502f4864d6
Add FALLTHROUGH_INTENDED for clang compiler. Bug: 112564944 Test: build with global -Wimplicit-fallthrough. Change-Id: I40f8bbf94e207c9dd90921e9b762ba51abab5777
389 lines
12 KiB
C++
389 lines
12 KiB
C++
/* libs/pixelflinger/buffer.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 <assert.h>
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#include <android-base/macros.h>
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#include "buffer.h"
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namespace android {
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// ----------------------------------------------------------------------------
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static void read_pixel(const surface_t* s, context_t* c,
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uint32_t x, uint32_t y, pixel_t* pixel);
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static void write_pixel(const surface_t* s, context_t* c,
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uint32_t x, uint32_t y, const pixel_t* pixel);
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static void readRGB565(const surface_t* s, context_t* c,
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uint32_t x, uint32_t y, pixel_t* pixel);
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static void readABGR8888(const surface_t* s, context_t* c,
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uint32_t x, uint32_t y, pixel_t* pixel);
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static uint32_t logic_op(int op, uint32_t s, uint32_t d);
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static uint32_t extract(uint32_t v, int h, int l, int bits);
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static uint32_t expand(uint32_t v, int sbits, int dbits);
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static uint32_t downshift_component(uint32_t in, uint32_t v,
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int sh, int sl, int dh, int dl, int ch, int cl, int dither);
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// ----------------------------------------------------------------------------
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void ggl_init_texture(context_t* c)
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{
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for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
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texture_t& t = c->state.texture[i];
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t.s_coord = GGL_ONE_TO_ONE;
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t.t_coord = GGL_ONE_TO_ONE;
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t.s_wrap = GGL_REPEAT;
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t.t_wrap = GGL_REPEAT;
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t.min_filter = GGL_NEAREST;
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t.mag_filter = GGL_NEAREST;
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t.env = GGL_MODULATE;
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}
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c->activeTMU = &(c->state.texture[0]);
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}
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void ggl_set_surface(context_t* c, surface_t* dst, const GGLSurface* src)
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{
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dst->width = src->width;
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dst->height = src->height;
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dst->stride = src->stride;
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dst->data = src->data;
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dst->format = src->format;
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dst->dirty = 1;
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if (__builtin_expect(dst->stride < 0, false)) {
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const GGLFormat& pixelFormat(c->formats[dst->format]);
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const int32_t bpr = -dst->stride * pixelFormat.size;
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dst->data += bpr * (dst->height-1);
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}
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}
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static void pick_read_write(surface_t* s)
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{
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// Choose best reader/writers.
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switch (s->format) {
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case GGL_PIXEL_FORMAT_RGBA_8888: s->read = readABGR8888; break;
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case GGL_PIXEL_FORMAT_RGB_565: s->read = readRGB565; break;
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default: s->read = read_pixel; break;
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}
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s->write = write_pixel;
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}
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void ggl_pick_texture(context_t* c)
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{
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for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
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surface_t& s = c->state.texture[i].surface;
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if ((!c->state.texture[i].enable) || (!s.dirty))
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continue;
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s.dirty = 0;
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pick_read_write(&s);
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generated_tex_vars_t& gen = c->generated_vars.texture[i];
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gen.width = s.width;
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gen.height = s.height;
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gen.stride = s.stride;
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gen.data = uintptr_t(s.data);
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}
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}
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void ggl_pick_cb(context_t* c)
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{
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surface_t& s = c->state.buffers.color;
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if (s.dirty) {
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s.dirty = 0;
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pick_read_write(&s);
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}
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}
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// ----------------------------------------------------------------------------
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void read_pixel(const surface_t* s, context_t* c,
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uint32_t x, uint32_t y, pixel_t* pixel)
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{
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assert((x < s->width) && (y < s->height));
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const GGLFormat* f = &(c->formats[s->format]);
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int32_t index = x + (s->stride * y);
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uint8_t* const data = s->data + index * f->size;
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uint32_t v = 0;
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switch (f->size) {
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case 1: v = *data; break;
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case 2: v = *(uint16_t*)data; break;
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case 3: v = (data[2]<<16)|(data[1]<<8)|data[0]; break;
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case 4: v = GGL_RGBA_TO_HOST(*(uint32_t*)data); break;
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}
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for (int i=0 ; i<4 ; i++) {
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pixel->s[i] = f->c[i].h - f->c[i].l;
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if (pixel->s[i])
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pixel->c[i] = extract(v, f->c[i].h, f->c[i].l, f->size*8);
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}
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}
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void readRGB565(const surface_t* s, context_t* /*c*/,
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uint32_t x, uint32_t y, pixel_t* pixel)
