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1175 lines
36 KiB
1175 lines
36 KiB
/* libs/pixelflinger/trap.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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#define LOG_TAG "pixelflinger-trap" |
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#include <assert.h> |
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#include <stdio.h> |
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#include <stdlib.h> |
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#include <cutils/memory.h> |
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#include <log/log.h> |
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#include "trap.h" |
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#include "picker.h" |
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namespace android { |
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// ---------------------------------------------------------------------------- |
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// enable to see triangles edges |
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#define DEBUG_TRANGLES 0 |
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// ---------------------------------------------------------------------------- |
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static void pointx_validate(void *con, const GGLcoord* c, GGLcoord r); |
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static void pointx(void *con, const GGLcoord* c, GGLcoord r); |
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static void aa_pointx(void *con, const GGLcoord* c, GGLcoord r); |
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static void aa_nice_pointx(void *con, const GGLcoord* c, GGLcoord r); |
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static void linex_validate(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord w); |
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static void linex(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord w); |
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static void aa_linex(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord w); |
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static void recti_validate(void* c, GGLint l, GGLint t, GGLint r, GGLint b); |
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static void recti(void* c, GGLint l, GGLint t, GGLint r, GGLint b); |
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static void trianglex_validate(void*, |
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const GGLcoord*, const GGLcoord*, const GGLcoord*); |
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static void trianglex_small(void*, |
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const GGLcoord*, const GGLcoord*, const GGLcoord*); |
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static void trianglex_big(void*, |
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const GGLcoord*, const GGLcoord*, const GGLcoord*); |
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static void aa_trianglex(void*, |
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const GGLcoord*, const GGLcoord*, const GGLcoord*); |
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static void trianglex_debug(void* con, |
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const GGLcoord*, const GGLcoord*, const GGLcoord*); |
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static void aapolyx(void* con, |
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const GGLcoord* pts, int count); |
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static inline int min(int a, int b) CONST; |
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static inline int max(int a, int b) CONST; |
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static inline int min(int a, int b, int c) CONST; |
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static inline int max(int a, int b, int c) CONST; |
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// ---------------------------------------------------------------------------- |
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#if 0 |
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#pragma mark - |
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#pragma mark Tools |
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#endif |
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inline int min(int a, int b) { |
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return a<b ? a : b; |
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} |
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inline int max(int a, int b) { |
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return a<b ? b : a; |
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} |
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inline int min(int a, int b, int c) { |
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return min(a,min(b,c)); |
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} |
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inline int max(int a, int b, int c) { |
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return max(a,max(b,c)); |
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} |
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template <typename T> |
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static inline void swap(T& a, T& b) { |
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T t(a); |
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a = b; |
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b = t; |
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} |
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static void |
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triangle_dump_points( const GGLcoord* v0, |
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const GGLcoord* v1, |
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const GGLcoord* v2 ) |
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{ |
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float tri = 1.0f / TRI_ONE; |
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ALOGD(" P0=(%.3f, %.3f) [%08x, %08x]\n" |
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" P1=(%.3f, %.3f) [%08x, %08x]\n" |
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" P2=(%.3f, %.3f) [%08x, %08x]\n", |
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v0[0]*tri, v0[1]*tri, v0[0], v0[1], |
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v1[0]*tri, v1[1]*tri, v1[0], v1[1], |
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v2[0]*tri, v2[1]*tri, v2[0], v2[1] ); |
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} |
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// ---------------------------------------------------------------------------- |
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#if 0 |
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#pragma mark - |
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#pragma mark Misc |
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#endif |
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void ggl_init_trap(context_t* c) |
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{ |
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ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE|GGL_TMU_STATE|GGL_CB_STATE); |
