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|
/*
* Acceleration for the Creator and Creator3D framebuffer - Dbe Acceleration.
*
* Copyright (C) 2000 David S. Miller (davem@redhat.com)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* DAVID MILLER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
*/
/* $XFree86: xc/programs/Xserver/hw/xfree86/drivers/sunffb/ffb_dbe.c,v 1.1 2000/05/23 04:47:44 dawes Exp $ */
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#define NEED_REPLIES
#define NEED_EVENTS
#include <X11/X.h>
#include <X11/Xproto.h>
#include "misc.h"
#include "os.h"
#include "windowstr.h"
#include "scrnintstr.h"
#include "pixmapstr.h"
#include "extnsionst.h"
#include "dixstruct.h"
#include "resource.h"
#include "opaque.h"
#include "dbestruct.h"
#include "regionstr.h"
#include "gcstruct.h"
#include "inputstr.h"
#define PSZ 8
#include "cfb.h"
#undef PSZ
#include "cfb32.h"
#include "xf86_ansic.h"
#include "xf86.h"
#include "ffb.h"
#include "ffb_fifo.h"
#include "ffb_rcache.h"
static int FFBDbePrivPrivGeneration = 0;
static int FFBDbeWindowPrivPrivIndex = -1;
static RESTYPE dbeDrawableResType;
static RESTYPE dbeWindowPrivResType;
static int dbeScreenPrivIndex = -1;
static int dbeWindowPrivIndex = -1;
#define FFB_DBE_WINDOW_PRIV_PRIV(pDbeWindowPriv) \
(((FFBDbeWindowPrivPrivIndex < 0) || (!pDbeWindowPriv)) ? \
NULL : \
((FFBDbeWindowPrivPrivPtr) \
((pDbeWindowPriv)->devPrivates[FFBDbeWindowPrivPrivIndex].ptr)))
#define FFB_DBE_WINDOW_PRIV_PRIV_FROM_WINDOW(pWin) \
FFB_DBE_WINDOW_PRIV_PRIV(DBE_WINDOW_PRIV(pWin))
typedef struct _FFBDbeWindowPrivPrivRec {
int HwAccelerated;
int HwCurrentBuf; /* 0 = buffer A, 1 = buffer B */
/* We need also what midbe would use in case we must
* revert to unaccelerated dbe.
*/
PixmapPtr pBackBuffer;
PixmapPtr pFrontBuffer;
/* Back pointer to generic DBE layer window private. */
DbeWindowPrivPtr pDbeWindowPriv;
} FFBDbeWindowPrivPrivRec, *FFBDbeWindowPrivPrivPtr;
static Bool
FFBDbeGetVisualInfo(ScreenPtr pScreen, XdbeScreenVisualInfo *pScrVisInfo)
{
XdbeVisualInfo *visInfo;
DepthPtr pDepth;
int i, j, k, count;
/* XXX Should check for double-buffer presence. But even if
* XXX the double-buffer is not present we can still play
* XXX tricks with GetWindowPixmap in 8bpp mode, ie. double
* XXX buffer between the R and G planes of buffer A. -DaveM
*/
/* Determine number of visuals for this screen. */
for (i = 0, count = 0; i < pScreen->numDepths; i++)
count += pScreen->allowedDepths[i].numVids;
/* Allocate an array of XdbeVisualInfo items. */
if (!(visInfo = (XdbeVisualInfo *)xalloc(count * sizeof(XdbeVisualInfo))))
return FALSE;
for (i = 0, k = 0; i < pScreen->numDepths; i++) {
/* For each depth of this screen, get visual information. */
pDepth = &pScreen->allowedDepths[i];
for (j = 0; j < pDepth->numVids; j++) {
/* For each visual for this depth of this screen, get visual ID
* and visual depth. For now, we will always return
* the same performance level for all visuals (0). A higher
* performance level value indicates higher performance.
*/
visInfo[k].visual = pDepth->vids[j];
visInfo[k].depth = pDepth->depth;
/* XXX We should set this appropriately... -DaveM */
visInfo[k].perflevel = 0;
k++;
}
}
/* Record the number of visuals and point visual_depth to
* the array of visual info.
