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Diffstat (limited to 'xorg-server/miext/shadow/shrotate.c')
-rw-r--r--xorg-server/miext/shadow/shrotate.c313
1 files changed, 313 insertions, 0 deletions
diff --git a/xorg-server/miext/shadow/shrotate.c b/xorg-server/miext/shadow/shrotate.c
new file mode 100644
index 000000000..673cd76b5
--- /dev/null
+++ b/xorg-server/miext/shadow/shrotate.c
@@ -0,0 +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 = 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;
+ }
+ }
+}
+
+shadowUpdateProc shadowUpdateRotatePackedWeak(void) {
+ return shadowUpdateRotatePacked;
+}