/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2007-2008 by Michael Sevakis * * H10 20GB LCD assembly routines * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #include "config.h" #include "cpu.h" /**************************************************************************** * void lcd_write_yuv_420_lines(unsigned char const * const src[3], * int width, * int stride); * * |R| |1.000000 -0.000001 1.402000| |Y'| * |G| = |1.000000 -0.334136 -0.714136| |Pb| * |B| |1.000000 1.772000 0.000000| |Pr| * Scaled, normalized, rounded and tweaked to yield RGB 565: * |R| |74 0 101| |Y' - 16| >> 9 * |G| = |74 -24 -51| |Cb - 128| >> 8 * |B| |74 128 0| |Cr - 128| >> 9 * * Write four RGB565 pixels in the following order on each loop: * 1 3 + > down * 2 4 \/ left */ .section .icode, "ax", %progbits .align 2 .global lcd_write_yuv420_lines .type lcd_write_yuv420_lines, %function lcd_write_yuv420_lines: @ r0 = yuv_src @ r1 = width @ r2 = stride stmfd sp!, { r4-r12, lr } @ save non-scratch ldmia r0, { r4, r5, r6 } @ r4 = yuv_src[0] = Y'_p @ r5 = yuv_src[1] = Cb_p @ r6 = yuv_src[2] = Cr_p @ mov r0, #0x7000000c @ r0 = &LCD2_PORT = 0x70008a0c add r0, r0, #0x8a00 @ mov r14, #LCD2_DATA_MASK @ @ sub r2, r2, #1 @ Adjust stride because of increment 10: @ loop line @ ldrb r7, [r4], #1 @ r7 = *Y'_p++; ldrb r8, [r5], #1 @ r8 = *Cb_p++; ldrb r9, [r6], #1 @ r9 = *Cr_p++; @ sub r7, r7, #16 @ r7 = Y = (Y' - 16)*74 add r12, r7, r7, asl #2 @ actually (Y' - 16)*37 and shift right add r7, r12, r7, asl #5 @ by one less when adding - same for all @ sub r8, r8, #128 @ Cb -= 128 sub r9, r9, #128 @ Cr -= 128 @ add r10, r9, r9, asl #1 @ r10 = Cr*51 + Cb*24 add r10, r10, r10, asl #4 @ add r10, r10, r8, asl #3 @ add r10, r10, r8, asl #4 @ @ add r11, r9, r9, asl #2 @ r9 = Cr*101 add r11, r11, r9, asl #5 @ add r9, r11, r9, asl #6 @ @ add r8, r8, #2 @ r8 = bu = (Cb*128 + 128) >> 8 mov r8, r8, asr #2 @ add r9, r9, #256 @ r9 = rv = (r8 + 256) >> 9 mov r9, r9, asr #9 @ rsb r10, r10, #128 @ r10 = guv = (-r9 + 128) >> 8 mov r10, r10, asr #8 @ @ compute R, G, and B add r3, r8, r7, asr #8 @ r3 = b = (Y >> 9) + bu add r11, r9, r7, asr #8 @ r11 = r = (Y >> 9) + rv add r7, r10, r7, asr #7 @ r7 = g = (Y >> 8) + guv @ orr r12, r3, r11 @ check if clamping is needed... orr r12, r12, r7, asr #1 @ ...at all cmp r12, #31 @ bls 15f @ no clamp @ cmp r3, #31 @ clamp b mvnhi r3, r3, asr #31 @ andhi r3, r3, #31 @ cmp r11, #31 @ clamp r mvnhi r11, r11, asr #31 @ andhi r11, r11, #31 @ cmp r7, #63 @ clamp g mvnhi r7, r7, asr #31 @ andhi r7, r7, #63 @ 15: @ no clamp @ @ ldrb r12, [r4, r2] @ r12 = Y' = *(Y'_p + stride) @ orr r3, r3, r11, lsl #11 @ r3 = b | (r << 11) orr r3, r3, r7, lsl #5 @ r3 |= (g << 5) @ orr r7, r14, r3, lsr #8 @ store pixel orr r11, r14, r3 @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r7, [r0] @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r11, [r0] @ @ sub r7, r12, #16 @ r7 = Y = (Y' - 16)*74 add r12, r7, r7, asl #2 @ add r7, r12, r7, asl #5 @ @ compute R, G, and B add r3, r8, r7, asr #8 @ r3 = b = (Y >> 9) + bu add r11, r9, r7, asr #8 @ r11 = r = (Y >> 9) + rv add r7, r10, r7, asr #7 @ r7 = g = (Y >> 8) + guv @ orr r12, r3, r11 @ check if clamping is needed... orr r12, r12, r7, asr #1 @ ...at all cmp r12, #31 @ bls 15f @ no clamp @ cmp r3, #31 @ clamp b mvnhi r3, r3, asr #31 @ andhi r3, r3, #31 @ cmp r11, #31 @ clamp r mvnhi r11, r11, asr #31 @ andhi r11, r11, #31 @ cmp r7, #63 @ clamp g mvnhi r7, r7, asr #31 @ andhi r7, r7, #63 @ 15: @ no clamp @ @ ldrb r12, [r4], #1 @ r12 = Y' = *(Y'_p++) @ orr r3, r3, r11, lsl #11 @ r3 = b | (r << 11) orr r3, r3, r7, lsl #5 @ r3 |= (g << 5) @ orr r7, r14, r3, lsr #8 @ store pixel orr r11, r14, r3 @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r7, [r0] @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r11, [r0] @ @ sub r7, r12, #16 @ r7 = Y = (Y' - 16)*74 add r12, r7, r7, asl #2 @ add r7, r12, r7, asl #5 @ @ compute R, G, and B add r3, r8, r7, asr #8 @ r3 = b = (Y >> 9) + bu add r11, r9, r7, asr #8 @ r11 = r = (Y >> 9) + rv add r7, r10, r7, asr #7 @ r7 = g = (Y >> 8) + guv @ orr r12, r3, r11 @ check if clamping is needed... orr r12, r12, r7, asr #1 @ ...at all cmp r12, #31 @ bls 15f @ no clamp @ cmp r3, #31 @ clamp b mvnhi r3, r3, asr #31 @ andhi r3, r3, #31 @ cmp r11, #31 @ clamp r mvnhi r11, r11, asr #31 @ andhi r11, r11, #31 @ cmp r7, #63 @ clamp g mvnhi r7, r7, asr #31 @ andhi r7, r7, #63 @ 15: @ no clamp @ @ ldrb r12, [r4, r2] @ r12 = Y' = *(Y'_p + stride) @ orr r3, r3, r7, lsl #5 @ r3 = b | (g << 5) orr r3, r3, r11, lsl #11 @ r3 |= (r << 11) @ orr r7, r14, r3, lsr #8 @ store pixel orr r11, r14, r3 @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r7, [r0] @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r11, [r0] @ @ sub r7, r12, #16 @ r7 = Y = (Y' - 16)*74 add r12, r7, r7, asl #2 @ add r7, r12, r7, asl #5 @ @ compute R, G, and B add r3, r8, r7, asr #8 @ r3 = b = (Y >> 9) + bu add r11, r9, r7, asr #8 @ r11 = r = (Y >> 9) + rv add r7, r10, r7, asr #7 @ r7 = g = (Y >> 8) + guv @ orr r12, r3, r11 @ check if clamping is needed... orr r12, r12, r7, asr #1 @ ...at all cmp r12, #31 @ bls 15f @ no clamp @ cmp r3, #31 @ clamp b mvnhi r3, r3, asr #31 @ andhi r3, r3, #31 @ cmp r11, #31 @ clamp r mvnhi r11, r11, asr #31 @ andhi r11, r11, #31 @ cmp r7, #63 @ clamp g mvnhi r7, r7, asr #31 @ andhi r7, r7, #63 @ 15: @ no clamp @ @ orr r3, r3, r11, lsl #11 @ r3 = b | (r << 11) orr r3, r3, r7, lsl #5 @ r3 |= (g << 5) @ orr r7, r14, r3, lsr #8 @ store pixel orr r11, r14, r3 @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r7, [r0] @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r11, [r0] @ @ subs r1, r1, #2 @ subtract block from width bgt 10b @ loop line @ @ ldmfd sp!, { r4-r12, pc } @ restore registers and return .ltorg @ dump constant pool .size lcd_write_yuv420_lines, .