Commit 5804e69f authored by Keith Packard's avatar Keith Packard
Browse files

Custom file for rotating pcmcia screens

parent b5d1c538
/*
* $XFree86: xc/programs/Xserver/miext/shadow/shrotate.c,v 1.3 2001/07/21 04:13:26 keithp 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
typedef CARD16 PcBits;
typedef INT32 PcStride;
#define PC_SHIFT 4
#define PC_UNIT (1 << PC_SHIFT)
#define PC_HALFUNIT (1 << (PC_SHIFT-1))
#define PC_MASK (PC_UNIT - 1)
#define PC_ALLONES ((PcBits) -1)
#define PcScrRight(x,b) FbScrRight(x,b)
#define PcScrLeft(x,b) FbScrLeft(x,b)
#define PcBitsMask(x,w) (PcScrRight(PC_ALLONES,(x) & PC_MASK) & \
PcScrLeft(PC_ALLONES,(PC_UNIT - ((x) + (w))) & PC_MASK))
#define pcGetDrawable(pDrawable, pointer, stride, bpp, xoff, yoff) { \
PixmapPtr _pPix; \
if ((pDrawable)->type != DRAWABLE_PIXMAP) \
_pPix = fbGetWindowPixmap(pDrawable); \
else \
_pPix = (PixmapPtr) (pDrawable); \
(pointer) = (PcBits *) _pPix->devPrivate.ptr; \
(stride) = ((int) _pPix->devKind) / sizeof (PcBits); \
(bpp) = _pPix->drawable.bitsPerPixel; \
(xoff) = 0; \
(yoff) = 0; \
}
void
pcmciaUpdateRotatePacked (ScreenPtr pScreen,
shadowBufPtr pBuf)
{
RegionPtr damage = &pBuf->damage;
PixmapPtr pShadow = pBuf->pPixmap;
int nbox = REGION_NUM_RECTS (damage);
BoxPtr pbox = REGION_RECTS (damage);
PcBits *shaBits;
PcStride shaStride;
int shaBpp;
int shaXoff, shaYoff;
int box_x1, box_x2, box_y1, box_y2;
int sha_x1, sha_y1;
int scr_x1, scr_x2, scr_y1, scr_y2, scr_w, scr_h;
int scr_x, scr_y;
int w;
int pixelsPerBits;
int pixelsMask;
PcStride shaStepOverY, shaStepDownY, shaStepOverX, shaStepDownX;
PcBits *shaLine, *sha;
int shaHeight = pShadow->drawable.height;
int shaWidth = pShadow->drawable.width;
PcBits shaMask;
int shaFirstShift, shaShift;
int o_x_dir;
int o_y_dir;
int x_dir;
int y_dir;
pcGetDrawable (&pShadow->drawable, shaBits, shaStride, shaBpp, shaXoff, shaYoff);
pixelsPerBits = (sizeof (PcBits) * 8) / shaBpp;
pixelsMask = ~(pixelsPerBits - 1);
shaMask = PcBitsMask (PC_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) >> PC_SHIFT;
scr_h = scr_y2 - scr_y1;
scr_y = scr_y1;
/* shift amount for first pixel on screen */
shaFirstShift = PC_UNIT - ((sha_x1 * shaBpp) & PC_MASK) - shaBpp;
/* pointer to shadow data first placed on screen */
shaLine = (shaBits +
sha_y1 * shaStride +
((sha_x1 * shaBpp) >> PC_SHIFT));
/*
* Copy the bits, always write across the physical frame buffer
* to take advantage of write combining.
*/
while (scr_h--)
{
int p;
PcBits bits;
PcBits *win;
int i;
CARD32 winSize;
sha = shaLine;
shaShift = shaFirstShift;
w = scr_w;
scr_x = scr_x1 * shaBpp >> PC_SHIFT;
while (w)
{
/*
* Map some of this line
*/
win = (PcBits *) (*pBuf->window) (pScreen,
scr_y,
scr_x << 1,
SHADOW_WINDOW_WRITE,
&winSize,
pBuf->closure);
i = (winSize >> 1);
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 = PcScrLeft(bits, shaBpp);
bits |= PcScrRight (*sha, shaShift) & shaMask;
shaShift -= shaStepOverX;
if (shaShift >= PC_UNIT)
{
shaShift -= PC_UNIT;
sha--;
}
else if (shaShift < 0)
{
shaShift += PC_UNIT;
sha++;
}
sha += shaStepOverY;
}
*win++ = bits;
}
}
scr_y++;
shaFirstShift -= shaStepDownX;
if (shaFirstShift >= PC_UNIT)
{
shaFirstShift -= PC_UNIT;
shaLine--;
}
else if (shaFirstShift < 0)
{
shaFirstShift += PC_UNIT;
shaLine++;
}
shaLine += shaStepDownY;
}
}
}
Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment