314 lines
7.7 KiB
C
314 lines
7.7 KiB
C
/*
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*
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* Copyright © 2001 Keith Packard, member of The XFree86 Project, Inc.
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that
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* copyright notice and this permission notice appear in supporting
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* documentation, and that the name of Keith Packard not be used in
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* advertising or publicity pertaining to distribution of the software without
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* specific, written prior permission. Keith Packard makes no
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* representations about the suitability of this software for any purpose. It
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* is provided "as is" without express or implied warranty.
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*
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* KEITH PACKARD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL KEITH PACKARD BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef HAVE_DIX_CONFIG_H
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#include <dix-config.h>
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#endif
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#include <X11/X.h>
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#include "scrnintstr.h"
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#include "windowstr.h"
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#include <X11/fonts/font.h>
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#include "dixfontstr.h"
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#include <X11/fonts/fontstruct.h>
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#include "mi.h"
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#include "regionstr.h"
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#include "globals.h"
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#include "gcstruct.h"
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#include "shadow.h"
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#include "fb.h"
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/*
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* These indicate which way the source (shadow) is scanned when
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* walking the screen in a particular direction
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*/
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#define LEFT_TO_RIGHT 1
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#define RIGHT_TO_LEFT -1
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#define TOP_TO_BOTTOM 2
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#define BOTTOM_TO_TOP -2
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void
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shadowUpdateRotatePacked (ScreenPtr pScreen,
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shadowBufPtr pBuf)
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{
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RegionPtr damage = shadowDamage (pBuf);
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PixmapPtr pShadow = pBuf->pPixmap;
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int nbox = REGION_NUM_RECTS (damage);
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BoxPtr pbox = REGION_RECTS (damage);
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FbBits *shaBits;
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FbStride shaStride;
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int shaBpp;
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int shaXoff, shaYoff;
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int box_x1, box_x2, box_y1, box_y2;
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int sha_x1 = 0, sha_y1 = 0;
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int scr_x1 = 0, scr_x2 = 0, scr_y1 = 0, scr_y2 = 0, scr_w, scr_h;
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int scr_x, scr_y;
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int w;
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int pixelsPerBits;
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int pixelsMask;
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FbStride shaStepOverY = 0, shaStepDownY = 0;
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FbStride shaStepOverX = 0, shaStepDownX = 0;
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FbBits *shaLine, *sha;
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int shaHeight = pShadow->drawable.height;
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int shaWidth = pShadow->drawable.width;
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FbBits shaMask;
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int shaFirstShift, shaShift;
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int o_x_dir;
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int o_y_dir;
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int x_dir;
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int y_dir;
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fbGetDrawable (&pShadow->drawable, shaBits, shaStride, shaBpp, shaXoff, shaYoff);
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pixelsPerBits = (sizeof (FbBits) * 8) / shaBpp;
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pixelsMask = ~(pixelsPerBits - 1);
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shaMask = FbBitsMask (FB_UNIT-shaBpp, shaBpp);
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/*
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* Compute rotation related constants to walk the shadow
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*/
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o_x_dir = LEFT_TO_RIGHT;
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o_y_dir = TOP_TO_BOTTOM;
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if (pBuf->randr & SHADOW_REFLECT_X)
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o_x_dir = -o_x_dir;
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if (pBuf->randr & SHADOW_REFLECT_Y)
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o_y_dir = -o_y_dir;
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switch (pBuf->randr & (SHADOW_ROTATE_ALL)) {
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case SHADOW_ROTATE_0: /* upper left shadow -> upper left screen */
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default:
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x_dir = o_x_dir;
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y_dir = o_y_dir;
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break;
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case SHADOW_ROTATE_90: /* upper right shadow -> upper left screen */
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x_dir = o_y_dir;
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y_dir = -o_x_dir;
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break;
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case SHADOW_ROTATE_180: /* lower right shadow -> upper left screen */
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x_dir = -o_x_dir;
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y_dir = -o_y_dir;
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break;
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case SHADOW_ROTATE_270: /* lower left shadow -> upper left screen */
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x_dir = -o_y_dir;
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y_dir = o_x_dir;
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break;
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}
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switch (x_dir) {
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case LEFT_TO_RIGHT:
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shaStepOverX = shaBpp;
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shaStepOverY = 0;
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break;
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case TOP_TO_BOTTOM:
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shaStepOverX = 0;
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shaStepOverY = shaStride;
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break;
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case RIGHT_TO_LEFT:
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shaStepOverX = -shaBpp;
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shaStepOverY = 0;
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break;
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case BOTTOM_TO_TOP:
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shaStepOverX = 0;
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shaStepOverY = -shaStride;
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break;
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}
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switch (y_dir) {
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case TOP_TO_BOTTOM:
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shaStepDownX = 0;
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shaStepDownY = shaStride;
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break;
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case RIGHT_TO_LEFT:
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shaStepDownX = -shaBpp;
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shaStepDownY = 0;
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break;
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case BOTTOM_TO_TOP:
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shaStepDownX = 0;
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shaStepDownY = -shaStride;
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break;
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case LEFT_TO_RIGHT:
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shaStepDownX = shaBpp;
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shaStepDownY = 0;
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break;
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}
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while (nbox--)
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{