*/
pScrVisInfo->count = count;
pScrVisInfo->visinfo = visInfo;
return TRUE;
}
static void
FFBDbeUpdateWidPlane(WindowPtr pWin, GCPtr pGC)
{
FFBPtr pFfb = GET_FFB_FROM_SCREEN(pWin->drawable.pScreen);
CreatorPrivWinPtr pFfbPrivWin = CreatorGetWindowPrivate(pWin);
RegionPtr prgnClip;
BoxPtr pboxClipped, pboxClippedBase;
unsigned int fbc;
int numRects;
int x, y, w, h;
x = pWin->drawable.x;
y = pWin->drawable.y;
w = pWin->drawable.width;
h = pWin->drawable.height;
fbc = pFfbPrivWin->fbc_base;
fbc = (fbc & ~FFB_FBC_WB_MASK) | FFB_FBC_WB_AB;
fbc = (fbc & ~FFB_FBC_XE_MASK) | FFB_FBC_XE_ON;
fbc = (fbc & ~FFB_FBC_RGBE_MASK) | FFB_FBC_RGBE_OFF;
prgnClip = cfbGetCompositeClip(pGC);
numRects = REGION_NUM_RECTS (prgnClip);
pboxClippedBase = (BoxPtr) ALLOCATE_LOCAL(numRects * sizeof(BoxRec));
if (!pboxClippedBase)
return;
pboxClipped = pboxClippedBase;
{
int x1, y1, x2, y2, bx2, by2;
BoxRec box;
BoxPtr pextent;
pextent = REGION_EXTENTS(pGC->pScreen, prgnClip);
x1 = pextent->x1;
y1 = pextent->y1;
x2 = pextent->x2;
y2 = pextent->y2;
if ((box.x1 = x) < x1)
box.x1 = x1;
if ((box.y1 = y) < y1)
box.y1 = y1;
bx2 = (int) x + (int) w;
if (bx2 > x2)
bx2 = x2;
box.x2 = bx2;
by2 = (int) y + (int) h;
if (by2 > y2)
by2 = y2;
box.y2 = by2;
if ((box.x1 < box.x2) && (box.y1 < box.y2)) {
int n = REGION_NUM_RECTS (prgnClip);
BoxPtr pbox = REGION_RECTS(prgnClip);
/* Clip the rectangle to each box in the clip region
* this is logically equivalent to calling Intersect()
*/
while(n--) {
pboxClipped->x1 = max(box.x1, pbox->x1);
pboxClipped->y1 = max(box.y1, pbox->y1);
pboxClipped->x2 = min(box.x2, pbox->x2);
pboxClipped->y2 = min(box.y2, pbox->y2);
pbox++;
/* see if clipping left anything */
if(pboxClipped->x1 < pboxClipped->x2 &&
pboxClipped->y1 < pboxClipped->y2)
pboxClipped++;
}
}
}
if (pboxClipped != pboxClippedBase) {
ffb_fbcPtr ffb = pFfb->regs;
int num = (pboxClipped - pboxClippedBase);
FFB_ATTR_RAW(pFfb,
FFB_PPC_APE_DISABLE | FFB_PPC_CS_CONST | FFB_PPC_XS_WID,
FFB_PPC_APE_MASK | FFB_PPC_CS_MASK | FFB_PPC_XS_MASK,
pGC->planemask,
((FFB_ROP_EDIT_BIT | pGC->alu) | (FFB_ROP_NEW << 8)),
FFB_DRAWOP_RECTANGLE,
pGC->fgPixel,
fbc, pFfbPrivWin->wid);
pboxClipped = pboxClippedBase;
while (num--) {
int xx, yy, ww, hh;
xx = pboxClipped->x1;
yy = pboxClipped->y1;
ww = (pboxClipped->x2 - xx);
hh = (pboxClipped->y2 - yy);
FFBFifo(pFfb, 4);
FFB_WRITE64(&ffb->by, yy, xx);
FFB_WRITE64_2(&ffb->bh, hh, ww);
}
}
DEALLOCATE_LOCAL (pboxClippedBase);
}
static int
FFBDbeAllocBackBufferName(WindowPtr pWin, XID bufId, int swapAction)
{
ScreenPtr pScreen;
FFBPtr pFfb;
DbeWindowPrivPtr pDbeWindowPriv;
FFBDbeWindowPrivPrivPtr pDbeWindowPrivPriv;
DbeScreenPrivPtr pDbeScreenPriv;
GCPtr pGC;
xRectangle clearRect;
pScreen = pWin->drawable.pScreen;
pDbeWindowPriv = DBE_WINDOW_PRIV(pWin);
pFfb = GET_FFB_FROM_SCREEN(pScreen);
pDbeWindowPrivPriv = FFB_DBE_WINDOW_PRIV_PRIV(pDbeWindowPriv);
if (pDbeWindowPriv->nBufferIDs == 0) {
/* There is no buffer associated with the window.
