1 /* libs/pixelflinger/pixelflinger.cpp
2 **
3 ** Copyright 2006, The Android Open Source Project
4 **
5 ** Licensed under the Apache License, Version 2.0 (the "License");
6 ** you may not use this file except in compliance with the License.
7 ** You may obtain a copy of the License at
8 **
9 ** http://www.apache.org/licenses/LICENSE-2.0
10 **
11 ** Unless required by applicable law or agreed to in writing, software
12 ** distributed under the License is distributed on an "AS IS" BASIS,
13 ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 ** See the License for the specific language governing permissions and
15 ** limitations under the License.
16 */
17
18
19 #include <stdlib.h>
20 #include <string.h>
21 #include <assert.h>
22
23 #include <sys/time.h>
24
25 #include <pixelflinger/pixelflinger.h>
26 #include <private/pixelflinger/ggl_context.h>
27
28 #include "buffer.h"
29 #include "clear.h"
30 #include "picker.h"
31 #include "raster.h"
32 #include "scanline.h"
33 #include "trap.h"
34
35 #include "codeflinger/GGLAssembler.h"
36 #include "codeflinger/CodeCache.h"
37
38 #include <stdio.h>
39
40
41 namespace android {
42
43 // ----------------------------------------------------------------------------
44
45 // 8x8 Bayer dither matrix
46 static const uint8_t gDitherMatrix[GGL_DITHER_SIZE] = {
47 0, 32, 8, 40, 2, 34, 10, 42,
48 48, 16, 56, 24, 50, 18, 58, 26,
49 12, 44, 4, 36, 14, 46, 6, 38,
50 60, 28, 52, 20, 62, 30, 54, 22,
51 3, 35, 11, 43, 1, 33, 9, 41,
52 51, 19, 59, 27, 49, 17, 57, 25,
53 15, 47, 7, 39, 13, 45, 5, 37,
54 63, 31, 55, 23, 61, 29, 53, 21
55 };
56
57 static void ggl_init_procs(context_t* c);
58 static void ggl_set_scissor(context_t* c);
59
60 static void ggl_enable_blending(context_t* c, int enable);
61 static void ggl_enable_scissor_test(context_t* c, int enable);
62 static void ggl_enable_alpha_test(context_t* c, int enable);
63 static void ggl_enable_logic_op(context_t* c, int enable);
64 static void ggl_enable_dither(context_t* c, int enable);
65 static void ggl_enable_stencil_test(context_t* c, int enable);
66 static void ggl_enable_depth_test(context_t* c, int enable);
67 static void ggl_enable_aa(context_t* c, int enable);
68 static void ggl_enable_point_aa_nice(context_t* c, int enable);
69 static void ggl_enable_texture2d(context_t* c, int enable);
70 static void ggl_enable_w_lerp(context_t* c, int enable);
71 static void ggl_enable_fog(context_t* c, int enable);
72
73 static inline int min(int a, int b) CONST;
min(int a,int b)74 static inline int min(int a, int b) {
75 return a < b ? a : b;
76 }
77
78 static inline int max(int a, int b) CONST;
max(int a,int b)79 static inline int max(int a, int b) {
80 return a < b ? b : a;
81 }
82
83 // ----------------------------------------------------------------------------
84
ggl_error(context_t * c,GGLenum error)85 void ggl_error(context_t* c, GGLenum error)
86 {
87 if (c->error == GGL_NO_ERROR)
88 c->error = error;
89 }
90
91 // ----------------------------------------------------------------------------
92
ggl_bindTexture(void * con,const GGLSurface * surface)93 static void ggl_bindTexture(void* con, const GGLSurface* surface)
94 {
95 GGL_CONTEXT(c, con);
96 if (surface->format != c->activeTMU->surface.format)
97 ggl_state_changed(c, GGL_TMU_STATE);
98 ggl_set_surface(c, &(c->activeTMU->surface), surface);
99 }
100
101
ggl_bindTextureLod(void * con,GGLuint tmu,const GGLSurface * surface)102 static void ggl_bindTextureLod(void* con, GGLuint tmu,const GGLSurface* surface)
103 {
104 GGL_CONTEXT(c, con);
105 // All LODs must have the same format
106 ggl_set_surface(c, &c->state.texture[tmu].surface, surface);
107 }
108
ggl_colorBuffer(void * con,const GGLSurface * surface)109 static void ggl_colorBuffer(void* con, const GGLSurface* surface)
110 {
111 GGL_CONTEXT(c, con);
112 if (surface->format != c->state.buffers.color.format)
113 ggl_state_changed(c, GGL_CB_STATE);
114
115 if (surface->width > c->state.buffers.coverageBufferSize) {
116 // allocate the coverage factor buffer
117 free(c->state.buffers.coverage);
118 c->state.buffers.coverage = (int16_t*)malloc(surface->width * 2);
