1*4882a593Smuzhiyun /*
2*4882a593Smuzhiyun *
3*4882a593Smuzhiyun * Copyright © 2001 Keith Packard, member of The XFree86 Project, Inc.
4*4882a593Smuzhiyun *
5*4882a593Smuzhiyun * Permission to use, copy, modify, distribute, and sell this software and its
6*4882a593Smuzhiyun * documentation for any purpose is hereby granted without fee, provided that
7*4882a593Smuzhiyun * the above copyright notice appear in all copies and that both that
8*4882a593Smuzhiyun * copyright notice and this permission notice appear in supporting
9*4882a593Smuzhiyun * documentation, and that the name of Keith Packard not be used in
10*4882a593Smuzhiyun * advertising or publicity pertaining to distribution of the software without
11*4882a593Smuzhiyun * specific, written prior permission. Keith Packard makes no
12*4882a593Smuzhiyun * representations about the suitability of this software for any purpose. It
13*4882a593Smuzhiyun * is provided "as is" without express or implied warranty.
14*4882a593Smuzhiyun *
15*4882a593Smuzhiyun * KEITH PACKARD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
16*4882a593Smuzhiyun * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
17*4882a593Smuzhiyun * EVENT SHALL KEITH PACKARD BE LIABLE FOR ANY SPECIAL, INDIRECT OR
18*4882a593Smuzhiyun * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
19*4882a593Smuzhiyun * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
20*4882a593Smuzhiyun * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
21*4882a593Smuzhiyun * PERFORMANCE OF THIS SOFTWARE.
22*4882a593Smuzhiyun */
23*4882a593Smuzhiyun
24*4882a593Smuzhiyun #ifdef HAVE_DIX_CONFIG_H
25*4882a593Smuzhiyun #include <dix-config.h>
26*4882a593Smuzhiyun #endif
27*4882a593Smuzhiyun
28*4882a593Smuzhiyun #include <X11/X.h>
29*4882a593Smuzhiyun #include "scrnintstr.h"
30*4882a593Smuzhiyun #include "windowstr.h"
31*4882a593Smuzhiyun #include <X11/fonts/font.h>
32*4882a593Smuzhiyun #include "dixfontstr.h"
33*4882a593Smuzhiyun #include <X11/fonts/fontstruct.h>
34*4882a593Smuzhiyun #include "mi.h"
35*4882a593Smuzhiyun #include "regionstr.h"
36*4882a593Smuzhiyun #include "globals.h"
37*4882a593Smuzhiyun #include "gcstruct.h"
38*4882a593Smuzhiyun #include "shadow.h"
39*4882a593Smuzhiyun #include "fb.h"
40*4882a593Smuzhiyun
41*4882a593Smuzhiyun /*
42*4882a593Smuzhiyun * These indicate which way the source (shadow) is scanned when
43*4882a593Smuzhiyun * walking the screen in a particular direction
44*4882a593Smuzhiyun */
45*4882a593Smuzhiyun
46*4882a593Smuzhiyun #define LEFT_TO_RIGHT 1
47*4882a593Smuzhiyun #define RIGHT_TO_LEFT -1
48*4882a593Smuzhiyun #define TOP_TO_BOTTOM 2