* We have to create the window priv priv. Remember, the window
* priv was created at the DIX level, so all we need to do is
* create the priv priv and attach it to the priv.
*/
pDbeScreenPriv = DBE_SCREEN_PRIV(pScreen);
/* Setup the window priv priv. */
pDbeWindowPrivPriv->pDbeWindowPriv = pDbeWindowPriv;
if (!pFfb->NoAccel && pFfb->has_double_buffer) {
CreatorPrivWinPtr pFfbPrivWin;
unsigned int wid, fbc;
/* We just render directly into the hardware, all
* that is needed is to swap the rendering attributes
* and the WID settings during a swap.
*/
if (!AddResource(bufId, dbeDrawableResType,
(pointer)&pWin->drawable)) {
/* Free the buffer and the drawable resource. */
FreeResource(bufId, RT_NONE);
return BadAlloc;
}
pFfbPrivWin = CreatorGetWindowPrivate(pWin);
wid = FFBWidUnshare(pFfb, pFfbPrivWin->wid);
if (wid == (unsigned int)-1)
return BadAlloc;
pFfbPrivWin->wid = wid;
/* Attach the priv priv to the priv. */
pDbeWindowPriv->devPrivates[FFBDbeWindowPrivPrivIndex].ptr =
(pointer)pDbeWindowPrivPriv;
/* Indicate we are doing hw acceleration. */
pDbeWindowPrivPriv->HwAccelerated = 1;
/* Start rendering into buffer B. */
pDbeWindowPrivPriv->HwCurrentBuf = 1;
/* No back/front temporary pixmaps. */
pDbeWindowPrivPriv->pFrontBuffer = NULL;
pDbeWindowPrivPriv->pBackBuffer = NULL;
/* Switch to writing into buffer B. */
fbc = pFfbPrivWin->fbc_base;
fbc &= ~(FFB_FBC_WB_MASK | FFB_FBC_RB_MASK);
fbc |= (FFB_FBC_WB_B | FFB_FBC_RB_B);
pFfbPrivWin->fbc_base = fbc;
pGC = GetScratchGC(pWin->drawable.depth, pWin->drawable.pScreen);
/* Fill X plane of front and back buffers. */
if ((*pDbeScreenPriv->SetupBackgroundPainter)(pWin, pGC)) {
ValidateGC(&pWin->drawable, pGC);
FFBDbeUpdateWidPlane(pWin, pGC);
}
/* Clear out buffer B. */
clearRect.x = clearRect.y = 0;
clearRect.width = pWin->drawable.width;
clearRect.height = pWin->drawable.height;
if ((*pDbeScreenPriv->SetupBackgroundPainter)(pWin, pGC)) {
ValidateGC(&pWin->drawable, pGC);
(*pGC->ops->PolyFillRect)(&pWin->drawable, pGC, 1, &clearRect);
}
FreeScratchGC(pGC);
} else {
/* Get a front pixmap. */
if (!(pDbeWindowPrivPriv->pFrontBuffer =
(*pScreen->CreatePixmap)(pScreen, pDbeWindowPriv->width,
pDbeWindowPriv->height,
pWin->drawable.depth)))
return BadAlloc;
/* Get a back pixmap. */
if (!(pDbeWindowPrivPriv->pBackBuffer =
(*pScreen->CreatePixmap)(pScreen, pDbeWindowPriv->width,
pDbeWindowPriv->height,
pWin->drawable.depth))) {
(*pScreen->DestroyPixmap)(pDbeWindowPrivPriv->pFrontBuffer);
return BadAlloc;
}
/* Make the back pixmap a DBE drawable resource. */
if (!AddResource(bufId, dbeDrawableResType,
(pointer)pDbeWindowPrivPriv->pBackBuffer)) {
/* Free the buffer and the drawable resource. */
FreeResource(bufId, RT_NONE);
return(BadAlloc);
}
/* Attach the priv priv to the priv. */
pDbeWindowPriv->devPrivates[FFBDbeWindowPrivPrivIndex].ptr =
(pointer)pDbeWindowPrivPriv;
/* Indicate we are doing this non-accelerated. */
pDbeWindowPrivPriv->HwAccelerated = 0;
/* Clear the back buffer. */
pGC = GetScratchGC(pWin->drawable.depth, pWin->drawable.pScreen);
if ((*pDbeScreenPriv->SetupBackgroundPainter)(pWin, pGC)) {
ValidateGC((DrawablePtr)pDbeWindowPrivPriv->pBackBuffer, pGC);
clearRect.x = clearRect.y = 0;
clearRect.width = pDbeWindowPrivPriv->pBackBuffer->drawable.width;
clearRect.height = pDbeWindowPrivPriv->pBackBuffer->drawable.height;
(*pGC->ops->PolyFillRect)(
(DrawablePtr)pDbeWindowPrivPriv->pBackBuffer, pGC, 1,
&clearRect);
}
FreeScratchGC(pGC);
}
} else {
pointer cookie;
/* A buffer is already associated with the window.