119 c->state.buffers.coverageBufferSize =
120 c->state.buffers.coverage ? surface->width : 0;
121 }
122 ggl_set_surface(c, &(c->state.buffers.color), surface);
123 if (c->state.buffers.read.format == 0) {
124 ggl_set_surface(c, &(c->state.buffers.read), surface);
125 }
126 ggl_set_scissor(c);
127 }
128
ggl_readBuffer(void * con,const GGLSurface * surface)129 static void ggl_readBuffer(void* con, const GGLSurface* surface)
130 {
131 GGL_CONTEXT(c, con);
132 ggl_set_surface(c, &(c->state.buffers.read), surface);
133 }
134
ggl_depthBuffer(void * con,const GGLSurface * surface)135 static void ggl_depthBuffer(void* con, const GGLSurface* surface)
136 {
137 GGL_CONTEXT(c, con);
138 if (surface->format == GGL_PIXEL_FORMAT_Z_16) {
139 ggl_set_surface(c, &(c->state.buffers.depth), surface);
140 } else {
141 c->state.buffers.depth.format = GGL_PIXEL_FORMAT_NONE;
142 ggl_enable_depth_test(c, 0);
143 }
144 }
145
ggl_scissor(void * con,GGLint x,GGLint y,GGLsizei width,GGLsizei height)146 static void ggl_scissor(void* con, GGLint x, GGLint y,
147 GGLsizei width, GGLsizei height)
148 {
149 GGL_CONTEXT(c, con);
150 c->state.scissor.user_left = x;
151 c->state.scissor.user_top = y;
152 c->state.scissor.user_right = x + width;
153 c->state.scissor.user_bottom = y + height;
154 ggl_set_scissor(c);
155 }
156
157 // ----------------------------------------------------------------------------
158
enable_disable(context_t * c,GGLenum name,int en)159 static void enable_disable(context_t* c, GGLenum name, int en)
160 {
161 switch (name) {
162 case GGL_BLEND: ggl_enable_blending(c, en); break;
163 case GGL_SCISSOR_TEST: ggl_enable_scissor_test(c, en); break;
164 case GGL_ALPHA_TEST: ggl_enable_alpha_test(c, en); break;
165 case GGL_COLOR_LOGIC_OP: ggl_enable_logic_op(c, en); break;
166 case GGL_DITHER: ggl_enable_dither(c, en); break;
167 case GGL_STENCIL_TEST: ggl_enable_stencil_test(c, en); break;
168 case GGL_DEPTH_TEST: ggl_enable_depth_test(c, en); break;
169 case GGL_AA: ggl_enable_aa(c, en); break;
170 case GGL_TEXTURE_2D: ggl_enable_texture2d(c, en); break;
171 case GGL_W_LERP: ggl_enable_w_lerp(c, en); break;
172 case GGL_FOG: ggl_enable_fog(c, en); break;
173 case GGL_POINT_SMOOTH_NICE: ggl_enable_point_aa_nice(c, en); break;
174 }
175 }
176
ggl_enable(void * con,GGLenum name)177 static void ggl_enable(void* con, GGLenum name)
178 {
179 GGL_CONTEXT(c, con);
180 enable_disable(c, name, 1);
181 }
182
ggl_disable(void * con,GGLenum name)183 static void ggl_disable(void* con, GGLenum name)
184 {
185 GGL_CONTEXT(c, con);
186 enable_disable(c, name, 0);
187 }
188
ggl_enableDisable(void * con,GGLenum name,GGLboolean en)189 static void ggl_enableDisable(void* con, GGLenum name, GGLboolean en)
190 {
191 GGL_CONTEXT(c, con);
192 enable_disable(c, name, en ? 1 : 0);
193 }
194
195 // ----------------------------------------------------------------------------
196
ggl_shadeModel(void * con,GGLenum mode)197 static void ggl_shadeModel(void* con, GGLenum mode)
198 {
199 GGL_CONTEXT(c, con);
200 switch (mode) {
201 case GGL_FLAT:
202 if (c->state.enables & GGL_ENABLE_SMOOTH) {
203 c->state.enables &= ~GGL_ENABLE_SMOOTH;
204 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
205 }
206 break;
207 case GGL_SMOOTH:
208 if (!(c->state.enables & GGL_ENABLE_SMOOTH)) {
209 c->state.enables |= GGL_ENABLE_SMOOTH;
210 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
211 }
212 break;
213 default:
214 ggl_error(c, GGL_INVALID_ENUM);
215 }
216 }
217
ggl_color4xv(void * con,const GGLclampx * color)218 static void ggl_color4xv(void* con, const GGLclampx* color)
219 {
220 GGL_CONTEXT(c, con);
221 c->shade.r0 = gglFixedToIteratedColor(color[0]);
222 c->shade.g0 = gglFixedToIteratedColor(color[1]);
223 c->shade.b0 = gglFixedToIteratedColor(color[2]);
224 c->shade.a0 = gglFixedToIteratedColor(color[3]);
225 }
226
ggl_colorGrad12xv(void * con,const GGLcolor * grad)227 static void ggl_colorGrad12xv(void* con, const GGLcolor* grad)
228 {
229 GGL_CONTEXT(c, con);
230 // it is very important to round the iterated value here because
231 // the rasterizer doesn't clamp them, therefore the iterated value
232 //must absolutely be correct.
