summaryrefslogtreecommitdiff
path: root/miext/shadow/shrotate.c
blob: a0f5b6e067f040dd763f75a7354d04b815ff6ee6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
/*
 * $XFree86: xc/programs/Xserver/miext/shadow/shrotate.c,v 1.4tsi Exp $
 *
 * Copyright © 2001 Keith Packard, member of The XFree86 Project, Inc.
 *
 * 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 Keith Packard not be used in
 * advertising or publicity pertaining to distribution of the software without
 * specific, written prior permission.  Keith Packard makes no
 * representations about the suitability of this software for any purpose.  It
 * is provided "as is" without express or implied warranty.
 *
 * KEITH PACKARD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
 * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
 * EVENT SHALL KEITH PACKARD 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.
 */

#include    "X.h"
#include    "scrnintstr.h"
#include    "windowstr.h"
#include    "font.h"
#include    "dixfontstr.h"
#include    "fontstruct.h"
#include    "mi.h"
#include    "regionstr.h"
#include    "globals.h"
#include    "gcstruct.h"
#include    "shadow.h"
#include    "fb.h"

/*
 * These indicate which way the source (shadow) is scanned when
 * walking the screen in a particular direction
 */

#define LEFT_TO_RIGHT	1
#define RIGHT_TO_LEFT	-1
#define TOP_TO_BOTTOM	2
#define BOTTOM_TO_TOP	-2

void
shadowUpdateRotatePacked (ScreenPtr	pScreen,
			  shadowBufPtr	pBuf)
{
    RegionPtr	damage = &pBuf->damage;
    PixmapPtr	pShadow = pBuf->pPixmap;
    int		nbox = REGION_NUM_RECTS (damage);
    BoxPtr	pbox = REGION_RECTS (damage);
    FbBits	*shaBits;
    FbStride	shaStride;
    int		shaBpp;
    int		shaXoff, shaYoff;
    int		box_x1, box_x2, box_y1, box_y2;
    int		sha_x1 = 0, sha_y1 = 0;
    int		scr_x1 = 0, scr_x2 = 0, scr_y1 = 0, scr_y2 = 0, scr_w, scr_h;
    int		scr_x, scr_y;
    int		w;
    int		pixelsPerBits;
    int		pixelsMask;
    FbStride	shaStepOverY = 0, shaStepDownY = 0;
    FbStride	shaStepOverX = 0, shaStepDownX = 0;
    FbBits	*shaLine, *sha;
    int		shaHeight = pShadow->drawable.height;
    int		shaWidth = pShadow->drawable.width;
    FbBits	shaMask;
    int		shaFirstShift, shaShift;
    int		o_x_dir;
    int		o_y_dir;
    int		x_dir;
    int		y_dir;

    fbGetDrawable (&pShadow->drawable, shaBits, shaStride, shaBpp, shaXoff, shaYoff);
    pixelsPerBits = (sizeof (FbBits) * 8) / shaBpp;
    pixelsMask = ~(pixelsPerBits - 1);
    shaMask = FbBitsMask (FB_UNIT-shaBpp, shaBpp);
    /*
     * Compute rotation related constants to walk the shadow
     */
    o_x_dir = LEFT_TO_RIGHT;
    o_y_dir = TOP_TO_BOTTOM;
    if (pBuf->randr & SHADOW_REFLECT_X)
	o_x_dir = -o_x_dir;
    if (pBuf->randr & SHADOW_REFLECT_Y)
	o_y_dir = -o_y_dir;
    switch (pBuf->randr & (SHADOW_ROTATE_ALL)) {
    case SHADOW_ROTATE_0:	/* upper left shadow -> upper left screen */
    default:
	x_dir = o_x_dir;
	y_dir = o_y_dir;
	break;
    case SHADOW_ROTATE_90:    	/* upper right shadow -> upper left screen */
	x_dir = o_y_dir;
	y_dir = -o_x_dir;
	break;
    case SHADOW_ROTATE_180:	/* lower right shadow -> upper left screen */
	x_dir = -o_x_dir;
	y_dir = -o_y_dir;
	break;
    case SHADOW_ROTATE_270:	/* lower left shadow -> upper left screen */
	x_dir = -o_y_dir;
	y_dir = o_x_dir;
	break;
    }
    switch (x_dir) {
    case LEFT_TO_RIGHT:
	shaStepOverX = shaBpp;
	shaStepOverY = 0;
	break;
    case TOP_TO_BOTTOM:
	shaStepOverX = 0;
	shaStepOverY = shaStride;
	break;
    case RIGHT_TO_LEFT:
	shaStepOverX = -shaBpp;
	shaStepOverY = 0;
	break;
    case BOTTOM_TO_TOP:
	shaStepOverX = 0;
	shaStepOverY = -shaStride;
	break;
    }
    switch (y_dir) {
    case TOP_TO_BOTTOM:
	shaStepDownX = 0;
	shaStepDownY = shaStride;
	break;
    case RIGHT_TO_LEFT:
	shaStepDownX = -shaBpp;
	shaStepDownY = 0;
	break;
    case BOTTOM_TO_TOP:
	shaStepDownX = 0;
	shaStepDownY = -shaStride;
	break;
    case LEFT_TO_RIGHT:
	shaStepDownX = shaBpp;
	shaStepDownY = 0;
	break;
    }
    
    while (nbox--)
    {
        box_x1 = pbox->x1;
        box_y1 = pbox->y1;
        box_x2 = pbox->x2;
        box_y2 = pbox->y2;
        pbox++;

