upload android base code part6
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171
android/system/core/libpixelflinger/clear.cpp
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171
android/system/core/libpixelflinger/clear.cpp
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/* libs/pixelflinger/clear.cpp
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**
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** Copyright 2006, The Android Open Source Project
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**
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** Licensed under the Apache License, Version 2.0 (the "License");
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** you may not use this file except in compliance with the License.
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** You may obtain a copy of the License at
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**
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** http://www.apache.org/licenses/LICENSE-2.0
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**
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** Unless required by applicable law or agreed to in writing, software
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** distributed under the License is distributed on an "AS IS" BASIS,
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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** See the License for the specific language governing permissions and
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** limitations under the License.
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*/
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#include <cutils/memory.h>
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#include "clear.h"
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#include "buffer.h"
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namespace android {
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// ----------------------------------------------------------------------------
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static void ggl_clear(void* c, GGLbitfield mask);
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static void ggl_clearColorx(void* c,
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GGLclampx r, GGLclampx g, GGLclampx b, GGLclampx a);
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static void ggl_clearDepthx(void* c, GGLclampx depth);
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static void ggl_clearStencil(void* c, GGLint s);
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// ----------------------------------------------------------------------------
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void ggl_init_clear(context_t* c)
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{
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GGLContext& procs = *(GGLContext*)c;
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GGL_INIT_PROC(procs, clear);
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GGL_INIT_PROC(procs, clearColorx);
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GGL_INIT_PROC(procs, clearDepthx);
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GGL_INIT_PROC(procs, clearStencil);
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c->state.clear.dirty = GGL_STENCIL_BUFFER_BIT |
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GGL_COLOR_BUFFER_BIT |
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GGL_DEPTH_BUFFER_BIT;
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c->state.clear.depth = FIXED_ONE;
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}
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// ----------------------------------------------------------------------------
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static void memset2d(context_t* c, const surface_t& s, uint32_t packed,
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uint32_t l, uint32_t t, uint32_t w, uint32_t h)
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{
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const uint32_t size = c->formats[s.format].size;
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const int32_t stride = s.stride * size;
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uint8_t* dst = (uint8_t*)s.data + (l + t*s.stride)*size;
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w *= size;
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if (ggl_likely(int32_t(w) == stride)) {
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// clear the whole thing in one call
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w *= h;
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h = 1;
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}
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switch (size) {
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case 1:
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do {
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memset(dst, packed, w);
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dst += stride;
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} while(--h);
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break;
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case 2:
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do {
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android_memset16((uint16_t*)dst, packed, w);
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dst += stride;
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} while(--h);
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break;
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case 3: // XXX: 24-bit clear.
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break;
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case 4:
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do {
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android_memset32((uint32_t*)dst, packed, w);
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dst += stride;
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} while(--h);
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break;
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}
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}
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static inline GGLfixed fixedToZ(GGLfixed z) {
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return GGLfixed(((int64_t(z) << 16) - z) >> 16);
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}
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static void ggl_clear(void* con, GGLbitfield mask)
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{
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GGL_CONTEXT(c, con);
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// XXX: rgba-dithering, rgba-masking
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// XXX: handle all formats of Z and S
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const uint32_t l = c->state.scissor.left;
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const uint32_t t = c->state.scissor.top;
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uint32_t w = c->state.scissor.right - l;
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uint32_t h = c->state.scissor.bottom - t;
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if (!w || !h)
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return;
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// unexsiting buffers have no effect...
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if (c->state.buffers.color.format == 0)
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mask &= ~GGL_COLOR_BUFFER_BIT;
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if (c->state.buffers.depth.format == 0)
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mask &= ~GGL_DEPTH_BUFFER_BIT;
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if (c->state.buffers.stencil.format == 0)
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mask &= ~GGL_STENCIL_BUFFER_BIT;
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if (mask & GGL_COLOR_BUFFER_BIT) {
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if (c->state.clear.dirty & GGL_COLOR_BUFFER_BIT) {
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c->state.clear.dirty &= ~GGL_COLOR_BUFFER_BIT;
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uint32_t colorPacked = ggl_pack_color(c,
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c->state.buffers.color.format,
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gglFixedToIteratedColor(c->state.clear.r),
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gglFixedToIteratedColor(c->state.clear.g),
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gglFixedToIteratedColor(c->state.clear.b),
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gglFixedToIteratedColor(c->state.clear.a));
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c->state.clear.colorPacked = GGL_HOST_TO_RGBA(colorPacked);
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}
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const uint32_t packed = c->state.clear.colorPacked;
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memset2d(c, c->state.buffers.color, packed, l, t, w, h);
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}
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if (mask & GGL_DEPTH_BUFFER_BIT) {
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if (c->state.clear.dirty & GGL_DEPTH_BUFFER_BIT) {
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c->state.clear.dirty &= ~GGL_DEPTH_BUFFER_BIT;
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uint32_t depth = fixedToZ(c->state.clear.depth);
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c->state.clear.depthPacked = (depth<<16)|depth;
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}
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const uint32_t packed = c->state.clear.depthPacked;
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memset2d(c, c->state.buffers.depth, packed, l, t, w, h);
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}
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// XXX: do stencil buffer
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}
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static void ggl_clearColorx(void* con,
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GGLclampx r, GGLclampx g, GGLclampx b, GGLclampx a)
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{
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GGL_CONTEXT(c, con);
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c->state.clear.r = gglClampx(r);
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c->state.clear.g = gglClampx(g);
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c->state.clear.b = gglClampx(b);
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c->state.clear.a = gglClampx(a);
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c->state.clear.dirty |= GGL_COLOR_BUFFER_BIT;
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}
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static void ggl_clearDepthx(void* con, GGLclampx depth)
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{
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GGL_CONTEXT(c, con);
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c->state.clear.depth = gglClampx(depth);
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c->state.clear.dirty |= GGL_DEPTH_BUFFER_BIT;
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}
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static void ggl_clearStencil(void* con, GGLint s)
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{
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GGL_CONTEXT(c, con);
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c->state.clear.stencil = s;
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c->state.clear.dirty |= GGL_STENCIL_BUFFER_BIT;
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}
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}; // namespace android
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