233 // GGLColor is encoded as 8.16 value
234 const int32_t round = 0x8000;
235 c->shade.r0 = grad[ 0] + round;
236 c->shade.drdx = grad[ 1];
237 c->shade.drdy = grad[ 2];
238 c->shade.g0 = grad[ 3] + round;
239 c->shade.dgdx = grad[ 4];
240 c->shade.dgdy = grad[ 5];
241 c->shade.b0 = grad[ 6] + round;
242 c->shade.dbdx = grad[ 7];
243 c->shade.dbdy = grad[ 8];
244 c->shade.a0 = grad[ 9] + round;
245 c->shade.dadx = grad[10];
246 c->shade.dady = grad[11];
247 }
248
ggl_zGrad3xv(void * con,const GGLfixed32 * grad)249 static void ggl_zGrad3xv(void* con, const GGLfixed32* grad)
250 {
251 GGL_CONTEXT(c, con);
252 // z iterators are encoded as 0.32 fixed point and the z-buffer
253 // holds 16 bits, the rounding value is 0x8000.
254 const uint32_t round = 0x8000;
255 c->shade.z0 = grad[0] + round;
256 c->shade.dzdx = grad[1];
257 c->shade.dzdy = grad[2];
258 }
259
ggl_wGrad3xv(void * con,const GGLfixed * grad)260 static void ggl_wGrad3xv(void* con, const GGLfixed* grad)
261 {
262 GGL_CONTEXT(c, con);
263 c->shade.w0 = grad[0];
264 c->shade.dwdx = grad[1];
265 c->shade.dwdy = grad[2];
266 }
267
268 // ----------------------------------------------------------------------------
269
ggl_fogGrad3xv(void * con,const GGLfixed * grad)270 static void ggl_fogGrad3xv(void* con, const GGLfixed* grad)
271 {
272 GGL_CONTEXT(c, con);
273 c->shade.f0 = grad[0];
274 c->shade.dfdx = grad[1];
275 c->shade.dfdy = grad[2];
276 }
277
ggl_fogColor3xv(void * con,const GGLclampx * color)278 static void ggl_fogColor3xv(void* con, const GGLclampx* color)
279 {
280 GGL_CONTEXT(c, con);
281 const int32_t r = gglClampx(color[0]);
282 const int32_t g = gglClampx(color[1]);
283 const int32_t b = gglClampx(color[2]);
284 c->state.fog.color[GGLFormat::RED] = (r - (r>>8))>>8;
285 c->state.fog.color[GGLFormat::GREEN]= (g - (g>>8))>>8;
286 c->state.fog.color[GGLFormat::BLUE] = (b - (b>>8))>>8;
287 }
288
ggl_enable_fog(context_t * c,int enable)289 static void ggl_enable_fog(context_t* c, int enable)
290 {
291 const int e = (c->state.enables & GGL_ENABLE_FOG)?1:0;
292 if (e != enable) {
293 if (enable) c->state.enables |= GGL_ENABLE_FOG;
294 else c->state.enables &= ~GGL_ENABLE_FOG;
295 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
296 }
297 }
298
299 // ----------------------------------------------------------------------------
300
ggl_blendFunc(void * con,GGLenum src,GGLenum dst)301 static void ggl_blendFunc(void* con, GGLenum src, GGLenum dst)
302 {
303 GGL_CONTEXT(c, con);
304 c->state.blend.src = src;
305 c->state.blend.src_alpha = src;
306 c->state.blend.dst = dst;
307 c->state.blend.dst_alpha = dst;
308 c->state.blend.alpha_separate = 0;
309 if (c->state.enables & GGL_ENABLE_BLENDING) {
310 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
311 }
312 }
313
ggl_blendFuncSeparate(void * con,GGLenum src,GGLenum dst,GGLenum srcAlpha,GGLenum dstAplha)314 static void ggl_blendFuncSeparate(void* con,
315 GGLenum src, GGLenum dst,
316 GGLenum srcAlpha, GGLenum dstAplha)
317 {
318 GGL_CONTEXT(c, con);
319 c->state.blend.src = src;
320 c->state.blend.src_alpha = srcAlpha;
321 c->state.blend.dst = dst;
322 c->state.blend.dst_alpha = dstAplha;
323 c->state.blend.alpha_separate = 1;
324 if (c->state.enables & GGL_ENABLE_BLENDING) {