	/*
	 * Compute screen and shadow locations for this box
	 */
	switch (x_dir) {
	case LEFT_TO_RIGHT:
	    scr_x1 = box_x1 & pixelsMask;
	    scr_x2 = (box_x2 + pixelsPerBits - 1) & pixelsMask;
	    
	    sha_x1 = scr_x1;
	    break;
	case TOP_TO_BOTTOM:
	    scr_x1 = box_y1 & pixelsMask;
	    scr_x2 = (box_y2 + pixelsPerBits - 1) & pixelsMask;

	    sha_y1 = scr_x1;
	    break;
	case RIGHT_TO_LEFT:
	    scr_x1 = (shaWidth - box_x2) & pixelsMask;
	    scr_x2 = (shaWidth - box_x1 + pixelsPerBits - 1) & pixelsMask;

	    sha_x1 = (shaWidth - scr_x1 - 1);
	    break;
	case BOTTOM_TO_TOP:
	    scr_x1 = (shaHeight - box_y2) & pixelsMask;
	    scr_x2 = (shaHeight - box_y1 + pixelsPerBits - 1) & pixelsMask;
	    
	    sha_y1 = (shaHeight - scr_x1 - 1);
	    break;
	}
	switch (y_dir) {
	case TOP_TO_BOTTOM:
	    scr_y1 = box_y1;
	    scr_y2 = box_y2;

	    sha_y1 = scr_y1;
	    break;
	case RIGHT_TO_LEFT:
	    scr_y1 = (shaWidth - box_x2);
	    scr_y2 = (shaWidth - box_x1);

	    sha_x1 = box_x2 - 1;
	    break;
	case BOTTOM_TO_TOP:
	    scr_y1 = shaHeight - box_y2;
	    scr_y2 = shaHeight - box_y1;
	    
	    sha_y1 = box_y2 - 1;
	    break;
	case LEFT_TO_RIGHT:
	    scr_y1 = box_x1;
	    scr_y2 = box_x2;

	    sha_x1 = box_x1;
	    break;
	}
	scr_w = ((scr_x2 - scr_x1) * shaBpp) >> FB_SHIFT;
	scr_h = scr_y2 - scr_y1;
	scr_y = scr_y1;

	/* shift amount for first pixel on screen */ 
	shaFirstShift = FB_UNIT - ((sha_x1 * shaBpp) & FB_MASK) - shaBpp;
	
	/* pointer to shadow data first placed on screen */
	shaLine = (shaBits + 
		   sha_y1 * shaStride + 
		   ((sha_x1 * shaBpp) >> FB_SHIFT));

	/*
	 * Copy the bits, always write across the physical frame buffer
	 * to take advantage of write combining.
	 */
	while (scr_h--)
	{
	    int	    p;
	    FbBits  bits;
	    FbBits  *win;
	    int	    i;
	    CARD32  winSize;
	    
	    sha = shaLine;
	    shaShift = shaFirstShift;
	    w = scr_w;
	    scr_x = scr_x1 * shaBpp >> FB_SHIFT;

	    while (w)
	    {
		/*
		 * Map some of this line
		 */
		win = (FbBits *) (*pBuf->window) (pScreen,
						  scr_y,
						  scr_x << 2,
						  SHADOW_WINDOW_WRITE,
						  &winSize,
						  pBuf->closure);
		i = (winSize >> 2);
		if (i > w)
		    i = w;
		w -= i;
		scr_x += i;
		/*
		 * Copy the portion of the line mapped
		 */
		while (i--)
		{
		    bits = 0;
		    p = pixelsPerBits;
		    /*
		     * Build one word of output from multiple inputs
		     * 
		     * Note that for 90/270 rotations, this will walk
		     * down the shadow hitting each scanline once.
		     * This is probably not very efficient.
		     */
		    while (p--)
		    {
			bits = FbScrLeft(bits, shaBpp);
			bits |= FbScrRight (*sha, shaShift) & shaMask;

			shaShift -= shaStepOverX;
			if (shaShift >= FB_UNIT)
			{
			    shaShift -= FB_UNIT;
			    sha--;
			}
			else if (shaShift < 0)
			{
			    shaShift += FB_UNIT;
			    sha++;
			}
			sha += shaStepOverY;
		    }
		    *win++ = bits;
		}
	    }
	    scr_y++;
	    shaFirstShift -= shaStepDownX;
	    if (shaFirstShift >= FB_UNIT)
	    {
		shaFirstShift -= FB_UNIT;
		shaLine--;
	    }
	    else if (shaFirstShift < 0)
	    {
		shaFirstShift += FB_UNIT;
		shaLine++;
	    }
	    shaLine += shaStepDownY;
	}
    }
}