49*4882a593Smuzhiyun #define BOTTOM_TO_TOP -2
50*4882a593Smuzhiyun
51*4882a593Smuzhiyun void
shadowUpdateRotatePacked(ScreenPtr pScreen,shadowBufPtr pBuf)52*4882a593Smuzhiyun shadowUpdateRotatePacked(ScreenPtr pScreen, shadowBufPtr pBuf)
53*4882a593Smuzhiyun {
54*4882a593Smuzhiyun RegionPtr damage = DamageRegion(pBuf->pDamage);
55*4882a593Smuzhiyun PixmapPtr pShadow = pBuf->pPixmap;
56*4882a593Smuzhiyun int nbox = RegionNumRects(damage);
57*4882a593Smuzhiyun BoxPtr pbox = RegionRects(damage);
58*4882a593Smuzhiyun FbBits *shaBits;
59*4882a593Smuzhiyun FbStride shaStride;
60*4882a593Smuzhiyun int shaBpp;
61*4882a593Smuzhiyun _X_UNUSED int shaXoff, shaYoff;
62*4882a593Smuzhiyun int box_x1, box_x2, box_y1, box_y2;
63*4882a593Smuzhiyun int sha_x1 = 0, sha_y1 = 0;
64*4882a593Smuzhiyun int scr_x1 = 0, scr_x2 = 0, scr_y1 = 0, scr_y2 = 0, scr_w, scr_h;
65*4882a593Smuzhiyun int scr_x, scr_y;
66*4882a593Smuzhiyun int w;
67*4882a593Smuzhiyun int pixelsPerBits;
68*4882a593Smuzhiyun int pixelsMask;
69*4882a593Smuzhiyun FbStride shaStepOverY = 0, shaStepDownY = 0;
70*4882a593Smuzhiyun FbStride shaStepOverX = 0, shaStepDownX = 0;
71*4882a593Smuzhiyun FbBits *shaLine, *sha;
72*4882a593Smuzhiyun int shaHeight = pShadow->drawable.height;
73*4882a593Smuzhiyun int shaWidth = pShadow->drawable.width;
74*4882a593Smuzhiyun FbBits shaMask;
75*4882a593Smuzhiyun int shaFirstShift, shaShift;
76*4882a593Smuzhiyun int o_x_dir;
77*4882a593Smuzhiyun int o_y_dir;
78*4882a593Smuzhiyun int x_dir;
79*4882a593Smuzhiyun int y_dir;
80*4882a593Smuzhiyun
81*4882a593Smuzhiyun fbGetDrawable(&pShadow->drawable, shaBits, shaStride, shaBpp, shaXoff,
82*4882a593Smuzhiyun shaYoff);
83*4882a593Smuzhiyun pixelsPerBits = (sizeof(FbBits) * 8) / shaBpp;
84*4882a593Smuzhiyun pixelsMask = ~(pixelsPerBits - 1);
85*4882a593Smuzhiyun shaMask = FbBitsMask(FB_UNIT - shaBpp, shaBpp);
86*4882a593Smuzhiyun /*
87*4882a593Smuzhiyun * Compute rotation related constants to walk the shadow
88*4882a593Smuzhiyun */
89*4882a593Smuzhiyun o_x_dir = LEFT_TO_RIGHT;
90*4882a593Smuzhiyun o_y_dir = TOP_TO_BOTTOM;
91*4882a593Smuzhiyun if (pBuf->randr & SHADOW_REFLECT_X)
92*4882a593Smuzhiyun o_x_dir = -o_x_dir;
93*4882a593Smuzhiyun if (pBuf->randr & SHADOW_REFLECT_Y)
94*4882a593Smuzhiyun o_y_dir = -o_y_dir;
95*4882a593Smuzhiyun switch (pBuf->randr & (SHADOW_ROTATE_ALL)) {
96*4882a593Smuzhiyun case SHADOW_ROTATE_0: /* upper left shadow -> upper left screen */
97*4882a593Smuzhiyun default:
98*4882a593Smuzhiyun x_dir = o_x_dir;
99*4882a593Smuzhiyun y_dir = o_y_dir;
100*4882a593Smuzhiyun break;
101*4882a593Smuzhiyun case SHADOW_ROTATE_90: /* upper right shadow -> upper left screen */
