/* libs/pixelflinger/pixelflinger.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 <stdlib.h> #include <string.h> #include <assert.h> #include <sys/time.h> #include <pixelflinger/pixelflinger.h> #include <private/pixelflinger/ggl_context.h> #include "buffer.h" #include "clear.h" #include "picker.h" #include "raster.h" #include "scanline.h" #include "trap.h" #include "codeflinger/GGLAssembler.h" #include "codeflinger/CodeCache.h" #include <stdio.h> namespace android { // ---------------------------------------------------------------------------- // 8x8 Bayer dither matrix static const uint8_t gDitherMatrix[GGL_DITHER_SIZE] = { 0, 32, 8, 40, 2, 34, 10, 42, 48, 16, 56, 24, 50, 18, 58, 26, 12, 44, 4, 36, 14, 46, 6, 38, 60, 28, 52, 20, 62, 30, 54, 22, 3, 35, 11, 43, 1, 33, 9, 41, 51, 19, 59, 27, 49, 17, 57, 25, 15, 47, 7, 39, 13, 45, 5, 37, 63, 31, 55, 23, 61, 29, 53, 21 }; static void ggl_init_procs(context_t* c); static void ggl_set_scissor(context_t* c); static void ggl_enable_blending(context_t* c, int enable); static void ggl_enable_scissor_test(context_t* c, int enable); static void ggl_enable_alpha_test(context_t* c, int enable); static void ggl_enable_logic_op(context_t* c, int enable); static void ggl_enable_dither(context_t* c, int enable); static void ggl_enable_stencil_test(context_t* c, int enable); static void ggl_enable_depth_test(context_t* c, int enable); static void ggl_enable_aa(context_t* c, int enable); static void ggl_enable_point_aa_nice(context_t* c, int enable); static void ggl_enable_texture2d(context_t* c, int enable); static void ggl_enable_w_lerp(context_t* c, int enable); static void ggl_enable_fog(context_t* c, int enable); static inline int min(int a, int b) CONST; static inline int min(int a, int b) { return a < b ? a : b; } static inline int max(int a, int b) CONST; static inline int max(int a, int b) { return a < b ? b : a; } // ---------------------------------------------------------------------------- void ggl_error(context_t* c, GGLenum error) { if (c->error == GGL_NO_ERROR) c->error = error; } // ---------------------------------------------------------------------------- static void ggl_bindTexture(void* con, const GGLSurface* surface) { GGL_CONTEXT(c, con); if (surface->format != c->activeTMU->surface.format) ggl_state_changed(c, GGL_TMU_STATE); ggl_set_surface(c, &(c->activeTMU->surface), surface); } static void ggl_bindTextureLod(void* con, GGLuint tmu,const GGLSurface* surface) { GGL_CONTEXT(c, con); // All LODs must have the same format ggl_set_surface(c, &c->state.texture[tmu].surface, surface); } static void ggl_colorBuffer(void* con, const GGLSurface* surface) { GGL_CONTEXT(c, con); if (surface->format != c->state.buffers.color.format) ggl_state_changed(c, GGL_CB_STATE); if (surface->width > c->state.buffers.coverageBufferSize) { // allocate the coverage factor buffer free(c->state.buffers.coverage); c->state.buffers.coverage = (int16_t*)malloc(surface->width * 2); c->state.buffers.coverageBufferSize = c->state.buffers.coverage ? surface->width : 0; } ggl_set_surface(c, &(c->state.buffers.color), surface); if (c->state.buffers.read.format == 0) { ggl_set_surface(c, &(c->state.buffers.read), surface); } ggl_set_scissor(c); } static void ggl_readBuffer(void* con, const GGLSurface* surface) { GGL_CONTEXT(c, con); ggl_set_surface(c, &(c->state.buffers.read), surface); } static void ggl_depthBuffer(void* con, const GGLSurface* surface) { GGL_CONTEXT(c, con); if (surface->format == GGL_PIXEL_FORMAT_Z_16) { ggl_set_surface(c, &(c->state.buffers.depth), surface); } else { c->state.buffers.depth.format = GGL_PIXEL_FORMAT_NONE; ggl_enable_depth_test(c, 0); } } static void ggl_scissor(void* con, GGLint x, GGLint y, GGLsizei width, GGLsizei height) { GGL_CONTEXT(c, con); c->state.scissor.user_left = x; c->state.scissor.user_top = y; c->state.scissor.user_right = x + width; c->state.scissor.user_bottom = y + height; ggl_set_scissor(c); } // ---------------------------------------------------------------------------- static void enable_disable(context_t* c, GGLenum name, int en) { switch (name) { case GGL_BLEND: ggl_enable_blending(c, en); break; case GGL_SCISSOR_TEST: ggl_enable_scissor_test(c, en); break; case GGL_ALPHA_TEST: ggl_enable_alpha_test(c, en); break; case GGL_COLOR_LOGIC_OP: ggl_enable_logic_op(c, en); break; case GGL_DITHER: ggl_enable_dither(c, en); break; case GGL_STENCIL_TEST: ggl_enable_stencil_test(c, en); break; case GGL_DEPTH_TEST: ggl_enable_depth_test(c, en); break; case GGL_AA: ggl_enable_aa(c, en); break; case GGL_TEXTURE_2D: ggl_enable_texture2d(c, en); break; case GGL_W_LERP: ggl_enable_w_lerp(c, en); break; case GGL_FOG: ggl_enable_fog(c, en); break; case GGL_POINT_SMOOTH_NICE: ggl_enable_point_aa_nice(c, en); break; } } static void ggl_enable(void* con, GGLenum name) { GGL_CONTEXT(c, con); enable_disable(c, name, 1); } static void ggl_disable(void* con, GGLenum name) { GGL_CONTEXT(c, con); enable_disable(c, name, 0); } static void ggl_enableDisable(void* con, GGLenum name, GGLboolean en) { GGL_CONTEXT(c, con); enable_disable(c, name, en ? 1 : 0); } // ---------------------------------------------------------------------------- static void ggl_shadeModel(void* con, GGLenum mode) { GGL_CONTEXT(c, con); switch (mode) { case GGL_FLAT: if (c->state.enables & GGL_ENABLE_SMOOTH) { c->state.enables &= ~GGL_ENABLE_SMOOTH; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } break; case GGL_SMOOTH: if (!(c->state.enables & GGL_ENABLE_SMOOTH)) { c->state.enables |= GGL_ENABLE_SMOOTH; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } break; default: ggl_error(c, GGL_INVALID_ENUM); } } static void ggl_color4xv(void* con, const GGLclampx* color) { GGL_CONTEXT(c, con); c->shade.r0 = gglFixedToIteratedColor(color[0]); c->shade.g0 = gglFixedToIteratedColor(color[1]); c->shade.b0 = gglFixedToIteratedColor(color[2]); c->shade.a0 = gglFixedToIteratedColor(color[3]); } static void ggl_colorGrad12xv(void* con, const GGLcolor* grad) { GGL_CONTEXT(c, con); // it is very important to round the iterated value here because // the rasterizer doesn't clamp them, therefore the iterated value //must absolutely be correct. // GGLColor is encoded as 8.16 value const int32_t round = 0x8000; c->shade.r0 = grad[ 0] + round; c->shade.drdx = grad[ 1]; c->shade.drdy = grad[ 2]; c->shade.g0 = grad[ 3] + round; c->shade.dgdx = grad[ 4]; c->shade.dgdy = grad[ 5]; c->shade.b0 = grad[ 6] + round; c->shade.dbdx = grad[ 7]; c->shade.dbdy = grad[ 8]; c->shade.a0 = grad[ 9] + round; c->shade.dadx = grad[10]; c->shade.dady = grad[11]; } static void ggl_zGrad3xv(void* con, const GGLfixed32* grad) { GGL_CONTEXT(c, con); // z iterators are encoded as 0.32 fixed point and the z-buffer // holds 16 bits, the rounding value is 0x8000. const uint32_t round = 0x8000; c->shade.z0 = grad[0] + round; c->shade.dzdx = grad[1]; c->shade.dzdy = grad[2]; } static void ggl_wGrad3xv(void* con, const GGLfixed* grad) { GGL_CONTEXT(c, con); c->shade.w0 = grad[0]; c->shade.dwdx = grad[1]; c->shade.dwdy = grad[2]; } // ---------------------------------------------------------------------------- static void ggl_fogGrad3xv(void* con, const