-lcd_write_yuv420_lines /**************************************************************************** * void lcd_write_yuv_420_lines_odither(unsigned char const * const src[3], * int width, * int stride, * int x_screen, * int y_screen); * * |R| |1.000000 -0.000001 1.402000| |Y'| * |G| = |1.000000 -0.334136 -0.714136| |Pb| * |B| |1.000000 1.772000 0.000000| |Pr| * Red scaled at twice g & b but at same precision to place it in correct * bit position after multiply and leave instruction count lower. * |R| |258 0 408| |Y' - 16| * |G| = |149 -49 -104| |Cb - 128| * |B| |149 258 0| |Cr - 128| * * Write four RGB565 pixels in the following order on each loop: * 1 3 + > down * 2 4 \/ left * * Kernel pattern (raw|use order): * 5 3 4 2 row0 row2 > down * 1 7 0 6 | 5 1 3 7 4 0 2 6 col0 left * 4 2 5 3 | 4 0 2 6 5 1 3 7 col2 \/ * 0 6 1 7 */ .section .icode, "ax", %progbits .align 2 .global lcd_write_yuv420_lines_odither .type lcd_write_yuv420_lines_odither, %function lcd_write_yuv420_lines_odither: @ r0 = yuv_src @ r1 = width @ r2 = stride @ r3 = x_screen @ [sp] = y_screen stmfd sp!, { r4-r12, lr } @ save non-scratch ldmia r0, { r4, r5, r6 } @ r4 = yuv_src[0] = Y'_p @ r5 = yuv_src[1] = Cb_p @ r6 = yuv_src[2] = Cr_p @ ldr r0, [sp, #40] @ Line up pattern and kernel quadrant eor r14, r3, r0 @ and r14, r14, #0x2 @ mov r14, r14, lsl #6 @ 0x00 or 0x80 @ mov r0, #0x7000000c @ r0 = &LCD2_PORT = 0x70008a0c add r0, r0, #0x8a00 @ @ sub r2, r2, #1 @ Adjust stride because of increment 10: @ loop line @ @ ldrb r7, [r4], #1 @ r7 = *Y'_p++; ldrb r8, [r5], #1 @ r8 = *Cb_p++; ldrb r9, [r6], #1 @ r9 = *Cr_p++; @ eor r14, r14, #0x80 @ flip pattern quadrant @ sub r7, r7, #16 @ r7 = Y = (Y' - 16)*149 add r12, r7, r7, asl #2 @ add r12, r12, r12, asl #4 @ add r7, r12, r7, asl #6 @ @ sub r8, r8, #128 @ Cb -= 128 sub r9, r9, #128 @ Cr -= 128 @ add r10, r8, r8, asl #4 @ r10 = guv = Cr*104 + Cb*49 add r10, r10, r8, asl #5 @ add r10, r10, r9, asl #3 @ add r10, r10, r9, asl #5 @ add r10, r10, r9, asl #6 @ @ mov r8, r8, asl #1 @ r8 = bu = Cb*258 add r8, r8, r8, asl #7 @ @ add r9, r9, r9, asl #1 @ r9 = rv = Cr*408 add r9, r9, r9, asl #4 @ mov r9, r9, asl #3 @ @ @ compute R, G, and B add r3, r8, r7 @ r3 = b' = Y + bu add r11, r9, r7, asl #1 @ r11 = r' = Y*2 + rv rsb r7, r10, r7 @ r7 = g' = Y + guv @ @ r8 = bu, r9 = rv, r10 = guv @ sub r12, r3, r3, lsr #5 @ r3 = 31/32*b + b/256 add r3, r12, r3, lsr #8 @ @ sub r12, r11, r11, lsr #5 @ r11 = 31/32*r + r/256 add r11, r12, r11, lsr #8 @ @ sub r12, r7, r7, lsr #6 @ r7 = 63/64*g + g/256 add