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} |
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void ggl_state_changed(context_t* c, int flags) |
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{ |
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if (ggl_likely(!c->dirty)) { |
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c->procs.pointx = pointx_validate; |
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c->procs.linex = linex_validate; |
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c->procs.recti = recti_validate; |
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c->procs.trianglex = trianglex_validate; |
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} |
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c->dirty |= uint32_t(flags); |
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} |
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// ---------------------------------------------------------------------------- |
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#if 0 |
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#pragma mark - |
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#pragma mark Point |
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#endif |
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void pointx_validate(void *con, const GGLcoord* v, GGLcoord rad) |
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{ |
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GGL_CONTEXT(c, con); |
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ggl_pick(c); |
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if (c->state.needs.p & GGL_NEED_MASK(P_AA)) { |
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if (c->state.enables & GGL_ENABLE_POINT_AA_NICE) { |
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c->procs.pointx = aa_nice_pointx; |
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} else { |
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c->procs.pointx = aa_pointx; |
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} |
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} else { |
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c->procs.pointx = pointx; |
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} |
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c->procs.pointx(con, v, rad); |
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} |
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void pointx(void *con, const GGLcoord* v, GGLcoord rad) |
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{ |
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GGL_CONTEXT(c, con); |
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GGLcoord halfSize = TRI_ROUND(rad) >> 1; |
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if (halfSize == 0) |
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halfSize = TRI_HALF; |
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GGLcoord xc = v[0]; |
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GGLcoord yc = v[1]; |
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if (halfSize & TRI_HALF) { // size odd |
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xc = TRI_FLOOR(xc) + TRI_HALF; |
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yc = TRI_FLOOR(yc) + TRI_HALF; |
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} else { // size even |
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xc = TRI_ROUND(xc); |
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yc = TRI_ROUND(yc); |
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} |
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GGLint l = (xc - halfSize) >> TRI_FRACTION_BITS; |
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GGLint t = (yc - halfSize) >> TRI_FRACTION_BITS; |
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GGLint r = (xc + halfSize) >> TRI_FRACTION_BITS; |
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GGLint b = (yc + halfSize) >> TRI_FRACTION_BITS; |
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recti(c, l, t, r, b); |
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} |
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// This way of computing the coverage factor, is more accurate and gives |
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// better results for small circles, but it is also a lot slower. |
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// Here we use super-sampling. |
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static int32_t coverageNice(GGLcoord x, GGLcoord y, |
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GGLcoord rmin, GGLcoord rmax, GGLcoord rr) |
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{ |
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const GGLcoord d2 = x*x + y*y; |
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if (d2 >= rmax) return 0; |
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if (d2 < rmin) return 0x7FFF; |
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const int kSamples = 4; |
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const int kInc = 4; // 1/4 = 0.25 |
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const int kCoverageUnit = 1; // 1/(4^2) = 0.0625 |
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const GGLcoord kCoordOffset = -6; // -0.375 |
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int hits = 0; |
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int x_sample = x + kCoordOffset; |
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for (int i=0 ; i<kSamples ; i++, x_sample += kInc) { |
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const int xval = rr - (x_sample * x_sample); |
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int y_sample = y + kCoordOffset; |
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for (int j=0 ; j<kSamples ; j++, y_sample += kInc) { |
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if (xval - (y_sample * y_sample) > 0) |
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hits += kCoverageUnit; |
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} |
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} |
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return min(0x7FFF, hits << (15 - kSamples)); |
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} |
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void aa_nice_pointx(void *con, const GGLcoord* v, GGLcoord size) |
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{ |
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GGL_CONTEXT(c, con); |
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GGLcoord rad = ((size + 1)>>1); |
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GGLint l = (v[0] - rad) >> TRI_FRACTION_BITS; |
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GGLint t = (v[1] - rad) >> TRI_FRACTION_BITS; |
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GGLint r = (v[0] + rad + (TRI_ONE-1)) >> TRI_FRACTION_BITS; |
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GGLint b = (v[1] + rad + (TRI_ONE-1)) >> TRI_FRACTION_BITS; |
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GGLcoord xstart = TRI_FROM_INT(l) - v[0] + TRI_HALF; |
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GGLcoord ystart = TRI_FROM_INT(t) - v[1] + TRI_HALF; |
