pjs/other-licenses/libart_lgpl/art_render_svp.c

422 строки
9.7 KiB
C

/*
* art_render_gradient.c: SVP mask source for modular rendering.
*
* Libart_LGPL - library of basic graphic primitives
* Copyright (C) 2000 Raph Levien
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors: Raph Levien <raph@acm.org>
*/
#include "art_render_svp.h"
#include "art_svp_render_aa.h"
typedef struct _ArtMaskSourceSVP ArtMaskSourceSVP;
struct _ArtMaskSourceSVP {
ArtMaskSource super;
ArtRender *render;
const ArtSVP *svp;
art_u8 *dest_ptr;
};
static void
art_render_svp_done (ArtRenderCallback *self, ArtRender *render)
{
art_free (self);
}
static int
art_render_svp_can_drive (ArtMaskSource *self, ArtRender *render)
{
return 10;
}
/* The basic art_render_svp_callback function is repeated four times,
for all combinations of non-unit opacity and generating spans. In
general, I'd consider this bad style, but in this case I plead
a measurable performance improvement. */
static void
art_render_svp_callback (void *callback_data, int y,
int start, ArtSVPRenderAAStep *steps, int n_steps)
{
ArtMaskSourceSVP *z = (ArtMaskSourceSVP *)callback_data;
ArtRender *render = z->render;
int n_run = 0;
int i;
int running_sum = start;
int x0 = render->x0;
int x1 = render->x1;
int run_x0, run_x1;
ArtRenderMaskRun *run = render->run;
if (n_steps > 0)
{
run_x1 = steps[0].x;
if (run_x1 > x0 && running_sum > 0x80ff)
{
run[0].x = x0;
run[0].alpha = running_sum;
n_run++;
}
for (i = 0; i < n_steps - 1; i++)
{
running_sum += steps[i].delta;
run_x0 = run_x1;
run_x1 = steps[i + 1].x;
if (run_x1 > run_x0)
{
run[n_run].x = run_x0;
run[n_run].alpha = running_sum;
n_run++;
}
}
if (x1 > run_x1)
{
running_sum += steps[n_steps - 1].delta;
run[n_run].x = run_x1;
run[n_run].alpha = running_sum;
n_run++;
}
if (running_sum > 0x80ff)
{
run[n_run].x = x1;
run[n_run].alpha = 0x8000;
n_run++;
}
}
else if ((running_sum >> 16) > 0)
{
run[0].x = x0;
run[0].alpha = running_sum;
run[1].x = x1;
run[1].alpha = running_sum;
n_run = 2;
}
render->n_run = n_run;
art_render_invoke_callbacks (render, z->dest_ptr, y);
z->dest_ptr += render->rowstride;
}
static void
art_render_svp_callback_span (void *callback_data, int y,
int start, ArtSVPRenderAAStep *steps, int n_steps)
{
ArtMaskSourceSVP *z = (ArtMaskSourceSVP *)callback_data;
ArtRender *render = z->render;
int n_run = 0;
int n_span = 0;
int i;
int running_sum = start;
int x0 = render->x0;
int x1 = render->x1;
int run_x0, run_x1;
ArtRenderMaskRun *run = render->run;
int *span_x = render->span_x;
if (n_steps > 0)
{
run_x1 = steps[0].x;
if (run_x1 > x0 && running_sum > 0x80ff)
{
run[0].x = x0;
run[0].alpha = running_sum;
n_run++;
span_x[0] = x0;
n_span++;
}
for (i = 0; i < n_steps - 1; i++)
{
running_sum += steps[i].delta;
run_x0 = run_x1;
run_x1 = steps[i + 1].x;
if (run_x1 > run_x0)
{
run[n_run].x = run_x0;
run[n_run].alpha = running_sum;
n_run++;
if ((n_span & 1) != (running_sum > 0x80ff))
span_x[n_span++] = run_x0;
}
}
if (x1 > run_x1)
{
running_sum += steps[n_steps - 1].delta;
run[n_run].x = run_x1;
run[n_run].alpha = running_sum;
n_run++;
if ((n_span & 1) != (running_sum > 0x80ff))
span_x[n_span++] = run_x1;
}
if (running_sum > 0x80ff)
{
run[n_run].x = x1;
run[n_run].alpha = 0x8000;
n_run++;
span_x[n_span++] = x1;
}
}
else if ((running_sum >> 16) > 0)
{
run[0].x = x0;
run[0].alpha = running_sum;
run[1].x = x1;
run[1].alpha = running_sum;
n_run = 2;
span_x[0] = x0;
span_x[1] = x1;
n_span = 2;
}
render->n_run = n_run;
render->n_span = n_span;
art_render_invoke_callbacks (render, z->dest_ptr, y);
z->dest_ptr += render->rowstride;
}
static void
art_render_svp_callback_opacity (void *callback_data, int y,
int start, ArtSVPRenderAAStep *steps, int n_steps)
{
ArtMaskSourceSVP *z = (ArtMaskSourceSVP *)callback_data;
ArtRender *render = z->render;
int n_run = 0;
int i;
art_u32 running_sum;
int x0 = render->x0;
int x1 = render->x1;
int run_x0, run_x1;
ArtRenderMaskRun *run = render->run;
art_u32 opacity = render->opacity;
art_u32 alpha;
running_sum = start - 0x7f80;
if (n_steps > 0)
{
run_x1 = steps[0].x;
alpha = ((running_sum >> 8) * opacity + 0x80080) >> 8;