102*4882a593Smuzhiyun x_dir = o_y_dir;
103*4882a593Smuzhiyun y_dir = -o_x_dir;
104*4882a593Smuzhiyun break;
105*4882a593Smuzhiyun case SHADOW_ROTATE_180: /* lower right shadow -> upper left screen */
106*4882a593Smuzhiyun x_dir = -o_x_dir;
107*4882a593Smuzhiyun y_dir = -o_y_dir;
108*4882a593Smuzhiyun break;
109*4882a593Smuzhiyun case SHADOW_ROTATE_270: /* lower left shadow -> upper left screen */
110*4882a593Smuzhiyun x_dir = -o_y_dir;
111*4882a593Smuzhiyun y_dir = o_x_dir;
112*4882a593Smuzhiyun break;
113*4882a593Smuzhiyun }
114*4882a593Smuzhiyun switch (x_dir) {
115*4882a593Smuzhiyun case LEFT_TO_RIGHT:
116*4882a593Smuzhiyun shaStepOverX = shaBpp;
117*4882a593Smuzhiyun shaStepOverY = 0;
118*4882a593Smuzhiyun break;
119*4882a593Smuzhiyun case TOP_TO_BOTTOM:
120*4882a593Smuzhiyun shaStepOverX = 0;
121*4882a593Smuzhiyun shaStepOverY = shaStride;
122*4882a593Smuzhiyun break;
123*4882a593Smuzhiyun case RIGHT_TO_LEFT:
124*4882a593Smuzhiyun shaStepOverX = -shaBpp;
125*4882a593Smuzhiyun shaStepOverY = 0;
126*4882a593Smuzhiyun break;
127*4882a593Smuzhiyun case BOTTOM_TO_TOP:
128*4882a593Smuzhiyun shaStepOverX = 0;
129*4882a593Smuzhiyun shaStepOverY = -shaStride;
130*4882a593Smuzhiyun break;
131*4882a593Smuzhiyun }
132*4882a593Smuzhiyun switch (y_dir) {
133*4882a593Smuzhiyun case TOP_TO_BOTTOM:
134*4882a593Smuzhiyun shaStepDownX = 0;
135*4882a593Smuzhiyun shaStepDownY = shaStride;
136*4882a593Smuzhiyun break;
137*4882a593Smuzhiyun case RIGHT_TO_LEFT:
138*4882a593Smuzhiyun shaStepDownX = -shaBpp;
139*4882a593Smuzhiyun shaStepDownY = 0;
140*4882a593Smuzhiyun break;
141*4882a593Smuzhiyun case BOTTOM_TO_TOP:
142*4882a593Smuzhiyun shaStepDownX = 0;
143*4882a593Smuzhiyun shaStepDownY = -shaStride;
144*4882a593Smuzhiyun break;
145*4882a593Smuzhiyun case LEFT_TO_RIGHT:
146*4882a593Smuzhiyun shaStepDownX = shaBpp;
147*4882a593Smuzhiyun shaStepDownY = 0;
148*4882a593Smuzhiyun break;
149*4882a593Smuzhiyun }
150*4882a593Smuzhiyun
151*4882a593Smuzhiyun while (nbox--) {
152*4882a593Smuzhiyun box_x1 = pbox->x1;
153*4882a593Smuzhiyun box_y1 = pbox->y1;
154*4882a593Smuzhiyun box_x2 = pbox->x2;
155*4882a593Smuzhiyun box_y2 = pbox->y2;
156*4882a593Smuzhiyun pbox++;
157*4882a593Smuzhiyun
158*4882a593Smuzhiyun /*
159*4882a593Smuzhiyun * Compute screen and shadow locations for this box
160*4882a593Smuzhiyun */
161*4882a593Smuzhiyun switch (x_dir) {
162*4882a593Smuzhiyun case LEFT_TO_RIGHT:
163*4882a593Smuzhiyun scr_x1 = box_x1 & pixelsMask;
164*4882a593Smuzhiyun scr_x2 = (box_x2 + pixelsPerBits - 1) & pixelsMask;
165*4882a593Smuzhiyun
166*4882a593Smuzhiyun sha_x1 = scr_x1;