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{
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uint16_t v = *(reinterpret_cast<uint16_t*>(s->data) + (x + (s->stride * y)));
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pixel->c[0] = 0;
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pixel->c[1] = v>>11;
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pixel->c[2] = (v>>5)&0x3F;
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pixel->c[3] = v&0x1F;
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pixel->s[0] = 0;
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pixel->s[1] = 5;
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pixel->s[2] = 6;
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pixel->s[3] = 5;
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}
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void readABGR8888(const surface_t* s, context_t* /*c*/,
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uint32_t x, uint32_t y, pixel_t* pixel)
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{
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uint32_t v = *(reinterpret_cast<uint32_t*>(s->data) + (x + (s->stride * y)));
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v = GGL_RGBA_TO_HOST(v);
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pixel->c[0] = v>>24; // A
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pixel->c[1] = v&0xFF; // R
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pixel->c[2] = (v>>8)&0xFF; // G
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pixel->c[3] = (v>>16)&0xFF; // B
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pixel->s[0] =
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pixel->s[1] =
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pixel->s[2] =
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pixel->s[3] = 8;
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}
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void write_pixel(const surface_t* s, context_t* c,
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uint32_t x, uint32_t y, const pixel_t* pixel)
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{
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assert((x < s->width) && (y < s->height));
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int dither = -1;
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if (c->state.enables & GGL_ENABLE_DITHER) {
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dither = c->ditherMatrix[ (x & GGL_DITHER_MASK) +
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((y & GGL_DITHER_MASK)<<GGL_DITHER_ORDER_SHIFT) ];
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}
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const GGLFormat* f = &(c->formats[s->format]);
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int32_t index = x + (s->stride * y);
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uint8_t* const data = s->data + index * f->size;
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uint32_t mask = 0;
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uint32_t v = 0;
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for (int i=0 ; i<4 ; i++) {
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const int component_mask = 1 << i;
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if (f->components>=GGL_LUMINANCE &&
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(i==GGLFormat::GREEN || i==GGLFormat::BLUE)) {
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// destinations L formats don't have G or B
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continue;
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}
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const int l = f->c[i].l;
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const int h = f->c[i].h;
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if (h && (c->state.mask.color & component_mask)) {
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mask |= (((1<<(h-l))-1)<<l);
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uint32_t u = pixel->c[i];
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int32_t pixelSize = pixel->s[i];
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if (pixelSize < (h-l)) {
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u = expand(u, pixelSize, h-l);
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pixelSize = h-l;
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}
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v = downshift_component(v, u, pixelSize, 0, h, l, 0, 0, dither);
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}
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}
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if ((c->state.mask.color != 0xF) ||
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(c->state.enables & GGL_ENABLE_LOGIC_OP)) {
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uint32_t d = 0;
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switch (f->size) {
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case 1: d = *data; break;
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case 2: d = *(uint16_t*)data; break;
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case 3: d = (data[2]<<16)|(data[1]<<8)|data[0]; break;
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case 4: d = GGL_RGBA_TO_HOST(*(uint32_t*)data); break;
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}
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if (c->state.enables & GGL_ENABLE_LOGIC_OP) {
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v = logic_op(c->state.logic_op.opcode, v, d);
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v &= mask;
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}
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v |= (d & ~mask);
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}
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switch (f->size) {
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case 1: *data = v; break;
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case 2: *(uint16_t*)data = v; break;
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case 3:
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data[0] = v;
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data[1] = v>>8;
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data[2] = v>>16;
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break;
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case 4: *(uint32_t*)data = GGL_HOST_TO_RGBA(v); break;
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}
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}
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static uint32_t logic_op(int op, uint32_t s, uint32_t d)
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{
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switch(op) {
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case GGL_CLEAR: return 0;
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case GGL_AND: return s & d;
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case GGL_AND_REVERSE: return s & ~d;
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case GGL_COPY: return s;
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case GGL_AND_INVERTED: return ~s & d;
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case GGL_NOOP: return d;
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case GGL_XOR: return s ^ d;
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case GGL_OR: return s | d;
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case GGL_NOR: return ~(s | d);
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case GGL_EQUIV: return ~(s ^ d);
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case GGL_INVERT: return ~d;
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case GGL_OR_REVERSE: return s | ~d;
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case GGL_COPY_INVERTED: return ~s;
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case GGL_OR_INVERTED: return ~s | d;
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case GGL_NAND: return ~(s & d);
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case GGL_SET: return ~0;
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};
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return s;
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}
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uint32_t ggl_expand(uint32_t v, int sbits, int dbits)
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{
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return expand(v, sbits, dbits);
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}
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uint32_t ggl_pack_color(context_t* c, int32_t format,
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GGLcolor r, GGLcolor g, GGLcolor b, GGLcolor a)
