diff options
author | Kaleb Keithley <kaleb@freedesktop.org> | 2003-11-14 16:48:57 +0000 |
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committer | Kaleb Keithley <kaleb@freedesktop.org> | 2003-11-14 16:48:57 +0000 |
commit | 9508a382f8a9f241dab097d921b6d290c1c3a776 (patch) | |
tree | fa456480bae7040c3f971a70b390f2d091c680b5 /fb/fbtrap.c | |
parent | ded6147bfb5d75ff1e67c858040a628b61bc17d1 (diff) |
Initial revision
Diffstat (limited to 'fb/fbtrap.c')
-rw-r--r-- | fb/fbtrap.c | 1382 |
1 files changed, 1382 insertions, 0 deletions
diff --git a/fb/fbtrap.c b/fb/fbtrap.c new file mode 100644 index 000000000..3a44d53ef --- /dev/null +++ b/fb/fbtrap.c @@ -0,0 +1,1382 @@ +/* + * $XFree86: xc/programs/Xserver/fb/fbtrap.c,v 1.10 2002/09/27 00:31:24 keithp Exp $ + * + * Copyright © 2000 University of Southern California + * + * Permission to use, copy, modify, distribute, and sell this software + * and its documentation for any purpose is hereby granted without + * fee, provided that the above copyright notice appear in all copies + * and that both that copyright notice and this permission notice + * appear in supporting documentation, and that the name of University + * of Southern California not be used in advertising or publicity + * pertaining to distribution of the software without specific, + * written prior permission. University of Southern California makes + * no representations about the suitability of this software for any + * purpose. It is provided "as is" without express or implied + * warranty. + * + * University of Southern California DISCLAIMS ALL WARRANTIES WITH + * REGARD TO THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL SuSE BE LIABLE FOR + * ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES + * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN + * AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING + * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS + * SOFTWARE. + * + * Author: Carl Worth, USC, Information Sciences Institute */ + +#include "fb.h" + +#ifdef RENDER + +#include "picturestr.h" +#include "mipict.h" +#include "fbpict.h" + +#ifdef DEBUG +#include <stdio.h> +#include <assert.h> + +#define ASSERT(e) assert(e) + +#endif + +#ifndef ASSERT +#define ASSERT(e) +#endif + +#define MAX(a, b) ((a) > (b) ? (a) : (b)) +#define MIN(a, b) ((a) < (b) ? (a) : (b)) + +#define MAX_AREA 0x80000000 + +/* + * A RationalPoint is an exact position along one of the trapezoid + * edges represented by an approximate position (x,y) and two error + * terms (ex_dy, ey_dx). The error in X is multiplied by the Y + * dimension of the line while the error in Y is multiplied by the + * X dimension of the line, allowing an exact measurement of the + * distance from (x,y) to the line. + * + * Generally, while walking an edge, one of ex_dy/ey_dx will be zero + * indicating that the position error is held in the other. + */ +typedef struct { + xFixed x; + xFixed ex_dy; + xFixed y; + xFixed ey_dx; +} RationalPoint; + +/* + * Edges are walked both horizontally and vertically + * They are walked vertically to get to a particular row + * of pixels, and then walked horizontally within that row + * to compute pixel coverage. + * + * Edges are always walked from top to bottom and from + * left to right. This means that for lines moving leftwards + * from top to bottom, the left to right walking actually moves + * backwards along the line with respect to the top to bottom + * walking. + */ + +/* + * A RationalRow represents the two positions where + * an edge intersects a row of pixels. This is used + * to walk an edge vertically + */ + +typedef struct { + RationalPoint top; /* intersection at top of row */ + RationalPoint bottom; /* intersection at bottom of row */ + RationalPoint pixel_top; /* intersection at top of pixel */ +} RationalRow; + +/* + * A RationalCol represents the two positions where + * an edge intersects a column of pixels + */ + +typedef struct { + RationalPoint left; /* intersection at left of column */ + RationalPoint right; /* intersection at right of column */ +} RationalCol; + +/* + Here are some thoughts on line walking: + + Conditions: c2.x - c1.x = 1 + r2.y - r1.y = 1 + + A B C D E F G H + c1\ c1 c2 /c2 +r1 r1 |\ \ r1 r1 / r1/| r1 r1 +\-+---+ \-+---+ +-\-+ +\--+ +--/+ +-/-+ +---+-/ +---+-/ + \| | `.c1 | |r1\| | \ | | / | |/ | | .' | |/ +c1\ | |`-.