/* libs/pixelflinger/picker.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 <stdio.h> #include "buffer.h" #include "scanline.h" #include "picker.h" namespace android { // ---------------------------------------------------------------------------- void ggl_init_picker(context_t* c) { } void ggl_pick(context_t* c) { if (ggl_likely(!c->dirty)) return; // compute needs, see if they changed... const uint32_t enables = c->state.enables; needs_t new_needs(c->state.needs); if (c->dirty & GGL_CB_STATE) { new_needs.n &= ~GGL_NEEDS_CB_FORMAT_MASK; new_needs.n |= GGL_BUILD_NEEDS(c->state.buffers.color.format, CB_FORMAT); if (enables & GGL_ENABLE_BLENDING) c->dirty |= GGL_PIXEL_PIPELINE_STATE; } if (c->dirty & GGL_PIXEL_PIPELINE_STATE) { uint32_t n = GGL_BUILD_NEEDS(c->state.buffers.color.format, CB_FORMAT); uint32_t p = 0; if (enables & GGL_ENABLE_BLENDING) { uint32_t src = c->state.blend.src; uint32_t dst = c->state.blend.dst; uint32_t src_alpha = c->state.blend.src_alpha; uint32_t dst_alpha = c->state.blend.dst_alpha; const GGLFormat& cbf = c->formats[ c->state.buffers.color.format ]; if (!cbf.c[GGLFormat::ALPHA].h) { if ((src == GGL_ONE_MINUS_DST_ALPHA) || (src == GGL_DST_ALPHA)) { src = GGL_ONE; } if ((src_alpha == GGL_ONE_MINUS_DST_ALPHA) || (src_alpha == GGL_DST_ALPHA)) { src_alpha = GGL_ONE; } if ((dst == GGL_ONE_MINUS_DST_ALPHA) || (dst == GGL_DST_ALPHA)) { dst = GGL_ONE; } if ((dst_alpha == GGL_ONE_MINUS_DST_ALPHA) || (dst_alpha == GGL_DST_ALPHA)) { dst_alpha = GGL_ONE; } } src = ggl_blendfactor_to_needs(src); dst = ggl_blendfactor_to_needs(dst); src_alpha = ggl_blendfactor_to_needs(src_alpha); dst_alpha = ggl_blendfactor_to_needs(dst_alpha); n |= GGL_BUILD_NEEDS( src, BLEND_SRC ); n |= GGL_BUILD_NEEDS( dst, BLEND_DST ); if (c->state.blend.alpha_separate) { n |= GGL_BUILD_NEEDS( src_alpha, BLEND_SRCA ); n |= GGL_BUILD_NEEDS( dst_alpha, BLEND_DSTA ); } else { n |= GGL_BUILD_NEEDS( src, BLEND_SRCA ); n |= GGL_BUILD_NEEDS( dst, BLEND_DSTA ); } } else { n |= GGL_BUILD_NEEDS( GGL_ONE, BLEND_SRC ); n |= GGL_BUILD_NEEDS( GGL_ZERO, BLEND_DST ); n |= GGL_BUILD_NEEDS( GGL_ONE, BLEND_SRCA ); n |= GGL_BUILD_NEEDS( GGL_ZERO, BLEND_DSTA ); } n |= GGL_BUILD_NEEDS(c->state.mask.color^0xF, MASK_ARGB); n |= GGL_BUILD_NEEDS((enables & GGL_ENABLE_SMOOTH) ?1:0, SHADE); if (enables & GGL_ENABLE_TMUS) { n |= GGL_BUILD_NEEDS((enables & GGL_ENABLE_W) ?1:0, W); } p |= GGL_BUILD_NEEDS((enables & GGL_ENABLE_DITHER) ?1:0, P_DITHER); p |= GGL_BUILD_NEEDS((enables & GGL_ENABLE_AA) ?1:0, P_AA); p |= GGL_BUILD_NEEDS((enables & GGL_ENABLE_FOG) ?1:0, P_FOG); if (enables & GGL_ENABLE_LOGIC_OP) { n |= GGL_BUILD_NEEDS(c->state.logic_op.opcode, LOGIC_OP); } else { n |= GGL_BUILD_NEEDS(GGL_COPY, LOGIC_OP); } if (enables & GGL_ENABLE_ALPHA_TEST) { p |= GGL_BUILD_NEEDS(c->state.alpha_test.func, P_ALPHA_TEST); } else { p |= GGL_BUILD_NEEDS(GGL_ALWAYS, P_ALPHA_TEST); } if (enables & GGL_ENABLE_DEPTH_TEST) { p |= GGL_BUILD_NEEDS(c->state.depth_test.func, P_DEPTH_TEST); p |= GGL_BUILD_NEEDS(c->state.mask.depth&1, P_MASK_Z); } else { p |= GGL_BUILD_NEEDS(GGL_ALWAYS, P_DEPTH_TEST); // writing to the z-buffer is always disabled if depth-test // is disabled. } new_needs.n = n; new_needs.p = p; } if (c->dirty & GGL_TMU_STATE) { int idx = 0; for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) { const texture_t& tx = c->state.texture[i]; if (tx.enable) { uint32_t t = 0; t |= GGL_BUILD_NEEDS(tx.surface.format, T_FORMAT); t |= GGL_BUILD_NEEDS(ggl_env_to_needs(tx.env), T_ENV); t |= GGL_BUILD_NEEDS(0, T_POT); // XXX: not used yet if (tx.s_coord==GGL_ONE_TO_ONE && tx.t_coord==GGL_ONE_TO_ONE) { // we encode 1-to-1 into the wrap mode t |= GGL_BUILD_NEEDS(GGL_NEEDS_WRAP_11, T_S_WRAP); t |= GGL_BUILD_NEEDS(GGL_NEEDS_WRAP_11, T_T_WRAP); } else { t |= GGL_BUILD_NEEDS(ggl_wrap_to_needs(tx.s_wrap), T_S_WRAP); t |= GGL_BUILD_NEEDS(ggl_wrap_to_needs(tx.t_wrap), T_T_WRAP); } if (tx.mag_filter == GGL_LINEAR) { t |= GGL_BUILD_NEEDS(1, T_LINEAR); } if (tx.min_filter == GGL_LINEAR) { t |= GGL_BUILD_NEEDS(1, T_LINEAR); } new_needs.t[idx++] = t; } else { new_needs.t[i] = 0; } } } if (new_needs != c->state.needs) { c->state.needs = new_needs; ggl_pick_texture(c); ggl_pick_cb(c); ggl_pick_scanline(c); } c->dirty = 0; } // ---------------------------------------------------------------------------- }; // namespace android