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{
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const GGLFormat* f = &(c->formats[format]);
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uint32_t p = 0;
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const int32_t hbits = GGL_COLOR_BITS;
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const int32_t lbits = GGL_COLOR_BITS - 8;
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p = downshift_component(p, r, hbits, lbits, f->rh, f->rl, 0, 1, -1);
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p = downshift_component(p, g, hbits, lbits, f->gh, f->gl, 0, 1, -1);
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p = downshift_component(p, b, hbits, lbits, f->bh, f->bl, 0, 1, -1);
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p = downshift_component(p, a, hbits, lbits, f->ah, f->al, 0, 1, -1);
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switch (f->size) {
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case 1:
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p |= p << 8;
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FALLTHROUGH_INTENDED;
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case 2:
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p |= p << 16;
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}
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return p;
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}
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// ----------------------------------------------------------------------------
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// extract a component from a word
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uint32_t extract(uint32_t v, int h, int l, int bits)
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{
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assert(h);
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if (l) {
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v >>= l;
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}
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if (h != bits) {
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v &= (1<<(h-l))-1;
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}
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return v;
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}
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// expand a component from sbits to dbits
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uint32_t expand(uint32_t v, int sbits, int dbits)
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{
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if (dbits > sbits) {
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assert(sbits);
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if (sbits==1) {
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v = (v<<dbits) - v;
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} else {
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if (dbits % sbits) {
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v <<= (dbits-sbits);
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dbits -= sbits;
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do {
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v |= v>>sbits;
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dbits -= sbits;
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sbits *= 2;
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} while (dbits>0);
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} else {
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dbits -= sbits;
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do {
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v |= v<<sbits;
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dbits -= sbits;
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if (sbits*2 < dbits) {
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sbits *= 2;
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}
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} while (dbits > 0);
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}
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}
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}
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return v;
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}
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// downsample a component from sbits to dbits
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// and shift / construct the pixel
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uint32_t downshift_component( uint32_t in, uint32_t v,
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int sh, int sl, // src
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int dh, int dl, // dst
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int ch, int cl, // clear
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int dither)
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{
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const int sbits = sh-sl;
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const int dbits = dh-dl;
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assert(sbits>=dbits);
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if (sbits>dbits) {
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if (dither>=0) {
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v -= (v>>dbits); // fix up
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const int shift = (GGL_DITHER_BITS - (sbits-dbits));
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if (shift >= 0) v += (dither >> shift) << sl;
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else v += (dither << (-shift)) << sl;
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} else {
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// don't do that right now, so we can reproduce the same
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// artifacts we get on ARM (Where we don't do this)
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// -> this is not really needed if we don't dither
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//if (dBits > 1) { // result already OK if dBits==1
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// v -= (v>>dbits); // fix up
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// v += 1 << ((sbits-dbits)-1); // rounding
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//}
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}
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}
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// we need to clear the high bits of the source
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if (ch) {
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v <<= 32-sh;
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sl += 32-sh;
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sh = 32;
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}
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if (dl) {
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if (cl || (sbits>dbits)) {
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v >>= sh-dbits;
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sl = 0;
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sh = dbits;
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in |= v<<dl;
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} else {
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// sbits==dbits and we don't need to clean the lower bits
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// so we just have to shift the component to the right location
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int shift = dh-sh;
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in |= v<<shift;
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}
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} else {
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// destination starts at bit 0
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// ie: sh-dh == sh-dbits
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int shift = sh-dh;
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if (shift > 0) in |= v>>shift;
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else if (shift < 0) in |= v<<shift;
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else in |= v;
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}
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return in;
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}
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// ----------------------------------------------------------------------------
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}; // namespace android
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