platform_system_core/libpixelflinger/clear.cpp

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/* libs/pixelflinger/clear.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 <cutils/memory.h>
#include "clear.h"
#include "buffer.h"
namespace android {
// ----------------------------------------------------------------------------
static void ggl_clear(void* c, GGLbitfield mask);
static void ggl_clearColorx(void* c,
GGLclampx r, GGLclampx g, GGLclampx b, GGLclampx a);
static void ggl_clearDepthx(void* c, GGLclampx depth);
static void ggl_clearStencil(void* c, GGLint s);
// ----------------------------------------------------------------------------
void ggl_init_clear(context_t* c)
{
GGLContext& procs = *(GGLContext*)c;
GGL_INIT_PROC(procs, clear);
GGL_INIT_PROC(procs, clearColorx);
GGL_INIT_PROC(procs, clearDepthx);
GGL_INIT_PROC(procs, clearStencil);
c->state.clear.dirty = GGL_STENCIL_BUFFER_BIT |
GGL_COLOR_BUFFER_BIT |
GGL_DEPTH_BUFFER_BIT;
c->state.clear.depth = FIXED_ONE;
}
// ----------------------------------------------------------------------------
static void memset2d(context_t* c, const surface_t& s, uint32_t packed,
uint32_t l, uint32_t t, uint32_t w, uint32_t h)
{
const uint32_t size = c->formats[s.format].size;
const int32_t stride = s.stride * size;
uint8_t* dst = (uint8_t*)s.data + (l + t*s.stride)*size;
w *= size;
if (ggl_likely(int32_t(w) == stride)) {
// clear the whole thing in one call
w *= h;
h = 1;
}
switch (size) {
case 1:
do {
memset(dst, packed, w);
dst += stride;
} while(--h);
break;
case 2:
do {
android_memset16((uint16_t*)dst, packed, w);
dst += stride;
} while(--h);
break;
case 3: // XXX: 24-bit clear.
break;
case 4:
do {
android_memset32((uint32_t*)dst, packed, w);
dst += stride;
} while(--h);
break;
}
}
static inline GGLfixed fixedToZ(GGLfixed z) {
return GGLfixed(((int64_t(z) << 16) - z) >> 16);
}
static void ggl_clear(void* con, GGLbitfield mask)
{
GGL_CONTEXT(c, con);
// XXX: rgba-dithering, rgba-masking
// XXX: handle all formats of Z and S
const uint32_t l = c->state.scissor.left;
const uint32_t t = c->state.scissor.top;
uint32_t w = c->state.scissor.right - l;
uint32_t h = c->state.scissor.bottom - t;
if (!w || !h)
return;
// unexsiting buffers have no effect...
if (c->state.buffers.color.format == 0)
mask &= ~GGL_COLOR_BUFFER_BIT;
if (c->state.buffers.depth.format == 0)
mask &= ~GGL_DEPTH_BUFFER_BIT;
if (c->state.buffers.stencil.format == 0)
mask &= ~GGL_STENCIL_BUFFER_BIT;
if (mask & GGL_COLOR_BUFFER_BIT) {
if (c->state.clear.dirty & GGL_COLOR_BUFFER_BIT) {
c->state.clear.dirty &= ~GGL_COLOR_BUFFER_BIT;
uint32_t colorPacked = ggl_pack_color(c,
c->state.buffers.color.format,
gglFixedToIteratedColor(c->state.clear.r),
gglFixedToIteratedColor(c->state.clear.g),
gglFixedToIteratedColor(c->state.clear.b),
gglFixedToIteratedColor(c->state.clear.a));
c->state.clear.colorPacked = GGL_HOST_TO_RGBA(colorPacked);
}
const uint32_t packed = c->state.clear.colorPacked;
memset2d(c, c->state.buffers.color, packed, l, t, w, h);
}
if (mask & GGL_DEPTH_BUFFER_BIT) {
if (c->state.clear.dirty & GGL_DEPTH_BUFFER_BIT) {
c->state.clear.dirty &= ~GGL_DEPTH_BUFFER_BIT;
uint32_t depth = fixedToZ(c->state.clear.depth);
c->state.clear.depthPacked = (depth<<16)|depth;
}
const uint32_t packed = c->state.clear.depthPacked;
memset2d(c, c->state.buffers.depth, packed, l, t, w, h);
}
// XXX: do stencil buffer
}
static void ggl_clearColorx(void* con,
GGLclampx r, GGLclampx g, GGLclampx b, GGLclampx a)
{
GGL_CONTEXT(c, con);
c->state.clear.r = gglClampx(r);
c->state.clear.g = gglClampx(g);
c->state.clear.b = gglClampx(b);
c->state.clear.a = gglClampx(a);
c->state.clear.dirty |= GGL_COLOR_BUFFER_BIT;
}
static void ggl_clearDepthx(void* con, GGLclampx depth)
{
GGL_CONTEXT(c, con);
c->state.clear.depth = gglClampx(depth);
c->state.clear.dirty |= GGL_DEPTH_BUFFER_BIT;
}
static void ggl_clearStencil(void* con, GGLint s)
{
GGL_CONTEXT(c, con);
c->state.clear.stencil = s;
c->state.clear.dirty |= GGL_STENCIL_BUFFER_BIT;
}
}; // namespace android