r7, r12, r7, lsr #8 @ @ add r12, r14, #0x200 @ @ add r3, r3, r12 @ b = r3 + delta add r11, r11, r12, lsl #1 @ r = r11 + delta*2 add r7, r7, r12, lsr #1 @ g = r7 + delta/2 @ orr r12, r3, r11, asr #1 @ check if clamping is needed... orr r12, r12, r7 @ ...at all movs r12, r12, asr #15 @ beq 15f @ no clamp @ movs r12, r3, asr #15 @ clamp b mvnne r3, r12, lsr #15 @ andne r3, r3, #0x7c00 @ mask b only if clamped movs r12, r11, asr #16 @ clamp r mvnne r11, r12, lsr #16 @ movs r12, r7, asr #15 @ clamp g mvnne r7, r12, lsr #15 @ 15: @ no clamp @ @ ldrb r12, [r4, r2] @ r12 = Y' = *(Y'_p + stride) @ and r11, r11, #0xf800 @ pack pixel and r7, r7, #0x7e00 @ r3 = pixel = (r & 0xf800) | orr r11, r11, r7, lsr #4 @ ((g & 0x7e00) >> 4) | orr r3, r11, r3, lsr #10 @ (b >> 10) @ mov r11, #LCD2_DATA_MASK @ store pixel orr r7, r11, r3, lsr #8 @ orr r11, r11, r3 @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r7, [r0] @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r11, [r0] @ @ sub r7, r12, #16 @ r7 = Y = (Y' - 16)*149 add r12, r7, r7, asl #2 @ add r12, r12, r12, asl #4 @ add r7, r12, r7, asl #6 @ @ compute R, G, and B add r3, r8, r7 @ r3 = b' = Y + bu add r11, r9, r7, asl #1 @ r11 = r' = Y*2 + rv rsb r7, r10, r7 @ r7 = g' = Y + guv @ sub r12, r3, r3, lsr #5 @ r3 = 31/32*b' + b'/256 add r3, r12, r3, lsr #8 @ @ sub r12, r11, r11, lsr #5 @ r11 = 31/32*r' + r'/256 add r11, r12, r11, lsr #8 @ @ sub r12, r7, r7, lsr #6 @ r7 = 63/64*g' + g'/256 add r7, r12, r7, lsr #8 @ @ @ This element is zero - use r14 @ @ add r3, r3, r14 @ b = r3 + delta add r11, r11, r14, lsl #1 @ r = r11 + delta*2 add r7, r7, r14, lsr #1 @ g = r7 + delta/2 @ orr r12, r3, r11, asr #1 @ check if clamping is needed... orr r12, r12, r7 @ ...at all movs r12, r12, asr #15 @ beq 15f @ no clamp @ movs r12, r3, asr #15 @ clamp b mvnne r3, r12, lsr #15 @ andne r3, r3, #0x7c00 @ mask b only if clamped movs r12, r11, asr #16 @ clamp r mvnne r11, r12, lsr #16 @ movs r12, r7, asr #15 @ clamp g mvnne r7, r12, lsr #15 @ 15: @ no clamp @ @ ldrb r12, [r4], #1 @ r12 = Y' = *(Y'_p++) @ and r11, r11, #0xf800 @ pack pixel and r7, r7, #0x7e00 @ r3 = pixel = (r & 0xf800) | orr r11, r11, r7, lsr #4 @ ((g & 0x7e00) >> 4) | orr r3, r11, r3, lsr #10 @ (b >> 10) @ mov r11, #LCD2_DATA_MASK @ store pixel orr r7, r11, r3, lsr #8 @ orr r11, r11, r3 @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r7, [r0] @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r11, [r0] @ @ sub r7, r12, #16 @ r7 = Y = (Y' - 16)*149 add r12, r7, r7, asl #2 @ add r12, r12, r12, asl #4 @ add r7, r12, r7, asl #6 @ @ compute R, G, and B add r3, r8, r7 @ r3 = b' = Y + bu add r11, r9, r7, asl #1 @ r11 = r' = Y*2 + rv rsb r7, r10, r7 @ r7 = g' = Y + guv @ @ r8 = bu, r9 = rv, r10 = guv @ sub r12, r3, r3, lsr #5 @ r3 = 31/32*b' + b'/256 