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bigbiff673c7ae2020-12-02 19:44:56 -05001/* libs/pixelflinger/clear.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#include <cutils/memory.h>
19
20#include "clear.h"
21#include "buffer.h"
22
23namespace android {
24
25// ----------------------------------------------------------------------------
26
27static void ggl_clear(void* c, GGLbitfield mask);
28static void ggl_clearColorx(void* c,
29 GGLclampx r, GGLclampx g, GGLclampx b, GGLclampx a);
30static void ggl_clearDepthx(void* c, GGLclampx depth);
31static void ggl_clearStencil(void* c, GGLint s);
32
33// ----------------------------------------------------------------------------
34
35void ggl_init_clear(context_t* c)
36{
37 GGLContext& procs = *(GGLContext*)c;
38 GGL_INIT_PROC(procs, clear);
39 GGL_INIT_PROC(procs, clearColorx);
40 GGL_INIT_PROC(procs, clearDepthx);
41 GGL_INIT_PROC(procs, clearStencil);
42 c->state.clear.dirty = GGL_STENCIL_BUFFER_BIT |
43 GGL_COLOR_BUFFER_BIT |
44 GGL_DEPTH_BUFFER_BIT;
45 c->state.clear.depth = FIXED_ONE;
46}
47
48// ----------------------------------------------------------------------------
49
50static void memset2d(context_t* c, const surface_t& s, uint32_t packed,
51 uint32_t l, uint32_t t, uint32_t w, uint32_t h)
52{
53 const uint32_t size = c->formats[s.format].size;
54 const int32_t stride = s.stride * size;
55 uint8_t* dst = (uint8_t*)s.data + (l + t*s.stride)*size;
56 w *= size;
57
58 if (ggl_likely(int32_t(w) == stride)) {
59 // clear the whole thing in one call
60 w *= h;
61 h = 1;
62 }
63
64 switch (size) {
65 case 1:
66 do {
67 memset(dst, packed, w);
68 dst += stride;
69 } while(--h);
70 break;
71 case 2:
72 do {
73 android_memset16((uint16_t*)dst, packed, w);
74 dst += stride;
75 } while(--h);
76 break;
77 case 3: // XXX: 24-bit clear.
78 break;
79 case 4:
80 do {
81 android_memset32((uint32_t*)dst, packed, w);
82 dst += stride;
83 } while(--h);
84 break;
85 }
86}
87
88static inline GGLfixed fixedToZ(GGLfixed z) {
89 return GGLfixed(((int64_t(z) << 16) - z) >> 16);
90}
91
92static void ggl_clear(void* con, GGLbitfield mask)
93{
94 GGL_CONTEXT(c, con);
95
96 // XXX: rgba-dithering, rgba-masking
97 // XXX: handle all formats of Z and S
98
99 const uint32_t l = c->state.scissor.left;
100 const uint32_t t = c->state.scissor.top;
101 uint32_t w = c->state.scissor.right - l;
102 uint32_t h = c->state.scissor.bottom - t;
103
104 if (!w || !h)
105 return;
106
107 // unexsiting buffers have no effect...
108 if (c->state.buffers.color.format == 0)
109 mask &= ~GGL_COLOR_BUFFER_BIT;
110
111 if (c->state.buffers.depth.format == 0)
112 mask &= ~GGL_DEPTH_BUFFER_BIT;
113
114 if (c->state.buffers.stencil.format == 0)
115 mask &= ~GGL_STENCIL_BUFFER_BIT;
116
117 if (mask & GGL_COLOR_BUFFER_BIT) {
118 if (c->state.clear.dirty & GGL_COLOR_BUFFER_BIT) {
119 c->state.clear.dirty &= ~GGL_COLOR_BUFFER_BIT;
120
121 uint32_t colorPacked = ggl_pack_color(c,
122 c->state.buffers.color.format,
123 gglFixedToIteratedColor(c->state.clear.r),
124 gglFixedToIteratedColor(c->state.clear.g),
125 gglFixedToIteratedColor(c->state.clear.b),
126 gglFixedToIteratedColor(c->state.clear.a));
127
128 c->state.clear.colorPacked = GGL_HOST_TO_RGBA(colorPacked);
129 }
130 const uint32_t packed = c->state.clear.colorPacked;
131 memset2d(c, c->state.buffers.color, packed, l, t, w, h);
132 }
133 if (mask & GGL_DEPTH_BUFFER_BIT) {
134 if (c->state.clear.dirty & GGL_DEPTH_BUFFER_BIT) {
135 c->state.clear.dirty &= ~GGL_DEPTH_BUFFER_BIT;
136 uint32_t depth = fixedToZ(c->state.clear.depth);
137 c->state.clear.depthPacked = (depth<<16)|depth;
138 }
139 const uint32_t packed = c->state.clear.depthPacked;
140 memset2d(c, c->state.buffers.depth, packed, l, t, w, h);
141 }
142
143 // XXX: do stencil buffer
144}
145
146static void ggl_clearColorx(void* con,
147 GGLclampx r, GGLclampx g, GGLclampx b, GGLclampx a)
148{
149 GGL_CONTEXT(c, con);
150 c->state.clear.r = gglClampx(r);
151 c->state.clear.g = gglClampx(g);
152 c->state.clear.b = gglClampx(b);
153 c->state.clear.a = gglClampx(a);
154 c->state.clear.dirty |= GGL_COLOR_BUFFER_BIT;
155}
156
157static void ggl_clearDepthx(void* con, GGLclampx depth)
158{
159 GGL_CONTEXT(c, con);
160 c->state.clear.depth = gglClampx(depth);
161 c->state.clear.dirty |= GGL_DEPTH_BUFFER_BIT;
162}
163
164static void ggl_clearStencil(void* con, GGLint s)
165{
166 GGL_CONTEXT(c, con);
167 c->state.clear.stencil = s;
168 c->state.clear.dirty |= GGL_STENCIL_BUFFER_BIT;
169}
170
171}; // namespace android