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authormarha <marha@users.sourceforge.net>2011-07-01 14:21:21 +0200
committermarha <marha@users.sourceforge.net>2011-07-01 14:21:21 +0200
commitd9f970a847e1af706f07560ef163b229bb592307 (patch)
tree2fe2204f673487f3a8d7150f14cc456c6eb48d62 /xorg-server/miext/shadow/shrotate.c
parent0feab87a4300a3e204e259d14a0a63e58e4a3c8f (diff)
downloadvcxsrv-d9f970a847e1af706f07560ef163b229bb592307.tar.gz
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xwininfo libX11 mesa mkfontscale xserver xkeyboard-config git update 1 Juli
2011
Diffstat (limited to 'xorg-server/miext/shadow/shrotate.c')
-rw-r--r--xorg-server/miext/shadow/shrotate.c626
1 files changed, 313 insertions, 313 deletions
diff --git a/xorg-server/miext/shadow/shrotate.c b/xorg-server/miext/shadow/shrotate.c
index 13e9682ba..090120387 100644
--- a/xorg-server/miext/shadow/shrotate.c
+++ b/xorg-server/miext/shadow/shrotate.c
@@ -1,313 +1,313 @@
-/*
- *
- * 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.
- */
-
-#ifdef HAVE_DIX_CONFIG_H
-#include <dix-config.h>
-#endif
-
-#include <X11/X.h>
-#include "scrnintstr.h"
-#include "windowstr.h"
-#include <X11/fonts/font.h>
-#include "dixfontstr.h"
-#include <X11/fonts/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 = shadowDamage (pBuf);
- PixmapPtr pShadow = pBuf->pPixmap;
- int nbox = RegionNumRects (damage);
- BoxPtr pbox = RegionRects (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;
- }
- }
-}
-
-shadowUpdateProc shadowUpdateRotatePackedWeak(void) {
- return shadowUpdateRotatePacked;
-}
+/*
+ *
+ * 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.
+ */
+
+#ifdef HAVE_DIX_CONFIG_H
+#include <dix-config.h>
+#endif
+
+#include <X11/X.h>
+#include "scrnintstr.h"
+#include "windowstr.h"
+#include <X11/fonts/font.h>
+#include "dixfontstr.h"
+#include <X11/fonts/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 = shadowDamage (pBuf);
+ PixmapPtr pShadow = pBuf->pPixmap;
+ int nbox = RegionNumRects (damage);
+ BoxPtr pbox = RegionRects (damage);
+ FbBits *shaBits;
+ FbStride shaStride;
+ int shaBpp;
+ _X_UNUSED 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;
+ }
+ }
+}
+
+shadowUpdateProc shadowUpdateRotatePackedWeak(void) {
+ return shadowUpdateRotatePacked;
+}