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171 lines
5.1 KiB
171 lines
5.1 KiB
/* libs/pixelflinger/clear.cpp |
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** |
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** Copyright 2006, The Android Open Source Project |
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** |
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** Licensed under the Apache License, Version 2.0 (the "License"); |
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** you may not use this file except in compliance with the License. |
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** You may obtain a copy of the License at |
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** |
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** http://www.apache.org/licenses/LICENSE-2.0 |
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** |
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** Unless required by applicable law or agreed to in writing, software |
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** distributed under the License is distributed on an "AS IS" BASIS, |
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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** See the License for the specific language governing permissions and |
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** limitations under the License. |
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*/ |
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#include <cutils/memory.h> |
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#include "clear.h" |
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#include "buffer.h" |
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namespace android { |
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// ---------------------------------------------------------------------------- |
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static void ggl_clear(void* c, GGLbitfield mask); |
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static void ggl_clearColorx(void* c, |
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GGLclampx r, GGLclampx g, GGLclampx b, GGLclampx a); |
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static void ggl_clearDepthx(void* c, GGLclampx depth); |
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static void ggl_clearStencil(void* c, GGLint s); |
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// ---------------------------------------------------------------------------- |
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void ggl_init_clear(context_t* c) |
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{ |
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GGLContext& procs = *(GGLContext*)c; |
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GGL_INIT_PROC(procs, clear); |
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GGL_INIT_PROC(procs, clearColorx); |
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GGL_INIT_PROC(procs, clearDepthx); |
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GGL_INIT_PROC(procs, clearStencil); |
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c->state.clear.dirty = GGL_STENCIL_BUFFER_BIT | |
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GGL_COLOR_BUFFER_BIT | |
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GGL_DEPTH_BUFFER_BIT; |
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c->state.clear.depth = FIXED_ONE; |
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} |
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// ---------------------------------------------------------------------------- |
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static void memset2d(context_t* c, const surface_t& s, uint32_t packed, |
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uint32_t l, uint32_t t, uint32_t w, uint32_t h) |
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{ |
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const uint32_t size = c->formats[s.format].size; |
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const int32_t stride = s.stride * size; |
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uint8_t* dst = (uint8_t*)s.data + (l + t*s.stride)*size; |
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w *= size; |
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if (ggl_likely(int32_t(w) == stride)) { |
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// clear the whole thing in one call |
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w *= h; |
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h = 1; |
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} |
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switch (size) { |
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case 1: |
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do { |
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memset(dst, packed, w); |
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dst += stride; |
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} while(--h); |
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break; |
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case 2: |
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do { |
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android_memset16((uint16_t*)dst, packed, w); |
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dst += stride; |
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} while(--h); |
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break; |
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case 3: // XXX: 24-bit clear. |
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break; |
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case 4: |
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do { |
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android_memset32((uint32_t*)dst, packed, w); |
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dst += stride; |
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} while(--h); |
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break; |
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} |
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} |
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static inline GGLfixed fixedToZ(GGLfixed z) { |
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return GGLfixed(((int64_t(z) << 16) - z) >> 16); |
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} |
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static void ggl_clear(void* con, GGLbitfield mask) |
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{ |
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GGL_CONTEXT(c, con); |
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// XXX: rgba-dithering, rgba-masking |
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// XXX: handle all formats of Z and S |
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const uint32_t l = c->state.scissor.left; |
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const uint32_t t = c->state.scissor.top; |
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uint32_t w = c->state.scissor.right - l; |
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uint32_t h = c->state.scissor.bottom - t; |
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if (!w || !h) |
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return; |
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// unexsiting buffers have no effect... |
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if (c->state.buffers.color.format == 0) |
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mask &= ~GGL_COLOR_BUFFER_BIT; |
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if (c->state.buffers.depth.format == 0) |
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mask &= ~GGL_DEPTH_BUFFER_BIT; |
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if (c->state.buffers.stencil.format == 0) |
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mask &= ~GGL_STENCIL_BUFFER_BIT; |
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if (mask & GGL_COLOR_BUFFER_BIT) { |
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if (c->state.clear.dirty & GGL_COLOR_BUFFER_BIT) { |
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c->state.clear.dirty &= ~GGL_COLOR_BUFFER_BIT; |
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uint32_t colorPacked = ggl_pack_color(c, |
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c->state.buffers.color.format, |
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gglFixedToIteratedColor(c->state.clear.r), |
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gglFixedToIteratedColor(c->state.clear.g), |
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gglFixedToIteratedColor(c->state.clear.b), |
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gglFixedToIteratedColor(c->state.clear.a)); |
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c->state.clear.colorPacked = GGL_HOST_TO_RGBA(colorPacked); |
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} |
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const uint32_t packed = c->state.clear.colorPacked; |
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memset2d(c, c->state.buffers.color, packed, l, t, w, h); |
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} |
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if (mask & GGL_DEPTH_BUFFER_BIT) { |
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if (c->state.clear.dirty & GGL_DEPTH_BUFFER_BIT) { |
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c->state.clear.dirty &= ~GGL_DEPTH_BUFFER_BIT; |
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uint32_t depth = fixedToZ(c->state.clear.depth); |
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c->state.clear.depthPacked = (depth<<16)|depth; |
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} |
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const uint32_t packed = c->state.clear.depthPacked; |
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memset2d(c, c->state.buffers.depth, packed, l, t, w, h); |
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} |
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// XXX: do stencil buffer |
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} |
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static void ggl_clearColorx(void* con, |
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GGLclampx r, GGLclampx g, GGLclampx b, GGLclampx a) |
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{ |
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GGL_CONTEXT(c, con); |
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c->state.clear.r = gglClampx(r); |
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c->state.clear.g = gglClampx(g); |
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c->state.clear.b = gglClampx(b); |
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c->state.clear.a = gglClampx(a); |
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c->state.clear.dirty |= GGL_COLOR_BUFFER_BIT; |
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} |
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static void ggl_clearDepthx(void* con, GGLclampx depth) |
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{ |
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GGL_CONTEXT(c, con); |
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c->state.clear.depth = gglClampx(depth); |
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c->state.clear.dirty |= GGL_DEPTH_BUFFER_BIT; |
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} |
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static void ggl_clearStencil(void* con, GGLint s) |
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{ |
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GGL_CONTEXT(c, con); |
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c->state.clear.stencil = s; |
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c->state.clear.dirty |= GGL_STENCIL_BUFFER_BIT; |
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} |
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}; // namespace android
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