|c2 | \c2 | | | | | | c1/ | c1|,_/|c2 | /c2 + |\ | | `. | |\ | \ | | / | /| | ./ | | /| + +-\-+ +---+-\ +---+-\ +--\+ +/--+ /-+---+ /-+---+ +-/-+ + r2\| r2 r2 r2\ /r2 r2 r2 |/r2 + \c2 c2 c1 c1/ + + Bottom Right Right Bottom Top Top Right Right + +State transitions: + +A -> C, D E -> E, F +B -> A, B F -> G, H +C -> A, B G -> G, H +D -> C, D H -> E, F + +*/ + +/* + * Values for PixelWalk.depart. Top and Bottom can have the same value + * as only one mode is possible given a line of either positive or + * negative slope. These mark the departure edge while walking + * rightwards across columns. + */ + +typedef enum _departure { + DepartTop = 0, /* edge exits top of pixel */ + DepartBottom = 0, /* edge exits bottom of pixel */ + DepartRight = 1 /* edge exits right edge of pixel */ +} Departure; + +/* + * PixelWalk + * + * This structure holds state to walk a single edge down the trapezoid. + * + * The edge is walked twice -- once by rows and once by columns. + * The two intersections of the pixel by the edge are then set + * from either the row or column position, depending on which edge + * is intersected. + * + * Note that for lines moving left, walking by rows moves down the + * line (increasing y) while walking by columns moves up the line + * (decreasing y). + */ +typedef struct { + xFixed dx; + xFixed ey_thresh; + xFixed dy; + xFixed ex_thresh; + + Departure depart; + + /* slope */ + xFixed m; + xFixed em_dx; + xFixed y_correct; + xFixed ey_correct; + + /* Inverse slope. Does this have a standard symbol? */ + xFixed p; + xFixed ep_dy; + xFixed x_correct; + xFixed ex_correct; + + /* Trapezoid bottom, used to limit walking to the last row */ + xFixed bottom; + + /* + * Current edge positions along pixel rows and columns + */ + RationalRow row; + RationalCol col; + + /* + * The three pixel intersection points, copied from the appropriate + * row or column position above + */ + RationalPoint p_pixel_top; + RationalPoint p_trap_top; + RationalPoint p_trap_bottom; +} PixelWalk; + +#if 0 +#ifdef GCC +#define INLINE inline +#endif +#endif + +#ifndef INLINE +#define INLINE +#endif + +/* + * Step 'pt' vertically to 'newy'. + */ +static INLINE void +pixelWalkMovePointToRow (PixelWalk *pw, RationalPoint *pt, xFixed newy) +{ + xFixed_32_32 oex; + xFixed xoff; + + /* X error of old X position and new Y position */ + oex = (xFixed_32_32) pw->dx * (newy - pt->y) - pt->ey_dx + pt->ex_dy; + + /* amount to step X by */ + xoff = oex / pw->dy; + + /* step X */ + pt->x = pt->x + xoff; + + /* set new X error value for new X position and new Y positition */ + pt->ex_dy = oex - (xFixed_32_32) pw->dy * xoff; + + /* set new Y position, set Y error to zero */ + pt->y = newy; + pt->ey_dx = 0; +} + +/* + * Step 'pt' horizontally to 'newx' + */ +static INLINE void +pixelWalkMovePointToCol (PixelWalk *pw, RationalPoint *pt, xFixed newx) +{ + xFixed_32_32 oey; + xFixed yoff; + + /* Special case vertical lines to arbitrary y */ + if (pw->dx == 0) + { + pt->x = newx; + pt->ex_dy = 0; + pt->y = 0; + pt->ey_dx = 0; + } + else + { + /* Y error of old Y position and new X position */ + oey = (xFixed_32_32) pw->dy * (newx - pt->x) - pt->ex_dy + pt->ey_dx; + + /* amount to step Y by */ + yoff = oey / pw->dx; + + /* step Y */ + pt->y = pt->y + yoff; + + /* set new Y error value for new Y position and new X position */ + pt->ey_dx = oey - (xFixed_32_32) pw->dx * yoff; + + /* set new X position, set X error to zero */ + pt->x = newx; + pt->ex_dy = 0; + } +} + +/* + * Step the 'row' element of 'pw' vertically + * (increasing y) by one whole pixel + */ +static INLINE void +pixelWalkStepRow (PixelWalk *pw) +{ + xFixed y_next = xFixedFloor (pw->row.bottom.y) + xFixed1; + + if (y_next > pw->bottom) + y_next = pw->bottom; + + /* pw.row.top.y < pw.row.bottom.y */ + pw->row.top = pw->row.bottom; + + if (y_next - pw->row.bottom.y == xFixed1) + { + pw->row.pixel_top = pw->row.bottom; + pw->row.bottom.y += xFixed1; + pw->row.bottom.x += pw->p; + pw->row.bottom.ex_dy += pw->ep_dy; + if (abs (pw->row.bottom.ex_dy) > pw->ex_thresh) + { + pw->row.bottom.x += pw->x_correct; + pw->row.bottom.ex_dy += pw->ex_correct; + } + } + else + { + pixelWalkMovePointToRow (pw, &pw->row.pixel_top, + xFixedCeil (y_next) - xFixed1); + pixelWalkMovePointToRow (pw, &pw->row.bottom, y_next); + } +} + +/* + * Step the 