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box_x1 = pbox->x1;
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box_y1 = pbox->y1;
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box_x2 = pbox->x2;
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box_y2 = pbox->y2;
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pbox++;
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/*
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* Compute screen and shadow locations for this box
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*/
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switch (x_dir) {
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case LEFT_TO_RIGHT:
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scr_x1 = box_x1 & pixelsMask;
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scr_x2 = (box_x2 + pixelsPerBits - 1) & pixelsMask;
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sha_x1 = scr_x1;
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break;
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case TOP_TO_BOTTOM:
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scr_x1 = box_y1 & pixelsMask;
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scr_x2 = (box_y2 + pixelsPerBits - 1) & pixelsMask;
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sha_y1 = scr_x1;
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break;
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case RIGHT_TO_LEFT:
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scr_x1 = (shaWidth - box_x2) & pixelsMask;
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scr_x2 = (shaWidth - box_x1 + pixelsPerBits - 1) & pixelsMask;
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sha_x1 = (shaWidth - scr_x1 - 1);
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break;
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case BOTTOM_TO_TOP:
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scr_x1 = (shaHeight - box_y2) & pixelsMask;
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scr_x2 = (shaHeight - box_y1 + pixelsPerBits - 1) & pixelsMask;
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sha_y1 = (shaHeight - scr_x1 - 1);
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break;
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}
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switch (y_dir) {
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case TOP_TO_BOTTOM:
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scr_y1 = box_y1;
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scr_y2 = box_y2;
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sha_y1 = scr_y1;
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break;
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case RIGHT_TO_LEFT:
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scr_y1 = (shaWidth - box_x2);
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scr_y2 = (shaWidth - box_x1);
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sha_x1 = box_x2 - 1;
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break;
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case BOTTOM_TO_TOP:
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scr_y1 = shaHeight - box_y2;
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scr_y2 = shaHeight - box_y1;
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sha_y1 = box_y2 - 1;
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break;
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case LEFT_TO_RIGHT:
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scr_y1 = box_x1;
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scr_y2 = box_x2;
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sha_x1 = box_x1;
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break;
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}
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scr_w = ((scr_x2 - scr_x1) * shaBpp) >> FB_SHIFT;
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scr_h = scr_y2 - scr_y1;
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scr_y = scr_y1;
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/* shift amount for first pixel on screen */
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shaFirstShift = FB_UNIT - ((sha_x1 * shaBpp) & FB_MASK) - shaBpp;
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/* pointer to shadow data first placed on screen */
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shaLine = (shaBits +
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sha_y1 * shaStride +
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((sha_x1 * shaBpp) >> FB_SHIFT));
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/*
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* Copy the bits, always write across the physical frame buffer
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* to take advantage of write combining.
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*/
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while (scr_h--)
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{
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int p;
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FbBits bits;
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FbBits *win;
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int i;
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CARD32 winSize;
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sha = shaLine;
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shaShift = shaFirstShift;
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w = scr_w;
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scr_x = scr_x1 * shaBpp >> FB_SHIFT;
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while (w)
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{
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/*
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* Map some of this line
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*/
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win = (FbBits *) (*pBuf->window) (pScreen,
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scr_y,
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scr_x << 2,
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SHADOW_WINDOW_WRITE,
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&winSize,
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pBuf->closure);
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i = (winSize >> 2);
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if (i > w)
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i = w;
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w -= i;
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scr_x += i;
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/*
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* Copy the portion of the line mapped
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*/
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while (i--)
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{
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bits = 0;
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p = pixelsPerBits;
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/*
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* Build one word of output from multiple inputs
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*
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* Note that for 90/270 rotations, this will walk
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* down the shadow hitting each scanline once.
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* This is probably not very efficient.
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*/
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while (p--)
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{
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bits = FbScrLeft(bits, shaBpp);
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bits |= FbScrRight (*sha, shaShift) & shaMask;
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shaShift -= shaStepOverX;
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if (shaShift >= FB_UNIT)
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{
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shaShift -= FB_UNIT;
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sha--;
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}
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else if (shaShift < 0)
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{
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shaShift += FB_UNIT;
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sha++;
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}
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sha += shaStepOverY;
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}
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*win++ = bits;
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}
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}
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scr_y++;
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shaFirstShift -= shaStepDownX;
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if (shaFirstShift >= FB_UNIT)
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{
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shaFirstShift -= FB_UNIT;
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shaLine--;
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}
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else if (shaFirstShift < 0)
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{
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shaFirstShift += FB_UNIT;
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shaLine++;
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}
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shaLine += shaStepDownY;
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}
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}
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}
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shadowUpdateProc shadowUpdateRotatePackedWeak(void) {
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return shadowUpdateRotatePacked;
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}
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