scratch scratches(registerFile()); Scratch scratches(registerFile()); int sh = s.h; int sh = s.h; Loading
libpixelflinger/codeflinger/texturing.cpp +1 −10 Original line number Original line Diff line number Diff line Loading @@ -41,7 +41,6 @@ namespace android { void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x) void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x) { { context_t const* c = mBuilderContext.c; context_t const* c = mBuilderContext.c; const needs_t& needs = mBuilderContext.needs; if (mSmooth) { if (mSmooth) { // NOTE: we could take this case in the mDithering + !mSmooth case, // NOTE: we could take this case in the mDithering + !mSmooth case, Loading Loading @@ -324,9 +323,7 @@ void GGLAssembler::init_textures( tex_coord_t* coords, tex_coord_t* coords, const reg_t& x, const reg_t& y) const reg_t& x, const reg_t& y) { { context_t const* c = mBuilderContext.c; const needs_t& needs = mBuilderContext.needs; const needs_t& needs = mBuilderContext.needs; int Rctx = mBuilderContext.Rctx; int Rx = x.reg; int Rx = x.reg; int Ry = y.reg; int Ry = y.reg; Loading Loading @@ -402,10 +399,6 @@ void GGLAssembler::init_textures( void GGLAssembler::build_textures( fragment_parts_t& parts, void GGLAssembler::build_textures( fragment_parts_t& parts, Scratch& regs) Scratch& regs) { { context_t const* c = mBuilderContext.c; const needs_t& needs = mBuilderContext.needs; int Rctx = mBuilderContext.Rctx; // We don't have a way to spill registers automatically // We don't have a way to spill registers automatically // spill depth and AA regs, when we know we may have to. // spill depth and AA regs, when we know we may have to. // build the spill list... // build the spill list... Loading Loading @@ -434,7 +427,6 @@ void GGLAssembler::build_textures( fragment_parts_t& parts, Spill spill(registerFile(), *this, spill_list); Spill spill(registerFile(), *this, spill_list); const bool multiTexture = mTextureMachine.activeUnits > 1; for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) { for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) { const texture_unit_t& tmu = mTextureMachine.tmu[i]; const texture_unit_t& tmu = mTextureMachine.tmu[i]; if (tmu.format_idx == 0) if (tmu.format_idx == 0) Loading Loading @@ -656,7 +648,6 @@ void GGLAssembler::build_textures( fragment_parts_t& parts, void GGLAssembler::build_iterate_texture_coordinates( void GGLAssembler::build_iterate_texture_coordinates( const fragment_parts_t& parts) const fragment_parts_t& parts) { { const bool multiTexture = mTextureMachine.activeUnits > 1; for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) { for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) { const texture_unit_t& tmu = mTextureMachine.tmu[i]; const texture_unit_t& tmu = mTextureMachine.tmu[i]; if (tmu.format_idx == 0) if (tmu.format_idx == 0) Loading