325 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
326 }
327 }
328
329 // ----------------------------------------------------------------------------
330
ggl_texEnvi(void * con,GGLenum target,GGLenum pname,GGLint param)331 static void ggl_texEnvi(void* con, GGLenum target,
332 GGLenum pname,
333 GGLint param)
334 {
335 GGL_CONTEXT(c, con);
336 if (target != GGL_TEXTURE_ENV || pname != GGL_TEXTURE_ENV_MODE) {
337 ggl_error(c, GGL_INVALID_ENUM);
338 return;
339 }
340 switch (param) {
341 case GGL_REPLACE:
342 case GGL_MODULATE:
343 case GGL_DECAL:
344 case GGL_BLEND:
345 case GGL_ADD:
346 if (c->activeTMU->env != param) {
347 c->activeTMU->env = param;
348 ggl_state_changed(c, GGL_TMU_STATE);
349 }
350 break;
351 default:
352 ggl_error(c, GGL_INVALID_ENUM);
353 }
354 }
355
ggl_texEnvxv(void * con,GGLenum target,GGLenum pname,const GGLfixed * params)356 static void ggl_texEnvxv(void* con, GGLenum target,
357 GGLenum pname, const GGLfixed* params)
358 {
359 GGL_CONTEXT(c, con);
360 if (target != GGL_TEXTURE_ENV) {
361 ggl_error(c, GGL_INVALID_ENUM);
362 return;
363 }
364 switch (pname) {
365 case GGL_TEXTURE_ENV_MODE:
366 ggl_texEnvi(con, target, pname, params[0]);
367 break;
368 case GGL_TEXTURE_ENV_COLOR: {
369 uint8_t* const color = c->activeTMU->env_color;
370 const GGLclampx r = gglClampx(params[0]);
371 const GGLclampx g = gglClampx(params[1]);
372 const GGLclampx b = gglClampx(params[2]);
373 const GGLclampx a = gglClampx(params[3]);
374 color[0] = (a-(a>>8))>>8;
375 color[1] = (r-(r>>8))>>8;
376 color[2] = (g-(g>>8))>>8;
377 color[3] = (b-(b>>8))>>8;
378 break;
379 }
380 default:
381 ggl_error(c, GGL_INVALID_ENUM);
382 return;
383 }
384 }
385
386
ggl_texParameteri(void * con,GGLenum target,GGLenum pname,GGLint param)387 static void ggl_texParameteri(void* con,
388 GGLenum target,
389 GGLenum pname,
390 GGLint param)
391 {
392 GGL_CONTEXT(c, con);
393 if (target != GGL_TEXTURE_2D) {
394 ggl_error(c, GGL_INVALID_ENUM);
395 return;
396 }
397
398 if (param == GGL_CLAMP_TO_EDGE)
399 param = GGL_CLAMP;
400
401 uint16_t* what = 0;
402 switch (pname) {
403 case GGL_TEXTURE_WRAP_S:
404 if ((param == GGL_CLAMP) ||
405 (param == GGL_REPEAT)) {
406 what = &c->activeTMU->s_wrap;
407 }
408 break;
409 case GGL_TEXTURE_WRAP_T:
410 if ((param == GGL_CLAMP) ||
411 (param == GGL_REPEAT)) {
412 what = &c->activeTMU->t_wrap;
413 }
414 break;
415 case GGL_TEXTURE_MIN_FILTER:
416 if ((param == GGL_NEAREST) ||
417 (param == GGL_NEAREST_MIPMAP_NEAREST) ||
418 (param == GGL_NEAREST_MIPMAP_LINEAR)) {
419 what = &c->activeTMU->min_filter;
420 param = GGL_NEAREST;
421 }
422 if ((param == GGL_LINEAR) ||
423 (param == GGL_LINEAR_MIPMAP_NEAREST) ||
424 (param == GGL_LINEAR_MIPMAP_LINEAR)) {
425 what = &c->activeTMU->min_filter;
426 param = GGL_LINEAR;
427 }
428 break;
429 case GGL_TEXTURE_MAG_FILTER:
430 if ((param == GGL_NEAREST) ||
431 (param == GGL_LINEAR)) {
432 what = &c->activeTMU->mag_filter;
433 }
434 break;
435 }
436
437 if (!what) {
438 ggl_error(c, GGL_INVALID_ENUM);
439 return;
440 }
441
442 if (*what != param) {
443 *what = param;
444 ggl_state_changed(c, GGL_TMU_STATE);
445 }
446 }
447
ggl_texCoordGradScale8xv(void * con,GGLint tmu,const int32_t * grad)448 static void ggl_texCoordGradScale8xv(void* con, GGLint tmu, const int32_t* grad)
