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author | marha <marha@users.sourceforge.net> | 2012-03-23 10:05:55 +0100 |
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committer | marha <marha@users.sourceforge.net> | 2012-03-23 10:05:55 +0100 |
commit | 0f834b91a4768673833ab4917e87d86c237bb1a6 (patch) | |
tree | 363489504ed4b2d360259b8de4c9e392918e5d02 /xorg-server/miext/shadow/shrotate.c | |
parent | fc72edebf875378459368c5383d9023730cbca54 (diff) | |
download | vcxsrv-0f834b91a4768673833ab4917e87d86c237bb1a6.tar.gz vcxsrv-0f834b91a4768673833ab4917e87d86c237bb1a6.tar.bz2 vcxsrv-0f834b91a4768673833ab4917e87d86c237bb1a6.zip |
libX11 xserver fontconfig mesa pixman xkbcomp xkeyboard-config git update
23 Mar 2012
Diffstat (limited to 'xorg-server/miext/shadow/shrotate.c')
-rw-r--r-- | xorg-server/miext/shadow/shrotate.c | 425 |
1 files changed, 208 insertions, 217 deletions
diff --git a/xorg-server/miext/shadow/shrotate.c b/xorg-server/miext/shadow/shrotate.c index 090120387..779a905d2 100644 --- a/xorg-server/miext/shadow/shrotate.c +++ b/xorg-server/miext/shadow/shrotate.c @@ -49,265 +49,256 @@ #define BOTTOM_TO_TOP -2 void -shadowUpdateRotatePacked (ScreenPtr pScreen, - shadowBufPtr pBuf) +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; + 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; + fbGetDrawable(&pShadow->drawable, shaBits, shaStride, shaBpp, shaXoff, + shaYoff); + pixelsPerBits = (sizeof(FbBits) * 8) / shaBpp; pixelsMask = ~(pixelsPerBits - 1); - shaMask = FbBitsMask (FB_UNIT-shaBpp, shaBpp); + 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; + o_x_dir = -o_x_dir; if (pBuf->randr & SHADOW_REFLECT_Y) - o_y_dir = -o_y_dir; + o_y_dir = -o_y_dir; switch (pBuf->randr & (SHADOW_ROTATE_ALL)) { - case SHADOW_ROTATE_0: /* upper left shadow -> upper left screen */ + 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; + 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; + shaStepOverX = shaBpp; + shaStepOverY = 0; + break; case TOP_TO_BOTTOM: - shaStepOverX = 0; - shaStepOverY = shaStride; - break; + shaStepOverX = 0; + shaStepOverY = shaStride; + break; case RIGHT_TO_LEFT: - shaStepOverX = -shaBpp; - shaStepOverY = 0; - break; + shaStepOverX = -shaBpp; + shaStepOverY = 0; + break; case BOTTOM_TO_TOP: - shaStepOverX = 0; - shaStepOverY = -shaStride; - break; + shaStepOverX = 0; + shaStepOverY = -shaStride; + break; } switch (y_dir) { case TOP_TO_BOTTOM: - shaStepDownX = 0; - shaStepDownY = shaStride; - break; + shaStepDownX = 0; + shaStepDownY = shaStride; + break; case RIGHT_TO_LEFT: - shaStepDownX = -shaBpp; - shaStepDownY = 0; - break; + shaStepDownX = -shaBpp; + shaStepDownY = 0; + break; case BOTTOM_TO_TOP: - shaStepDownX = 0; - shaStepDownY = -shaStride; - break; + shaStepDownX = 0; + shaStepDownY = -shaStride; + break; case LEFT_TO_RIGHT: - shaStepDownX = shaBpp; - shaStepDownY = 0; - break; + shaStepDownX = shaBpp; + shaStepDownY = 0; + break; } - - while (nbox--) - { + + 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; + /* + * 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 = scr_x1; - break; - case RIGHT_TO_LEFT: - scr_x1 = (shaWidth - box_x2) & pixelsMask; - scr_x2 = (shaWidth - box_x1 + 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_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_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_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_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; + 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)); + /* shift amount for first pixel on screen */ + shaFirstShift = FB_UNIT - ((sha_x1 * shaBpp) & FB_MASK) - shaBpp; - /* - * 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; + /* pointer to shadow data first placed on screen */ + shaLine = (shaBits + + sha_y1 * shaStride + ((sha_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; + /* + * 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; - 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; - } + 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) { +shadowUpdateProc +shadowUpdateRotatePackedWeak(void) +{ return shadowUpdateRotatePacked; } |