diff options
Diffstat (limited to 'libpixelflinger/pixelflinger.cpp')
| -rw-r--r-- | libpixelflinger/pixelflinger.cpp | 843 |
1 files changed, 843 insertions, 0 deletions
diff --git a/libpixelflinger/pixelflinger.cpp b/libpixelflinger/pixelflinger.cpp new file mode 100644 index 000000000..b54da0c61 --- /dev/null +++ b/libpixelflinger/pixelflinger.cpp @@ -0,0 +1,843 @@ +/* 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 matrix +static 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) || + (param == GGL_LINEAR_MIPMAP_NEAREST) || + (param == GGL_LINEAR_MIPMAP_LINEAR)) { + what = &c->activeTMU->min_filter; + param = GGL_LINEAR; + } + break; + case GGL_TEXTURE_MAG_FILTER: + if ((param == GGL_NEAREST) || + (param == GGL_LINEAR)) { + what = &c->activeTMU->mag_filter; + } + break; + } + + if (!what) { + ggl_error(c, GGL_INVALID_ENUM); + return; + } + + if (*what != param) { + *what = param; + ggl_state_changed(c, GGL_TMU_STATE); + } +} + +static void ggl_texCoordGradScale8xv(void* con, GGLint tmu, const int32_t* grad) +{ + GGL_CONTEXT(c, con); + texture_t& u = c->state.texture[tmu]; + u.shade.is0 = grad[0]; + u.shade.idsdx = grad[1]; + u.shade.idsdy = grad[2]; + u.shade.it0 = grad[3]; + u.shade.idtdx = grad[4]; + u.shade.idtdy = grad[5]; + u.shade.sscale= grad[6]; + u.shade.tscale= grad[7]; +} + +static void ggl_texCoord2x(void* con, GGLfixed s, GGLfixed t) +{ + GGL_CONTEXT(c, con); + c->activeTMU->shade.is0 = s; + c->activeTMU->shade.it0 = t; + c->activeTMU->shade.sscale= 0; + c->activeTMU->shade.tscale= 0; +} + +static void ggl_texCoord2i(void* con, GGLint s, GGLint t) +{ + ggl_texCoord2x(con, s<<16, t<<16); +} + +static void ggl_texGeni(void* con, GGLenum coord, GGLenum pname, GGLint param) +{ + GGL_CONTEXT(c, con); + if (pname != GGL_TEXTURE_GEN_MODE) { + ggl_error(c, GGL_INVALID_ENUM); + return; + } + + uint32_t* coord_ptr = 0; + if (coord == GGL_S) coord_ptr = &(c->activeTMU->s_coord); + else if (coord == GGL_T) coord_ptr = &(c->activeTMU->t_coord); + + if (coord_ptr) { + if (*coord_ptr != uint32_t(param)) { + *coord_ptr = uint32_t(param); + ggl_state_changed(c, GGL_TMU_STATE); + } + } else { + ggl_error(c, GGL_INVALID_ENUM); + } +} + +static void ggl_activeTexture(void* con, GGLuint tmu) +{ + GGL_CONTEXT(c, con); + if (tmu >= GGLuint(GGL_TEXTURE_UNIT_COUNT)) { + ggl_error(c, GGL_INVALID_ENUM); + return; + } + c->activeTMUIndex = tmu; + c->activeTMU = &(c->state.texture[tmu]); +} + +// ---------------------------------------------------------------------------- + +static void ggl_colorMask(void* con, GGLboolean r, + GGLboolean g, + GGLboolean b, + GGLboolean a) +{ + GGL_CONTEXT(c, con); + int mask = 0; + if (a) mask |= 1 << GGLFormat::ALPHA; + if (r) mask |= 1 << GGLFormat::RED; + if (g) mask |= 1 << GGLFormat::GREEN; + if (b) mask |= 1 << GGLFormat::BLUE; + if (c->state.mask.color != mask) { + c->state.mask.color = mask; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +static void ggl_depthMask(void* con, GGLboolean flag) +{ + GGL_CONTEXT(c, con); + if (c->state.mask.depth != flag?1:0) { + c->state.mask.depth = flag?1:0; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +static void ggl_stencilMask(void* con, GGLuint mask) +{ + GGL_CONTEXT(c, con); + if (c->state.mask.stencil != mask) { + c->state.mask.stencil = mask; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +// ---------------------------------------------------------------------------- + +static void ggl_alphaFuncx(void* con, GGLenum func, GGLclampx ref) +{ + GGL_CONTEXT(c, con); + if ((func < GGL_NEVER) || (func > GGL_ALWAYS)) { + ggl_error(c, GGL_INVALID_ENUM); + return; + } + c->state.alpha_test.ref = gglFixedToIteratedColor(gglClampx(ref)); + if (c->state.alpha_test.func != func) { + c->state.alpha_test.func = func; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +// ---------------------------------------------------------------------------- + +static void ggl_depthFunc(void* con, GGLenum func) +{ + GGL_CONTEXT(c, con); + if ((func < GGL_NEVER) || (func > GGL_ALWAYS)) { + ggl_error(c, GGL_INVALID_ENUM); + return; + } + if (c->state.depth_test.func != func) { + c->state.depth_test.func = func; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +// ---------------------------------------------------------------------------- + +static void ggl_logicOp(void* con, GGLenum opcode) +{ + GGL_CONTEXT(c, con); + if ((opcode < GGL_CLEAR) || (opcode > GGL_SET)) { + ggl_error(c, GGL_INVALID_ENUM); + return; + } + if (c->state.logic_op.opcode != opcode) { + c->state.logic_op.opcode = opcode; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + + +// ---------------------------------------------------------------------------- + +void ggl_set_scissor(context_t* c) +{ + if (c->state.enables & GGL_ENABLE_SCISSOR_TEST) { + const int32_t l = c->state.scissor.user_left; + const int32_t t = c->state.scissor.user_top; + const int32_t r = c->state.scissor.user_right; + const int32_t b = c->state.scissor.user_bottom; + c->state.scissor.left = max(0, l); + c->state.scissor.right = min(c->state.buffers.color.width, r); + c->state.scissor.top = max(0, t); + c->state.scissor.bottom = min(c->state.buffers.color.height, b); + } else { + c->state.scissor.left = 0; + c->state.scissor.top = 0; + c->state.scissor.right = c->state.buffers.color.width; + c->state.scissor.bottom = c->state.buffers.color.height; + } +} + +void ggl_enable_blending(context_t* c, int enable) +{ + const int e = (c->state.enables & GGL_ENABLE_BLENDING)?1:0; + if (e != enable) { + if (enable) c->state.enables |= GGL_ENABLE_BLENDING; + else c->state.enables &= ~GGL_ENABLE_BLENDING; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +void ggl_enable_scissor_test(context_t* c, int enable) +{ + const int e = (c->state.enables & GGL_ENABLE_SCISSOR_TEST)?1:0; + if (e != enable) { + if (enable) c->state.enables |= GGL_ENABLE_SCISSOR_TEST; + else c->state.enables &= ~GGL_ENABLE_SCISSOR_TEST; + ggl_set_scissor(c); + } +} + +void ggl_enable_alpha_test(context_t* c, int enable) +{ + const int e = (c->state.enables & GGL_ENABLE_ALPHA_TEST)?1:0; + if (e != enable) { + if (enable) c->state.enables |= GGL_ENABLE_ALPHA_TEST; + else c->state.enables &= ~GGL_ENABLE_ALPHA_TEST; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +void ggl_enable_logic_op(context_t* c, int enable) +{ + const int e = (c->state.enables & GGL_ENABLE_LOGIC_OP)?1:0; + if (e != enable) { + if (enable) c->state.enables |= GGL_ENABLE_LOGIC_OP; + else c->state.enables &= ~GGL_ENABLE_LOGIC_OP; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +void ggl_enable_dither(context_t* c, int enable) +{ + const int e = (c->state.enables & GGL_ENABLE_DITHER)?1:0; + if (e != enable) { + if (enable) c->state.enables |= GGL_ENABLE_DITHER; + else c->state.enables &= ~GGL_ENABLE_DITHER; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +void ggl_enable_stencil_test(context_t* c, int enable) +{ +} + +void ggl_enable_depth_test(context_t* c, int enable) +{ + if (c->state.buffers.depth.format == 0) + enable = 0; + const int e = (c->state.enables & GGL_ENABLE_DEPTH_TEST)?1:0; + if (e != enable) { + if (enable) c->state.enables |= GGL_ENABLE_DEPTH_TEST; + else c->state.enables &= ~GGL_ENABLE_DEPTH_TEST; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +void ggl_enable_aa(context_t* c, int enable) +{ + const int e = (c->state.enables & GGL_ENABLE_AA)?1:0; + if (e != enable) { + if (enable) c->state.enables |= GGL_ENABLE_AA; + else c->state.enables &= ~GGL_ENABLE_AA; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +void ggl_enable_point_aa_nice(context_t* c, int enable) +{ + const int e = (c->state.enables & GGL_ENABLE_POINT_AA_NICE)?1:0; + if (e != enable) { + if (enable) c->state.enables |= GGL_ENABLE_POINT_AA_NICE; + else c->state.enables &= ~GGL_ENABLE_POINT_AA_NICE; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +void ggl_enable_w_lerp(context_t* c, int enable) +{ + const int e = (c->state.enables & GGL_ENABLE_W)?1:0; + if (e != enable) { + if (enable) c->state.enables |= GGL_ENABLE_W; + else c->state.enables &= ~GGL_ENABLE_W; + ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); + } +} + +void ggl_enable_texture2d(context_t* c, int enable) +{ + if (c->activeTMU->enable != enable) { + const uint32_t tmu = c->activeTMUIndex; + c->activeTMU->enable = enable; + const uint32_t mask = 1UL << tmu; + if (enable) c->state.enabled_tmu |= mask; + else c->state.enabled_tmu &= ~mask; + if (c->state.enabled_tmu) c->state.enables |= GGL_ENABLE_TMUS; + else c->state.enables &= ~GGL_ENABLE_TMUS; + ggl_state_changed(c, GGL_TMU_STATE); + } +} + + +// ---------------------------------------------------------------------------- + +int64_t ggl_system_time() +{ +#if defined(HAVE_POSIX_CLOCKS) + struct timespec t; + t.tv_sec = t.tv_nsec = 0; + clock_gettime(CLOCK_THREAD_CPUTIME_ID, &t); + return int64_t(t.tv_sec)*1000000000LL + t.tv_nsec; +#else + // we don't support the clocks here. + struct timeval t; + t.tv_sec = t.tv_usec = 0; + gettimeofday(&t, NULL); + return int64_t(t.tv_sec)*1000000000LL + int64_t(t.tv_usec)*1000LL; +#endif +} + +// ---------------------------------------------------------------------------- + +void ggl_init_procs(context_t* c) +{ + GGLContext& procs = *(GGLContext*)c; + GGL_INIT_PROC(procs, scissor); + GGL_INIT_PROC(procs, activeTexture); + GGL_INIT_PROC(procs, bindTexture); + GGL_INIT_PROC(procs, bindTextureLod); + GGL_INIT_PROC(procs, colorBuffer); + GGL_INIT_PROC(procs, readBuffer); + GGL_INIT_PROC(procs, depthBuffer); + GGL_INIT_PROC(procs, enable); + GGL_INIT_PROC(procs, disable); + GGL_INIT_PROC(procs, enableDisable); + GGL_INIT_PROC(procs, shadeModel); + GGL_INIT_PROC(procs, color4xv); + GGL_INIT_PROC(procs, colorGrad12xv); + GGL_INIT_PROC(procs, zGrad3xv); + GGL_INIT_PROC(procs, wGrad3xv); + GGL_INIT_PROC(procs, fogGrad3xv); + GGL_INIT_PROC(procs, fogColor3xv); + GGL_INIT_PROC(procs, blendFunc); + GGL_INIT_PROC(procs, blendFuncSeparate); + GGL_INIT_PROC(procs, texEnvi); + GGL_INIT_PROC(procs, texEnvxv); + GGL_INIT_PROC(procs, texParameteri); + GGL_INIT_PROC(procs, texCoord2i); + GGL_INIT_PROC(procs, texCoord2x); + GGL_INIT_PROC(procs, texCoordGradScale8xv); + GGL_INIT_PROC(procs, texGeni); + GGL_INIT_PROC(procs, colorMask); + GGL_INIT_PROC(procs, depthMask); + GGL_INIT_PROC(procs, stencilMask); + GGL_INIT_PROC(procs, alphaFuncx); + GGL_INIT_PROC(procs, depthFunc); + GGL_INIT_PROC(procs, logicOp); + ggl_init_clear(c); +} + +void ggl_init_context(context_t* c) +{ + memset(c, 0, sizeof(context_t)); + ggl_init_procs(c); + ggl_init_trap(c); + ggl_init_scanline(c); + ggl_init_texture(c); + ggl_init_picker(c); + ggl_init_raster(c); + c->formats = gglGetPixelFormatTable(); + c->state.blend.src = GGL_ONE; + c->state.blend.dst = GGL_ZERO; + c->state.blend.src_alpha = GGL_ONE; + c->state.blend.dst_alpha = GGL_ZERO; + c->state.mask.color = 0xF; + c->state.mask.depth = 0; + c->state.mask.stencil = 0xFFFFFFFF; + c->state.logic_op.opcode = GGL_COPY; + c->state.alpha_test.func = GGL_ALWAYS; + c->state.depth_test.func = GGL_LESS; + c->state.depth_test.clearValue = FIXED_ONE; + c->shade.w0 = FIXED_ONE; + memcpy(c->ditherMatrix, gDitherMatrix, sizeof(gDitherMatrix)); +} + +void ggl_uninit_context(context_t* c) +{ + ggl_uninit_scanline(c); +} + +// ---------------------------------------------------------------------------- +}; // namespace android +// ---------------------------------------------------------------------------- + + + +using namespace android; + +ssize_t gglInit(GGLContext** context) +{ + void* const base = malloc(sizeof(context_t) + 32); + if (base) { + // always align the context on cache lines + context_t *c = (context_t *)((ptrdiff_t(base)+31) & ~0x1FL); + ggl_init_context(c); + c->base = base; + *context = (GGLContext*)c; + } else { + return -1; + } + return 0; +} + +ssize_t gglUninit(GGLContext* con) +{ + GGL_CONTEXT(c, (void*)con); + ggl_uninit_context(c); + free(c->base); + return 0; +} + |