add r3, r12, r3, lsr #8 @ @ sub r12, r11, r11, lsr #5 @ r11 = 31/32*r' + r'/256 add r11, r12, r11, lsr #8 @ @ sub r12, r7, r7, lsr #6 @ r7 = 63/64*g' + g'/256 add r7, r12, r7, lsr #8 @ @ add r12, r14, #0x100 @ @ add r3, r3, r12 @ b = r3 + delta add r11, r11, r12, lsl #1 @ r = r11 + delta*2 add r7, r7, r12, lsr #1 @ g = r7 + delta/2 @ orr r12, r3, r11, asr #1 @ check if clamping is needed... orr r12, r12, r7 @ ...at all movs r12, r12, asr #15 @ beq 15f @ no clamp @ movs r12, r3, asr #15 @ clamp b mvnne r3, r12, lsr #15 @ andne r3, r3, #0x7c00 @ mask b only if clamped movs r12, r11, asr #16 @ clamp r mvnne r11, r12, lsr #16 @ movs r12, r7, asr #15 @ clamp g mvnne r7, r12, lsr #15 @ 15: @ no clamp @ @ ldrb r12, [r4, r2] @ r12 = Y' = *(Y'_p + stride) @ and r11, r11, #0xf800 @ pack pixel and r7, r7, #0x7e00 @ r3 = pixel = (r & 0xf800) | orr r11, r11, r7, lsr #4 @ ((g & 0x7e00) >> 4) | orr r3, r11, r3, lsr #10 @ (b >> 10) @ mov r11, #LCD2_DATA_MASK @ store pixel orr r7, r11, r3, lsr #8 @ orr r11, r11, r3 @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r7, [r0] @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r11, [r0] @ @ sub r7, r12, #16 @ r7 = Y = (Y' - 16)*149 add r12, r7, r7, asl #2 @ add r12, r12, r12, asl #4 @ add r7, r12, r7, asl #6 @ @ compute R, G, and B add r3, r8, r7 @ r3 = b' = Y + bu add r11, r9, r7, asl #1 @ r11 = r' = Y*2 + rv rsb r7, r10, r7 @ r7 = g' = Y + guv @ sub r12, r3, r3, lsr #5 @ r3 = 31/32*b + b/256 add r3, r12, r3, lsr #8 @ @ sub r12, r11, r11, lsr #5 @ r11 = 31/32*r + r/256 add r11, r12, r11, lsr #8 @ @ sub r12, r7, r7, lsr #6 @ r7 = 63/64*g + g/256 add r7, r12, r7, lsr #8 @ @ add r12, r14, #0x300 @ @ add r3, r3, r12 @ b = r3 + delta add r11, r11, r12, lsl #1 @ r = r11 + delta*2 add r7, r7, r12, lsr #1 @ g = r7 + delta/2 @ orr r12, r3, r11, asr #1 @ check if clamping is needed... orr r12, r12, r7 @ ...at all movs r12, r12, asr #15 @ beq 15f @ no clamp @ movs r12, r3, asr #15 @ clamp b mvnne r3, r12, lsr #15 @ andne r3, r3, #0x7c00 @ mask b only if clamped movs r12, r11, asr #16 @ clamp r mvnne r11, r12, lsr #16 @ movs r12, r7, asr #15 @ clamp g mvnne r7, r12, lsr #15 @ 15: @ no clamp @ @ and r11, r11, #0xf800 @ pack pixel and r7, r7, #0x7e00 @ r3 = pixel = (r & 0xf800) | orr r11, r11, r7, lsr #4 @ ((g & 0x7e00) >> 4) | orr r3, r11, r3, lsr #10 @ (b >> 10) @ mov r11, #LCD2_DATA_MASK @ store pixel orr r7, r11, r3, lsr #8 @ orr r11, r11, r3 @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r7, [r0] @ 20: @ ldr r3, [r0] @ tst r3, #LCD2_BUSY_MASK @ bne 20b @ str r11, [r0] @ @ subs r1, r1, #2 @ subtract block from width bgt 10b @ loop line @ @ ldmfd sp!, { r4-r12, pc } @ restore registers and return .ltorg @ dump constant pool .size lcd_write_yuv420_lines_odither, .-lcd_write_yuv420_lines_odither