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