449 {
450 GGL_CONTEXT(c, con);
451 texture_t& u = c->state.texture[tmu];
452 u.shade.is0 = grad[0];
453 u.shade.idsdx = grad[1];
454 u.shade.idsdy = grad[2];
455 u.shade.it0 = grad[3];
456 u.shade.idtdx = grad[4];
457 u.shade.idtdy = grad[5];
458 u.shade.sscale= grad[6];
459 u.shade.tscale= grad[7];
460 }
461
ggl_texCoord2x(void * con,GGLfixed s,GGLfixed t)462 static void ggl_texCoord2x(void* con, GGLfixed s, GGLfixed t)
463 {
464 GGL_CONTEXT(c, con);
465 c->activeTMU->shade.is0 = s;
466 c->activeTMU->shade.it0 = t;
467 c->activeTMU->shade.sscale= 0;
468 c->activeTMU->shade.tscale= 0;
469 }
470
ggl_texCoord2i(void * con,GGLint s,GGLint t)471 static void ggl_texCoord2i(void* con, GGLint s, GGLint t)
472 {
473 ggl_texCoord2x(con, s<<16, t<<16);
474 }
475
ggl_texGeni(void * con,GGLenum coord,GGLenum pname,GGLint param)476 static void ggl_texGeni(void* con, GGLenum coord, GGLenum pname, GGLint param)
477 {
478 GGL_CONTEXT(c, con);
479 if (pname != GGL_TEXTURE_GEN_MODE) {
480 ggl_error(c, GGL_INVALID_ENUM);
481 return;
482 }
483
484 uint32_t* coord_ptr = 0;
485 if (coord == GGL_S) coord_ptr = &(c->activeTMU->s_coord);
486 else if (coord == GGL_T) coord_ptr = &(c->activeTMU->t_coord);
487
488 if (coord_ptr) {
489 if (*coord_ptr != uint32_t(param)) {
490 *coord_ptr = uint32_t(param);
491 ggl_state_changed(c, GGL_TMU_STATE);
492 }
493 } else {
494 ggl_error(c, GGL_INVALID_ENUM);
495 }
496 }
497
ggl_activeTexture(void * con,GGLuint tmu)498 static void ggl_activeTexture(void* con, GGLuint tmu)
499 {
500 GGL_CONTEXT(c, con);
501 if (tmu >= GGLuint(GGL_TEXTURE_UNIT_COUNT)) {
502 ggl_error(c, GGL_INVALID_ENUM);
503 return;
504 }
505 c->activeTMUIndex = tmu;
506 c->activeTMU = &(c->state.texture[tmu]);
507 }
508
509 // ----------------------------------------------------------------------------
510
ggl_colorMask(void * con,GGLboolean r,GGLboolean g,GGLboolean b,GGLboolean a)511 static void ggl_colorMask(void* con, GGLboolean r,
512 GGLboolean g,
513 GGLboolean b,
514 GGLboolean a)
515 {
516 GGL_CONTEXT(c, con);
517 int mask = 0;
518 if (a) mask |= 1 << GGLFormat::ALPHA;
519 if (r) mask |= 1 << GGLFormat::RED;
520 if (g) mask |= 1 << GGLFormat::GREEN;
521 if (b) mask |= 1 << GGLFormat::BLUE;
522 if (c->state.mask.color != mask) {
523 c->state.mask.color = mask;
524 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
525 }
526 }
527
ggl_depthMask(void * con,GGLboolean flag)528 static void ggl_depthMask(void* con, GGLboolean flag)
529 {
530 GGL_CONTEXT(c, con);
531 if (c->state.mask.depth != flag?1:0) {
532 c->state.mask.depth = flag?1:0;
533 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
534 }
535 }
536
ggl_stencilMask(void * con,GGLuint mask)537 static void ggl_stencilMask(void* con, GGLuint mask)
538 {
539 GGL_CONTEXT(c, con);
540 if (c->state.mask.stencil != mask) {
541 c->state.mask.stencil = mask;
542 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
543 }
544 }
545
546 // ----------------------------------------------------------------------------
547
ggl_alphaFuncx(void * con,GGLenum func,GGLclampx ref)548 static void ggl_alphaFuncx(void* con, GGLenum func, GGLclampx ref)
549 {
550 GGL_CONTEXT(c, con);
551 if ((func < GGL_NEVER) || (func > GGL_ALWAYS)) {
