📄 pixelflinger.cpp
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/* libs/pixelflinger/pixelflinger.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 <stdlib.h>#include <string.h>#include <assert.h>#include <sys/time.h>#include <pixelflinger/pixelflinger.h>#include <private/pixelflinger/ggl_context.h>#include "buffer.h"#include "clear.h"#include "picker.h"#include "raster.h"#include "scanline.h"#include "trap.h"#include "codeflinger/GGLAssembler.h"#include "codeflinger/CodeCache.h"#include <stdio.h> namespace android {// ----------------------------------------------------------------------------// 8x8 Bayer dither matrixstatic const uint8_t gDitherMatrix[GGL_DITHER_SIZE] = { 0, 32, 8, 40, 2, 34, 10, 42, 48, 16, 56, 24, 50, 18, 58, 26, 12, 44, 4, 36, 14, 46, 6, 38, 60, 28, 52, 20, 62, 30, 54, 22, 3, 35, 11, 43, 1, 33, 9, 41, 51, 19, 59, 27, 49, 17, 57, 25, 15, 47, 7, 39, 13, 45, 5, 37, 63, 31, 55, 23, 61, 29, 53, 21};static void ggl_init_procs(context_t* c);static void ggl_set_scissor(context_t* c);static void ggl_enable_blending(context_t* c, int enable);static void ggl_enable_scissor_test(context_t* c, int enable);static void ggl_enable_alpha_test(context_t* c, int enable);static void ggl_enable_logic_op(context_t* c, int enable);static void ggl_enable_dither(context_t* c, int enable);static void ggl_enable_stencil_test(context_t* c, int enable);static void ggl_enable_depth_test(context_t* c, int enable);static void ggl_enable_aa(context_t* c, int enable);static void ggl_enable_point_aa_nice(context_t* c, int enable);static void ggl_enable_texture2d(context_t* c, int enable);static void ggl_enable_w_lerp(context_t* c, int enable);static void ggl_enable_fog(context_t* c, int enable);static inline int min(int a, int b) CONST;static inline int min(int a, int b) { return a < b ? a : b;}static inline int max(int a, int b) CONST;static inline int max(int a, int b) { return a < b ? b : a;}// ----------------------------------------------------------------------------void ggl_error(context_t* c, GGLenum error){ if (c->error == GGL_NO_ERROR) c->error = error;}// ----------------------------------------------------------------------------static void ggl_bindTexture(void* con, const GGLSurface* surface){ GGL_CONTEXT(c, con); if (surface->format != c->activeTMU->surface.format) ggl_state_changed(c, GGL_TMU_STATE); ggl_set_surface(c, &(c->activeTMU->surface), surface);}static void ggl_bindTextureLod(void* con, GGLuint tmu,const GGLSurface* surface){ GGL_CONTEXT(c, con); // All LODs must have the same format ggl_set_surface(c, &c->state.texture[tmu].surface, surface);}static void ggl_colorBuffer(void* con, const GGLSurface* surface){ GGL_CONTEXT(c, con); if (surface->format != c->state.buffers.color.format) ggl_state_changed(c, GGL_CB_STATE); if (surface->width > c->state.buffers.coverageBufferSize) { // allocate the coverage factor buffer free(c->state.buffers.coverage); c->state.buffers.coverage = (int16_t*)malloc(surface->width * 2); c->state.buffers.coverageBufferSize = c->state.buffers.coverage ? surface->width : 0; } ggl_set_surface(c, &(c->state.buffers.color), surface); if (c->state.buffers.read.format == 0) { ggl_set_surface(c, &(c->state.buffers.read), surface); } ggl_set_scissor(c);}static void ggl_readBuffer(void* con, const GGLSurface* surface){ GGL_CONTEXT(c, con); ggl_set_surface(c, &(c->state.buffers.read), surface);}static void ggl_depthBuffer(void* con, const GGLSurface* surface){ GGL_CONTEXT(c, con); if (surface->format == GGL_PIXEL_FORMAT_Z_16) { ggl_set_surface(c, &(c->state.buffers.depth), surface); } else { c->state.buffers.depth.format = GGL_PIXEL_FORMAT_NONE; ggl_enable_depth_test(c, 0); }}static void ggl_scissor(void* con, GGLint x, GGLint y, GGLsizei width, GGLsizei height){ GGL_CONTEXT(c, con); c->state.scissor.user_left = x; c->state.scissor.user_top = y; c->state.scissor.user_right = x + width; c->state.scissor.user_bottom = y + height; ggl_set_scissor(c);}// ----------------------------------------------------------------------------static void enable_disable(context_t* c, GGLenum name, int en){ switch (name) { case GGL_BLEND: ggl_enable_blending(c, en); break; case GGL_SCISSOR_TEST: ggl_enable_scissor_test(c, en); break; case GGL_ALPHA_TEST: ggl_enable_alpha_test(c, en); break; case GGL_COLOR_LOGIC_OP: ggl_enable_logic_op(c, en); break; case GGL_DITHER: ggl_enable_dither(c, en); break; case GGL_STENCIL_TEST: ggl_enable_stencil_test(c, en); break; case GGL_DEPTH_TEST: ggl_enable_depth_test(c, en); break; case GGL_AA: ggl_enable_aa(c, en); break; case GGL_TEXTURE_2D: ggl_enable_texture2d(c, en); break; case GGL_W_LERP: ggl_enable_w_lerp(c, en); break; case GGL_FOG: ggl_enable_fog(c, en); break; case GGL_POINT_SMOOTH_NICE: ggl_enable_point_aa_nice(c, en); break; }}static void ggl_enable(void* con, GGLenum name){ GGL_CONTEXT(c, con); enable_disable(c, name, 1);}static void ggl_disable(void* con, GGLenum name){ GGL_CONTEXT(c, con); enable_disable(c, name, 0);}static void ggl_enableDisable(void* con, GGLenum name, GGLboolean en){ GGL_CONTEXT(c, con); enable_disable(c, name, en ? 1 : 0);}// ----------------------------------------------------------------------------static void ggl_shadeModel(void* con, GGLenum mode){ GGL_CONTEXT(c, con); switch (mode) { case GGL_FLAT: if (c->state.enables & GGL_ENABLE_SMOOTH) { c->state.enables &= ~GGL_ENABLE_SMOOTH; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } break; case GGL_SMOOTH: if (!(c->state.enables & GGL_ENABLE_SMOOTH)) { c->state.enables |= GGL_ENABLE_SMOOTH; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } break; default: ggl_error(c, GGL_INVALID_ENUM); }}static void ggl_color4xv(void* con, const GGLclampx* color){ GGL_CONTEXT(c, con); c->shade.r0 = gglFixedToIteratedColor(color[0]); c->shade.g0 = gglFixedToIteratedColor(color[1]); c->shade.b0 = gglFixedToIteratedColor(color[2]); c->shade.a0 = gglFixedToIteratedColor(color[3]);}static void ggl_colorGrad12xv(void* con, const GGLcolor* grad){ GGL_CONTEXT(c, con); // it is very important to round the iterated value here because // the rasterizer doesn't clamp them, therefore the iterated value //must absolutely be correct. // GGLColor is encoded as 8.16 value const int32_t round = 0x8000; c->shade.r0 = grad[ 0] + round; c->shade.drdx = grad[ 1]; c->shade.drdy = grad[ 2]; c->shade.g0 = grad[ 3] + round; c->shade.dgdx = grad[ 4]; c->shade.dgdy = grad[ 5]; c->shade.b0 = grad[ 6] + round; c->shade.dbdx = grad[ 7]; c->shade.dbdy = grad[ 8]; c->shade.a0 = grad[ 9] + round; c->shade.dadx = grad[10]; c->shade.dady = grad[11];}static void ggl_zGrad3xv(void* con, const GGLfixed32* grad){ GGL_CONTEXT(c, con); // z iterators are encoded as 0.32 fixed point and the z-buffer // holds 16 bits, the rounding value is 0x8000. const uint32_t round = 0x8000; c->shade.z0 = grad[0] + round; c->shade.dzdx = grad[1]; c->shade.dzdy = grad[2];}static void ggl_wGrad3xv(void* con, const GGLfixed* grad){ GGL_CONTEXT(c, con); c->shade.w0 = grad[0]; c->shade.dwdx = grad[1]; c->shade.dwdy = grad[2];}// ----------------------------------------------------------------------------static void ggl_fogGrad3xv(void* con, const