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// scissor... |
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if (l < GGLint(c->state.scissor.left)) { |
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xstart += TRI_FROM_INT(c->state.scissor.left-l); |
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l = GGLint(c->state.scissor.left); |
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} |
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if (t < GGLint(c->state.scissor.top)) { |
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ystart += TRI_FROM_INT(c->state.scissor.top-t); |
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t = GGLint(c->state.scissor.top); |
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} |
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if (r > GGLint(c->state.scissor.right)) { |
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r = GGLint(c->state.scissor.right); |
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} |
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if (b > GGLint(c->state.scissor.bottom)) { |
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b = GGLint(c->state.scissor.bottom); |
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} |
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int xc = r - l; |
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int yc = b - t; |
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if (xc>0 && yc>0) { |
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int16_t* covPtr = c->state.buffers.coverage; |
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const int32_t sqr2Over2 = 0xC; // rounded up |
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GGLcoord rr = rad*rad; |
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GGLcoord rmin = (rad - sqr2Over2)*(rad - sqr2Over2); |
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GGLcoord rmax = (rad + sqr2Over2)*(rad + sqr2Over2); |
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GGLcoord y = ystart; |
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c->iterators.xl = l; |
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c->iterators.xr = r; |
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c->init_y(c, t); |
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do { |
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// compute coverage factors for each pixel |
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GGLcoord x = xstart; |
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for (int i=l ; i<r ; i++) { |
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covPtr[i] = coverageNice(x, y, rmin, rmax, rr); |
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x += TRI_ONE; |
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} |
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y += TRI_ONE; |
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c->scanline(c); |
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c->step_y(c); |
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} while (--yc); |
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} |
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} |
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// This is a cheap way of computing the coverage factor for a circle. |
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// We just lerp between the circles of radii r-sqrt(2)/2 and r+sqrt(2)/2 |
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static inline int32_t coverageFast(GGLcoord x, GGLcoord y, |
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GGLcoord rmin, GGLcoord rmax, GGLcoord scale) |
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{ |
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const GGLcoord d2 = x*x + y*y; |
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if (d2 >= rmax) return 0; |
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if (d2 < rmin) return 0x7FFF; |
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return 0x7FFF - (d2-rmin)*scale; |
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} |
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void aa_pointx(void *con, const GGLcoord* v, GGLcoord size) |
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{ |
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GGL_CONTEXT(c, con); |
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GGLcoord rad = ((size + 1)>>1); |
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GGLint l = (v[0] - rad) >> TRI_FRACTION_BITS; |
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GGLint t = (v[1] - rad) >> TRI_FRACTION_BITS; |
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GGLint r = (v[0] + rad + (TRI_ONE-1)) >> TRI_FRACTION_BITS; |
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GGLint b = (v[1] + rad + (TRI_ONE-1)) >> TRI_FRACTION_BITS; |
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GGLcoord xstart = TRI_FROM_INT(l) - v[0] + TRI_HALF; |
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GGLcoord ystart = TRI_FROM_INT(t) - v[1] + TRI_HALF; |
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// scissor... |
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if (l < GGLint(c->state.scissor.left)) { |
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xstart += TRI_FROM_INT(c->state.scissor.left-l); |
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l = GGLint(c->state.scissor.left); |
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} |
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if (t < GGLint(c->state.scissor.top)) { |
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ystart += TRI_FROM_INT(c->state.scissor.top-t); |
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t = GGLint(c->state.scissor.top); |
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} |
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if (r > GGLint(c->state.scissor.right)) { |
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r = GGLint(c->state.scissor.right); |
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} |
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if (b > GGLint(c->state.scissor.bottom)) { |
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b = GGLint(c->state.scissor.bottom); |
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} |
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int xc = r - l; |
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int yc = b - t; |
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if (xc>0 && yc>0) { |
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int16_t* covPtr = c->state.buffers.coverage; |
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rad <<= 4; |
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const int32_t sqr2Over2 = 0xB5; // fixed-point 24.8 |
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GGLcoord rmin = rad - sqr2Over2; |
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GGLcoord rmax = rad + sqr2Over2; |
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GGLcoord scale; |
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rmin *= rmin; |
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rmax *= rmax; |
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scale = 0x800000 / (rmax - rmin); |
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rmin >>= 8; |
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rmax >>= 8; |