GGLfixed* grad) { GGL_CONTEXT(c, con); c->shade.f0 = grad[0]; c->shade.dfdx = grad[1]; c->shade.dfdy = grad[2]; } static void ggl_fogColor3xv(void* con, const GGLclampx* color) { GGL_CONTEXT(c, con); const int32_t r = gglClampx(color[0]); const int32_t g = gglClampx(color[1]); const int32_t b = gglClampx(color[2]); c->state.fog.color[GGLFormat::ALPHA]= 0xFF; // unused c->state.fog.color[GGLFormat::RED] = (r - (r>>8))>>8; c->state.fog.color[GGLFormat::GREEN]= (g - (g>>8))>>8; c->state.fog.color[GGLFormat::BLUE] = (b - (b>>8))>>8; } static void ggl_enable_fog(context_t* c, int enable) { const int e = (c->state.enables & GGL_ENABLE_FOG)?1:0; if (e != enable) { if (enable) c->state.enables |= GGL_ENABLE_FOG; else c->state.enables &= ~GGL_ENABLE_FOG; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } // ---------------------------------------------------------------------------- static void ggl_blendFunc(void* con, GGLenum src, GGLenum dst) { GGL_CONTEXT(c, con); c->state.blend.src = src; c->state.blend.src_alpha = src; c->state.blend.dst = dst; c->state.blend.dst_alpha = dst; c->state.blend.alpha_separate = 0; if (c->state.enables & GGL_ENABLE_BLENDING) { ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } static void ggl_blendFuncSeparate(void* con, GGLenum src, GGLenum dst, GGLenum srcAlpha, GGLenum dstAplha) { GGL_CONTEXT(c, con); c->state.blend.src = src; c->state.blend.src_alpha = srcAlpha; c->state.blend.dst = dst; c->state.blend.dst_alpha = dstAplha; c->state.blend.alpha_separate = 1; if (c->state.enables & GGL_ENABLE_BLENDING) { ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } // ---------------------------------------------------------------------------- static void ggl_texEnvi(void* con, GGLenum target, GGLenum pname, GGLint param) { GGL_CONTEXT(c, con); if (target != GGL_TEXTURE_ENV || pname != GGL_TEXTURE_ENV_MODE) { ggl_error(c, GGL_INVALID_ENUM); return; } switch (param) { case GGL_REPLACE: case GGL_MODULATE: case GGL_DECAL: case GGL_BLEND: case GGL_ADD: if (c->activeTMU->env != param) { c->activeTMU->env = param; ggl_state_changed(c, GGL_TMU_STATE); } break; default: ggl_error(c, GGL_INVALID_ENUM); } } static void ggl_texEnvxv(void* con, GGLenum target, GGLenum pname, const GGLfixed* params) { GGL_CONTEXT(c, con); if (target != GGL_TEXTURE_ENV) { ggl_error(c, GGL_INVALID_ENUM); return; } switch (pname) { case GGL_TEXTURE_ENV_MODE: ggl_texEnvi(con, target, pname, params[0]); break; case GGL_TEXTURE_ENV_COLOR: { uint8_t* const color = c->activeTMU->env_color; const GGLclampx r = gglClampx(params[0]); const GGLclampx g = gglClampx(params[1]); const GGLclampx b = gglClampx(params[2]); const GGLclampx a = gglClampx(params[3]); color[0] = (a-(a>>8))>>8; color[1] = (r-(r>>8))>>8; color[2] = (g-(g>>8))>>8; color[3] = (b-(b>>8))>>8; break; } default: ggl_error(c, GGL_INVALID_ENUM); return; } } static void ggl_texParameteri(void* con, GGLenum target, GGLenum pname, GGLint param) { GGL_CONTEXT(c, con); if (target != GGL_TEXTURE_2D) { ggl_error(c, GGL_INVALID_ENUM); return; } if (param == GGL_CLAMP_TO_EDGE) param = GGL_CLAMP; uint16_t* what = 0; switch (pname) { case GGL_TEXTURE_WRAP_S: if ((param == GGL_CLAMP) || (param == GGL_REPEAT)) { what = &c->activeTMU->s_wrap; } break; case GGL_TEXTURE_WRAP_T: if ((param == GGL_CLAMP) || (param == GGL_REPEAT)) { what = &c->activeTMU->t_wrap; } break; case GGL_TEXTURE_MIN_FILTER: if ((param == GGL_NEAREST) || (param == GGL_NEAREST_MIPMAP_NEAREST) || (param == GGL_NEAREST_MIPMAP_LINEAR)) { what = &c->activeTMU->min_filter; param = GGL_NEAREST; } if ((param == GGL_LINEAR) || (param == GGL_LINEAR_MIPMAP_NEAREST) || (param == GGL_LINEAR_MIPMAP_LINEAR)) { what = &c->activeTMU->min_filter; param = GGL_LINEAR; } break; case GGL_TEXTURE_MAG_FILTER: if ((param == GGL_NEAREST) || (param == GGL_LINEAR)) { what = &c->activeTMU->mag_filter; } break; } if (!what) { ggl_error(c, GGL_INVALID_ENUM); return; } if (*what != param) { *what = param; ggl_state_changed(c, GGL_TMU_STATE); } } static void ggl_texCoordGradScale8xv(void* con, GGLint tmu, const int32_t* grad) { GGL_CONTEXT(c, con); texture_t& u = c->state.texture[tmu]; u.shade.is0 = grad[0]; u.shade.idsdx = grad[1]; u.shade.idsdy = grad[2]; u.shade.it0 = grad[3]; u.shade.idtdx = grad[4]; u.shade.idtdy = grad[5]; u.shade.sscale= grad[6]; u.shade.tscale= grad[7]; } static void ggl_texCoord2x(void* con, GGLfixed s, GGLfixed t) { GGL_CONTEXT(c, con); c->activeTMU->shade.is0 = s; c->activeTMU->shade.it0 = t; c->activeTMU->shade.sscale= 0; c->activeTMU->shade.tscale= 0; } static void ggl_texCoord2i(void* con, GGLint s, GGLint t) { ggl_texCoord2x(con, s<<16, t<<16); } static void ggl_texGeni(void* con, GGLenum coord, GGLenum pname, GGLint param) { GGL_CONTEXT(c, con); if (pname != GGL_TEXTURE_GEN_MODE) { ggl_error(c, GGL_INVALID_ENUM); return; } uint32_t* coord_ptr = 0; if (coord == GGL_S) coord_ptr = &(c->activeTMU->s_coord); else if (coord == GGL_T) coord_ptr = &(c->activeTMU->t_coord); if (coord_ptr) { if (*coord_ptr != uint32_t(param)) { *coord_ptr = uint32_t(param); ggl_state_changed(c, GGL_TMU_STATE); } } else { ggl_error(c, GGL_INVALID_ENUM); } } static void ggl_activeTexture(void* con, GGLuint tmu) { GGL_CONTEXT(c, con); if (tmu >= GGLuint(GGL_TEXTURE_UNIT_COUNT)) { ggl_error(c, GGL_INVALID_ENUM); return; } c->activeTMUIndex = tmu; c->activeTMU = &(c->state.texture[tmu]); } // ---------------------------------------------------------------------------- static void ggl_colorMask(void* con, GGLboolean r, GGLboolean g, GGLboolean b, GGLboolean a) { GGL_CONTEXT(c, con); int mask = 0; if (a) mask |= 1 << GGLFormat::ALPHA; if (r) mask |= 1 << GGLFormat::RED; if (g) mask |= 1 << GGLFormat::GREEN; if (b) mask |= 1 << GGLFormat::BLUE; if (c->state.mask.color != mask) { c->state.mask.color = mask; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } static void ggl_depthMask(void* con, GGLboolean flag) { GGL_CONTEXT(c, con); if (c->state.mask.depth != flag?1:0) { c->state.mask.depth = flag?1:0; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } static void ggl_stencilMask(void* con, GGLuint mask) { GGL_CONTEXT(c, con); if (c->state.mask.stencil != mask) { c->state.mask.stencil = mask; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } // ---------------------------------------------------------------------------- static void ggl_alphaFuncx(void* con, GGLenum func, GGLclampx ref) { GGL_CONTEXT(c, con); if ((func < GGL_NEVER) || (func > GGL_ALWAYS)) { ggl_error(c, GGL_INVALID_ENUM); return; } c->state.alpha_test.ref = gglFixedToIteratedColor(gglClampx(ref)); if (c->state.alpha_test.func != func) { c->state.alpha_test.func = func; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } // ---------------------------------------------------------------------------- static void ggl_depthFunc(void* con, GGLenum func) { GGL_CONTEXT(c, con); if ((func < GGL_NEVER) || (func > GGL_ALWAYS)) { ggl_error(c, GGL_INVALID_ENUM); return; } if (c->state.depth_test.func != func) { c->state.depth_test.func = func; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } // ---------------------------------------------------------------------------- static void ggl_logicOp(void* con, GGLenum