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| author | The Android Open Source Project <initial-contribution@android.com> | 2009-03-03 19:32:55 -0800 |
|---|---|---|
| committer | The Android Open Source Project <initial-contribution@android.com> | 2009-03-03 19:32:55 -0800 |
| commit | dd7bc3319deb2b77c5d07a51b7d6cd7e11b5beb0 (patch) | |
| tree | 2ba8d1a0846d69b18f623515e8d9b5d9fe38b590 /libpixelflinger/buffer.cpp | |
| parent | e54eebbf1a908d65ee8cf80bab62821c05666d70 (diff) | |
| download | system_core-dd7bc3319deb2b77c5d07a51b7d6cd7e11b5beb0.tar.gz system_core-dd7bc3319deb2b77c5d07a51b7d6cd7e11b5beb0.tar.bz2 system_core-dd7bc3319deb2b77c5d07a51b7d6cd7e11b5beb0.zip | |
auto import from //depot/cupcake/@135843
Diffstat (limited to 'libpixelflinger/buffer.cpp')
| -rw-r--r-- | libpixelflinger/buffer.cpp | 384 |
1 files changed, 384 insertions, 0 deletions
diff --git a/libpixelflinger/buffer.cpp b/libpixelflinger/buffer.cpp new file mode 100644 index 00000000..af7356b9 --- /dev/null +++ b/libpixelflinger/buffer.cpp @@ -0,0 +1,384 @@ +/* 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 word +uint32_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 dbits +uint32_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 pixel +uint32_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 |