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GGLcoord y = ystart; |
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c->iterators.xl = l; |
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c->iterators.xr = r; |
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c->init_y(c, t); |
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do { |
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// compute coverage factors for each pixel |
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GGLcoord x = xstart; |
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for (int i=l ; i<r ; i++) { |
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covPtr[i] = coverageFast(x, y, rmin, rmax, scale); |
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x += TRI_ONE; |
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} |
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y += TRI_ONE; |
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c->scanline(c); |
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c->step_y(c); |
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} while (--yc); |
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} |
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} |
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// ---------------------------------------------------------------------------- |
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#if 0 |
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#pragma mark - |
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#pragma mark Line |
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#endif |
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void linex_validate(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord w) |
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{ |
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GGL_CONTEXT(c, con); |
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ggl_pick(c); |
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if (c->state.needs.p & GGL_NEED_MASK(P_AA)) { |
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c->procs.linex = aa_linex; |
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} else { |
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c->procs.linex = linex; |
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} |
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c->procs.linex(con, v0, v1, w); |
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} |
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static void linex(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord width) |
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{ |
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GGL_CONTEXT(c, con); |
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GGLcoord v[4][2]; |
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v[0][0] = v0[0]; v[0][1] = v0[1]; |
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v[1][0] = v1[0]; v[1][1] = v1[1]; |
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v0 = v[0]; |
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v1 = v[1]; |
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const GGLcoord dx = abs(v0[0] - v1[0]); |
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const GGLcoord dy = abs(v0[1] - v1[1]); |
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GGLcoord nx, ny; |
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nx = ny = 0; |
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GGLcoord halfWidth = TRI_ROUND(width) >> 1; |
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if (halfWidth == 0) |
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halfWidth = TRI_HALF; |
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((dx > dy) ? ny : nx) = halfWidth; |
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v[2][0] = v1[0]; v[2][1] = v1[1]; |
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v[3][0] = v0[0]; v[3][1] = v0[1]; |
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v[0][0] += nx; v[0][1] += ny; |
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v[1][0] += nx; v[1][1] += ny; |
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v[2][0] -= nx; v[2][1] -= ny; |
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v[3][0] -= nx; v[3][1] -= ny; |
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trianglex_big(con, v[0], v[1], v[2]); |
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trianglex_big(con, v[0], v[2], v[3]); |
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} |
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static void aa_linex(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord width) |
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{ |
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GGL_CONTEXT(c, con); |
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GGLcoord v[4][2]; |
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v[0][0] = v0[0]; v[0][1] = v0[1]; |
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v[1][0] = v1[0]; v[1][1] = v1[1]; |
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v0 = v[0]; |
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v1 = v[1]; |
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const GGLcoord dx = v0[0] - v1[0]; |
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const GGLcoord dy = v0[1] - v1[1]; |
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GGLcoord nx = -dy; |
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GGLcoord ny = dx; |
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// generally, this will be well below 1.0 |
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const GGLfixed norm = gglMulx(width, gglSqrtRecipx(nx*nx+ny*ny), 4); |
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nx = gglMulx(nx, norm, 21); |
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ny = gglMulx(ny, norm, 21); |
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v[2][0] = v1[0]; v[2][1] = v1[1]; |
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v[3][0] = v0[0]; v[3][1] = v0[1]; |
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v[0][0] += nx; v[0][1] += ny; |
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v[1][0] += nx; v[1][1] += ny; |
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v[2][0] -= nx; v[2][1] -= ny; |
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v[3][0] -= nx; v[3][1] -= ny; |
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aapolyx(con, v[0], 4); |
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} |
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// ---------------------------------------------------------------------------- |
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#if 0 |
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#pragma mark - |
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#pragma mark Rect |
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#endif |
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void recti_validate(void *con, GGLint l, GGLint t, GGLint r, GGLint b) |
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{ |
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GGL_CONTEXT(c, con); |
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ggl_pick(c); |
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c->procs.recti = recti; |