GGLfixed* grad){ GGL_CONTEXT(c, con); c->shade.f0 = grad[0]; c->shade.dfdx = grad[1]; c->shade.dfdy = grad[2];}static void ggl_fogColor3xv(void* con, const GGLclampx* color){ GGL_CONTEXT(c, con); const int32_t r = gglClampx(color[0]); const int32_t g = gglClampx(color[1]); const int32_t b = gglClampx(color[2]); c->state.fog.color[GGLFormat::RED] = (r - (r>>8))>>8; c->state.fog.color[GGLFormat::GREEN]= (g - (g>>8))>>8; c->state.fog.color[GGLFormat::BLUE] = (b - (b>>8))>>8;}static void ggl_enable_fog(context_t* c, int enable){ const int e = (c->state.enables & GGL_ENABLE_FOG)?1:0; if (e != enable) { if (enable) c->state.enables |= GGL_ENABLE_FOG; else c->state.enables &= ~GGL_ENABLE_FOG; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); }}// ----------------------------------------------------------------------------static void ggl_blendFunc(void* con, GGLenum src, GGLenum dst){ GGL_CONTEXT(c, con); c->state.blend.src = src; c->state.blend.src_alpha = src; c->state.blend.dst = dst; c->state.blend.dst_alpha = dst; c->state.blend.alpha_separate = 0; if (c->state.enables & GGL_ENABLE_BLENDING) { ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); }}static void ggl_blendFuncSeparate(void* con, GGLenum src, GGLenum dst, GGLenum srcAlpha, GGLenum dstAplha){ GGL_CONTEXT(c, con); c->state.blend.src = src; c->state.blend.src_alpha = srcAlpha; c->state.blend.dst = dst; c->state.blend.dst_alpha = dstAplha; c->state.blend.alpha_separate = 1; if (c->state.enables & GGL_ENABLE_BLENDING) { ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); }}// ----------------------------------------------------------------------------static void ggl_texEnvi(void* con, GGLenum target, GGLenum pname, GGLint param){ GGL_CONTEXT(c, con); if (target != GGL_TEXTURE_ENV || pname != GGL_TEXTURE_ENV_MODE) { ggl_error(c, GGL_INVALID_ENUM); return; } switch (param) { case GGL_REPLACE: case GGL_MODULATE: case GGL_DECAL: case GGL_BLEND: case GGL_ADD: if (c->activeTMU->env != param) { c->activeTMU->env = param; ggl_state_changed(c, GGL_TMU_STATE); } break; default: ggl_error(c, GGL_INVALID_ENUM); }}static void ggl_texEnvxv(void* con, GGLenum target, GGLenum pname, const GGLfixed* params){ GGL_CONTEXT(c, con); if (target != GGL_TEXTURE_ENV) { ggl_error(c, GGL_INVALID_ENUM); return; } switch (pname) { case GGL_TEXTURE_ENV_MODE: ggl_texEnvi(con, target, pname, params[0]); break; case GGL_TEXTURE_ENV_COLOR: { uint8_t* const color = c->activeTMU->env_color; const GGLclampx r = gglClampx(params[0]); const GGLclampx g = gglClampx(params[1]); const GGLclampx b = gglClampx(params[2]); const GGLclampx a = gglClampx(params[3]); color[0] = (a-(a>>8))>>8; color[1] = (r-(r>>8))>>8; color[2] = (g-(g>>8))>>8; color[3] = (b-(b>>8))>>8; break; } default: ggl_error(c, GGL_INVALID_ENUM); return; }}static void ggl_texParameteri(void* con, GGLenum target, GGLenum pname, GGLint param){ GGL_CONTEXT(c, con); if (target != GGL_TEXTURE_2D) { ggl_error(c, GGL_INVALID_ENUM); return; } if (param == GGL_CLAMP_TO_EDGE) param = GGL_CLAMP; uint16_t* what = 0; switch (pname) { case GGL_TEXTURE_WRAP_S: if ((param == GGL_CLAMP) || (param == GGL_REPEAT)) { what = &c->activeTMU->s_wrap; } break; case GGL_TEXTURE_WRAP_T: if ((param == GGL_CLAMP) || (param == GGL_REPEAT)) { what = &c->activeTMU->t_wrap; } break; case GGL_TEXTURE_MIN_FILTER: if ((param == GGL_NEAREST) || (param == GGL_NEAREST_MIPMAP_NEAREST) || (param == GGL_NEAREST_MIPMAP_LINEAR)) { what = &c->activeTMU->min_filter; param = GGL_NEAREST; } if ((param == GGL_LINEAR) ||
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