'col' element of 'pw' horizontally + * (increasing x) by one whole pixel + */ +static INLINE void +pixelWalkStepCol (PixelWalk *pw) +{ + /* pw.col.p1.x < pw.col.p2.x */ + /* + * Copy the current right point into the left point + */ + pw->col.left = pw->col.right; + + /* + * Now incrementally walk across the pixel + */ + pw->col.right.x += xFixed1; + pw->col.right.y += pw->m; + pw->col.right.ey_dx += pw->em_dx; + if (pw->col.right.ey_dx > pw->ey_thresh) + { + pw->col.right.y += pw->y_correct; + pw->col.right.ey_dx += pw->ey_correct; + } +} +/* + * Walk to the nearest edge of the next pixel, filling in both p1 and + * p2 as necessary from either the row or col intersections. + * + * The "next" pixel is defined to be the next pixel intersected by the + * line with pixels visited in raster scan order, (for the benefit of + * cache performance). For lines with positive slope it is easy to + * achieve raster scan order by simply calling StepCol for each pixel + * in a given scanline, then calling StepRow once at the end of each + * scanline. + * + * However, for lines of negative slope where the magnitude of dx is + * greater than dy, a little more work needs to be done. The pixels of + * a particular scanline will be visited by succesive calls to StepCol + * as before. This will effectively step "up" the line as we scan from + * left to right. But, the call to StepRow at the end of the scan line + * will step "down" the line and the column information will be + * invalid at that point. + * + * For now, I fix up the column of all negative slope lines by calling + * MovePointToCol at the end of each scanline. However, this is an + * extremely expensive operation since it involves a 64-bit multiply + * and a 64-bit divide. It would be much better, (at least as long as + * abs(dx) is not much greater than dy), to instead step the col + * backwards as many times as necessary. Or even better, we could + * simply restore col to the position it began at when we started the + * scanline, then simply step it backwards once. That would give a + * performance benefit for lines with slope of any magnitude. + */ + +static INLINE void +pixelWalkNextPixel (PixelWalk *pw) +{ + if (pw->dx < 0) + { + /* + * left moving lines + * + * Check which pixel edge we're departing from + * + * Remember that in this case (dx < 0), the 'row' element of 'pw' + * walks down the line while 'col' walks up + */ + if (pw->depart == DepartTop) + { + /* + * The edge departs the row at this pixel, the + * next time it gets used will be for the next row + * + * Step down one row and then recompute the + * column values to start the next row of + * pixels + */ + pixelWalkStepRow(pw); + /* + * Set column exit pixel + */ + pixelWalkMovePointToCol(pw, &pw->col.right, xFixedFloor(pw->row.bottom.x)); + /* + * This moves the exit pixel to the entry pixel + * and computes the next exit pixel + */ + pixelWalkStepCol(pw); + /* + * The first pixel on the next row will always + * be entered from below, set the lower + * intersection of this edge with that pixel + */ + pw->p_trap_bottom = pw->row.bottom; + } + else /* pw->depart == DepartRight */ + { + /* + * easy case -- just move right one pixel + */ + pixelWalkStepCol(pw); + /* + * Set the lower intersection of the edge with the + * pixel -- that's just where the edge entered + * the pixel from the left + */ + pw->p_trap_bottom = pw->col.left; + } + /* + * Now compute which edge the pixel + * is departing from + */ + if (pw->row.top.x <= pw->col.right.x) + { + /* + * row intersection is left of column intersection, + * that means the edge hits the top of the pixel + * before it hits the right edge + */ + pw->p_trap_top = pw->row.top; + pw->depart = DepartTop; + /* + * Further check to see whether the edge + * leaves the right or top edge of the + * whole pixel + */ + if (pw->row.pixel_top.x <= pw->col.right.x) + pw->p_pixel_top = pw->row.pixel_top; + else + pw->p_pixel_top = pw->col.right; + } + else + { + /* + * Row intersection is right of colum intersection, + * that means the edge hits the right edge of the + * pixel first + */ + pw->p_trap_top = pw->col.right; + pw->p_pixel_top = pw->col.right; + pw->depart = DepartRight; + } + } + else + { + /* + * right moving lines + * + * Check which edge we're departing from + * + * In the dx >= 0 case, the row and col elements