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c->procs.recti(con, l, t, r, b); |
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} |
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void recti(void* con, GGLint l, GGLint t, GGLint r, GGLint b) |
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{ |
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GGL_CONTEXT(c, con); |
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|
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// scissor... |
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if (l < GGLint(c->state.scissor.left)) |
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l = GGLint(c->state.scissor.left); |
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if (t < GGLint(c->state.scissor.top)) |
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t = GGLint(c->state.scissor.top); |
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if (r > GGLint(c->state.scissor.right)) |
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r = GGLint(c->state.scissor.right); |
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if (b > GGLint(c->state.scissor.bottom)) |
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b = GGLint(c->state.scissor.bottom); |
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|
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int xc = r - l; |
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int yc = b - t; |
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if (xc>0 && yc>0) { |
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c->iterators.xl = l; |
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c->iterators.xr = r; |
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c->init_y(c, t); |
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c->rect(c, yc); |
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} |
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} |
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|
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// ---------------------------------------------------------------------------- |
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#if 0 |
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#pragma mark - |
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#pragma mark Triangle / Debugging |
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#endif |
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|
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static void scanline_set(context_t* c) |
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{ |
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int32_t x = c->iterators.xl; |
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size_t ct = c->iterators.xr - x; |
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int32_t y = c->iterators.y; |
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surface_t* cb = &(c->state.buffers.color); |
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const GGLFormat* fp = &(c->formats[cb->format]); |
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uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) + |
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(x + (cb->stride * y)) * fp->size; |
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const size_t size = ct * fp->size; |
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memset(dst, 0xFF, size); |
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} |
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|
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static void trianglex_debug(void* con, |
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const GGLcoord* v0, const GGLcoord* v1, const GGLcoord* v2) |
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{ |
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GGL_CONTEXT(c, con); |
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if (c->state.needs.p & GGL_NEED_MASK(P_AA)) { |
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aa_trianglex(con,v0,v1,v2); |
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} else { |
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trianglex_big(con,v0,v1,v2); |
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} |
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void (*save_scanline)(context_t*) = c->scanline; |
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c->scanline = scanline_set; |
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linex(con, v0, v1, TRI_ONE); |
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linex(con, v1, v2, TRI_ONE); |
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linex(con, v2, v0, TRI_ONE); |
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c->scanline = save_scanline; |
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} |
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|
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static void trianglex_xor(void* con, |
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const GGLcoord* v0, const GGLcoord* v1, const GGLcoord* v2) |
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{ |
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trianglex_big(con,v0,v1,v2); |
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trianglex_small(con,v0,v1,v2); |
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} |
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|
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// ---------------------------------------------------------------------------- |
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#if 0 |
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#pragma mark - |
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#pragma mark Triangle |
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#endif |
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|
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void trianglex_validate(void *con, |
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const GGLcoord* v0, const GGLcoord* v1, const GGLcoord* v2) |
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{ |
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GGL_CONTEXT(c, con); |
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ggl_pick(c); |
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if (c->state.needs.p & GGL_NEED_MASK(P_AA)) { |
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c->procs.trianglex = DEBUG_TRANGLES ? trianglex_debug : aa_trianglex; |
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} else { |
|
c->procs.trianglex = DEBUG_TRANGLES ? trianglex_debug : trianglex_big; |
|
} |
|
c->procs.trianglex(con, v0, v1, v2); |
|
} |
|
|
|
// ---------------------------------------------------------------------------- |
|
|
|
void trianglex_small(void* con, |
|
const GGLcoord* v0, const GGLcoord* v1, const GGLcoord* v2) |
|
{ |
|
GGL_CONTEXT(c, con); |
|
|
|
// vertices are in 28.4 fixed point, which allows |
|
// us to use 32 bits multiplies below. |
|
int32_t x0 = v0[0]; |
|
int32_t y0 = v0[1]; |
|
int32_t x1 = v1[0]; |
|
int32_t y1 = v1[1]; |
|
int32_t x2 = v2[0]; |
|
int32_t y2 = v2[1]; |
|
|
|
int32_t dx01 = x0 - x1; |
|
int32_t dy20 = y2 - y0; |
|
int32_t dy01 = y0 - y1; |
|
int32_t dx20 = x2 - x0; |
|
|
|
// The code below works only with CCW triangles |
|
// so if we get a CW triangle, we need to swap two of its vertices |