167*4882a593Smuzhiyun break;
168*4882a593Smuzhiyun case TOP_TO_BOTTOM:
169*4882a593Smuzhiyun scr_x1 = box_y1 & pixelsMask;
170*4882a593Smuzhiyun scr_x2 = (box_y2 + pixelsPerBits - 1) & pixelsMask;
171*4882a593Smuzhiyun
172*4882a593Smuzhiyun sha_y1 = scr_x1;
173*4882a593Smuzhiyun break;
174*4882a593Smuzhiyun case RIGHT_TO_LEFT:
175*4882a593Smuzhiyun scr_x1 = (shaWidth - box_x2) & pixelsMask;
176*4882a593Smuzhiyun scr_x2 = (shaWidth - box_x1 + pixelsPerBits - 1) & pixelsMask;
177*4882a593Smuzhiyun
178*4882a593Smuzhiyun sha_x1 = (shaWidth - scr_x1 - 1);
179*4882a593Smuzhiyun break;
180*4882a593Smuzhiyun case BOTTOM_TO_TOP:
181*4882a593Smuzhiyun scr_x1 = (shaHeight - box_y2) & pixelsMask;
182*4882a593Smuzhiyun scr_x2 = (shaHeight - box_y1 + pixelsPerBits - 1) & pixelsMask;
183*4882a593Smuzhiyun
184*4882a593Smuzhiyun sha_y1 = (shaHeight - scr_x1 - 1);
185*4882a593Smuzhiyun break;
186*4882a593Smuzhiyun }
187*4882a593Smuzhiyun switch (y_dir) {
188*4882a593Smuzhiyun case TOP_TO_BOTTOM:
189*4882a593Smuzhiyun scr_y1 = box_y1;
190*4882a593Smuzhiyun scr_y2 = box_y2;
191*4882a593Smuzhiyun
192*4882a593Smuzhiyun sha_y1 = scr_y1;
193*4882a593Smuzhiyun break;
194*4882a593Smuzhiyun case RIGHT_TO_LEFT:
195*4882a593Smuzhiyun scr_y1 = (shaWidth - box_x2);
196*4882a593Smuzhiyun scr_y2 = (shaWidth - box_x1);
197*4882a593Smuzhiyun
198*4882a593Smuzhiyun sha_x1 = box_x2 - 1;
199*4882a593Smuzhiyun break;
200*4882a593Smuzhiyun case BOTTOM_TO_TOP:
201*4882a593Smuzhiyun scr_y1 = shaHeight - box_y2;
202*4882a593Smuzhiyun scr_y2 = shaHeight - box_y1;
203*4882a593Smuzhiyun
204*4882a593Smuzhiyun sha_y1 = box_y2 - 1;
205*4882a593Smuzhiyun break;
206*4882a593Smuzhiyun case LEFT_TO_RIGHT:
207*4882a593Smuzhiyun scr_y1 = box_x1;
208*4882a593Smuzhiyun scr_y2 = box_x2;
209*4882a593Smuzhiyun
210*4882a593Smuzhiyun sha_x1 = box_x1;
211*4882a593Smuzhiyun break;
212*4882a593Smuzhiyun }
213*4882a593Smuzhiyun scr_w = ((scr_x2 - scr_x1) * shaBpp) >> FB_SHIFT;
214*4882a593Smuzhiyun scr_h = scr_y2 - scr_y1;
215*4882a593Smuzhiyun scr_y = scr_y1;
216*4882a593Smuzhiyun
217*4882a593Smuzhiyun /* shift amount for first pixel on screen */
218*4882a593Smuzhiyun shaFirstShift = FB_UNIT - ((sha_x1 * shaBpp) & FB_MASK) - shaBpp;
219*4882a593Smuzhiyun
220*4882a593Smuzhiyun /* pointer to shadow data first placed on screen */
221*4882a593Smuzhiyun shaLine = (shaBits +
222*4882a593Smuzhiyun sha_y1 * shaStride + ((sha_x1 * shaBpp) >> FB_SHIFT));
223*4882a593Smuzhiyun
224*4882a593Smuzhiyun /*
225*4882a593Smuzhiyun * Copy the bits, always write across the physical frame buffer
226*4882a593Smuzhiyun * to take advantage of write combining.
