/* libs/pixelflinger/clear.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 #include "clear.h" #include "buffer.h" namespace android { // ---------------------------------------------------------------------------- static void ggl_clear(void* c, GGLbitfield mask); static void ggl_clearColorx(void* c, GGLclampx r, GGLclampx g, GGLclampx b, GGLclampx a); static void ggl_clearDepthx(void* c, GGLclampx depth); static void ggl_clearStencil(void* c, GGLint s); // ---------------------------------------------------------------------------- void ggl_init_clear(context_t* c) { GGLContext& procs = *(GGLContext*)c; GGL_INIT_PROC(procs, clear); GGL_INIT_PROC(procs, clearColorx); GGL_INIT_PROC(procs, clearDepthx); GGL_INIT_PROC(procs, clearStencil); c->state.clear.dirty = GGL_STENCIL_BUFFER_BIT | GGL_COLOR_BUFFER_BIT | GGL_DEPTH_BUFFER_BIT; c->state.clear.depth = FIXED_ONE; } // ---------------------------------------------------------------------------- static void memset2d(context_t* c, const surface_t& s, uint32_t packed, uint32_t l, uint32_t t, uint32_t w, uint32_t h) { const uint32_t size = c->formats[s.format].size; const int32_t stride = s.stride * size; uint8_t* dst = (uint8_t*)s.data + (l + t*s.stride)*size; w *= size; if (ggl_likely(int32_t(w) == stride)) { // clear the whole thing in one call w *= h; h = 1; } switch (size) { case 1: do { memset(dst, packed, w); dst += stride; } while(--h); break; case 2: do { android_memset16((uint16_t*)dst, packed, w); dst += stride; } while(--h); break; case 3: // XXX: 24-bit clear. break; case 4: do { android_memset32((uint32_t*)dst, packed, w); dst += stride; } while(--h); break; } } static inline GGLfixed fixedToZ(GGLfixed z) { return GGLfixed(((int64_t(z) << 16) - z) >> 16); } static void ggl_clear(void* con, GGLbitfield mask) { GGL_CONTEXT(c, con); // XXX: rgba-dithering, rgba-masking // XXX: handle all formats of Z and S const uint32_t l = c->state.scissor.left; const uint32_t t = c->state.scissor.top; uint32_t w = c->state.scissor.right - l; uint32_t h = c->state.scissor.bottom - t; if (!w || !h) return; // unexsiting buffers have no effect... if (c->state.buffers.color.format == 0) mask &= ~GGL_COLOR_BUFFER_BIT; if (c->state.buffers.depth.format == 0) mask &= ~GGL_DEPTH_BUFFER_BIT; if (c->state.buffers.stencil.format == 0) mask &= ~GGL_STENCIL_BUFFER_BIT; if (mask & GGL_COLOR_BUFFER_BIT) { if (c->state.clear.dirty & GGL_COLOR_BUFFER_BIT) { c->state.clear.dirty &= ~GGL_COLOR_BUFFER_BIT; uint32_t colorPacked = ggl_pack_color(c, c->state.buffers.color.format, gglFixedToIteratedColor(c->state.clear.r), gglFixedToIteratedColor(c->state.clear.g), gglFixedToIteratedColor(c->state.clear.b), gglFixedToIteratedColor(c->state.clear.a)); c->state.clear.colorPacked = GGL_HOST_TO_RGBA(colorPacked); } const uint32_t packed = c->state.clear.colorPacked; memset2d(c, c->state.buffers.color, packed, l, t, w, h); } if (mask & GGL_DEPTH_BUFFER_BIT) { if (c->state.clear.dirty & GGL_DEPTH_BUFFER_BIT) { c->state.clear.dirty &= ~GGL_DEPTH_BUFFER_BIT; uint32_t depth = fixedToZ(c->state.clear.depth); c->state.clear.depthPacked = (depth<<16)|depth; } const uint32_t packed = c->state.clear.depthPacked; memset2d(c, c->state.buffers.depth, packed, l, t, w, h); } // XXX: do stencil buffer } static void ggl_clearColorx(void* con, GGLclampx r, GGLclampx g, GGLclampx b, GGLclampx a) { GGL_CONTEXT(c, con); c->state.clear.r = gglClampx(r); c->state.clear.g = gglClampx(g); c->state.clear.b = gglClampx(b); c->state.clear.a = gglClampx(a); c->state.clear.dirty |= GGL_COLOR_BUFFER_BIT; } static void ggl_clearDepthx(void* con, GGLclampx depth) { GGL_CONTEXT(c, con); c->state.clear.depth = gglClampx(depth); c->state.clear.dirty |= GGL_DEPTH_BUFFER_BIT; } static void ggl_clearStencil(void* con, GGLint s) { GGL_CONTEXT(c, con); c->state.clear.stencil = s; c->state.clear.dirty |= GGL_STENCIL_BUFFER_BIT; } }; // namespace android