* Place the new buffer ID information at the head of the ID list.
*/
if (pDbeWindowPrivPriv->HwAccelerated != 0)
cookie = (pointer)&pWin->drawable;
else
cookie = (pointer)pDbeWindowPrivPriv->pBackBuffer;
/* Associate the new ID with an existing pixmap. */
if (!AddResource(bufId, dbeDrawableResType, cookie))
return BadAlloc;
}
return Success;
}
static void
FFBDbeAliasBuffers(DbeWindowPrivPtr pDbeWindowPriv)
{
FFBDbeWindowPrivPrivPtr pDbeWindowPrivPriv =
FFB_DBE_WINDOW_PRIV_PRIV(pDbeWindowPriv);
pointer cookie;
int i;
if (pDbeWindowPrivPriv->HwAccelerated != 0)
cookie = (pointer) &pDbeWindowPriv->pWindow->drawable;
else
cookie = (pointer) pDbeWindowPrivPriv->pBackBuffer;
for (i = 0; i < pDbeWindowPriv->nBufferIDs; i++)
ChangeResourceValue(pDbeWindowPriv->IDs[i], dbeDrawableResType, cookie);
}
static int
FFBDbeSwapBuffers(ClientPtr client, int *pNumWindows, DbeSwapInfoPtr swapInfo)
{
FFBDbeWindowPrivPrivPtr pDbeWindowPrivPriv;
DbeScreenPrivPtr pDbeScreenPriv;
PixmapPtr pTmpBuffer;
xRectangle clearRect;
WindowPtr pWin;
GCPtr pGC;
pWin = swapInfo[0].pWindow;
pDbeScreenPriv = DBE_SCREEN_PRIV_FROM_WINDOW(pWin);
pDbeWindowPrivPriv = FFB_DBE_WINDOW_PRIV_PRIV_FROM_WINDOW(pWin);
pGC = GetScratchGC(pWin->drawable.depth, pWin->drawable.pScreen);
if (pDbeWindowPrivPriv->HwAccelerated != 0) {
FFBPtr pFfb = GET_FFB_FROM_SCREEN(pWin->drawable.pScreen);
CreatorPrivWinPtr pFfbPrivWin = CreatorGetWindowPrivate(pWin);
unsigned int fbc;
int visible;
/* Unfortunately, this is necessary for correctness. */
FFBWait(pFfb, pFfb->regs);
/* Flip front/back in the WID. */
visible = 0;
if (pWin->viewable &&
pWin->visibility != VisibilityFullyObscured)
visible = 1;
FFBWidChangeBuffer(pFfb, pFfbPrivWin->wid, visible);
/* Indicate where we are rendering now. */
pDbeWindowPrivPriv->HwCurrentBuf ^= 1;
/* Update framebuffer controls. */
fbc = pFfbPrivWin->fbc_base;
fbc &= ~(FFB_FBC_WB_MASK | FFB_FBC_RB_MASK);
if (pDbeWindowPrivPriv->HwCurrentBuf == 0)
fbc |= FFB_FBC_WB_A | FFB_FBC_RB_A;
else
fbc |= FFB_FBC_WB_B | FFB_FBC_RB_B;
/* For XdbeUndefined we do not have to do anything.