227*4882a593Smuzhiyun */
228*4882a593Smuzhiyun while (scr_h--) {
229*4882a593Smuzhiyun int p;
230*4882a593Smuzhiyun FbBits bits;
231*4882a593Smuzhiyun FbBits *win;
232*4882a593Smuzhiyun int i;
233*4882a593Smuzhiyun CARD32 winSize;
234*4882a593Smuzhiyun
235*4882a593Smuzhiyun sha = shaLine;
236*4882a593Smuzhiyun shaShift = shaFirstShift;
237*4882a593Smuzhiyun w = scr_w;
238*4882a593Smuzhiyun scr_x = scr_x1 * shaBpp >> FB_SHIFT;
239*4882a593Smuzhiyun
240*4882a593Smuzhiyun while (w) {
241*4882a593Smuzhiyun /*
242*4882a593Smuzhiyun * Map some of this line
243*4882a593Smuzhiyun */
244*4882a593Smuzhiyun win = (FbBits *) (*pBuf->window) (pScreen,
245*4882a593Smuzhiyun scr_y,
246*4882a593Smuzhiyun scr_x << 2,
247*4882a593Smuzhiyun SHADOW_WINDOW_WRITE,
248*4882a593Smuzhiyun &winSize, pBuf->closure);
249*4882a593Smuzhiyun i = (winSize >> 2);
250*4882a593Smuzhiyun if (i > w)
251*4882a593Smuzhiyun i = w;
252*4882a593Smuzhiyun w -= i;
253*4882a593Smuzhiyun scr_x += i;
254*4882a593Smuzhiyun /*
255*4882a593Smuzhiyun * Copy the portion of the line mapped
256*4882a593Smuzhiyun */
257*4882a593Smuzhiyun while (i--) {
258*4882a593Smuzhiyun bits = 0;
259*4882a593Smuzhiyun p = pixelsPerBits;
260*4882a593Smuzhiyun /*
261*4882a593Smuzhiyun * Build one word of output from multiple inputs
262*4882a593Smuzhiyun *
263*4882a593Smuzhiyun * Note that for 90/270 rotations, this will walk
264*4882a593Smuzhiyun * down the shadow hitting each scanline once.
265*4882a593Smuzhiyun * This is probably not very efficient.
266*4882a593Smuzhiyun */
267*4882a593Smuzhiyun while (p--) {
268*4882a593Smuzhiyun bits = FbScrLeft(bits, shaBpp);
269*4882a593Smuzhiyun bits |= FbScrRight(*sha, shaShift) & shaMask;
270*4882a593Smuzhiyun
271*4882a593Smuzhiyun shaShift -= shaStepOverX;
272*4882a593Smuzhiyun if (shaShift >= FB_UNIT) {
273*4882a593Smuzhiyun shaShift -= FB_UNIT;
274*4882a593Smuzhiyun sha--;
275*4882a593Smuzhiyun }
276*4882a593Smuzhiyun else if (shaShift < 0) {
277*4882a593Smuzhiyun shaShift += FB_UNIT;
278*4882a593Smuzhiyun sha++;
279*4882a593Smuzhiyun }
280*4882a593Smuzhiyun sha += shaStepOverY;
281*4882a593Smuzhiyun }
282*4882a593Smuzhiyun *win++ = bits;
283*4882a593Smuzhiyun }
284*4882a593Smuzhiyun }
285*4882a593Smuzhiyun scr_y++;
286*4882a593Smuzhiyun shaFirstShift -= shaStepDownX;
287*4882a593Smuzhiyun if (shaFirstShift >= FB_UNIT) {
288*4882a593Smuzhiyun shaFirstShift -= FB_UNIT;
289*4882a593Smuzhiyun shaLine--;
290*4882a593Smuzhiyun }
291*4882a593Smuzhiyun else if (shaFirstShift < 0) {
292*4882a593Smuzhiyun shaFirstShift += FB_UNIT;
293*4882a593Smuzhiyun shaLine++;
294*4882a593Smuzhiyun }
295*4882a593Smuzhiyun shaLine += shaStepDownY;
296*4882a593Smuzhiyun }
297*4882a593Smuzhiyun }
298*4882a593Smuzhiyun }
299