552 ggl_error(c, GGL_INVALID_ENUM);
553 return;
554 }
555 c->state.alpha_test.ref = gglFixedToIteratedColor(gglClampx(ref));
556 if (c->state.alpha_test.func != func) {
557 c->state.alpha_test.func = func;
558 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
559 }
560 }
561
562 // ----------------------------------------------------------------------------
563
ggl_depthFunc(void * con,GGLenum func)564 static void ggl_depthFunc(void* con, GGLenum func)
565 {
566 GGL_CONTEXT(c, con);
567 if ((func < GGL_NEVER) || (func > GGL_ALWAYS)) {
568 ggl_error(c, GGL_INVALID_ENUM);
569 return;
570 }
571 if (c->state.depth_test.func != func) {
572 c->state.depth_test.func = func;
573 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
574 }
575 }
576
577 // ----------------------------------------------------------------------------
578
ggl_logicOp(void * con,GGLenum opcode)579 static void ggl_logicOp(void* con, GGLenum opcode)
580 {
581 GGL_CONTEXT(c, con);
582 if ((opcode < GGL_CLEAR) || (opcode > GGL_SET)) {
583 ggl_error(c, GGL_INVALID_ENUM);
584 return;
585 }
586 if (c->state.logic_op.opcode != opcode) {
587 c->state.logic_op.opcode = opcode;
588 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
589 }
590 }
591
592
593 // ----------------------------------------------------------------------------
594
ggl_set_scissor(context_t * c)595 void ggl_set_scissor(context_t* c)
596 {
597 if (c->state.enables & GGL_ENABLE_SCISSOR_TEST) {
598 const int32_t l = c->state.scissor.user_left;
599 const int32_t t = c->state.scissor.user_top;
600 const int32_t r = c->state.scissor.user_right;
601 const int32_t b = c->state.scissor.user_bottom;
602 c->state.scissor.left = max(0, l);
603 c->state.scissor.right = min(c->state.buffers.color.width, r);
604 c->state.scissor.top = max(0, t);
605 c->state.scissor.bottom = min(c->state.buffers.color.height, b);
606 } else {
607 c->state.scissor.left = 0;
608 c->state.scissor.top = 0;
609 c->state.scissor.right = c->state.buffers.color.width;
610 c->state.scissor.bottom = c->state.buffers.color.height;
611 }
612 }
613
ggl_enable_blending(context_t * c,int enable)614 void ggl_enable_blending(context_t* c, int enable)
615 {
616 const int e = (c->state.enables & GGL_ENABLE_BLENDING)?1:0;
617 if (e != enable) {
618 if (enable) c->state.enables |= GGL_ENABLE_BLENDING;
619 else c->state.enables &= ~GGL_ENABLE_BLENDING;
620 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
621 }
622 }
623
ggl_enable_scissor_test(context_t * c,int enable)624 void ggl_enable_scissor_test(context_t* c, int enable)
625 {
626 const int e = (c->state.enables & GGL_ENABLE_SCISSOR_TEST)?1:0;
627 if (e != enable) {
628 if (enable) c->state.enables |= GGL_ENABLE_SCISSOR_TEST;
629 else c->state.enables &= ~GGL_ENABLE_SCISSOR_TEST;
630 ggl_set_scissor(c);
631 }
632 }
633
ggl_enable_alpha_test(context_t * c,int enable)634 void ggl_enable_alpha_test(context_t* c, int enable)
635 {
636 const int e = (c->state.enables & GGL_ENABLE_ALPHA_TEST)?1:0;
637 if (e != enable) {
638 if (enable) c->state.enables |= GGL_ENABLE_ALPHA_TEST;
639 else c->state.enables &= ~GGL_ENABLE_ALPHA_TEST;
640 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
641 }
642 }
643
ggl_enable_logic_op(context_t * c,int enable)644 void ggl_enable_logic_op(context_t* c, int enable)