both + * walk downwards + */ + if (pw->depart == DepartBottom) + { + /* + * The edge departs the row at this pixel, + * the next time it gets used will be for the + * next row + * + * Step down one row and (maybe) over one + * column to prepare for the next row + */ + if (pw->row.bottom.x == pw->col.right.x) + { + /* + * right through the corner of the pixel, + * adjust the column + */ + pixelWalkStepCol(pw); + } + pixelWalkStepRow(pw); + /* + * Set the upper intersection of the edge with + * the pixel, the first pixel on the next + * row is always entered from the top + */ + pw->p_trap_top = pw->row.top; + pw->p_pixel_top = pw->row.pixel_top; + } + else /* pw->depart == DepartRight */ + { + /* + * Easy case -- move right one + * pixel + */ + pixelWalkStepCol(pw); + /* + * Set the upper intersection of the edge + * with the pixel, that's along the left + * edge of the pixel + */ + pw->p_trap_top = pw->col.left; + pw->p_pixel_top = pw->col.left; + } + /* + * Now compute the exit edge and the + * lower intersection of the edge with the pixel + */ + if (pw->row.bottom.x <= pw->col.right.x) + { + /* + * Hit the place where the edge leaves + * the pixel, the lower intersection is + * where the edge hits the bottom + */ + pw->p_trap_bottom = pw->row.bottom; + pw->depart = DepartBottom; + } + else + { + /* + * The edge goes through the + * next pixel on the row, + * the lower intersection is where the + * edge hits the right side of the pixel + */ + pw->p_trap_bottom = pw->col.right; + pw->depart = DepartRight; + } + } +} + +/* + * Compute the first pixel intersection points + * and the departure type from that pixel + */ +static void +pixelWalkFirstPixel (PixelWalk *pw) +{ + if (pw->dx < 0) + { + if (pw->row.top.x <= pw->col.right.x) + { + /* + * leaving through the top. + * upper position is the upper point of + * the 'row' element + */ + pw->depart = DepartTop; + pw->p_trap_top = pw->row.top; + /* + * further check for pixel top + */ + if (pw->row.pixel_top.x <= pw->col.right.x) + pw->p_pixel_top = pw->row.pixel_top; + else + pw->p_pixel_top = pw->col.right; + } + else + { + /* + * leaving through the right side + * upper position is the right point of + * the 'col' element + */ + pw->depart = DepartRight; + pw->p_trap_top = pw->col.right; + pw->p_pixel_top = pw->col.right; + } + /* + * Now find the lower pixel intersection point + */ + if (pw->row.bottom.x >= pw->col.left.x) + /* + * entering through bottom, + * lower position is the bottom point of + * the 'row' element + */ + pw->p_trap_bottom = pw->row.bottom; + else + /* + * entering through left side, + * lower position is the left point of + * the 'col' element + */ + pw->p_trap_bottom = pw->col.left; + } + else + { + if (pw->row.bottom.x <= pw->col.right.x) + { + /* + * leaving through the bottom (or corner). + * lower position is the lower point of + * the 'row' element + */ + pw->depart = DepartBottom; + pw->p_trap_bottom = pw->row.bottom; + } + else + { + /* + * leaving through the right side + * lower position is the right point of + * the 'col' element + */ + pw->depart = DepartRight; + pw->p_trap_bottom = pw->col.right; + } + /* + * Now find the upper pixel intersection point + */ + if (pw->row.top.x >= pw->col.left.x) + { + /* + * entering through the top (or corner), + * upper position is the top point + * of the 'row' element + */ + pw->p_trap_top = pw->row.top; + /* + * further check for pixel entry + */ + if (pw->row.pixel_top.x >= pw->col.left.x) + pw->p_pixel_top = pw->row.pixel_top; + else + pw->p_pixel_top = pw->col.left; + } + else + { + /* + * entering through the left side, + * upper position is the left point of + * the 'col' element + */ + pw->p_trap_top = pw->col.left; + pw->p_pixel_top = pw->col.left; + } + } +} + +static void +pixelWalkInit (PixelWalk *pw, xLineFixed *line, xFixed top_y, xFixed bottom_y) +{ + xFixed_32_32 dy_inc, dx_inc; + xFixed next_y; + xFixed left_x; + xPointFixed *top, *bot; + + next_y = xFixedFloor (top_y) + xFixed1; + if (next_y > bottom_y) + next_y = bottom_y; + + /* + * Orient lines top down + */ + if (line->p1.y < line->p2.y) + { + top = &line->p1; + bot = &line->p2; + } + else + { + top = &line->p2; + bot = &line->p1; + } + + pw->dx = bot->x - top->x; + pw->ey_thresh = abs(pw->dx >> 1); + pw->dy = bot->y - top->y; + pw->ex_thresh = pw->dy >> 1; + + /* + * Set step