|
if (dx01*dy20 < dy01*dx20) { |
|
swap(x0, x1); |
|
swap(y0, y1); |
|
dx01 = x0 - x1; |
|
dy01 = y0 - y1; |
|
dx20 = x2 - x0; |
|
dy20 = y2 - y0; |
|
} |
|
int32_t dx12 = x1 - x2; |
|
int32_t dy12 = y1 - y2; |
|
|
|
// bounding box & scissor |
|
const int32_t bminx = TRI_FLOOR(min(x0, x1, x2)) >> TRI_FRACTION_BITS; |
|
const int32_t bminy = TRI_FLOOR(min(y0, y1, y2)) >> TRI_FRACTION_BITS; |
|
const int32_t bmaxx = TRI_CEIL( max(x0, x1, x2)) >> TRI_FRACTION_BITS; |
|
const int32_t bmaxy = TRI_CEIL( max(y0, y1, y2)) >> TRI_FRACTION_BITS; |
|
const int32_t minx = max(bminx, c->state.scissor.left); |
|
const int32_t miny = max(bminy, c->state.scissor.top); |
|
const int32_t maxx = min(bmaxx, c->state.scissor.right); |
|
const int32_t maxy = min(bmaxy, c->state.scissor.bottom); |
|
if ((minx >= maxx) || (miny >= maxy)) |
|
return; // too small or clipped out... |
|
|
|
// step equations to the bounding box and snap to pixel center |
|
const int32_t my = (miny << TRI_FRACTION_BITS) + TRI_HALF; |
|
const int32_t mx = (minx << TRI_FRACTION_BITS) + TRI_HALF; |
|
int32_t ey0 = dy01 * (x0 - mx) - dx01 * (y0 - my); |
|
int32_t ey1 = dy12 * (x1 - mx) - dx12 * (y1 - my); |
|
int32_t ey2 = dy20 * (x2 - mx) - dx20 * (y2 - my); |
|
|
|
// right-exclusive fill rule, to avoid rare cases |
|
// of over drawing |
|
if (dy01<0 || (dy01 == 0 && dx01>0)) ey0++; |
|
if (dy12<0 || (dy12 == 0 && dx12>0)) ey1++; |
|
if (dy20<0 || (dy20 == 0 && dx20>0)) ey2++; |
|
|
|
c->init_y(c, miny); |
|
for (int32_t y = miny; y < maxy; y++) { |
|
int32_t ex0 = ey0; |
|
int32_t ex1 = ey1; |
|
int32_t ex2 = ey2; |
|
int32_t xl, xr; |
|
for (xl=minx ; xl<maxx ; xl++) { |
|
if (ex0>0 && ex1>0 && ex2>0) |
|
break; // all strictly positive |
|
ex0 -= dy01 << TRI_FRACTION_BITS; |
|
ex1 -= dy12 << TRI_FRACTION_BITS; |
|
ex2 -= dy20 << TRI_FRACTION_BITS; |
|
} |
|
xr = xl; |
|
for ( ; xr<maxx ; xr++) { |
|
if (!(ex0>0 && ex1>0 && ex2>0)) |
|
break; // not all strictly positive |
|
ex0 -= dy01 << TRI_FRACTION_BITS; |
|
ex1 -= dy12 << TRI_FRACTION_BITS; |
|
ex2 -= dy20 << TRI_FRACTION_BITS; |
|
} |
|
|
|
if (xl < xr) { |
|
c->iterators.xl = xl; |
|
c->iterators.xr = xr; |
|
c->scanline(c); |
|
} |
|
c->step_y(c); |
|
|
|
ey0 += dx01 << TRI_FRACTION_BITS; |
|
ey1 += dx12 << TRI_FRACTION_BITS; |
|
ey2 += dx20 << TRI_FRACTION_BITS; |
|
} |
|
} |
|
|
|
// ---------------------------------------------------------------------------- |
|
#if 0 |
|
#pragma mark - |
|
#endif |
|
|
|
// the following routine fills a triangle via edge stepping, which |
|
// unfortunately requires divisions in the setup phase to get right, |
|
// it should probably only be used for relatively large trianges |
|
|
|
|
|
// x = y*DX/DY (ou DX and DY are constants, DY > 0, et y >= 0) |
|
// |
|
// for an equation of the type: |
|
// x' = y*K/2^p (with K and p constants "carefully chosen") |
|
// |
|
// We can now do a DDA without precision loss. We define 'e' by: |
|
// x' - x = y*(DX/DY - K/2^p) = y*e |
|
// |
|
// If we choose K = round(DX*2^p/DY) then, |
|
// abs(e) <= 1/2^(p+1) by construction |
|
// |
|
// therefore abs(x'-x) = y*abs(e) <= y/2^(p+1) <= DY/2^(p+1) <= DMAX/2^(p+1) |
|
// |
|
// which means that if DMAX <= 2^p, therefore abs(x-x') <= 1/2, including |
|
// at the last line. In fact, it's even a strict inequality except in one |
|
// extrem case (DY == DMAX et e = +/- 1/2) |
|
// |
|
// Applying that to our coordinates, we need 2^p >= 4096*16 = 65536 |
|
// so p = 16 is enough, we're so lucky! |
|
|
|
const int TRI_ITERATORS_BITS = 16; |
|
|
|
struct Edge |
|
{ |
|
int32_t x; // edge position in 16.16 coordinates |
|
int32_t x_incr; // on each step, increment x by that amount |
|
int32_t y_top; // starting scanline, 16.4 format |
|
int32_t y_bot; |
|
}; |
|
|
|
static void |
|
edge_dump( Edge* edge ) |
|
{ |
|
ALOGI( " top=%d (%.3f) bot=%d (%.3f) x=%d (%.3f) ix=%d (%.3f)", |
|
edge->y_top, edge->y_top/float(TRI_ONE), |
|
edge->y_bot, edge->y_bot/float(TRI_ONE), |
|
edge->x, edge->x/float(FIXED_ONE), |
|
edge->x_incr, edge->x_incr/float(FIXED_ONE) ); |
|
} |
|
|
|
static void |
|
triangle_dump_edges( Edge* edges, |
|
int count ) |
|
{ |
|
ALOGI( "%d edge%s:\n", count, count == 1 ? "" : "s" ); |
|
for ( ; count > 0; count--, edges++ ) |
|
edge_dump( edges ); |
|
} |
|
|
|
// the following function sets up an edge, it assumes |
|
// that ymin and ymax are in already in the 'reduced' |
|
// format |
|
static __attribute__((noinline)) |
|
void edge_setup( |
|
Edge* edges, |
|
int* pcount, |
|
const GGLcoord* p1, |
|
const GGLcoord* p2, |
|
int32_t ymin, |
|
int32_t ymax ) |
|
{ |
|
const GGLfixed* top = p1; |
|
const GGLfixed* bot = p2; |
|
Edge* edge = edges + *pcount; |
|
|
|
if (top[1] > bot[1]) { |
|
swap(top, bot); |
|
} |
|
|
|
int y1 = top[1] | 1; |
|
int y2 = bot[1] | 1; |
|
int dy = y2 - y1; |
|
|
|
if ( dy == 0 || y1 > ymax || y2 < ymin ) |
|
return; |
|
|
|
if ( y1 > ymin ) |
|
ymin = TRI_SNAP_NEXT_HALF(y1); |
|
|
|
if ( y2 < ymax ) |
|
ymax = TRI_SNAP_PREV_HALF(y2); |
|
|
|
if ( ymin > ymax ) // when the edge doesn't cross any scanline |
|
return; |
|
|
|
const int x1 = top[0]; |
|
const int dx = bot[0] - x1; |
|
const int shift = TRI_ITERATORS_BITS - TRI_FRACTION_BITS; |
|
|
|
// setup edge fields |
|
// We add 0.5 to edge->x here because it simplifies the rounding |
|
// in triangle_sweep_edges() -- this doesn't change the ordering of 'x' |
|
edge->x = (x1 << shift) + (1LU << (TRI_ITERATORS_BITS-1)); |
|
edge->x_incr = 0; |
|
edge->y_top = ymin; |
|
edge->y_bot = ymax; |
|
|
|
if (ggl_likely(ymin <= ymax && dx)) { |
|
edge->x_incr = gglDivQ16(dx, dy); |
|
} |
|
if (ggl_likely(y1 < ymin)) { |
|
int32_t xadjust = (edge->x_incr * (ymin-y1)) >> TRI_FRACTION_BITS; |
|
edge->x += xadjust; |
|
} |
|
|
|
++*pcount; |
|
} |
|
|
|
|
|
static void |
|
triangle_sweep_edges( Edge* left, |
|
Edge* right, |
|
int ytop, |
|
int ybot, |
|
context_t* c ) |
|
{ |
|
int count = ((ybot - ytop)>>TRI_FRACTION_BITS) + 1; |
|
if (count<=0) return; |
|
|
|
// sort the edges horizontally |
|
if ((left->x > right->x) || |
|
((left->x == right->x) && (left->x_incr > right->x_incr))) { |
|
swap(left, right); |
|
} |
|
|
|
int left_x = left->x; |
|
int right_x = right->x; |
|
const int left_xi = left->x_incr; |
|
const int right_xi = right->x_incr; |
|
left->x += left_xi * count; |
|
right->x += right_xi * count; |
|
|
|
const int xmin = c->state.scissor.left; |
|
const int xmax = c->state.scissor.right; |
|
do { |
|
// horizontal scissoring |
|
const int32_t xl = max(left_x >> TRI_ITERATORS_BITS, xmin); |
|
const int32_t xr = min(right_x >> TRI_ITERATORS_BITS, xmax); |
|
left_x += left_xi; |
|
right_x += right_xi; |
|
// invoke the scanline rasterizer |
|
if (ggl_likely(xl < xr)) { |
|
c->iterators.xl = xl; |
|
c->iterators.xr = xr; |
|
c->scanline(c); |
|
} |
|
c->step_y(c); |
|
} while (--count); |
|
} |
|
|
|
|
|
void trianglex_big(void* con, |
|
const GGLcoord* v0, const GGLcoord* v1, const GGLcoord* v2) |
|
{ |
|
GGL_CONTEXT(c, con); |
|
|
|
Edge edges[3]; |
|
int num_edges = 0; |
|
int32_t ymin = TRI_FROM_INT(c->state.scissor.top) + TRI_HALF; |
|
int32_t ymax = TRI_FROM_INT(c->state.scissor.bottom) - TRI_HALF; |
|
|
|
edge_setup( edges, &num_edges, v0, v1, ymin, ymax ); |
|
edge_setup( edges, &num_edges, v0, v2, ymin, ymax ); |
|
edge_setup( edges, &num_edges, v1, v2, ymin, ymax ); |
|
|
|
if (ggl_unlikely(num_edges<2)) // for really tiny triangles that don't |
|