* This is true for XdbeUntouched as well because we
* do in fact retain the unobscured contents of the
* front buffer while it is being displayed, thus now
* when it has become the back buffer it is still holding
* those contents.
*
* The XdbeUntouched case is important because most apps
* using dbe use this type of swap.
*/
if (swapInfo[0].swapAction == XdbeCopied) {
unsigned int fbc_front_to_back;
/* Do a GCOPY, front to back. */
fbc_front_to_back = fbc & ~FFB_FBC_RB_MASK;
if (pDbeWindowPrivPriv->HwCurrentBuf == 0)
fbc_front_to_back |= FFB_FBC_RB_B;
else
fbc_front_to_back |= FFB_FBC_RB_A;
pFfbPrivWin->fbc_base = fbc_front_to_back;
ValidateGC(&pWin->drawable, pGC);
(*pGC->ops->CopyArea)(&pWin->drawable,
&pWin->drawable,
pGC,
0, 0,
pWin->drawable.width,
pWin->drawable.height,
0, 0);
} else if (swapInfo[0].swapAction == XdbeBackground) {
if ((*pDbeScreenPriv->SetupBackgroundPainter)(pWin, pGC)) {
ValidateGC(&pWin->drawable, pGC);
clearRect.x = 0;
clearRect.y = 0;
clearRect.width = pWin->drawable.width;
clearRect.height = pWin->drawable.height;
(*pGC->ops->PolyFillRect)(&pWin->drawable, pGC,
1, &clearRect);
}
}
/* Ok, now render with these fb controls. */
pFfbPrivWin->fbc_base = fbc;
} else {
if (swapInfo[0].swapAction == XdbeUntouched) {
ValidateGC((DrawablePtr)pDbeWindowPrivPriv->pFrontBuffer, pGC);
(*pGC->ops->CopyArea)((DrawablePtr)pWin,
(DrawablePtr)pDbeWindowPrivPriv->pFrontBuffer,
pGC, 0, 0, pWin->drawable.width,
pWin->drawable.height, 0, 0);
}
ValidateGC((DrawablePtr)pWin, pGC);
(*pGC->ops->CopyArea)((DrawablePtr)pDbeWindowPrivPriv->pBackBuffer,
(DrawablePtr)pWin, pGC, 0, 0,
pWin->drawable.width, pWin->drawable.height,
0, 0);
if (swapInfo[0].swapAction == XdbeBackground) {
if ((*pDbeScreenPriv->SetupBackgroundPainter)(pWin, pGC)) {
ValidateGC((DrawablePtr)pDbeWindowPrivPriv->pBackBuffer,
pGC);
clearRect.x = 0;
clearRect.y = 0;
clearRect.width =
pDbeWindowPrivPriv->pBackBuffer->drawable.width;
clearRect.height =
pDbeWindowPrivPriv->pBackBuffer->drawable.height;
(*pGC->ops->PolyFillRect)(
(DrawablePtr)pDbeWindowPrivPriv->pBackBuffer,
pGC, 1, &clearRect);
}
} else if (swapInfo[0].swapAction == XdbeUntouched) {
/* Swap pixmap pointers. */
pTmpBuffer = pDbeWindowPrivPriv->pBackBuffer;
pDbeWindowPrivPriv->pBackBuffer =
pDbeWindowPrivPriv->pFrontBuffer;
pDbeWindowPrivPriv->pFrontBuffer = pTmpBuffer;
FFBDbeAliasBuffers(pDbeWindowPrivPriv->pDbeWindowPriv);
}
}
/* Remove the swapped window from the swap information array and decrement
* pNumWindows to indicate to the DIX level how many windows were actually
* swapped.
*/
if (*pNumWindows > 1) {
/* We were told to swap more than one window, but we only swapped the
* first one. Remove the first window in the list by moving the last
* window to the beginning.
*/
swapInfo[0].pWindow = swapInfo[*pNumWindows - 1].pWindow;
swapInfo[0].swapAction = swapInfo[*pNumWindows - 1].swapAction;
/* Clear the last window information just to be safe. */
swapInfo[*pNumWindows - 1].pWindow = (WindowPtr)NULL;
swapInfo[*pNumWindows - 1].swapAction = 0;
} else {
/* Clear the window information just to be safe. */
swapInfo[0].pWindow = (WindowPtr)NULL;
swapInfo[0].swapAction = 0;
}
(*pNumWindows)--;
FreeScratchGC(pGC);
return Success;
}
static void
FFBDbeWinPrivDelete(DbeWindowPrivPtr pDbeWindowPriv, XID bufId)
{
WindowPtr pWin = pDbeWindowPriv->pWindow;
FFBDbeWindowPrivPrivPtr pDbeWindowPrivPriv;
if (pDbeWindowPriv->nBufferIDs != 0) {
/* We still have at least one more buffer ID associated with this
* window.