opcode) { GGL_CONTEXT(c, con); if ((opcode < GGL_CLEAR) || (opcode > GGL_SET)) { ggl_error(c, GGL_INVALID_ENUM); return; } if (c->state.logic_op.opcode != opcode) { c->state.logic_op.opcode = opcode; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } // ---------------------------------------------------------------------------- void ggl_set_scissor(context_t* c) { if (c->state.enables & GGL_ENABLE_SCISSOR_TEST) { const int32_t l = c->state.scissor.user_left; const int32_t t = c->state.scissor.user_top; const int32_t r = c->state.scissor.user_right; const int32_t b = c->state.scissor.user_bottom; c->state.scissor.left = max(0, l); c->state.scissor.right = min(c->state.buffers.color.width, r); c->state.scissor.top = max(0, t); c->state.scissor.bottom = min(c->state.buffers.color.height, b); } else { c->state.scissor.left = 0; c->state.scissor.top = 0; c->state.scissor.right = c->state.buffers.color.width; c->state.scissor.bottom = c->state.buffers.color.height; } } void ggl_enable_blending(context_t* c, int enable) { const int e = (c->state.enables & GGL_ENABLE_BLENDING)?1:0; if (e != enable) { if (enable) c->state.enables |= GGL_ENABLE_BLENDING; else c->state.enables &= ~GGL_ENABLE_BLENDING; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } void ggl_enable_scissor_test(context_t* c, int enable) { const int e = (c->state.enables & GGL_ENABLE_SCISSOR_TEST)?1:0; if (e != enable) { if (enable) c->state.enables |= GGL_ENABLE_SCISSOR_TEST; else c->state.enables &= ~GGL_ENABLE_SCISSOR_TEST; ggl_set_scissor(c); } } void ggl_enable_alpha_test(context_t* c, int enable) { const int e = (c->state.enables & GGL_ENABLE_ALPHA_TEST)?1:0; if (e != enable) { if (enable) c->state.enables |= GGL_ENABLE_ALPHA_TEST; else c->state.enables &= ~GGL_ENABLE_ALPHA_TEST; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } void ggl_enable_logic_op(context_t* c, int enable) { const int e = (c->state.enables & GGL_ENABLE_LOGIC_OP)?1:0; if (e != enable) { if (enable) c->state.enables |= GGL_ENABLE_LOGIC_OP; else c->state.enables &= ~GGL_ENABLE_LOGIC_OP; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } void ggl_enable_dither(context_t* c, int enable) { const int e = (c->state.enables & GGL_ENABLE_DITHER)?1:0; if (e != enable) { if (enable) c->state.enables |= GGL_ENABLE_DITHER; else c->state.enables &= ~GGL_ENABLE_DITHER; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } void ggl_enable_stencil_test(context_t* c, int enable) { } void ggl_enable_depth_test(context_t* c, int enable) { if (c->state.buffers.depth.format == 0) enable = 0; const int e = (c->state.enables & GGL_ENABLE_DEPTH_TEST)?1:0; if (e != enable) { if (enable) c->state.enables |= GGL_ENABLE_DEPTH_TEST; else c->state.enables &= ~GGL_ENABLE_DEPTH_TEST; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } void ggl_enable_aa(context_t* c, int enable) { const int e = (c->state.enables & GGL_ENABLE_AA)?1:0; if (e != enable) { if (enable) c->state.enables |= GGL_ENABLE_AA; else c->state.enables &= ~GGL_ENABLE_AA; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } void ggl_enable_point_aa_nice(context_t* c, int enable) { const int e = (c->state.enables & GGL_ENABLE_POINT_AA_NICE)?1:0; if (e != enable) { if (enable) c->state.enables |= GGL_ENABLE_POINT_AA_NICE; else c->state.enables &= ~GGL_ENABLE_POINT_AA_NICE; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } void ggl_enable_w_lerp(context_t* c, int enable) { const int e = (c->state.enables & GGL_ENABLE_W)?1:0; if (e != enable) { if (enable) c->state.enables |= GGL_ENABLE_W; else c->state.enables &= ~GGL_ENABLE_W; ggl_state_changed(c, GGL_PIXEL_PIPELINE_STATE); } } void ggl_enable_texture2d(context_t* c, int enable) { if (c->activeTMU->enable != enable) { const uint32_t tmu = c->activeTMUIndex; c->activeTMU->enable = enable; const uint32_t mask = 1UL << tmu; if (enable) c->state.enabled_tmu |= mask; else c->state.enabled_tmu &= ~mask; if (c->state.enabled_tmu) c->state.enables |= GGL_ENABLE_TMUS; else c->state.enables &= ~GGL_ENABLE_TMUS; ggl_state_changed(c, GGL_TMU_STATE); } } // ---------------------------------------------------------------------------- int64_t ggl_system_time() { #if defined(HAVE_POSIX_CLOCKS) struct timespec t; t.tv_sec = t.tv_nsec = 0; clock_gettime(CLOCK_THREAD_CPUTIME_ID, &t); return int64_t(t.tv_sec)*1000000000LL + t.tv_nsec; #else // we don't support the clocks here. struct timeval t; t.tv_sec = t.tv_usec = 0; gettimeofday(&t, NULL); return int64_t(t.tv_sec)*1000000000LL + int64_t(t.tv_usec)*1000LL; #endif } // ---------------------------------------------------------------------------- void ggl_init_procs(context_t* c) { GGLContext& procs = *(GGLContext*)c; GGL_INIT_PROC(procs, scissor); GGL_INIT_PROC(procs, activeTexture); GGL_INIT_PROC(procs, bindTexture); GGL_INIT_PROC(procs, bindTextureLod); GGL_INIT_PROC(procs, colorBuffer); GGL_INIT_PROC(procs, readBuffer); GGL_INIT_PROC(procs, depthBuffer); GGL_INIT_PROC(procs, enable); GGL_INIT_PROC(procs, disable); GGL_INIT_PROC(procs, enableDisable); GGL_INIT_PROC(procs, shadeModel); GGL_INIT_PROC(procs, color4xv); GGL_INIT_PROC(procs, colorGrad12xv); GGL_INIT_PROC(procs, zGrad3xv); GGL_INIT_PROC(procs, wGrad3xv); GGL_INIT_PROC(procs, fogGrad3xv); GGL_INIT_PROC(procs, fogColor3xv); GGL_INIT_PROC(procs, blendFunc); GGL_INIT_PROC(procs, blendFuncSeparate); GGL_INIT_PROC(procs, texEnvi); GGL_INIT_PROC(procs, texEnvxv); GGL_INIT_PROC(procs, texParameteri); GGL_INIT_PROC(procs, texCoord2i); GGL_INIT_PROC(procs, texCoord2x); GGL_INIT_PROC(procs, texCoordGradScale8xv); GGL_INIT_PROC(procs, texGeni); GGL_INIT_PROC(procs, colorMask); GGL_INIT_PROC(procs, depthMask); GGL_INIT_PROC(procs, stencilMask); GGL_INIT_PROC(procs, alphaFuncx); GGL_INIT_PROC(procs, depthFunc); GGL_INIT_PROC(procs, logicOp); ggl_init_clear(c); } void ggl_init_context(context_t* c) { memset(c, 0, sizeof(context_t)); ggl_init_procs(c); ggl_init_trap(c); ggl_init_scanline(c); ggl_init_texture(c); ggl_init_picker(c); ggl_init_raster(c); c->formats = gglGetPixelFormatTable(); c->state.blend.src = GGL_ONE; c->state.blend.dst = GGL_ZERO; c->state.blend.src_alpha = GGL_ONE; c->state.blend.dst_alpha = GGL_ZERO; c->state.mask.color = 0xF; c->state.mask.depth = 0; c->state.mask.stencil = 0xFFFFFFFF; c->state.logic_op.opcode = GGL_COPY; c->state.alpha_test.func = GGL_ALWAYS; c->state.depth_test.func = GGL_LESS; c->state.depth_test.clearValue = FIXED_ONE; c->shade.w0 = FIXED_ONE; memcpy(c->ditherMatrix, gDitherMatrix, sizeof(gDitherMatrix)); } void ggl_uninit_context(context_t* c) { ggl_uninit_scanline(c); } // ---------------------------------------------------------------------------- }; // namespace android // ---------------------------------------------------------------------------- using namespace android; ssize_t gglInit(GGLContext** context) { void* const base = malloc(sizeof(context_t) + 32); if (base) { // always align the context on cache lines context_t *c = (context_t *)((ptrdiff_t(base)+31) & ~0x1FL); ggl_init_context(c); c->base = base; *context = (GGLContext*)c; } else { return -1; } return 0; } ssize_t gglUninit(GGLContext* con) { GGL_CONTEXT(c, (void*)con); ggl_uninit_context(c); free(c->base); return 0; }