values for walking lines + */ + if (pw->dx < 0) + { + pw->x_correct = -1; + pw->ex_correct = pw->dy; + pw->y_correct = -1; + pw->ey_correct = pw->dx; + } + else + { + pw->x_correct = 1; + pw->ex_correct = -pw->dy; + pw->y_correct = 1; + pw->ey_correct = -pw->dx; + } + + pw->bottom = bottom_y; + + /* + * Compute Bresenham values for walking edges incrementally + */ + dy_inc = (xFixed_32_32) xFixed1 * pw->dy; /* > 0 */ + if (pw->dx != 0) + { + pw->m = dy_inc / pw->dx; /* sign(dx) */ + pw->em_dx = dy_inc - (xFixed_32_32) pw->m * pw->dx; /* > 0 */ + } + else + { + /* Vertical line. Setting these to zero prevents us from + having to put any conditions in pixelWalkStepCol. */ + pw->m = 0; + pw->em_dx = 0; + } + + dx_inc = (xFixed_32_32) xFixed1 * (xFixed_32_32) pw->dx; /* sign(dx) */ + pw->p = dx_inc / pw->dy; /* sign(dx) */ + pw->ep_dy = dx_inc - (xFixed_32_32) pw->p * pw->dy; /* sign(dx) */ + + /* + * Initialize 'row' for walking down rows + */ + pw->row.bottom.x = top->x; + pw->row.bottom.ex_dy = 0; + pw->row.bottom.y = top->y; + pw->row.bottom.ey_dx = 0; + + /* + * Initialize 'pixel_top' to be on the line for + * the first step + */ + pw->row.pixel_top = pw->row.bottom; + /* + * Move to the pixel above the 'top_y' coordinate, + * first setting 'bottom' and then using StepRow + * which moves that to 'top' and computes the next 'bottom' + */ + pixelWalkMovePointToRow(pw, &pw->row.bottom, top_y); + pixelWalkStepRow(pw); + + /* + * Initialize 'col' for walking across columns + */ + pw->col.right.x = top->x; + pw->col.right.ex_dy = 0; + pw->col.right.y = top->y; + pw->col.right.ey_dx = 0; + + /* + * First set the column to the left most + * pixel hit by the row + */ + if (pw->dx < 0) + left_x = pw->row.bottom.x; + else + left_x = pw->row.top.x; + + pixelWalkMovePointToCol(pw, &pw->col.right, xFixedFloor (left_x)); + pixelWalkStepCol(pw); + + /* + * Compute first pixel intersections and the + * first departure state + */ + pixelWalkFirstPixel (pw); +} + +#define RoundShift(a,b) (((a) + (1 << ((b) - 1))) >> (b)) +#define MaxAlpha(depth) ((1 << (depth)) - 1) + +#define AreaAlpha(area, depth) (RoundShift (RoundShift (area, depth) * \ + MaxAlpha (depth), \ + (31 - depth))) + +/* + Pixel coverage from the upper-left corner bounded by one horizontal + bottom line (bottom) and one line defined by two points, (x1,y1) and + (x2,y2), which intersect the pixel. y1 must be less than y2. There + are 8 cases yielding the following area calculations: + + A B C D E F G H ++---+ +---+ +-1-+ +1--+ +--1+ +-1-+ +---+ +---+ +| | 1 | | \| | \ | | / | |/ | | 1 | | +1 | |`-.| | 2 | | | | | | 2 | |,_/| | 1 +|\ | | 2 | | | \ | | / | | | 2 | | /| ++-2-+ +---+ +---+ +--2+ +2--+ +---+ +---+ +-2-+ + +A: (1/2 * x2 * (y2 - y1)) +B: (1/2 * x2 * (y2 - y1)) + (bottom - y2) * x2 +C: (1/2 * (x1 + x2) * y2 ) + (bottom - y2) * x2 +D: (1/2 * (x1 + x2) * y2 ) +E: (1/2 * (x1 + x2) * y2 ) +F: (1/2 * x1 * y2 ) +G: (1/2 * x1 * (y2 - y1)) + x1 * y1 +H: (1/2 * (x1 + x2) * (y2 - y1)) + x1 * y1 + +The union of these calculations is valid for all cases. Namely: + + (1/2 * (x1 + x2) * (y2 - y1)) + (bottom - y2) * x2 + x1 * y1 + +An exercise for later would perhaps be to optimize the calculations +for some of the cases above. Specifically, it's possible to eliminate +multiplications by zero in several cases, leaving a maximum of two +multiplies per pixel calculation. (This is even more promising now +that the higher level code actually computes the exact same 8 cases +as part of its pixel walking). + +But, for now, I just want to get something working correctly even if +slower. So, we'll use the non-optimized general equation. + +*/ + +/* 1.16 * 1.16 -> 1.31 */ +#define AREA_MULT(w, h) ( (xFixed_1_31) (((((xFixed_1_16)w)*((xFixed_1_16)h) + 1) >> 1) | (((xFixed_1_16)w)&((xFixed_1_16)h)&0x10000) << 15)) + +/* (1.16 + 1.16) / 2 -> 1.16 */ +#define WIDTH_AVG(x1,x2) (((x1) + (x2) + 1) >> 1) + +#define SubPixelArea(x1, y1, x2, y2, bottom) \ +(xFixed_1_31) ( \ + AREA_MULT((x1), (y1)) \ + + AREA_MULT(WIDTH_AVG((x1), (x2)), (y2) - (y1))\ + + AREA_MULT((x2), (bottom) - (y2)) \ +) + +/* +static xFixed_1_31 +SubPixelArea (xFixed_1_16 x1, + xFixed_1_16 y1, + xFixed_1_16 x2, + xFixed_1_16 y2, + xFixed_1_16 bottom) +{ + xFixed_1_16 x_trap; + xFixed_1_16 h_top, h_trap, h_bot; + xFixed_1_31 area; + + x_trap = WIDTH_AVG(x1,x2); + h_top = y1; + h_trap = (y2 - y1); + h_bot = (bottom - y2); + + area = AREA_MULT(x1, h_top) + + AREA_MULT(x_trap, h_trap) + + AREA_MULT(x2, h_bot); + + return area; +} +*/ + +#define SubPixelAlpha(x1, y1, x2, y2, bottom, depth) \ +( \ + AreaAlpha( \ + SubPixelArea((x1), (y1), (x2), (y2), (bottom)), \ + (depth) \ + ) \ +) + +/* +static int +SubPixelAlpha (xFixed_1_16 x1, + xFixed_1_16 y1, + xFixed_1_16 x2, + xFixed_1_16 y2, + xFixed_1_16 bottom, + int depth) +{ + xFixed_1_31 area; + + area = SubPixelArea(x1, y1, x2, y2, bottom); + + return AreaAlpha(area, depth); +} +*/ + +/* Alpha of a pixel above a given horizontal line */ +#define AlphaAbove(pixel_y, line_y, depth) \ +( \ + AreaAlpha(AREA_MULT((line_y) - (pixel_y), xFixed1), depth) \ +) + +static int +RectAlpha(xFixed pixel_y, xFixed top, xFixed bottom, int depth) +{ + if (depth == 1) + return top == pixel_y ? 1 : 0; + else + return (AlphaAbove (pixel_y, bottom, depth) - + AlphaAbove (pixel_y, top, depth)); +} + + +/* + * Pixel coverage from the left edge bounded by one horizontal lines, + * (top and bottom), as well as one PixelWalk line. + */ +static int +AlphaAboveLeft(RationalPoint *upper, + RationalPoint *lower, + xFixed bottom, + xFixed pixel_x, + xFixed pixel_y, + int depth) +{ + return SubPixelAlpha(upper->x - pixel_x, + upper->y - pixel_y, + lower->x - pixel_x, + lower->y - pixel_y, + bottom - pixel_y, + depth); +} + +/* + Pixel coverage from the left edge bounded by two horizontal lines, + (top and bottom), as well as one line two points, p1 and p2, which + intersect the pixel. The following condition must be true: + + p2.y > p1.y +*/ + +/* + lr + |\ + +--|-\-------+ + | a| b\ | + =======|===\========== top + | c| d \ | + =======|=====\======== bot + | | \ | + +--|-------\-+ + + alpha(d) = alpha(cd) - alpha(c) = alpha(abcd) - alpha(ab) - (alpha(ac) - alpha(c)) + + alpha(d) = pixelalpha(top, bot, right) - pixelalpha(top, bot, left) + + pixelalpha(top, bot, line) = subpixelalpha(bot, line) - subpixelalpha(top, line) +*/ + +static int +PixelAlpha(xFixed pixel_x, + xFixed pixel_y, + xFixed top, + xFixed bottom, + PixelWalk *pw, + int depth) +{ + int alpha; + +#ifdef DEBUG + fprintf(stderr, "alpha (%f, %f) - (%f, %f) = ", + (double) pw->p1.x / (1 << 16), + (double) pw->p1.y / (1 << 16), + (double) pw->p2.x / (1 << 16), + (double) pw->p2.y / (1 << 16)); + fflush(stderr); +#endif + + /* + * Sharp polygons are different, alpha is 1 if the + * area includes the pixel origin, else zero, in + * the above figure, only 'a' has alpha 1 + */ + if (depth == 1) + { + alpha = 0; + if (top == pixel_y && pw->p_pixel_top.x != pixel_x) + alpha = 1; + } + else + { + alpha = (AlphaAboveLeft(&pw->p_pixel_top, &pw->p_trap_bottom, + bottom, pixel_x, pixel_y, depth) + - AlphaAboveLeft(&pw->p_pixel_top, &pw->p_trap_top, + top, pixel_x, pixel_y, depth)); + } + +#ifdef DEBUG + fprintf(stderr, "0x%x => %f\n", + alpha, + (double) alpha / ((1 << depth) -1 )); + fflush(stderr); +#endif + + return alpha; +} + +#define INCREMENT_X_AND_PIXEL \ +{ \ + pixel_x += xFixed1; \ + (*mask.over) (&mask); \ +} + +/* XXX: What do we really want this prototype to look like? Do we want + separate versions for 1, 4, 8, and 16-bit alpha? */ + +#define saturateAdd(t, a, b) (((t) = (a) + (b)), \ + ((CARD8) ((t) | (0 - ((t) >> 8))))) + +#define addAlpha(mask, depth, alpha, temp) (\ + (*(mask)->store) ((mask), (alpha == (1 << depth) - 1) ? \ + 0xff000000 : \ + (saturateAdd (temp, \ + alpha << (8 - depth), \ + (*(mask)->fetch) (mask) >> 24) << 24)) \ +) + +void +fbRasterizeTrapezoid (PicturePtr pMask, + xTrapezoid *pTrap, + int x_off, + int y_off) +{ + xTrapezoid trap = *pTrap; + int alpha, temp; + + FbCompositeOperand mask; + + int depth = pMask->pDrawable->depth; + int max_alpha = (1 << depth) - 1; + int buf_width = pMask->pDrawable->width; + + xFixed x_off_fixed = IntToxFixed(x_off); + xFixed y_off_fixed = IntToxFixed(y_off); + xFixed buf_width_fixed = IntToxFixed(buf_width); + + PixelWalk left, right; + xFixed pixel_x, pixel_y; + xFixed first_right_x; + xFixed y, y_next; + + /* trap.left and trap.right must be non-horizontal */ + if (trap.left.p1.y == trap.left.p2.y + || trap.right.p1.y == trap.right.p2.y) { + return; + } + + trap.top += y_off_fixed; + trap.bottom += y_off_fixed; + trap.left.p1.x += x_off_fixed; + trap.left.p1.y += y_off_fixed; + trap.left.p2.x += x_off_fixed; + trap.left.p2.y += y_off_fixed; + trap.right.p1.x += x_off_fixed; + trap.right.p1.y += y_off_fixed; + trap.right.p2.x += x_off_fixed; + trap.right.p2.y += y_off_fixed; + +#ifdef DEBUG + fprintf(stderr, "(top, bottom) = (%f, %f)\n", + (double) trap.top / (1 << 16), + (double) trap.bottom / (1 << 16)); +#endif + + pixelWalkInit(&left, &trap.left, trap.top, trap.bottom); + pixelWalkInit(&right, &trap.right, trap.top, trap.bottom); + + /* XXX: I'd still like to optimize this loop for top and + bottom. Only the first row intersects top and only the last + row, (which could also be the first row), intersects bottom. So + we could eliminate some unnecessary calculations from all other + rows. Unfortunately, I haven't found an easy way to do it + without bloating the text, (eg. unrolling a couple iterations + of the loop). So, for sake of maintenance, I'm putting off this + optimization at least until this code is more stable.. */ + + if (!fbBuildCompositeOperand (pMask, &mask, 0, xFixedToInt (trap.top), FALSE, FALSE)) + return; + + for (y = trap.top; y < trap.bottom; y = y_next) + { + pixel_y = xFixedFloor (y); + y_next = pixel_y + xFixed1; + if (y_next > trap.bottom) + y_next = trap.bottom; + + ASSERT (left.row.top.y == y); + ASSERT (left.row.bottom.y == y_next); + ASSERT (right.row.top.y == y); + ASSERT (right.row.bottom.y == y_next); + + pixel_x = xFixedFloor(left.col.left.x); + + /* + * Walk pixels on this row that are left of the + * first possibly lit pixel + * + * pixelWalkNextPixel will change .row.top.y + * when the last pixel covered by the edge + * is passed + */ + + first_right_x = xFixedFloor(right.col.left.x); + while (right.row.top.y == y && first_right_x < pixel_x) + { + /* these are empty */ + pixelWalkNextPixel (&right); + /* step over */ + first_right_x += xFixed1; + } + + (*mask.set) (&mask, xFixedToInt (pixel_x), xFixedToInt (y)); + + /* + * Walk pixels on this row intersected by only trap.left + * + */ + while (left.row.top.y == y && pixel_x < first_right_x) + { + alpha = (RectAlpha (pixel_y, y, y_next, depth) + - PixelAlpha(pixel_x, pixel_y, y, y_next, &left, depth)); + + if (alpha > 0) + { + if (0 <= pixel_x && pixel_x < buf_width_fixed) + addAlpha (&mask, depth, alpha, temp); + } + + /* + * Step right + */ + pixelWalkNextPixel(&left); + INCREMENT_X_AND_PIXEL; + } + + /* + * Either pixels are covered by both edges or + * there are fully covered pixels on this row + */ + if (pixel_x == first_right_x) + { + /* + * Now walk the pixels on this row intersected + * by both edges + */ + while (left.row.top.y == y && right.row.top.y == y) + { + alpha = (PixelAlpha(pixel_x, pixel_y, y, y_next, &right, depth) + - PixelAlpha(pixel_x, pixel_y, y, y_next, &left, depth)); + if (alpha > 0) + { + ASSERT (0 <= alpha && alpha <= max_alpha); + if (0 <= pixel_x && pixel_x < buf_width_fixed) + addAlpha (&mask, depth, alpha, temp); + } + pixelWalkNextPixel(&left); + pixelWalkNextPixel(&right); + INCREMENT_X_AND_PIXEL; + } + /* + * If the right edge is now left of the left edge, + * the left edge will end up only partially walked, + * walk it the rest of the way + */ + while (left.row.top.y == y) + pixelWalkNextPixel(&left); + } + else + { + /* + * Fully covered pixels simply saturate + */ + alpha = RectAlpha (pixel_y, y, y_next, depth); + if (alpha == max_alpha) + { + while (pixel_x < first_right_x) + { + if (0 <= pixel_x && pixel_x < buf_width_fixed) + (*mask.store) (&mask, 0xff000000); + INCREMENT_X_AND_PIXEL; + } + } + else + { + while (pixel_x < first_right_x) + { + ASSERT (0 <= alpha && alpha <= max_alpha); + if (0 <= pixel_x && pixel_x < buf_width_fixed) + addAlpha (&mask, depth, alpha, temp); + INCREMENT_X_AND_PIXEL; + } + } + } + + /* + * Finally, pixels intersected only by trap.right + */ + while (right.row.top.y == y) + { + alpha = PixelAlpha(pixel_x, pixel_y, y, y_next, &right, depth); + if (alpha > 0) + { + if (0 <= pixel_x && pixel_x < buf_width_fixed) + addAlpha (&mask, depth, alpha, temp); + } + pixelWalkNextPixel(&right); + INCREMENT_X_AND_PIXEL; + } + } +} + +/* Some notes on walking while keeping track of errors in both dimensions: + +That's really pretty easy. Your bresenham should be walking sub-pixel +coordinates rather than pixel coordinates. Now you can calculate the +sub-pixel Y coordinate for any arbitrary sub-pixel X coordinate (or vice +versa). + + ey: y error term (distance from current Y sub-pixel to line) * dx + ex: x error term (distance from current X sub-pixel to line) * dy + dx: difference of X coordinates for line endpoints + dy: difference of Y coordinates for line endpoints + x: current fixed-point X coordinate + y: current fixed-point Y coordinate + +One of ey or ex will always be zero, depending on whether the distance to +the line was measured horizontally or vertically. + +In moving from x, y to x1, y1: + + (x1 + e1x/dy) - (x + ex/dy) dx + --------------------------- = -- + (y1 + e1y/dx) - (y + ey/dx) dy + + (x1dy + e1x) - (xdy + ex) = (y1dx + e1y) - (ydx + ey) + + dy(x1 - x) + (e1x - ex) = dx(y1-y) + (e1y - ey) + +So, if you know y1 and want to know x1: + + Set e1y to zero and compute the error from x: + + oex = dx(y1 - y) - ey + ex + + Compute the number of whole pixels to get close to the line: + + wx = oex / dy + + Set x1: + + Now compute the e1x: + + e1x = oex - wx * dy + +A similar operation moves to a known y1. Note that this computation (in +general) requires 64 bit arithmetic. I suggest just using the available +64 bit datatype for now, we can optimize the common cases with a few +conditionals. There's some cpp code in fb/fb.h that selects a 64 bit type +for machines that XFree86 builds on; there aren't any machines missing a +64 bit datatype that I know of. +*/ + +/* Here's a large-step Bresenham for jogging my memory. + +void large_bresenham_x_major(x1, y1, x2, y2, x_inc) +{ + int x, y, dx, dy, m; + int em_dx, ey_dx; + + dx = x2 - x1; + dy = y2 - y1; + + m = (x_inc * dy) / dx; + em_dx = (x_inc * dy) - m * dx; + + x = x1; + y = y1; + ey = 0; + + set(x,y); + + while (x < x2) { + x += x_inc; + y += m; + ey_dx += em_dx; + if (ey_dx > dx_2) { + y++; + ey_dx -= dx; + } + set(x,y); + } +} + +*/ + +/* Here are the latest, simplified equations for computing trapezoid + coverage of a pixel: + + alpha_from_area(A) = round(2**depth-1 * A) + + alpha(o) = 2**depth-1 + + alpha(a) = alpha_from_area(area(a)) + + alpha(ab) = alpha_from_area(area(ab)) + + alpha(b) = alpha(ab) - alpha (a) + + alpha(abc) = alpha_from_area(area(abc)) + + alpha(c) = alpha(abc) - alpha(ab) + + alpha(ad) = alpha_from_area(area(ad)) + + alpha (d) = alpha(ad) - alpha (a) + + alpha (abde) = alpha_from_area(area(abde)) + + alpha (de) = alpha (abde) - alpha (ab) + + alpha (e) = alpha (de) - alpha (d) + + alpha (abcdef) = alpha_from_area(area(abcdef)) + + alpha (def) = alpha (abcdef) - alpha (abc) + + alpha (f) = alpha (def) - alpha (de) + + alpha (adg) = alpha_from_area(area(adg)) + + alpha (g) = alpha (adg) - alpha (ad) + + alpha (abdegh) = alpha_from_area(area(abdegh)) + + alpha (gh) = alpha (abdegh) - alpha (abde) + + alpha (h) = alpha (gh) - alpha (g) + + alpha (abcdefghi) = alpha_from_area(area(abcdefghi)) = + alpha_from_area(area(o)) = alpha_from_area(1) = alpha(o) + + alpha (ghi) = alpha (abcdefghi) - alpha (abcdef) + + alpha (i) = alpha (ghi) - alpha (gh) +*/ + +/* Latest thoughts from Keith on implementing area/alpha computations: + +*** 1.16 * 1.16 -> 1.31 *** +#define AREA_MULT(w,h) ((w)&(h) == 0x10000 ? 0x80000000 : (((w)*(h) + 1) >> 1) + +*** (1.16 + 1.16) / 2 -> 1.16 *** +#define WIDTH_AVG(x1,x2) (((x1) + (x2) + 1) >> 1) + +xFixed_1_31 +SubpixelArea (xFixed_1_16 x1, + xFixed_1_16 x2, + xFixed_1_16 y1, + xFixed_1_16 y2, + xFixed_1_16 bottom) + { + xFixed_1_16 x_trap; + xFixed_1_16 h_top, h_trap, h_bot; + xFixed_1_31 area; + + x_trap = WIDTH_AVG(x1,x2); + h_top = y1; + h_trap = (y2 - y1); + h_bot = (bottom - y2); + + area = AREA_MULT(x1, h_top) + + AREA_MULT(x_trap, h_trap) + + AREA_MULT(x2, h_bot); + + return area; + } + +To convert this xFixed_1_31 value to alpha using 32 bit arithmetic: + +int +AreaAlpha (xFixed_1_31 area, int depth) + { + return ((area >> bits) * ((1 << depth) - 1)) >> (31 - depth); + } + +Avoiding the branch bubble in the AREA_MULT could be done with either: + +area = (w * h + 1) >> 1; +area |= ((area - 1) & 0x80000000); + +or + #define AREA_MULT(w,h) ((((w)*(h) + 1) >> 1) | ((w)&(h)&0x10000) << 15) + +depending on your preference, the first takes one less operation but +can't be expressed as a macro; the second takes a large constant which may +require an additional instruction on some processors. The differences +will be swamped by the cost of the multiply. + +*/ + +#endif /* RENDER */ |