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📄 buffer.cpp

📁 Android 一些工具
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/* libs/pixelflinger/buffer.cpp**** Copyright 2006, The Android Open Source Project**** Licensed under the Apache License, Version 2.0 (the "License"); ** you may not use this file except in compliance with the License. ** You may obtain a copy of the License at ****     http://www.apache.org/licenses/LICENSE-2.0 **** Unless required by applicable law or agreed to in writing, software ** distributed under the License is distributed on an "AS IS" BASIS, ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. ** See the License for the specific language governing permissions and ** limitations under the License.*/#include <assert.h>#include "buffer.h"namespace android {// ----------------------------------------------------------------------------static void read_pixel(const surface_t* s, context_t* c,        uint32_t x, uint32_t y, pixel_t* pixel);static void write_pixel(const surface_t* s, context_t* c,        uint32_t x, uint32_t y, const pixel_t* pixel);static void readRGB565(const surface_t* s, context_t* c,        uint32_t x, uint32_t y, pixel_t* pixel);static void readABGR8888(const surface_t* s, context_t* c,        uint32_t x, uint32_t y, pixel_t* pixel);static uint32_t logic_op(int op, uint32_t s, uint32_t d);static uint32_t extract(uint32_t v, int h, int l, int bits);static uint32_t expand(uint32_t v, int sbits, int dbits);static uint32_t downshift_component(uint32_t in, uint32_t v,        int sh, int sl, int dh, int dl, int ch, int cl, int dither);// ----------------------------------------------------------------------------void ggl_init_texture(context_t* c){    for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {        texture_t& t = c->state.texture[i];        t.s_coord = GGL_ONE_TO_ONE;        t.t_coord = GGL_ONE_TO_ONE;        t.s_wrap = GGL_REPEAT;        t.t_wrap = GGL_REPEAT;        t.min_filter = GGL_NEAREST;        t.mag_filter = GGL_NEAREST;        t.env = GGL_MODULATE;    }    c->activeTMU = &(c->state.texture[0]);}void ggl_set_surface(context_t* c, surface_t* dst, const GGLSurface* src){    dst->width = src->width;    dst->height = src->height;    dst->stride = src->stride;    dst->data = src->data;    dst->format = src->format;    dst->dirty = 1;    if (__builtin_expect(dst->stride < 0, false)) {        const GGLFormat& pixelFormat(c->formats[dst->format]);        const int32_t bpr = -dst->stride * pixelFormat.size;        dst->data += bpr * (dst->height-1);    }}static void pick_read_write(surface_t* s){    // Choose best reader/writers.    switch (s->format) {        case GGL_PIXEL_FORMAT_RGBA_8888:    s->read = readABGR8888;  break;        case GGL_PIXEL_FORMAT_RGB_565:      s->read = readRGB565;    break;        default:                            s->read = read_pixel;    break;    }    s->write = write_pixel;}void ggl_pick_texture(context_t* c){    for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {        surface_t& s = c->state.texture[i].surface;        if ((!c->state.texture[i].enable) || (!s.dirty))            continue;        s.dirty = 0;        pick_read_write(&s);        generated_tex_vars_t& gen = c->generated_vars.texture[i];        gen.width   = s.width;        gen.height  = s.height;        gen.stride  = s.stride;        gen.data    = int32_t(s.data);    }}void ggl_pick_cb(context_t* c){    surface_t& s = c->state.buffers.color;    if (s.dirty) {        s.dirty = 0;        pick_read_write(&s);    }}// ----------------------------------------------------------------------------void read_pixel(const surface_t* s, context_t* c,        uint32_t x, uint32_t y, pixel_t* pixel){    assert((x < s->width) && (y < s->height));    const GGLFormat* f = &(c->formats[s->format]);    int32_t index = x + (s->stride * y);    uint8_t* const data = s->data + index * f->size;    uint32_t v = 0;    switch (f->size) {        case 1:		v = *data;									break;        case 2:		v = *(uint16_t*)data;						break;        case 3:		v = (data[2]<<16)|(data[1]<<8)|data[0];     break;        case 4:		v = GGL_RGBA_TO_HOST(*(uint32_t*)data);		break;    }    for (int i=0 ; i<4 ; i++) {        pixel->s[i] = f->c[i].h - f->c[i].l;        if (pixel->s[i])            pixel->c[i] = extract(v,  f->c[i].h,  f->c[i].l, f->size*8);    }}void readRGB565(const surface_t* s, context_t* c,        uint32_t x, uint32_t y, pixel_t* pixel){    uint16_t v = *(reinterpret_cast<uint16_t*>(s->data) + (x + (s->stride * y)));    pixel->c[0] = 0;    pixel->c[1] = v>>11;    pixel->c[2] = (v>>5)&0x3F;    pixel->c[3] = v&0x1F;    pixel->s[0] = 0;    pixel->s[1] = 5;    pixel->s[2] = 6;    pixel->s[3] = 5;}void readABGR8888(const surface_t* s, context_t* c,        uint32_t x, uint32_t y, pixel_t* pixel){    uint32_t v = *(reinterpret_cast<uint32_t*>(s->data) + (x + (s->stride * y)));    v = GGL_RGBA_TO_HOST(v);    pixel->c[0] = v>>24;        // A    pixel->c[1] = v&0xFF;       // R    pixel->c[2] = (v>>8)&0xFF;  // G    pixel->c[3] = (v>>16)&0xFF; // B    pixel->s[0] =     pixel->s[1] =     pixel->s[2] =     pixel->s[3] = 8;}void write_pixel(const surface_t* s, context_t* c,        uint32_t x, uint32_t y, const pixel_t* pixel){    assert((x < s->width) && (y < s->height));    int dither = -1;    if (c->state.enables & GGL_ENABLE_DITHER) {        dither = c->ditherMatrix[ (x & GGL_DITHER_MASK) +                ((y & GGL_DITHER_MASK)<<GGL_DITHER_ORDER_SHIFT) ];    }    const GGLFormat* f = &(c->formats[s->format]);    int32_t index = x + (s->stride * y);    uint8_t* const data = s->data + index * f->size;            uint32_t mask = 0;    uint32_t v = 0;    for (int i=0 ; i<4 ; i++) {        const int component_mask = 1 << i;        if (f->components>=GGL_LUMINANCE &&                (i==GGLFormat::GREEN || i==GGLFormat::BLUE)) {            // destinations L formats don't have G or B            continue;        }        const int l = f->c[i].l;        const int h = f->c[i].h;        if (h && (c->state.mask.color & component_mask)) {            mask |= (((1<<(h-l))-1)<<l);            uint32_t u = pixel->c[i];            int32_t pixelSize = pixel->s[i];            if (pixelSize < (h-l)) {                u = expand(u, pixelSize, h-l);                pixelSize = h-l;            }            v = downshift_component(v, u, pixelSize, 0, h, l, 0, 0, dither);        }    }    if ((c->state.mask.color != 0xF) ||         (c->state.enables & GGL_ENABLE_LOGIC_OP)) {        uint32_t d = 0;        switch (f->size) {            case 1:	d = *data;									break;            case 2:	d = *(uint16_t*)data;						break;            case 3:	d = (data[2]<<16)|(data[1]<<8)|data[0];     break;            case 4:	d = GGL_RGBA_TO_HOST(*(uint32_t*)data);		break;        }        if (c->state.enables & GGL_ENABLE_LOGIC_OP) {            v = logic_op(c->state.logic_op.opcode, v, d);                        v &= mask;        }        v |= (d & ~mask);    }    switch (f->size) {        case 1:		*data = v;									break;        case 2:		*(uint16_t*)data = v;						break;        case 3:            data[0] = v;            data[1] = v>>8;            data[2] = v>>16;            break;        case 4:		*(uint32_t*)data = GGL_HOST_TO_RGBA(v);     break;    }}static uint32_t logic_op(int op, uint32_t s, uint32_t d){    switch(op) {    case GGL_CLEAR:         return 0;    case GGL_AND:           return s & d;    case GGL_AND_REVERSE:   return s & ~d;    case GGL_COPY:          return s;    case GGL_AND_INVERTED:  return ~s & d;    case GGL_NOOP:          return d;    case GGL_XOR:           return s ^ d;    case GGL_OR:            return s | d;    case GGL_NOR:           return ~(s | d);    case GGL_EQUIV:         return ~(s ^ d);    case GGL_INVERT:        