Remove dead code.
Intel accidentally made this dead code in 2010 with commit
2bef93cc20
, and no one's ever noticed.
Since no one noticing for so long implies that it doesn't matter,
let's just kill the supposedly optimized code.
Change-Id: Id5b37056cb8884c20bfe2db362e19b46f02e337d
This commit is contained in:
parent
6855af4135
commit
d05f1d51ad
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@ -20,10 +20,6 @@
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#include <cutils/log.h>
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#include "GGLAssembler.h"
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#ifdef __ARM_ARCH__
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#include <machine/cpu-features.h>
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#endif
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namespace android {
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// ----------------------------------------------------------------------------
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@ -117,20 +113,6 @@ void GGLAssembler::extract(integer_t& d, int s, int h, int l, int bits)
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#endif
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assert(h);
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#if __ARM_ARCH__ >= 7
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const int mask = (1<<maskLen)-1;
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if ((h == bits) && !l && (s != d.reg)) {
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MOV(AL, 0, d.reg, s); // component = packed;
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} else if ((h == bits) && l) {
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MOV(AL, 0, d.reg, reg_imm(s, LSR, l)); // component = packed >> l;
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} else if (!l && isValidImmediate(mask)) {
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AND(AL, 0, d.reg, s, imm(mask)); // component = packed & mask;
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} else if (!l && isValidImmediate(~mask)) {
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BIC(AL, 0, d.reg, s, imm(~mask)); // component = packed & mask;
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} else {
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UBFX(AL, d.reg, s, l, maskLen); // component = (packed & mask) >> l;
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}
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#else
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if (h != bits) {
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const int mask = ((1<<maskLen)-1) << l;
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if (isValidImmediate(mask)) {
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@ -153,7 +135,6 @@ void GGLAssembler::extract(integer_t& d, int s, int h, int l, int bits)
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if (s != d.reg) {
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MOV(AL, 0, d.reg, s);
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}
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#endif
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d.s = maskLen;
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}
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@ -25,10 +25,6 @@
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#include "GGLAssembler.h"
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#ifdef __ARM_ARCH__
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#include <machine/cpu-features.h>
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#endif
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namespace android {
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// ---------------------------------------------------------------------------
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@ -888,106 +884,6 @@ void GGLAssembler::filter24(
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load(txPtr, texel, 0);
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}
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#if __ARM_ARCH__ >= 6
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// ARMv6 version, using UXTB16, and scheduled for Cortex-A8 pipeline
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void GGLAssembler::filter32(
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const fragment_parts_t& parts,
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pixel_t& texel, const texture_unit_t& tmu,
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int U, int V, pointer_t& txPtr,
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int FRAC_BITS)
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{
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const int adjust = FRAC_BITS*2 - 8;
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const int round = 0;
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const int prescale = 16 - adjust;
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Scratch scratches(registerFile());
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int pixel= scratches.obtain();
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int dh = scratches.obtain();
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int u = scratches.obtain();
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int k = scratches.obtain();
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int temp = scratches.obtain();
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int dl = scratches.obtain();
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int offsetrt = scratches.obtain();
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int offsetlb = scratches.obtain();
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int pixellb = offsetlb;
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// RB -> U * V
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CONTEXT_LOAD(offsetrt, generated_vars.rt);
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CONTEXT_LOAD(offsetlb, generated_vars.lb);
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if(!round) {
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MOV(AL, 0, U, reg_imm(U, LSL, prescale));
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}
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ADD(AL, 0, u, offsetrt, offsetlb);
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LDR(AL, pixel, txPtr.reg, reg_scale_pre(u));
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if (round) {
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SMULBB(AL, u, U, V);
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RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
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} else {
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SMULWB(AL, u, U, V);
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RSB(AL, 0, U, U, imm(1<<(FRAC_BITS+prescale)));
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}
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UXTB16(AL, temp, pixel, 0);
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if (round) {
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ADD(AL, 0, u, u, imm(1<<(adjust-1)));
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MOV(AL, 0, u, reg_imm(u, LSR, adjust));
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}
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LDR(AL, pixellb, txPtr.reg, reg_scale_pre(offsetlb));
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MUL(AL, 0, dh, temp, u);
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UXTB16(AL, temp, pixel, 8);
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MUL(AL, 0, dl, temp, u);
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RSB(AL, 0, k, u, imm(0x100));
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// LB -> (1-U) * V
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if (round) {
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SMULBB(AL, u, U, V);
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} else {
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SMULWB(AL, u, U, V);
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}
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UXTB16(AL, temp, pixellb, 0);
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if (round) {
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ADD(AL, 0, u, u, imm(1<<(adjust-1)));
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MOV(AL, 0, u, reg_imm(u, LSR, adjust));
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}
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MLA(AL, 0, dh, temp, u, dh);
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UXTB16(AL, temp, pixellb, 8);
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MLA(AL, 0, dl, temp, u, dl);
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SUB(AL, 0, k, k, u);
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// LT -> (1-U)*(1-V)
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RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
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LDR(AL, pixel, txPtr.reg);
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if (round) {
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SMULBB(AL, u, U, V);
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} else {
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SMULWB(AL, u, U, V);
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}
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UXTB16(AL, temp, pixel, 0);
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if (round) {
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ADD(AL, 0, u, u, imm(1<<(adjust-1)));
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MOV(AL, 0, u, reg_imm(u, LSR, adjust));
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}
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MLA(AL, 0, dh, temp, u, dh);
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UXTB16(AL, temp, pixel, 8);
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MLA(AL, 0, dl, temp, u, dl);
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// RT -> U*(1-V)
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LDR(AL, pixel, txPtr.reg, reg_scale_pre(offsetrt));
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SUB(AL, 0, u, k, u);
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UXTB16(AL, temp, pixel, 0);
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MLA(AL, 0, dh, temp, u, dh);
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UXTB16(AL, temp, pixel, 8);
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MLA(AL, 0, dl, temp, u, dl);
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UXTB16(AL, dh, dh, 8);
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UXTB16(AL, dl, dl, 8);
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ORR(AL, 0, texel.reg, dh, reg_imm(dl, LSL, 8));
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}
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#else
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void GGLAssembler::filter32(
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const fragment_parts_t& /*parts*/,
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pixel_t& texel, const texture_unit_t& /*tmu*/,
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@ -1075,7 +971,6 @@ void GGLAssembler::filter32(
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AND(AL, 0, dl, dl, reg_imm(mask, LSL, 8));
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ORR(AL, 0, texel.reg, dh, dl);
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}
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#endif
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void GGLAssembler::build_texture_environment(
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component_t& fragment,
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