if (run_x1 > x0 && alpha > 0x80ff)
{
run[0].x = x0;
run[0].alpha = alpha;
n_run++;
}
for (i = 0; i < n_steps - 1; i++)
{
running_sum += steps[i].delta;
run_x0 = run_x1;
run_x1 = steps[i + 1].x;
if (run_x1 > run_x0)
{
run[n_run].x = run_x0;
alpha = ((running_sum >> 8) * opacity + 0x80080) >> 8;
run[n_run].alpha = alpha;
n_run++;
}
}
if (x1 > run_x1)
{
running_sum += steps[n_steps - 1].delta;
run[n_run].x = run_x1;
alpha = ((running_sum >> 8) * opacity + 0x80080) >> 8;
run[n_run].alpha = alpha;
n_run++;
}
if (alpha > 0x80ff)
{
run[n_run].x = x1;
run[n_run].alpha = 0x8000;
n_run++;
}
}
else if ((running_sum >> 16) > 0)
{
run[0].x = x0;
run[0].alpha = running_sum;
run[1].x = x1;
run[1].alpha = running_sum;
n_run = 2;
}
render->n_run = n_run;
art_render_invoke_callbacks (render, z->dest_ptr, y);
z->dest_ptr += render->rowstride;
}
static void
art_render_svp_callback_opacity_span (void *callback_data, int y,
int start, ArtSVPRenderAAStep *steps, int n_steps)
{
ArtMaskSourceSVP *z = (ArtMaskSourceSVP *)callback_data;
ArtRender *render = z->render;
int n_run = 0;
int n_span = 0;
int i;
art_u32 running_sum;
int x0 = render->x0;
int x1 = render->x1;
int run_x0, run_x1;
ArtRenderMaskRun *run = render->run;
int *span_x = render->span_x;
art_u32 opacity = render->opacity;
art_u32 alpha;
running_sum = start - 0x7f80;
if (n_steps > 0)
{
run_x1 = steps[0].x;
alpha = ((running_sum >> 8) * opacity + 0x800080) >> 8;
if (run_x1 > x0 && alpha > 0x80ff)
{
run[0].x = x0;
run[0].alpha = alpha;
n_run++;
span_x[0] = x0;
n_span++;
}
for (i = 0; i < n_steps - 1; i++)
{
running_sum += steps[i].delta;
run_x0 = run_x1;
run_x1 = steps[i + 1].x;
if (run_x1 > run_x0)
{
run[n_run].x = run_x0;
alpha = ((running_sum >> 8) * opacity + 0x800080) >> 8;
run[n_run].alpha = alpha;
n_run++;
if ((n_span & 1) != (alpha > 0x80ff))
span_x[n_span++] = run_x0;
}
}
if (x1 > run_x1)
{
running_sum += steps[n_steps - 1].delta;
run[n_run].x = run_x1;
alpha = ((running_sum >> 8) * opacity + 0x800080) >> 8;
run[n_run].alpha = alpha;
n_run++;
if ((n_span & 1) != (alpha > 0x80ff))
span_x[n_span++] = run_x1;
}
if (alpha > 0x80ff)
{
run[n_run].x = x1;
run[n_run].alpha = 0x8000;
n_run++;
span_x[n_span++] = x1;
}
}
else if ((running_sum >> 16) > 0)
{
run[0].x = x0;
run[0].alpha = running_sum;
run[1].x = x1;
run[1].alpha = running_sum;
n_run = 2;
span_x[0] = x0;
span_x[1] = x1;
n_span = 2;
}
render->n_run = n_run;
render->n_span = n_span;
art_render_invoke_callbacks (render, z->dest_ptr, y);
z->dest_ptr += render->rowstride;
}
static void
art_render_svp_invoke_driver (ArtMaskSource *self, ArtRender *render)
{
ArtMaskSourceSVP *z = (ArtMaskSourceSVP *)self;
void (*callback) (void *callback_data,
int y,
int start,
ArtSVPRenderAAStep *steps, int n_steps);
z->dest_ptr = render->pixels;
if (render->opacity == 0x10000)
{
if (render->need_span)
callback = art_render_svp_callback_span;
else
callback = art_render_svp_callback;
}
else
{
if (render->need_span)
callback = art_render_svp_callback_opacity_span;
else
callback = art_render_svp_callback_opacity;
}
art_svp_render_aa (z->svp,
render->x0, render->y0,
render->x1, render->y1, callback,
self);
art_render_svp_done (&self->super, render);
}
static void
art_render_svp_prepare (ArtMaskSource *self, ArtRender *render,
art_boolean first)
{
/* todo */
art_die ("art_render_svp non-driver mode not yet implemented.\n");
}
/**
* art_render_svp: Use an SVP as a render mask source.
* @render: Render object.
* @svp: SVP.
*
* Adds @svp to the render object as a mask. Note: @svp must remain
* allocated until art_render_invoke() is called on @render.
**/
void
art_render_svp (ArtRender *render, const ArtSVP *svp)
{
ArtMaskSourceSVP *mask_source;
mask_source = art_new (ArtMaskSourceSVP, 1);
mask_source->super.super.render = NULL;
mask_source->super.super.done = art_render_svp_done;
mask_source->super.can_drive = art_render_svp_can_drive;
mask_source->super.invoke_driver = art_render_svp_invoke_driver;
mask_source->super.prepare = art_render_svp_prepare;
mask_source->render = render;
mask_source->svp = svp;
art_render_add_mask_source (render, &mask_source->super);
}