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| author | The Android Open Source Project <initial-contribution@android.com> | 2009-03-03 18:29:04 -0800 |
|---|---|---|
| committer | The Android Open Source Project <initial-contribution@android.com> | 2009-03-03 18:29:04 -0800 |
| commit | e54eebbf1a908d65ee8cf80bab62821c05666d70 (patch) | |
| tree | 4b825dc642cb6eb9a060e54bf8d69288fbee4904 /libpixelflinger/trap.cpp | |
| parent | a1e1c1b106423de09bc918502e7a51d4ffe5a4ae (diff) | |
| download | system_core-e54eebbf1a908d65ee8cf80bab62821c05666d70.tar.gz system_core-e54eebbf1a908d65ee8cf80bab62821c05666d70.tar.bz2 system_core-e54eebbf1a908d65ee8cf80bab62821c05666d70.zip | |
auto import from //depot/cupcake/@135843
Diffstat (limited to 'libpixelflinger/trap.cpp')
| -rw-r--r-- | libpixelflinger/trap.cpp | 1173 |
1 files changed, 0 insertions, 1173 deletions
diff --git a/libpixelflinger/trap.cpp b/libpixelflinger/trap.cpp deleted file mode 100644 index 30b633f1..00000000 --- a/libpixelflinger/trap.cpp +++ /dev/null @@ -1,1173 +0,0 @@ -/* libs/pixelflinger/trap.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 <stdio.h> -#include <stdlib.h> - -#include "trap.h" -#include "picker.h" - -#include <cutils/log.h> -#include <cutils/memory.h> - -namespace android { - -// ---------------------------------------------------------------------------- - -// enable to see triangles edges -#define DEBUG_TRANGLES 0 - -// ---------------------------------------------------------------------------- - -static void pointx_validate(void *con, const GGLcoord* c, GGLcoord r); -static void pointx(void *con, const GGLcoord* c, GGLcoord r); -static void aa_pointx(void *con, const GGLcoord* c, GGLcoord r); -static void aa_nice_pointx(void *con, const GGLcoord* c, GGLcoord r); - -static void linex_validate(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord w); -static void linex(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord w); -static void aa_linex(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord w); - -static void recti_validate(void* c, GGLint l, GGLint t, GGLint r, GGLint b); -static void recti(void* c, GGLint l, GGLint t, GGLint r, GGLint b); - -static void trianglex_validate(void*, - const GGLcoord*, const GGLcoord*, const GGLcoord*); -static void trianglex_small(void*, - const GGLcoord*, const GGLcoord*, const GGLcoord*); -static void trianglex_big(void*, - const GGLcoord*, const GGLcoord*, const GGLcoord*); -static void aa_trianglex(void*, - const GGLcoord*, const GGLcoord*, const GGLcoord*); -static void trianglex_debug(void* con, - const GGLcoord*, const GGLcoord*, const GGLcoord*); - -static void aapolyx(void* con, - const GGLcoord* pts, int count); - -static inline int min(int a, int b) CONST; -static inline int max(int a, int b) CONST; -static inline int min(int a, int b, int c) CONST; -static inline int max(int a, int b, int c) CONST; - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#pragma mark Tools -#endif - -inline int min(int a, int b) { - return a<b ? a : b; -} -inline int max(int a, int b) { - return a<b ? b : a; -} -inline int min(int a, int b, int c) { - return min(a,min(b,c)); -} -inline int max(int a, int b, int c) { - return max(a,max(b,c)); -} - -template <typename T> -static inline void swap(T& a, T& b) { - T t(a); - a = b; - b = t; -} - -static void -triangle_dump_points( const GGLcoord* v0, - const GGLcoord* v1, - const GGLcoord* v2 ) -{ - float tri = 1.0f / TRI_ONE; - LOGD( " P0=(%.3f, %.3f) [%08x, %08x]\n" - " P1=(%.3f, %.3f) [%08x, %08x]\n" - " P2=(%.3f, %.3f) [%08x, %08x]\n", - v0[0]*tri, v0[1]*tri, v0[0], v0[1], - v1[0]*tri, v1[1]*tri, v1[0], v1[1], - v2[0]*tri, v2[1]*tri, v2[0], v2[1] ); -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#pragma mark Misc -#endif - -void ggl_init_trap(context_t* c) -{ - ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE|GGL_TMU_STATE|GGL_CB_STATE); -} - -void ggl_state_changed(context_t* c, int flags) -{ - if (ggl_likely(!c->dirty)) { - c->procs.pointx = pointx_validate; - c->procs.linex = linex_validate; - c->procs.recti = recti_validate; - c->procs.trianglex = trianglex_validate; - } - c->dirty |= uint32_t(flags); -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#pragma mark Point -#endif - -void pointx_validate(void *con, const GGLcoord* v, GGLcoord rad) -{ - GGL_CONTEXT(c, con); - ggl_pick(c); - if (c->state.needs.p & GGL_NEED_MASK(P_AA)) { - if (c->state.enables & GGL_ENABLE_POINT_AA_NICE) { - c->procs.pointx = aa_nice_pointx; - } else { - c->procs.pointx = aa_pointx; - } - } else { - c->procs.pointx = pointx; - } - c->procs.pointx(con, v, rad); -} - -void pointx(void *con, const GGLcoord* v, GGLcoord rad) -{ - GGL_CONTEXT(c, con); - GGLcoord halfSize = TRI_ROUND(rad) >> 1; - if (halfSize == 0) - halfSize = TRI_HALF; - GGLcoord xc = v[0]; - GGLcoord yc = v[1]; - if (halfSize & TRI_HALF) { // size odd - xc = TRI_FLOOR(xc) + TRI_HALF; - yc = TRI_FLOOR(yc) + TRI_HALF; - } else { // size even - xc = TRI_ROUND(xc); - yc = TRI_ROUND(yc); - } - GGLint l = (xc - halfSize) >> TRI_FRACTION_BITS; - GGLint t = (yc - halfSize) >> TRI_FRACTION_BITS; - GGLint r = (xc + halfSize) >> TRI_FRACTION_BITS; - GGLint b = (yc + halfSize) >> TRI_FRACTION_BITS; - recti(c, l, t, r, b); -} - -// This way of computing the coverage factor, is more accurate and gives -// better results for small circles, but it is also a lot slower. -// Here we use super-sampling. -static int32_t coverageNice(GGLcoord x, GGLcoord y, - GGLcoord rmin, GGLcoord rmax, GGLcoord rr) -{ - const GGLcoord d2 = x*x + y*y; - if (d2 >= rmax) return 0; - if (d2 < rmin) return 0x7FFF; - - const int kSamples = 4; - const int kInc = 4; // 1/4 = 0.25 - const int kCoverageUnit = 1; // 1/(4^2) = 0.0625 - const GGLcoord kCoordOffset = -6; // -0.375 - - int hits = 0; - int x_sample = x + kCoordOffset; - for (int i=0 ; i<kSamples ; i++, x_sample += kInc) { - const int xval = rr - (x_sample * x_sample); - int y_sample = y + kCoordOffset; - for (int j=0 ; j<kSamples ; j++, y_sample += kInc) { - if (xval - (y_sample * y_sample) > 0) - hits += kCoverageUnit; - } - } - return min(0x7FFF, hits << (15 - kSamples)); -} - - -void aa_nice_pointx(void *con, const GGLcoord* v, GGLcoord size) -{ - GGL_CONTEXT(c, con); - - GGLcoord rad = ((size + 1)>>1); - GGLint l = (v[0] - rad) >> TRI_FRACTION_BITS; - GGLint t = (v[1] - rad) >> TRI_FRACTION_BITS; - GGLint r = (v[0] + rad + (TRI_ONE-1)) >> TRI_FRACTION_BITS; - GGLint b = (v[1] + rad + (TRI_ONE-1)) >> TRI_FRACTION_BITS; - GGLcoord xstart = TRI_FROM_INT(l) - v[0] + TRI_HALF; - GGLcoord ystart = TRI_FROM_INT(t) - v[1] + TRI_HALF; - - // scissor... - if (l < GGLint(c->state.scissor.left)) { - xstart += TRI_FROM_INT(c->state.scissor.left-l); - l = GGLint(c->state.scissor.left); - } - if (t < GGLint(c->state.scissor.top)) { - ystart += TRI_FROM_INT(c->state.scissor.top-t); - t = GGLint(c->state.scissor.top); - } - if (r > GGLint(c->state.scissor.right)) { - r = GGLint(c->state.scissor.right); - } - if (b > GGLint(c->state.scissor.bottom)) { - b = GGLint(c->state.scissor.bottom); - } - - int xc = r - l; - int yc = b - t; - if (xc>0 && yc>0) { - int16_t* covPtr = c->state.buffers.coverage; - const int32_t sqr2Over2 = 0xC; // rounded up - GGLcoord rr = rad*rad; - GGLcoord rmin = (rad - sqr2Over2)*(rad - sqr2Over2); - GGLcoord rmax = (rad + sqr2Over2)*(rad + sqr2Over2); - GGLcoord y = ystart; - c->iterators.xl = l; - c->iterators.xr = r; - c->init_y(c, t); - do { - // compute coverage factors for each pixel - GGLcoord x = xstart; - for (int i=l ; i<r ; i++) { - covPtr[i] = coverageNice(x, y, rmin, rmax, rr); - x += TRI_ONE; - } - y += TRI_ONE; - c->scanline(c); - c->step_y(c); - } while (--yc); - } -} - -// This is a cheap way of computing the coverage factor for a circle. -// We just lerp between the circles of radii r-sqrt(2)/2 and r+sqrt(2)/2 -static inline int32_t coverageFast(GGLcoord x, GGLcoord y, - GGLcoord rmin, GGLcoord rmax, GGLcoord scale) -{ - const GGLcoord d2 = x*x + y*y; - if (d2 >= rmax) return 0; - if (d2 < rmin) return 0x7FFF; - return 0x7FFF - (d2-rmin)*scale; -} - -void aa_pointx(void *con, const GGLcoord* v, GGLcoord size) -{ - GGL_CONTEXT(c, con); - - GGLcoord rad = ((size + 1)>>1); - GGLint l = (v[0] - rad) >> TRI_FRACTION_BITS; - GGLint t = (v[1] - rad) >> TRI_FRACTION_BITS; - GGLint r = (v[0] + rad + (TRI_ONE-1)) >> TRI_FRACTION_BITS; - GGLint b = (v[1] + rad + (TRI_ONE-1)) >> TRI_FRACTION_BITS; - GGLcoord xstart = TRI_FROM_INT(l) - v[0] + TRI_HALF; - GGLcoord ystart = TRI_FROM_INT(t) - v[1] + TRI_HALF; - - // scissor... - if (l < GGLint(c->state.scissor.left)) { - xstart += TRI_FROM_INT(c->state.scissor.left-l); - l = GGLint(c->state.scissor.left); - } - if (t < GGLint(c->state.scissor.top)) { - ystart += TRI_FROM_INT(c->state.scissor.top-t); - t = GGLint(c->state.scissor.top); - } - if (r > GGLint(c->state.scissor.right)) { - r = GGLint(c->state.scissor.right); - } - if (b > GGLint(c->state.scissor.bottom)) { - b = GGLint(c->state.scissor.bottom); - } - - int xc = r - l; - int yc = b - t; - if (xc>0 && yc>0) { - int16_t* covPtr = c->state.buffers.coverage; - rad <<= 4; - const int32_t sqr2Over2 = 0xB5; // fixed-point 24.8 - GGLcoord rmin = rad - sqr2Over2; - GGLcoord rmax = rad + sqr2Over2; - GGLcoord scale; - rmin *= rmin; - rmax *= rmax; - scale = 0x800000 / (rmax - rmin); - rmin >>= 8; - rmax >>= 8; - - GGLcoord y = ystart; - c->iterators.xl = l; - c->iterators.xr = r; - c->init_y(c, t); - - do { - // compute coverage factors for each pixel - GGLcoord x = xstart; - for (int i=l ; i<r ; i++) { - covPtr[i] = coverageFast(x, y, rmin, rmax, scale); - x += TRI_ONE; - } - y += TRI_ONE; - c->scanline(c); - c->step_y(c); - } while (--yc); - } -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#pragma mark Line -#endif - -void linex_validate(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord w) -{ - GGL_CONTEXT(c, con); - ggl_pick(c); - if (c->state.needs.p & GGL_NEED_MASK(P_AA)) { - c->procs.linex = aa_linex; - } else { - c->procs.linex = linex; - } - c->procs.linex(con, v0, v1, w); -} - -static void linex(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord width) -{ - GGL_CONTEXT(c, con); - GGLcoord v[4][2]; - v[0][0] = v0[0]; v[0][1] = v0[1]; - v[1][0] = v1[0]; v[1][1] = v1[1]; - v0 = v[0]; - v1 = v[1]; - const GGLcoord dx = abs(v0[0] - v1[0]); - const GGLcoord dy = abs(v0[1] - v1[1]); - GGLcoord nx, ny; - nx = ny = 0; - - GGLcoord halfWidth = TRI_ROUND(width) >> 1; - if (halfWidth == 0) - halfWidth = TRI_HALF; - - ((dx > dy) ? ny : nx) = halfWidth; - v[2][0] = v1[0]; v[2][1] = v1[1]; - v[3][0] = v0[0]; v[3][1] = v0[1]; - v[0][0] += nx; v[0][1] += ny; - v[1][0] += nx; v[1][1] += ny; - v[2][0] -= nx; v[2][1] -= ny; - v[3][0] -= nx; v[3][1] -= ny; - trianglex_big(con, v[0], v[1], v[2]); - trianglex_big(con, v[0], v[2], v[3]); -} - -static void aa_linex(void *con, const GGLcoord* v0, const GGLcoord* v1, GGLcoord width) -{ - GGL_CONTEXT(c, con); - GGLcoord v[4][2]; - v[0][0] = v0[0]; v[0][1] = v0[1]; - v[1][0] = v1[0]; v[1][1] = v1[1]; - v0 = v[0]; - v1 = v[1]; - - const GGLcoord dx = v0[0] - v1[0]; - const GGLcoord dy = v0[1] - v1[1]; - GGLcoord nx = -dy; - GGLcoord ny = dx; - - // generally, this will be well below 1.0 - const GGLfixed norm = gglMulx(width, gglSqrtRecipx(nx*nx+ny*ny), 4); - nx = gglMulx(nx, norm, 21); - ny = gglMulx(ny, norm, 21); - - v[2][0] = v1[0]; v[2][1] = v1[1]; - v[3][0] = v0[0]; v[3][1] = v0[1]; - v[0][0] += nx; v[0][1] += ny; - v[1][0] += nx; v[1][1] += ny; - v[2][0] -= nx; v[2][1] -= ny; - v[3][0] -= nx; v[3][1] -= ny; - aapolyx(con, v[0], 4); -} - - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#pragma mark Rect -#endif - -void recti_validate(void *con, GGLint l, GGLint t, GGLint r, GGLint b) -{ - GGL_CONTEXT(c, con); - ggl_pick(c); - c->procs.recti = recti; - c->procs.recti(con, l, t, r, b); -} - -void recti(void* con, GGLint l, GGLint t, GGLint r, GGLint b) -{ - GGL_CONTEXT(c, con); - - // scissor... - if (l < GGLint(c->state.scissor.left)) - l = GGLint(c->state.scissor.left); - if (t < GGLint(c->state.scissor.top)) - t = GGLint(c->state.scissor.top); - if (r > GGLint(c->state.scissor.right)) - r = GGLint(c->state.scissor.right); - if (b > GGLint(c->state.scissor.bottom)) - b = GGLint(c->state.scissor.bottom); - - int xc = r - l; - int yc = b - t; - if (xc>0 && yc>0) { - c->iterators.xl = l; - c->iterators.xr = r; - c->init_y(c, t); - c->rect(c, yc); - } -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#pragma mark Triangle / Debugging -#endif - -static void scanline_set(context_t* c) -{ - int32_t x = c->iterators.xl; - size_t ct = c->iterators.xr - x; - int32_t y = c->iterators.y; - surface_t* cb = &(c->state.buffers.color); - const GGLFormat* fp = &(c->formats[cb->format]); - uint8_t* dst = reinterpret_cast<uint8_t*>(cb->data) + - (x + (cb->stride * y)) * fp->size; - const size_t size = ct * fp->size; - memset(dst, 0xFF, size); -} - -static void trianglex_debug(void* con, - const GGLcoord* v0, const GGLcoord* v1, const GGLcoord* v2) -{ - GGL_CONTEXT(c, con); - if (c->state.needs.p & GGL_NEED_MASK(P_AA)) { - aa_trianglex(con,v0,v1,v2); - } else { - trianglex_big(con,v0,v1,v2); - } - void (*save_scanline)(context_t*) = c->scanline; - c->scanline = scanline_set; - linex(con, v0, v1, TRI_ONE); - linex(con, v1, v2, TRI_ONE); - linex(con, v2, v0, TRI_ONE); - c->scanline = save_scanline; -} - -static void trianglex_xor(void* con, - const GGLcoord* v0, const GGLcoord* v1, const GGLcoord* v2) -{ - trianglex_big(con,v0,v1,v2); - trianglex_small(con,v0,v1,v2); -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#pragma mark Triangle -#endif - -void trianglex_validate(void *con, - const GGLcoord* v0, const GGLcoord* v1, const GGLcoord* v2) -{ - GGL_CONTEXT(c, con); - ggl_pick(c); - if (c->state.needs.p & GGL_NEED_MASK(P_AA)) { - c->procs.trianglex = DEBUG_TRANGLES ? trianglex_debug : aa_trianglex; - } else { - c->procs.trianglex = DEBUG_TRANGLES ? trianglex_debug : trianglex_big; - } - c->procs.trianglex(con, v0, v1, v2); -} - -// ---------------------------------------------------------------------------- - -void trianglex_small(void* con, - const GGLcoord* v0, const GGLcoord* v1, const GGLcoord* v2) -{ - GGL_CONTEXT(c, con); - - // vertices are in 28.4 fixed point, which allows - // us to use 32 bits multiplies below. - int32_t x0 = v0[0]; - int32_t y0 = v0[1]; - int32_t x1 = v1[0]; - int32_t y1 = v1[1]; - int32_t x2 = v2[0]; - int32_t y2 = v2[1]; - - int32_t dx01 = x0 - x1; - int32_t dy20 = y2 - y0; - int32_t dy01 = y0 - y1; - int32_t dx20 = x2 - x0; - - // The code below works only with CCW triangles - // so if we get a CW triangle, we need to swap two of its vertices - if (dx01*dy20 < dy01*dx20) { - swap(x0, x1); - swap(y0, y1); - dx01 = x0 - x1; - dy01 = y0 - y1; - dx20 = x2 - x0; - dy20 = y2 - y0; - } - int32_t dx12 = x1 - x2; - int32_t dy12 = y1 - y2; - - // bounding box & scissor - const int32_t bminx = TRI_FLOOR(min(x0, x1, x2)) >> TRI_FRACTION_BITS; - const int32_t bminy = TRI_FLOOR(min(y0, y1, y2)) >> TRI_FRACTION_BITS; - const int32_t bmaxx = TRI_CEIL( max(x0, x1, x2)) >> TRI_FRACTION_BITS; - const int32_t bmaxy = TRI_CEIL( max(y0, y1, y2)) >> TRI_FRACTION_BITS; - const int32_t minx = max(bminx, c->state.scissor.left); - const int32_t miny = max(bminy, c->state.scissor.top); - const int32_t maxx = min(bmaxx, c->state.scissor.right); - const int32_t maxy = min(bmaxy, c->state.scissor.bottom); - if ((minx >= maxx) || (miny >= maxy)) - return; // too small or clipped out... - - // step equations to the bounding box and snap to pixel center - const int32_t my = (miny << TRI_FRACTION_BITS) + TRI_HALF; - const int32_t mx = (minx << TRI_FRACTION_BITS) + TRI_HALF; - int32_t ey0 = dy01 * (x0 - mx) - dx01 * (y0 - my); - int32_t ey1 = dy12 * (x1 - mx) - dx12 * (y1 - my); - int32_t ey2 = dy20 * (x2 - mx) - dx20 * (y2 - my); - - // right-exclusive fill rule, to avoid rare cases - // of over drawing - if (dy01<0 || (dy01 == 0 && dx01>0)) ey0++; - if (dy12<0 || (dy12 == 0 && dx12>0)) ey1++; - if (dy20<0 || (dy20 == 0 && dx20>0)) ey2++; - - c->init_y(c, miny); - for (int32_t y = miny; y < maxy; y++) { - register int32_t ex0 = ey0; - register int32_t ex1 = ey1; - register int32_t ex2 = ey2; - register int32_t xl, xr; - for (xl=minx ; xl<maxx ; xl++) { - if (ex0>0 && ex1>0 && ex2>0) - break; // all strictly positive - ex0 -= dy01 << TRI_FRACTION_BITS; - ex1 -= dy12 << TRI_FRACTION_BITS; - ex2 -= dy20 << TRI_FRACTION_BITS; - } - xr = xl; - for ( ; xr<maxx ; xr++) { - if (!