645 {
646 const int e = (c->state.enables & GGL_ENABLE_LOGIC_OP)?1:0;
647 if (e != enable) {
648 if (enable) c->state.enables |= GGL_ENABLE_LOGIC_OP;
649 else c->state.enables &= ~GGL_ENABLE_LOGIC_OP;
650 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
651 }
652 }
653
ggl_enable_dither(context_t * c,int enable)654 void ggl_enable_dither(context_t* c, int enable)
655 {
656 const int e = (c->state.enables & GGL_ENABLE_DITHER)?1:0;
657 if (e != enable) {
658 if (enable) c->state.enables |= GGL_ENABLE_DITHER;
659 else c->state.enables &= ~GGL_ENABLE_DITHER;
660 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
661 }
662 }
663
ggl_enable_stencil_test(context_t * c,int enable)664 void ggl_enable_stencil_test(context_t* c, int enable)
665 {
666 }
667
ggl_enable_depth_test(context_t * c,int enable)668 void ggl_enable_depth_test(context_t* c, int enable)
669 {
670 if (c->state.buffers.depth.format == 0)
671 enable = 0;
672 const int e = (c->state.enables & GGL_ENABLE_DEPTH_TEST)?1:0;
673 if (e != enable) {
674 if (enable) c->state.enables |= GGL_ENABLE_DEPTH_TEST;
675 else c->state.enables &= ~GGL_ENABLE_DEPTH_TEST;
676 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
677 }
678 }
679
ggl_enable_aa(context_t * c,int enable)680 void ggl_enable_aa(context_t* c, int enable)
681 {
682 const int e = (c->state.enables & GGL_ENABLE_AA)?1:0;
683 if (e != enable) {
684 if (enable) c->state.enables |= GGL_ENABLE_AA;
685 else c->state.enables &= ~GGL_ENABLE_AA;
686 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
687 }
688 }
689
ggl_enable_point_aa_nice(context_t * c,int enable)690 void ggl_enable_point_aa_nice(context_t* c, int enable)
691 {
692 const int e = (c->state.enables & GGL_ENABLE_POINT_AA_NICE)?1:0;
693 if (e != enable) {
694 if (enable) c->state.enables |= GGL_ENABLE_POINT_AA_NICE;
695 else c->state.enables &= ~GGL_ENABLE_POINT_AA_NICE;
696 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
697 }
698 }
699
ggl_enable_w_lerp(context_t * c,int enable)700 void ggl_enable_w_lerp(context_t* c, int enable)
701 {
702 const int e = (c->state.enables & GGL_ENABLE_W)?1:0;
703 if (e != enable) {
704 if (enable) c->state.enables |= GGL_ENABLE_W;
705 else c->state.enables &= ~GGL_ENABLE_W;
706 ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE);
707 }
708 }
709
ggl_enable_texture2d(context_t * c,int enable)710 void ggl_enable_texture2d(context_t* c, int enable)
711 {
712 if (c->activeTMU->enable != enable) {
713 const uint32_t tmu = c->activeTMUIndex;
714 c->activeTMU->enable = enable;
715 const uint32_t mask = 1UL << tmu;
716 if (enable) c->state.enabled_tmu |= mask;
717 else c->state.enabled_tmu &= ~mask;
718 if (c->state.enabled_tmu) c->state.enables |= GGL_ENABLE_TMUS;
719 else c->state.enables &= ~GGL_ENABLE_TMUS;
720 ggl_state_changed(c, GGL_TMU_STATE);
721 }
722 }
723
724
725 // ----------------------------------------------------------------------------
726
ggl_system_time()727 int64_t ggl_system_time()
728 {
729 #if defined(HAVE_POSIX_CLOCKS)
730 struct timespec t;
731 t.tv_sec = t.tv_nsec = 0;
732 clock_gettime(CLOCK_THREAD_CPUTIME_ID, &t);
733 return int64_t(t.tv_sec)*1000000000LL + t.tv_nsec;
734 #else
735 // we don't support the clocks here.