return ~d;    case GGL_OR_REVERSE:    return s | ~d;    case GGL_COPY_INVERTED: return ~s;    case GGL_OR_INVERTED:   return ~s | d;    case GGL_NAND:          return ~(s & d);    case GGL_SET:           return ~0;    };    return s;}            uint32_t ggl_expand(uint32_t v, int sbits, int dbits){    return expand(v, sbits, dbits);}uint32_t ggl_pack_color(context_t* c, int32_t format,        GGLcolor r, GGLcolor g, GGLcolor b, GGLcolor a){    const GGLFormat* f = &(c->formats[format]);    uint32_t p = 0;    const int32_t hbits = GGL_COLOR_BITS;    const int32_t lbits = GGL_COLOR_BITS - 8;    p = downshift_component(p, r,   hbits, lbits,  f->rh, f->rl, 0, 1, -1);    p = downshift_component(p, g,   hbits, lbits,  f->gh, f->gl, 0, 1, -1);    p = downshift_component(p, b,   hbits, lbits,  f->bh, f->bl, 0, 1, -1);    p = downshift_component(p, a,   hbits, lbits,  f->ah, f->al, 0, 1, -1);    switch (f->size) {    case 1: p |= p << 8;    // fallthrough    case 2: p |= p << 16;    }    return p;}// ----------------------------------------------------------------------------// extract a component from a worduint32_t extract(uint32_t v, int h, int l, int bits){	assert(h);	if (l) {		v >>= l;	}	if (h != bits) {		v &= (1<<(h-l))-1;	}	return v;}// expand a component from sbits to dbitsuint32_t expand(uint32_t v, int sbits, int dbits){    if (dbits > sbits) {        assert(sbits);        if (sbits==1) {            v = (v<<dbits) - v;        } else {            if (dbits % sbits) {                v <<= (dbits-sbits);                dbits -= sbits;                do {                    v |= v>>sbits;                    dbits -= sbits;                    sbits *= 2;                } while (dbits>0);            } else {                dbits -= sbits;                do {                    v |= v<<sbits;                    dbits -= sbits;                    if (sbits*2 < dbits) {                        sbits *= 2;                    }                } while (dbits > 0);            }        }    }	return v;}// downsample a component from sbits to dbits// and shift / construct the pixeluint32_t downshift_component(	uint32_t in, uint32_t v,                                int sh, int sl,		// src                                int dh, int dl,		// dst                                int ch, int cl,		// clear                                int dither){	const int sbits = sh-sl;	const int dbits = dh-dl;    	assert(sbits>=dbits);    if (sbits>dbits) {        if (dither>=0) {            v -= (v>>dbits);				// fix up            const int shift = (GGL_DITHER_BITS - (sbits-dbits));            if (shift >= 0)   v += (dither >> shift) << sl;            else              v += (dither << (-shift)) << sl;        } else {            // don't do that right now, so we can reproduce the same            // artifacts we get on ARM (Where we don't do this)            // -> this is not really needed if we don't dither            //if (dBits > 1) { // result already OK if dBits==1            //    v -= (v>>dbits);				// fix up            //    v += 1 << ((sbits-dbits)-1);	// rounding            //}        }    }	// we need to clear the high bits of the source	if (ch) {		v <<= 32-sh;		sl += 32-sh;        sh = 32;	}		if (dl) {		if (cl || (sbits>dbits)) {			v >>= sh-dbits;			sl = 0;			sh = dbits;            in |= v<<dl;		} else {			// sbits==dbits and we don't need to clean the lower bits			// so we just have to shift the component to the right location            int shift = dh-sh;            in |= v<<shift;		}	} else {		// destination starts at bit 0		// ie: sh-dh == sh-dbits		int shift = sh-dh;		if (shift > 0)      in |= v>>shift;		else if (shift < 0) in |= v<<shift;		else                in |= v;	}	return in;}// ----------------------------------------------------------------------------}; // namespace android

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