/* 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