*/
return;
}
/* We have no more buffer IDs associated with this window. We need to
* free some stuff.
*/
pDbeWindowPrivPriv = FFB_DBE_WINDOW_PRIV_PRIV(pDbeWindowPriv);
/* If we were accelerating we need to restore the framebuffer
* attributes. We need to also free up the Dbe WID and go
* back to using the shared one.
*/
if (pDbeWindowPrivPriv->HwAccelerated != 0) {
FFBPtr pFfb = GET_FFB_FROM_SCREEN(pWin->drawable.pScreen);
CreatorPrivWinPtr pFfbPrivWin = CreatorGetWindowPrivate(pWin);
xRectangle clearRect;
unsigned int fbc;
GCPtr pGC;
pFfbPrivWin->wid = FFBWidReshare(pFfb, pFfbPrivWin->wid);
/* Go back to using buffer A. */
fbc = pFfbPrivWin->fbc_base;
fbc &= ~(FFB_FBC_WB_MASK | FFB_FBC_RB_MASK);
fbc |= FFB_FBC_WB_A | FFB_FBC_RB_A;
/* Now fixup the WID channel. */
pFfbPrivWin->fbc_base =
(fbc & ~FFB_FBC_RGBE_MASK) | FFB_FBC_RGBE_OFF;
pGC = GetScratchGC(pWin->drawable.depth, pWin->drawable.pScreen);
clearRect.x = clearRect.y = 0;
clearRect.width = pWin->drawable.width;
clearRect.height = pWin->drawable.height;
ValidateGC(&pWin->drawable, pGC);
FFBDbeUpdateWidPlane(pWin, pGC);
(*pGC->ops->PolyFillRect)(&pWin->drawable, pGC, 1, &clearRect);
FreeScratchGC(pGC);
pFfbPrivWin->fbc_base = fbc;
} else {
/* Destroy the front and back pixmaps. */
if (pDbeWindowPrivPriv->pFrontBuffer)
(*pDbeWindowPriv->pWindow->drawable.pScreen->DestroyPixmap)(
pDbeWindowPrivPriv->pFrontBuffer);
if (pDbeWindowPrivPriv->pBackBuffer)
(*pDbeWindowPriv->pWindow->drawable.pScreen->DestroyPixmap)(
pDbeWindowPrivPriv->pBackBuffer);
}
}
static Bool
FFBDbePositionWindow(WindowPtr pWin, int x, int y)
{
ScreenPtr pScreen;
DbeScreenPrivPtr pDbeScreenPriv;
DbeWindowPrivPtr pDbeWindowPriv;
FFBDbeWindowPrivPrivPtr pDbeWindowPrivPriv;
int width, height;
int dx, dy, dw, dh;
int sourcex, sourcey;
int destx, desty;
int savewidth, saveheight;
PixmapPtr pFrontBuffer;
PixmapPtr pBackBuffer;
Bool clear;
GCPtr pGC;
xRectangle clearRect;
Bool ret;
/* 1. Unwrap the member routine. */
pScreen = pWin->drawable.pScreen;
pDbeScreenPriv = DBE_SCREEN_PRIV(pScreen);
pScreen->PositionWindow = pDbeScreenPriv->PositionWindow;
/* 2. Do any work necessary before the member routine is called.
*
* In this case we do not need to do anything.
*/
/* 3. Call the member routine, saving its result if necessary. */
ret = (*pScreen->PositionWindow)(pWin, x, y);
/* 4. Rewrap the member routine, restoring the wrapper value first in case
* the wrapper (or something that it wrapped) change this value.