736 struct timeval t;
737 t.tv_sec = t.tv_usec = 0;
738 gettimeofday(&t, NULL);
739 return int64_t(t.tv_sec)*1000000000LL + int64_t(t.tv_usec)*1000LL;
740 #endif
741 }
742
743 // ----------------------------------------------------------------------------
744
ggl_init_procs(context_t * c)745 void ggl_init_procs(context_t* c)
746 {
747 GGLContext& procs = *(GGLContext*)c;
748 GGL_INIT_PROC(procs, scissor);
749 GGL_INIT_PROC(procs, activeTexture);
750 GGL_INIT_PROC(procs, bindTexture);
751 GGL_INIT_PROC(procs, bindTextureLod);
752 GGL_INIT_PROC(procs, colorBuffer);
753 GGL_INIT_PROC(procs, readBuffer);
754 GGL_INIT_PROC(procs, depthBuffer);
755 GGL_INIT_PROC(procs, enable);
756 GGL_INIT_PROC(procs, disable);
757 GGL_INIT_PROC(procs, enableDisable);
758 GGL_INIT_PROC(procs, shadeModel);
759 GGL_INIT_PROC(procs, color4xv);
760 GGL_INIT_PROC(procs, colorGrad12xv);
761 GGL_INIT_PROC(procs, zGrad3xv);
762 GGL_INIT_PROC(procs, wGrad3xv);
763 GGL_INIT_PROC(procs, fogGrad3xv);
764 GGL_INIT_PROC(procs, fogColor3xv);
765 GGL_INIT_PROC(procs, blendFunc);
766 GGL_INIT_PROC(procs, blendFuncSeparate);
767 GGL_INIT_PROC(procs, texEnvi);
768 GGL_INIT_PROC(procs, texEnvxv);
769 GGL_INIT_PROC(procs, texParameteri);
770 GGL_INIT_PROC(procs, texCoord2i);
771 GGL_INIT_PROC(procs, texCoord2x);
772 GGL_INIT_PROC(procs, texCoordGradScale8xv);
773 GGL_INIT_PROC(procs, texGeni);
774 GGL_INIT_PROC(procs, colorMask);
775 GGL_INIT_PROC(procs, depthMask);
776 GGL_INIT_PROC(procs, stencilMask);
777 GGL_INIT_PROC(procs, alphaFuncx);
778 GGL_INIT_PROC(procs, depthFunc);
779 GGL_INIT_PROC(procs, logicOp);
780 ggl_init_clear(c);
781 }
782
ggl_init_context(context_t * c)783 void ggl_init_context(context_t* c)
784 {
785 memset(c, 0, sizeof(context_t));
786 ggl_init_procs(c);
787 ggl_init_trap(c);
788 ggl_init_scanline(c);
789 ggl_init_texture(c);
790 ggl_init_picker(c);
791 ggl_init_raster(c);
792 c->formats = gglGetPixelFormatTable();
793 c->state.blend.src = GGL_ONE;
794 c->state.blend.dst = GGL_ZERO;
795 c->state.blend.src_alpha = GGL_ONE;
796 c->state.blend.dst_alpha = GGL_ZERO;
797 c->state.mask.color = 0xF;
798 c->state.mask.depth = 0;
799 c->state.mask.stencil = 0xFFFFFFFF;
800 c->state.logic_op.opcode = GGL_COPY;
801 c->state.alpha_test.func = GGL_ALWAYS;
802 c->state.depth_test.func = GGL_LESS;
803 c->state.depth_test.clearValue = FIXED_ONE;
804 c->shade.w0 = FIXED_ONE;
805 memcpy(c->ditherMatrix, gDitherMatrix, sizeof(gDitherMatrix));
806 }
807
ggl_uninit_context(context_t * c)808 void ggl_uninit_context(context_t* c)
809 {
810 ggl_uninit_scanline(c);
811 }
812
813 // ----------------------------------------------------------------------------
814 }; // namespace android
815 // ----------------------------------------------------------------------------
816
817
818
819 using namespace android;
820
gglInit(GGLContext ** context)821 ssize_t gglInit(GGLContext** context)
822 {
823 void* const base = malloc(sizeof(context_t) + 32);
824 if (base) {
825 // always align the context on cache lines
826 context_t *c = (context_t *)((ptrdiff_t(base)+31) & ~0x1FL);
827 ggl_init_context(c);
828 c->base = base;
829 *context = (GGLContext*)c;
830 } else {
831 return -1;
832 }
833 return 0;
834 }
835
gglUninit(GGLContext * con)836 ssize_t gglUninit(GGLContext* con)
837 {
838 GGL_CONTEXT(c, (void*)con);
839 ggl_uninit_context(c);
840 free(c->base);
841 return 0;
842 }
843
844