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Index: xserver/miext/shadow/shrotate.c
===================================================================
RCS file: /scratch/openbsd/cvs/XF4/xc/programs/Xserver/miext/shadow/shrotate.c,v
retrieving revision 1.2
diff -u -r1.2 shrotate.c
--- xserver/miext/shadow/shrotate.c	3 Nov 2004 00:09:54 -0000	1.2
+++ xserver/miext/shadow/shrotate.c	20 Sep 2005 23:07:58 -0000
@@ -45,6 +45,106 @@
 #define TOP_TO_BOTTOM	2
 #define BOTTOM_TO_TOP	-2
 
+
+static void 
+shadowUpdateRotatePackedSubRectangle(shadowBufPtr pBuf,
+				     FbBits *shaLine, int shaFirstShift, 
+				     int shaStepOverX, int shaStepOverY,
+				     int shaStepDownX, int shaStepDownY,
+				     int shaBpp, FbBits shaMask,
+				     ScreenPtr pScreen,
+				     int scr_x1, int scr_y, 
+				     int scr_h, int scr_w,
+				     int pixelsPerBits)
+{
+    FbBits *sha;
+    int shaShift;
+    int scr_x;
+    int w;
+
+    /*
+     * 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
+		 */
+		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;
+    }
+}
+
+#define BLOCKSIZE_HEIGHT 32
+#define BLOCKSIZE_WIDTH 32
+
 void
 shadowUpdateRotatePacked (ScreenPtr	pScreen,
 			  shadowBufPtr	pBuf)
@@ -61,7 +161,6 @@
     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;
@@ -221,86 +320,46 @@
 		   ((sha_x1 * shaBpp) >> FB_SHIFT));
 
 	/*
-	 * Copy the bits, always write across the physical frame buffer
-	 * to take advantage of write combining.
+	 * Copy in blocks of size BLOCKSIZE_WIDTH x BLOCKSIZE_HEIGHT
+	 * to reduce the number of cache misses when rotating 90 or
+	 * 270 degrees.
 	 */
-	while (scr_h--)
+	for (scr_y = scr_y1; scr_y < scr_y2; scr_y += BLOCKSIZE_HEIGHT)
 	{
-	    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)
+	    for (scr_x = scr_x1; scr_x < scr_x2; scr_x += BLOCKSIZE_WIDTH)
 	    {
-		/*
-		 * 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;
+		int h = BLOCKSIZE_HEIGHT;
+		int w = BLOCKSIZE_WIDTH;
 
-			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++;
+		if (scr_y + h > scr_y2)
+		    h = scr_y2 - scr_y;
+		if (scr_x + w > scr_x2)
+		    w = scr_x2 - scr_x;
+		w = (w * shaBpp) >> FB_SHIFT;
+
+		shadowUpdateRotatePackedSubRectangle
+		  (pBuf,
+		   sha, shaShift,
+		   shaStepOverX, shaStepOverY,
+		   shaStepDownX, shaStepDownY,
+		   shaBpp, shaMask,
+		   pScreen,
+		   scr_x, scr_y,
+		   h, w,
+		   pixelsPerBits);
+		
+		shaShift -= BLOCKSIZE_WIDTH * shaStepOverX;
+		sha += BLOCKSIZE_WIDTH * shaStepOverY;
+		sha -= (shaShift >> FB_SHIFT); 
+		shaShift &= FB_MASK; 
 	    }
-	    shaLine += shaStepDownY;
+	    shaFirstShift -= BLOCKSIZE_HEIGHT * shaStepDownX;
+	    shaLine += BLOCKSIZE_HEIGHT * shaStepDownY;
+	    shaLine -= (shaFirstShift >> FB_SHIFT); 
+	    shaFirstShift &= FB_MASK; 
 	}
     }
 }