return; // cross any scanline centers |
|
|
|
Edge* left = &edges[0]; |
|
Edge* right = &edges[1]; |
|
Edge* other = &edges[2]; |
|
int32_t y_top = min(left->y_top, right->y_top); |
|
int32_t y_bot = max(left->y_bot, right->y_bot); |
|
|
|
if (ggl_likely(num_edges==3)) { |
|
y_top = min(y_top, edges[2].y_top); |
|
y_bot = max(y_bot, edges[2].y_bot); |
|
if (edges[0].y_top > y_top) { |
|
other = &edges[0]; |
|
left = &edges[2]; |
|
} else if (edges[1].y_top > y_top) { |
|
other = &edges[1]; |
|
right = &edges[2]; |
|
} |
|
} |
|
|
|
c->init_y(c, y_top >> TRI_FRACTION_BITS); |
|
|
|
int32_t y_mid = min(left->y_bot, right->y_bot); |
|
triangle_sweep_edges( left, right, y_top, y_mid, c ); |
|
|
|
// second scanline sweep loop, if necessary |
|
y_mid += TRI_ONE; |
|
if (y_mid <= y_bot) { |
|
((left->y_bot == y_bot) ? right : left) = other; |
|
if (other->y_top < y_mid) { |
|
other->x += other->x_incr; |
|
} |
|
triangle_sweep_edges( left, right, y_mid, y_bot, c ); |
|
} |
|
} |
|
|
|
void aa_trianglex(void* con, |
|
const GGLcoord* a, const GGLcoord* b, const GGLcoord* c) |
|
{ |
|
GGLcoord pts[6] = { a[0], a[1], b[0], b[1], c[0], c[1] }; |
|
aapolyx(con, pts, 3); |
|
} |
|
|
|
// ---------------------------------------------------------------------------- |
|
#if 0 |
|
#pragma mark - |
|
#endif |
|
|
|
struct AAEdge |
|
{ |
|
GGLfixed x; // edge position in 12.16 coordinates |
|
GGLfixed x_incr; // on each y step, increment x by that amount |
|
GGLfixed y_incr; // on each x step, increment y by that amount |
|
int16_t y_top; // starting scanline, 12.4 format |
|
int16_t y_bot; // starting scanline, 12.4 format |
|
void dump(); |
|
}; |
|
|
|
void AAEdge::dump() |
|
{ |
|
float tri = 1.0f / TRI_ONE; |
|
float iter = 1.0f / (1<<TRI_ITERATORS_BITS); |
|
float fix = 1.0f / FIXED_ONE; |
|
ALOGD( "x=%08x (%.3f), " |
|
"x_incr=%08x (%.3f), y_incr=%08x (%.3f), " |
|
"y_top=%08x (%.3f), y_bot=%08x (%.3f) ", |
|
x, x*fix, |
|
x_incr, x_incr*iter, |
|
y_incr, y_incr*iter, |
|
y_top, y_top*tri, |
|
y_bot, y_bot*tri ); |
|
} |
|
|
|
// the following function sets up an edge, it assumes |
|
// that ymin and ymax are in already in the 'reduced' |
|
// format |
|
static __attribute__((noinline)) |
|
void aa_edge_setup( |
|
AAEdge* edges, |
|
int* pcount, |
|
const GGLcoord* p1, |
|
const GGLcoord* p2, |
|
int32_t ymin, |
|
int32_t ymax ) |
|
{ |
|
const GGLfixed* top = p1; |
|
const GGLfixed* bot = p2; |
|
AAEdge* edge = edges + *pcount; |
|
|
|
if (top[1] > bot[1]) |
|
swap(top, bot); |
|
|
|
int y1 = top[1]; |
|
int y2 = bot[1]; |
|
int dy = y2 - y1; |
|
|
|
if (dy==0 || y1>ymax || y2<ymin) |
|
return; |
|
|
|
if (y1 > ymin) |
|
ymin = y1; |
|
|
|
if (y2 < ymax) |
|
ymax = y2; |
|
|
|
const int x1 = top[0]; |
|
const int dx = bot[0] - x1; |
|
const int shift = FIXED_BITS - TRI_FRACTION_BITS; |
|
|
|
// setup edge fields |
|
edge->x = x1 << shift; |
|
edge->x_incr = 0; |
|
edge->y_top = ymin; |
|
edge->y_bot = ymax; |
|
edge->y_incr = 0x7FFFFFFF; |
|
|
|
if (ggl_likely(ymin <= ymax && dx)) { |
|
edge->x_incr = gglDivQ16(dx, dy); |
|
if (dx != 0) { |
|
edge->y_incr = abs(gglDivQ16(dy, dx)); |
|
} |
|
} |
|
if (ggl_likely(y1 < ymin)) { |
|
int32_t xadjust = (edge->x_incr * (ymin-y1)) |
|
>> (TRI_FRACTION_BITS + TRI_ITERATORS_BITS - FIXED_BITS); |
|
edge->x += xadjust; |
|
} |
|
|
|
++*pcount; |
|
} |
|
|
|
|
|
typedef int (*compar_t)(const void*, const void*); |
|
static int compare_edges(const AAEdge *e0, const AAEdge *e1) { |
|
if (e0->y_top > e1->y_top) return 1; |
|
if (e0->y_top < e1->y_top) return -1; |
|
if (e0->x > e1->x) return 1; |
|
if (e0->x < e1->x) return -1; |
|
if (e0->x_incr > e1->x_incr) return 1; |
|
if (e0->x_incr < e1->x_incr) return -1; |
|
return 0; // same edges, should never happen |
|
} |
|
|
|
static inline |
|
void SET_COVERAGE(int16_t*& p, int32_t value, ssize_t n) |
|
{ |
|
android_memset16((uint16_t*)p, value, n*2); |
|
p += n; |
|
} |
|
|
|
static inline |
|
void ADD_COVERAGE(int16_t*& p, int32_t value) |
|
{ |
|
value = *p + value; |
|
if (value >= 0x8000) |
|
value = 0x7FFF; |
|
*p++ = value; |
|
} |
|
|
|
static inline |
|
void SUB_COVERAGE(int16_t*& p, int32_t value) |
|
{ |
|
value = *p - value; |
|
value &= ~(value>>31); |
|
*p++ = value; |
|
} |
|
|
|
void aapolyx(void* con, |
|
const GGLcoord* pts, int count) |
|
{ |
|
/* |
|
* NOTE: This routine assumes that the polygon has been clipped to the |
|
* viewport already, that is, no vertex lies outside of the framebuffer. |
|
* If this happens, the code below won't corrupt memory but the |
|
* coverage values may not be correct. |
|
*/ |
|
|
|
GGL_CONTEXT(c, con); |
|
|
|
// we do only quads for now (it's used for thick lines) |
|
if ((count>4) || (count<2)) return; |
|
|
|
// take scissor into account |
|
const int xmin = c->state.scissor.left; |
|
const int xmax = c->state.scissor.right; |
|
if (xmin >= xmax) return; |
|
|
|
// generate edges from the vertices |
|
int32_t ymin = TRI_FROM_INT(c->state.scissor.top); |
|
int32_t ymax = TRI_FROM_INT(c->state.scissor.bottom); |
|
if (ymin >= ymax) return; |
|
|
|
AAEdge edges[4]; |
|
int num_edges = 0; |
|
GGLcoord const * p = pts; |
|
for (int i=0 ; i<count-1 ; i++, p+=2) { |
|
aa_edge_setup(edges, &num_edges, p, p+2, ymin, ymax); |
|
} |
|
aa_edge_setup(edges, &num_edges, p, pts, ymin, ymax ); |
|
if (ggl_unlikely(num_edges<2)) |
|
return; |
|
|
|
// sort the edge list top to bottom, left to right. |
|
qsort(edges, num_edges, sizeof(AAEdge), (compar_t)compare_edges); |
|
|
|
int16_t* const covPtr = c->state.buffers.coverage; |
|
memset(covPtr+xmin, 0, (xmax-xmin)*sizeof(*covPtr)); |
|
|
|
// now, sweep all edges in order |
|
// start with the 2 first edges. We know that they share their top |
|
// vertex, by construction. |
|
int i = 2; |
|
AAEdge* left = &edges[0]; |
|
AAEdge* right = &edges[1]; |
|
int32_t yt = left->y_top; |
|
GGLfixed l = left->x; |
|
GGLfixed r = right->x; |
|
int retire = 0; |
|
int16_t* coverage; |
|
|
|
// at this point we can initialize the rasterizer |
|
c->init_y(c, yt>>TRI_FRACTION_BITS); |
|
c->iterators.xl = xmax; |
|
c->iterators.xr = xmin; |
|
|
|
do { |
|
int32_t y = min(min(left->y_bot, right->y_bot), TRI_FLOOR(yt + TRI_ONE)); |
|
const int32_t shift = TRI_FRACTION_BITS + TRI_ITERATORS_BITS - FIXED_BITS; |
|
const int cf_shift = (1 + TRI_FRACTION_BITS*2 + TRI_ITERATORS_BITS - 15); |
|
|
|
// compute xmin and xmax for the left edge |
|
GGLfixed l_min = gglMulAddx(left->x_incr, y - left->y_top, left->x, shift); |
|
GGLfixed l_max = l; |
|
l = l_min; |
|
if (l_min > l_max) |
|
swap(l_min, l_max); |
|
|
|
// compute xmin and xmax for the right edge |
|
GGLfixed r_min = gglMulAddx(right->x_incr, y - right->y_top, right->x, shift); |
|
GGLfixed r_max = r; |
|
r = r_min; |
|
if (r_min > r_max) |
|
swap(r_min, r_max); |
|
|
|
// make sure we're not touching coverage values outside of the |
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// framebuffer |
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l_min &= ~(l_min>>31); |
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r_min &= ~(r_min>>31); |
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l_max &= ~(l_max>>31); |
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r_max &= ~(r_max>>31); |
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if (gglFixedToIntFloor(l_min) >= xmax) l_min = gglIntToFixed(xmax)-1; |
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if (gglFixedToIntFloor(r_min) >= xmax) r_min = gglIntToFixed(xmax)-1; |
