xserver-multidpi/miext/shadow/shrotate.c
Paulo Cesar Pereira de Andrade 49f77fff14 Rework symbol visibility for easier maintenance
Save in a few special cases, _X_EXPORT should not be used in C source
files. Instead, it should be used in headers, and the proper C source
include that header. Some special cases are symbols that need to be
shared between modules, but not expected to be used by external drivers,
and symbols that are accessible via LoaderSymbol/dlopen.

  This patch also adds conditionally some new sdk header files, depending
on extensions enabled. These files were added to match pattern for
other extensions/modules, that is, have the headers "deciding" symbol
visibility in the sdk. These headers are:
o Xext/panoramiXsrv.h, Xext/panoramiX.h
o fbpict.h (unconditionally)
o vidmodeproc.h
o mioverlay.h (unconditionally, used only by xaa)
o xfixes.h (unconditionally, symbols required by dri2)

  LoaderSymbol and similar functions now don't have different prototypes,
in loaderProcs.h and xf86Module.h, so that both headers can be included,
without the need of defining IN_LOADER.

  xf86NewInputDevice() device prototype readded to xf86Xinput.h, but
not exported (and with a comment about it).
2008-12-03 05:43:34 -02:00

314 lines
7.7 KiB
C

/*
*
* 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;
}