(ex0>0 && ex1>0 && ex2>0)) - break; // not all strictly positive - ex0 -= dy01 << TRI_FRACTION_BITS; - ex1 -= dy12 << TRI_FRACTION_BITS; - ex2 -= dy20 << TRI_FRACTION_BITS; - } - - if (xl < xr) { - c->iterators.xl = xl; - c->iterators.xr = xr; - c->scanline(c); - } - c->step_y(c); - - ey0 += dx01 << TRI_FRACTION_BITS; - ey1 += dx12 << TRI_FRACTION_BITS; - ey2 += dx20 << TRI_FRACTION_BITS; - } -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#endif - -// the following routine fills a triangle via edge stepping, which -// unfortunately requires divisions in the setup phase to get right, -// it should probably only be used for relatively large trianges - - -// x = y*DX/DY (ou DX and DY are constants, DY > 0, et y >= 0) -// -// for an equation of the type: -// x' = y*K/2^p (with K and p constants "carefully chosen") -// -// We can now do a DDA without precision loss. We define 'e' by: -// x' - x = y*(DX/DY - K/2^p) = y*e -// -// If we choose K = round(DX*2^p/DY) then, -// abs(e) <= 1/2^(p+1) by construction -// -// therefore abs(x'-x) = y*abs(e) <= y/2^(p+1) <= DY/2^(p+1) <= DMAX/2^(p+1) -// -// which means that if DMAX <= 2^p, therefore abs(x-x') <= 1/2, including -// at the last line. In fact, it's even a strict inequality except in one -// extrem case (DY == DMAX et e = +/- 1/2) -// -// Applying that to our coordinates, we need 2^p >= 4096*16 = 65536 -// so p = 16 is enough, we're so lucky! - -const int TRI_ITERATORS_BITS = 16; - -struct Edge -{ - int32_t x; // edge position in 16.16 coordinates - int32_t x_incr; // on each step, increment x by that amount - int32_t y_top; // starting scanline, 16.4 format - int32_t y_bot; -}; - -static void -edge_dump( Edge* edge ) -{ - LOGI( " top=%d (%.3f) bot=%d (%.3f) x=%d (%.3f) ix=%d (%.3f)", - edge->y_top, edge->y_top/float(TRI_ONE), - edge->y_bot, edge->y_bot/float(TRI_ONE), - edge->x, edge->x/float(FIXED_ONE), - edge->x_incr, edge->x_incr/float(FIXED_ONE) ); -} - -static void -triangle_dump_edges( Edge* edges, - int count ) -{ - LOGI( "%d edge%s:\n", count, count == 1 ? "" : "s" ); - for ( ; count > 0; count--, edges++ ) - edge_dump( edges ); -} - -// the following function sets up an edge, it assumes -// that ymin and ymax are in already in the 'reduced' -// format -static __attribute__((noinline)) -void edge_setup( - Edge* edges, - int* pcount, - const GGLcoord* p1, - const GGLcoord* p2, - int32_t ymin, - int32_t ymax ) -{ - const GGLfixed* top = p1; - const GGLfixed* bot = p2; - Edge* edge = edges + *pcount; - - if (top[1] > bot[1]) { - swap(top, bot); - } - - int y1 = top[1] | 1; - int y2 = bot[1] | 1; - int dy = y2 - y1; - - if ( dy == 0 || y1 > ymax || y2 < ymin ) - return; - - if ( y1 > ymin ) - ymin = TRI_SNAP_NEXT_HALF(y1); - - if ( y2 < ymax ) - ymax = TRI_SNAP_PREV_HALF(y2); - - if ( ymin > ymax ) // when the edge doesn't cross any scanline - return; - - const int x1 = top[0]; - const int dx = bot[0] - x1; - const int shift = TRI_ITERATORS_BITS - TRI_FRACTION_BITS; - - // setup edge fields - // We add 0.5 to edge->x here because it simplifies the rounding - // in triangle_sweep_edges() -- this doesn't change the ordering of 'x' - edge->x = (x1 << shift) + (1LU << (TRI_ITERATORS_BITS-1)); - edge->x_incr = 0; - edge->y_top = ymin; - edge->y_bot = ymax; - - if (ggl_likely(ymin <= ymax && dx)) { - edge->x_incr = gglDivQ16(dx, dy); - } - if (ggl_likely(y1 < ymin)) { - int32_t xadjust = (edge->x_incr * (ymin-y1)) >> TRI_FRACTION_BITS; - edge->x += xadjust; - } - - ++*pcount; -} - - -static void -triangle_sweep_edges( Edge* left, - Edge* right, - int ytop, - int ybot, - context_t* c ) -{ - int count = ((ybot - ytop)>>TRI_FRACTION_BITS) + 1; - if (count<=0) return; - - // sort the edges horizontally - if ((left->x > right->x) || - ((left->x == right->x) && (left->x_incr > right->x_incr))) { - swap(left, right); - } - - int left_x = left->x; - int right_x = right->x; - const int left_xi = left->x_incr; - const int right_xi = right->x_incr; - left->x += left_xi * count; - right->x += right_xi * count; - - const int xmin = c->state.scissor.left; - const int xmax = c->state.scissor.right; - do { - // horizontal scissoring - const int32_t xl = max(left_x >> TRI_ITERATORS_BITS, xmin); - const int32_t xr = min(right_x >> TRI_ITERATORS_BITS, xmax); - left_x += left_xi; - right_x += right_xi; - // invoke the scanline rasterizer - if (ggl_likely(xl < xr)) { - c->iterators.xl = xl; - c->iterators.xr = xr; - c->scanline(c); - } - c->step_y(c); - } while (--count); -} - - -void trianglex_big(void* con, - const GGLcoord* v0, const GGLcoord* v1, const GGLcoord* v2) -{ - GGL_CONTEXT(c, con); - - Edge edges[3]; - int num_edges = 0; - int32_t ymin = TRI_FROM_INT(c->state.scissor.top) + TRI_HALF; - int32_t ymax = TRI_FROM_INT(c->state.scissor.bottom) - TRI_HALF; - - edge_setup( edges, &num_edges, v0, v1, ymin, ymax ); - edge_setup( edges, &num_edges, v0, v2, ymin, ymax ); - edge_setup( edges, &num_edges, v1, v2, ymin, ymax ); - - if (ggl_unlikely(num_edges<2)) // for really tiny triangles that don't - return; // cross any scanline centers - - Edge* left = &edges[0]; - Edge* right = &edges[1]; - Edge* other = &edges[2]; - int32_t y_top = min(left->y_top, right->y_top); - int32_t y_bot = max(left->y_bot, right->y_bot); - - if (ggl_likely(num_edges==3)) { - y_top = min(y_top, edges[2].y_top); - y_bot = max(y_bot, edges[2].y_bot); - if (edges[0].y_top > y_top) { - other = &edges[0]; - left = &edges[2]; - } else if (edges[1].y_top > y_top) { - other = &edges[1]; - right = &edges[2]; - } - } - - c->init_y(c, y_top >> TRI_FRACTION_BITS); - - int32_t y_mid = min(left->y_bot, right->y_bot); - triangle_sweep_edges( left, right, y_top, y_mid, c ); - - // second scanline sweep loop, if necessary - y_mid += TRI_ONE; - if (y_mid <= y_bot) { - ((left->y_bot == y_bot) ? right : left) = other; - if (other->y_top < y_mid) { - other->x += other->x_incr; - } - triangle_sweep_edges( left, right, y_mid, y_bot, c ); - } -} - -void aa_trianglex(void* con, - const GGLcoord* a, const GGLcoord* b, const GGLcoord* c) -{ - GGLcoord pts[6] = { a[0], a[1], b[0], b[1], c[0], c[1] }; - aapolyx(con, pts, 3); -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#endif - -struct AAEdge -{ - GGLfixed x; // edge position in 12.16 coordinates - GGLfixed x_incr; // on each y step, increment x by that amount - GGLfixed y_incr; // on each x step, increment y by that amount - int16_t y_top; // starting scanline, 12.4 format - int16_t y_bot; // starting scanline, 12.4 format - void dump(); -}; - -void AAEdge::dump() -{ - float tri = 1.0f / TRI_ONE; - float iter = 1.0f / (1<<TRI_ITERATORS_BITS); - float fix = 1.0f / FIXED_ONE; - LOGD( "x=%08x (%.3f), " - "x_incr=%08x (%.3f), y_incr=%08x (%.3f), " - "y_top=%08x (%.3f), y_bot=%08x (%.3f) ", - x, x*fix, - x_incr, x_incr*iter, - y_incr, y_incr*iter, - y_top, y_top*tri, - y_bot, y_bot*tri ); -} - -// the following function sets up an edge, it assumes -// that ymin and ymax are in already in the 'reduced' -// format -static __attribute__((noinline)) -void aa_edge_setup( - AAEdge* edges, - int* pcount, - const GGLcoord* p1, - const GGLcoord* p2, - int32_t ymin, - int32_t ymax ) -{ - const GGLfixed* top = p1; - const GGLfixed* bot = p2; - AAEdge* edge = edges + *pcount; - - if (top[1] > bot[1]) - swap(top, bot); - - int y1 = top[1]; - int y2 = bot[1]; - int dy = y2 - y1; - - if (dy==0 || y1>ymax || y2<ymin) - return; - - if (y1 > ymin) - ymin = y1; - - if (y2 < ymax) - ymax = y2; - - const int x1 = top[0]; - const int dx = bot[0] - x1; - const int shift = FIXED_BITS - TRI_FRACTION_BITS; - - // setup edge fields - edge->x = x1 << shift; - edge->x_incr = 0; - edge->y_top = ymin; - edge->y_bot = ymax; - edge->y_incr = 0x7FFFFFFF; - - if (ggl_likely(ymin <= ymax && dx)) { - edge->x_incr = gglDivQ16(dx, dy); - if (dx != 0) { - edge->y_incr = abs(gglDivQ16(dy, dx)); - } - } - if (ggl_likely(y1 < ymin)) { - int32_t xadjust = (edge->x_incr * (ymin-y1)) - >> (TRI_FRACTION_BITS + TRI_ITERATORS_BITS - FIXED_BITS); - edge->x += xadjust; - } - - ++*pcount; -} - - -typedef int (*compar_t)(const void*, const void*); -static int compare_edges(const AAEdge *e0, const AAEdge *e1) { - if (e0->y_top > e1->y_top) return 1; - if (e0->y_top < e1->y_top) return -1; - if (e0->x > e1->x) return 1; - if (e0->x < e1->x) return -1; - if (e0->x_incr > e1->x_incr) return 1; - if (e0->x_incr < e1->x_incr) return -1; - return 0; // same edges, should never happen -} - -static inline -void SET_COVERAGE(int16_t*& p, int32_t value, ssize_t n) -{ - android_memset16((uint16_t*)p, value, n*2); - p += n; -} - -static inline -void ADD_COVERAGE(int16_t*& p, int32_t value) -{ - value = *p + value; - if (value >= 0x8000) - value = 0x7FFF; - *p++ = value; -} - -static inline -void SUB_COVERAGE(int16_t*& p, int32_t value) -{ - value = *p - value; - value &= ~(value>>31); - *p++ = value; -} - -void aapolyx(void* con, - const GGLcoord* pts, int count) -{ - /* - * NOTE: This routine assumes that the polygon has been clipped to the - * viewport already, that is, no vertex lies outside of the framebuffer. - * If this happens, the code below won't corrupt memory but the - * coverage values may not be correct. - */ - - GGL_CONTEXT(c, con); - - // we do only quads for now (it's used for thick lines) - if ((count>4) || (count<2)) return; - - // take scissor into account - const int xmin = c->state.scissor.left; - const int xmax = c->state.scissor.right; - if (xmin >= xmax) return; - - // generate edges from the vertices - int32_t ymin = TRI_FROM_INT(c->state.scissor.top); - int32_t ymax = TRI_FROM_INT(c->state.scissor.bottom); - if (ymin >= ymax) return; - - AAEdge edges[4]; - int num_edges = 0; - GGLcoord const * p = pts; - for (int i=0 ; i<count-1 ; i++, p+=2) { - aa_edge_setup(edges, &num_edges, p, p+2, ymin, ymax); - } - aa_edge_setup(edges, &num_edges, p, pts, ymin, ymax ); - if (ggl_unlikely(num_edges<2)) - return; - - // sort the edge list top to bottom, left to right. - qsort(edges, num_edges, sizeof(AAEdge), (compar_t)compare_edges); - - int16_t* const covPtr = c->state.buffers.coverage; - memset(covPtr+xmin, 0, (xmax-xmin)*sizeof(*covPtr)); - - // now, sweep all edges in order - // start with the 2 first edges. We know that they share their top - // vertex, by construction. - int i = 2; - AAEdge* left = &edges[0]; - AAEdge* right = &edges[1]; - int32_t yt = left->y_top; - GGLfixed l = left->x; - GGLfixed r = right->x; - int retire = 0; - int16_t* coverage; - - // at this point we can initialize the rasterizer - c->init_y(c, yt>>TRI_FRACTION_BITS); - c->iterators.xl = xmax; - c->iterators.xr = xmin; - - do { - int32_t y = min(min(left->y_bot, right->y_bot), TRI_FLOOR(yt + TRI_ONE)); - const int32_t shift = TRI_FRACTION_BITS + TRI_ITERATORS_BITS - FIXED_BITS; - const int cf_shift = (1 + TRI_FRACTION_BITS*2 + TRI_ITERATORS_BITS - 15); - - // compute xmin and xmax for the left edge - GGLfixed l_min = gglMulAddx(left->x_incr, y - left->y_top, left->x, shift); - GGLfixed l_max = l; - l = l_min; - if (l_min > l_max) - swap(l_min, l_max); - - // compute xmin and xmax for the right edge - GGLfixed r_min = gglMulAddx(right->x_incr, y - right->y_top, right->x, shift); - GGLfixed r_max = r; - r = r_min; - if (r_min > r_max) - swap(r_min, r_max); - - // make sure we're not touching coverage values outside of the - // framebuffer - l_min &= ~(l_min>>31); - r_min &= ~(r_min>>31); - l_max &= ~(l_max>>31); - r_max &= ~(r_max>>31); - if (gglFixedToIntFloor(l_min) >= xmax) l_min = gglIntToFixed(xmax)-1; - if (gglFixedToIntFloor(r_min) >= xmax) r_min = gglIntToFixed(xmax)-1; - if (gglFixedToIntCeil(l_max) >= xmax) l_max = gglIntToFixed(xmax)-1; - if (gglFixedToIntCeil(r_max) >= xmax) r_max = gglIntToFixed(xmax)-1; - - // compute the integer versions of the above - const GGLfixed l_min_i = gglFloorx(l_min); - const GGLfixed l_max_i = gglCeilx (l_max); - const GGLfixed r_min_i = gglFloorx(r_min); - const GGLfixed r_max_i = gglCeilx (r_max); - - // clip horizontally using the scissor - const int xml = max(xmin, gglFixedToIntFloor(l_min_i)); - const int xmr = min(xmax, gglFixedToIntFloor(r_max_i)); - - // if we just stepped to a new scanline, render the previous one. - // and clear the coverage buffer - if (retire) { - if (c->iterators.xl < c->iterators.xr) - c->scanline(c); - c->step_y(c); - memset(covPtr+xmin, 0, (xmax-xmin)*sizeof(*covPtr)); - c->iterators.xl = xml; - c->iterators.xr = xmr; - } else { - // update the horizontal range of this scanline - c->iterators.xl = min(c->iterators.xl, xml); - c->iterators.xr = max(c->iterators.xr, xmr); - } - - coverage = covPtr + gglFixedToIntFloor(l_min_i); - if (l_min_i == gglFloorx(l_max)) { - - /* - * fully traverse this pixel vertically - * l_max - * +-----/--+ yt - * | / | - * | / | - * | / | - * +-/------+ y - * l_min (l_min_i + TRI_ONE) - */ - - GGLfixed dx = l_max - l_min; - int32_t dy = y - yt; - int cf = gglMulx((dx >> 1) + (l_min_i + FIXED_ONE - l_max), dy, - FIXED_BITS + TRI_FRACTION_BITS - 15); - ADD_COVERAGE(coverage, cf); - // all pixels on the right have cf = 1.0 - } else { - /* - * spans several pixels in one scanline - * l_max - * +--------+--/-----+ yt - * | |/ | - * | /| | - * | / | | - * +---/----+--------+ y - * l_min (l_min_i + TRI_ONE) - */ - - // handle the first pixel separately... - const int32_t y_incr = left->y_incr; - int32_t dx = TRI_FROM_FIXED(l_min_i - l_min) + TRI_ONE; - int32_t cf = (dx * dx * y_incr) >> cf_shift; - ADD_COVERAGE(coverage, cf); - - // following pixels get covered by y_incr, but we need - // to fix-up the cf to account for previous partial pixel - dx = TRI_FROM_FIXED(l_min - l_min_i); - cf -= (dx * dx * y_incr) >> cf_shift; - for (int x = l_min_i+FIXED_ONE ; x < l_max_i-FIXED_ONE ; x += FIXED_ONE) { - cf += y_incr >> (TRI_ITERATORS_BITS-15); - ADD_COVERAGE(coverage, cf); - } - - // and the last pixel - dx = TRI_FROM_FIXED(l_max - l_max_i) - TRI_ONE; - cf += (dx * dx * y_incr) >> cf_shift; - ADD_COVERAGE(coverage, cf); - } - - // now, fill up all fully covered pixels - coverage = covPtr + gglFixedToIntFloor(l_max_i); - int cf = ((y - yt) << (15 - TRI_FRACTION_BITS)); - if (ggl_likely(cf >= 0x8000)) { - SET_COVERAGE(coverage, 0x7FFF, ((r_max - l_max_i)>>FIXED_BITS)+1); - } else { - for (int x=l_max_i ; x<r_max ; x+=FIXED_ONE) { - ADD_COVERAGE(coverage, cf); - } - } - - // subtract the coverage of the right edge - coverage = covPtr + gglFixedToIntFloor(r_min_i); - if (r_min_i == gglFloorx(r_max)) { - GGLfixed dx = r_max - r_min; - int32_t dy = y - yt; - int cf = gglMulx((dx >> 1) + (r_min_i + FIXED_ONE - r_max), dy, - FIXED_BITS + TRI_FRACTION_BITS - 15); - SUB_COVERAGE(coverage, cf); - // all pixels on the right have cf = 1.0 - } else { - // handle the first pixel separately... - const int32_t y_incr = right->y_incr; - int32_t dx = TRI_FROM_FIXED(r_min_i - r_min) + TRI_ONE; - int32_t cf = (dx * dx * y_incr) >> cf_shift; - SUB_COVERAGE(coverage, cf); - - // following pixels get covered by y_incr, but we need - // to fix-up the cf to account for previous partial pixel - dx = TRI_FROM_FIXED(r_min - r_min_i); - cf -= (dx * dx * y_incr) >> cf_shift; - for (int x = r_min_i+FIXED_ONE ; x < r_max_i-FIXED_ONE ; x += FIXED_ONE) { - cf += y_incr >> (TRI_ITERATORS_BITS-15); - SUB_COVERAGE(coverage, cf); - } - - // and the last pixel - dx = TRI_FROM_FIXED(r_max - r_max_i) - TRI_ONE; - cf += (dx * dx * y_incr) >> cf_shift; - SUB_COVERAGE(coverage, cf); - } - - // did we reach the end of an edge? if so, get a new one. - if (y == left->y_bot || y == right->y_bot) { - // bail out if we're done - if (i>=num_edges) - break; - if (y == left->y_bot) - left = &edges[i++]; - if (y == right->y_bot) - right = &edges[i++]; - } - - // next scanline - yt = y; - - // did we just finish a scanline? - retire = (y << (32-TRI_FRACTION_BITS)) == 0; - } while (true); - - // render the last scanline - if (c->iterators.xl < c->iterators.xr) - c->scanline(c); -} - -}; // namespace android |
