xref: /OK3568_Linux_fs/external/xserver/miext/shadow/shrotate.c (revision 4882a59341e53eb6f0b4789bf948001014eff981)
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