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if (gglFixedToIntCeil(l_max) >= xmax) l_max = gglIntToFixed(xmax)-1; |
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if (gglFixedToIntCeil(r_max) >= xmax) r_max = gglIntToFixed(xmax)-1; |
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|
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// compute the integer versions of the above |
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const GGLfixed l_min_i = gglFloorx(l_min); |
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const GGLfixed l_max_i = gglCeilx (l_max); |
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const GGLfixed r_min_i = gglFloorx(r_min); |
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const GGLfixed r_max_i = gglCeilx (r_max); |
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|
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// clip horizontally using the scissor |
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const int xml = max(xmin, gglFixedToIntFloor(l_min_i)); |
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const int xmr = min(xmax, gglFixedToIntFloor(r_max_i)); |
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|
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// if we just stepped to a new scanline, render the previous one. |
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// and clear the coverage buffer |
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if (retire) { |
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if (c->iterators.xl < c->iterators.xr) |
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c->scanline(c); |
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c->step_y(c); |
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memset(covPtr+xmin, 0, (xmax-xmin)*sizeof(*covPtr)); |
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c->iterators.xl = xml; |
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c->iterators.xr = xmr; |
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} else { |
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// update the horizontal range of this scanline |
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c->iterators.xl = min(c->iterators.xl, xml); |
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c->iterators.xr = max(c->iterators.xr, xmr); |
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} |
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|
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coverage = covPtr + gglFixedToIntFloor(l_min_i); |
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if (l_min_i == gglFloorx(l_max)) { |
|
|
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/* |
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* fully traverse this pixel vertically |
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* l_max |
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* +-----/--+ yt |
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* | / | |
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* | / | |
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* | / | |
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* +-/------+ y |
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* l_min (l_min_i + TRI_ONE) |
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*/ |
|
|
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GGLfixed dx = l_max - l_min; |
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int32_t dy = y - yt; |
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int cf = gglMulx((dx >> 1) + (l_min_i + FIXED_ONE - l_max), dy, |
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FIXED_BITS + TRI_FRACTION_BITS - 15); |
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ADD_COVERAGE(coverage, cf); |
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// all pixels on the right have cf = 1.0 |
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} else { |
|
/* |
|
* spans several pixels in one scanline |
|
* l_max |
|
* +--------+--/-----+ yt |
|
* | |/ | |
|
* | /| | |
|
* | / | | |
|
* +---/----+--------+ y |
|
* l_min (l_min_i + TRI_ONE) |
|
*/ |
|
|
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// handle the first pixel separately... |
|
const int32_t y_incr = left->y_incr; |
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int32_t dx = TRI_FROM_FIXED(l_min_i - l_min) + TRI_ONE; |
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int32_t cf = (dx * dx * y_incr) >> cf_shift; |
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ADD_COVERAGE(coverage, cf); |
|
|
|
// following pixels get covered by y_incr, but we need |
|
// to fix-up the cf to account for previous partial pixel |
|
dx = TRI_FROM_FIXED(l_min - l_min_i); |
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cf -= (dx * dx * y_incr) >> cf_shift; |
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for (int x = l_min_i+FIXED_ONE ; x < l_max_i-FIXED_ONE ; x += FIXED_ONE) { |
|
cf += y_incr >> (TRI_ITERATORS_BITS-15); |
|
ADD_COVERAGE(coverage, cf); |
|
} |
|
|
|
// and the last pixel |
|
dx = TRI_FROM_FIXED(l_max - l_max_i) - TRI_ONE; |
|
cf += (dx * dx * y_incr) >> cf_shift; |
|
ADD_COVERAGE(coverage, cf); |
|
} |
|
|
|
// now, fill up all fully covered pixels |
|
coverage = covPtr + gglFixedToIntFloor(l_max_i); |
|
int cf = ((y - yt) << (15 - TRI_FRACTION_BITS)); |
|
if (ggl_likely(cf >= 0x8000)) { |
|
SET_COVERAGE(coverage, 0x7FFF, ((r_max - l_max_i)>>FIXED_BITS)+1); |
|
} else { |
|
for (int x=l_max_i ; x<r_max ; x+=FIXED_ONE) { |
|
ADD_COVERAGE(coverage, cf); |
|
} |
|
} |
|
|
|
// subtract the coverage of the right edge |
|
coverage = covPtr + gglFixedToIntFloor(r_min_i); |
|
if (r_min_i == gglFloorx(r_max)) { |
|
GGLfixed dx = r_max - r_min; |
|
int32_t dy = y - yt; |
|
int cf = gglMulx((dx >> 1) + (r_min_i + FIXED_ONE - r_max), dy, |
|
FIXED_BITS + TRI_FRACTION_BITS - 15); |
|
SUB_COVERAGE(coverage, cf); |
|
// all pixels on the right have cf = 1.0 |
|
} else { |
|
// handle the first pixel separately... |
|
const int32_t y_incr = right->y_incr; |
|
int32_t dx = TRI_FROM_FIXED(r_min_i - r_min) + TRI_ONE; |
|
int32_t cf = (dx * dx * y_incr) >> cf_shift; |
|
SUB_COVERAGE(coverage, cf); |
|
|
|
// following pixels get covered by y_incr, but we need |
|
// to fix-up the cf to account for previous partial pixel |
|
dx = TRI_FROM_FIXED(r_min - r_min_i); |
|
cf -= (dx * dx * y_incr) >> cf_shift; |
|
for (int x = r_min_i+FIXED_ONE ; x < r_max_i-FIXED_ONE ; x += FIXED_ONE) { |
|
cf += y_incr >> (TRI_ITERATORS_BITS-15); |
|
SUB_COVERAGE(coverage, cf); |
|
} |
|
|
|
// and the last pixel |
|
dx = TRI_FROM_FIXED(r_max - r_max_i) - TRI_ONE; |
|
cf += (dx * dx * y_incr) >> cf_shift; |
|
SUB_COVERAGE(coverage, cf); |
|
} |
|
|
|
// did we reach the end of an edge? if so, get a new one. |
|
if (y == left->y_bot || y == right->y_bot) { |
|
// bail out if we're done |
|
if (i>=num_edges) |
|
break; |
|
if (y == left->y_bot) |
|
left = &edges[i++]; |
|
if (y == right->y_bot) |
|
right = &edges[i++]; |
|
} |
|
|
|
// next scanline |
|
yt = y; |
|
|
|
// did we just finish a scanline? |
|
retire = (y << (32-TRI_FRACTION_BITS)) == 0; |
|
} while (true); |
|
|
|
// render the last scanline |
|
if (c->iterators.xl < c->iterators.xr) |
|
c->scanline(c); |
|
} |
|
|
|
}; // namespace android
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