*/
pDbeScreenPriv->PositionWindow = pScreen->PositionWindow;
pScreen->PositionWindow = FFBDbePositionWindow;
/* 5. Do any work necessary after the member routine has been called. */
if (!(pDbeWindowPriv = DBE_WINDOW_PRIV(pWin)))
return ret;
if (pDbeWindowPriv->width == pWin->drawable.width &&
pDbeWindowPriv->height == pWin->drawable.height)
return ret;
width = pWin->drawable.width;
height = pWin->drawable.height;
dx = pWin->drawable.x - pDbeWindowPriv->x;
dy = pWin->drawable.y - pDbeWindowPriv->y;
dw = width - pDbeWindowPriv->width;
dh = height - pDbeWindowPriv->height;
GravityTranslate (0, 0, -dx, -dy, dw, dh, pWin->bitGravity, &destx, &desty);
clear = ((pDbeWindowPriv->width < (unsigned short)width ) ||
(pDbeWindowPriv->height < (unsigned short)height) ||
(pWin->bitGravity == ForgetGravity));
sourcex = 0;
sourcey = 0;
savewidth = pDbeWindowPriv->width;
saveheight = pDbeWindowPriv->height;
/* Clip rectangle to source and destination. */
if (destx < 0) {
savewidth += destx;
sourcex -= destx;
destx = 0;
}
if (destx + savewidth > width)
savewidth = width - destx;
if (desty < 0) {
saveheight += desty;
sourcey -= desty;
desty = 0;
}
if (desty + saveheight > height)
saveheight = height - desty;
pDbeWindowPriv->width = width;
pDbeWindowPriv->height = height;
pDbeWindowPriv->x = pWin->drawable.x;
pDbeWindowPriv->y = pWin->drawable.y;
pGC = GetScratchGC (pWin->drawable.depth, pScreen);
if (clear) {
if ((*pDbeScreenPriv->SetupBackgroundPainter)(pWin, pGC)) {
clearRect.x = 0;
clearRect.y = 0;
clearRect.width = width;
clearRect.height = height;
} else {
clear = FALSE;
}
}
pDbeWindowPrivPriv = FFB_DBE_WINDOW_PRIV_PRIV(pDbeWindowPriv);
if (pDbeWindowPrivPriv->HwAccelerated != 0) {
/* If we're hw accelerating, things are much easier. */
ValidateGC(&pWin->drawable, pGC);
FFBDbeUpdateWidPlane(pWin, pGC);
if (clear) {
CreatorPrivWinPtr pFfbPrivWin = CreatorGetWindowPrivate(pWin);
unsigned int fbc, orig_fbc;
ValidateGC(&pWin->drawable, pGC);
(*pGC->ops->PolyFillRect)(&pWin->drawable, pGC,
1, &clearRect);
orig_fbc = fbc = pFfbPrivWin->fbc_base;
fbc &= ~(FFB_FBC_WB_MASK);
if (pDbeWindowPrivPriv->HwCurrentBuf == 0)
fbc |= FFB_FBC_WB_B;
else
fbc |= FFB_FBC_WB_A;
pFfbPrivWin->fbc_base = fbc;
if ((*pDbeScreenPriv->SetupBackgroundPainter)(pWin, pGC)) {
ValidateGC(&pWin->drawable, pGC);
clearRect.x = 0;
clearRect.y = 0;
clearRect.width = width;
clearRect.height = height;
(*pGC->ops->PolyFillRect)(&pWin->drawable, pGC,
1, &clearRect);
}
pFfbPrivWin->fbc_base = orig_fbc;
}
FreeScratchGC(pGC);
} else {
/* Create DBE buffer pixmaps equal to size of resized window. */
pFrontBuffer = (*pScreen->CreatePixmap)(pScreen, width, height,
pWin->drawable.depth);
pBackBuffer = (*pScreen->CreatePixmap)(pScreen, width, height,
pWin->drawable.depth);
if (!pFrontBuffer || !pBackBuffer) {
/* We failed at creating 1 or 2 of the pixmaps. */
if (pFrontBuffer)
(*pScreen->DestroyPixmap)(pFrontBuffer);
if (pBackBuffer)
(*pScreen->DestroyPixmap)(pBackBuffer);
/* Destroy all buffers for this window. */
while (pDbeWindowPriv) {
/* DbeWindowPrivDelete() will free the window private
* if there no more buffer IDs associated with this
* window.
*/
FreeResource(pDbeWindowPriv->IDs[0], RT_NONE);
pDbeWindowPriv = DBE_WINDOW_PRIV(pWin);
}
FreeScratchGC(pGC);
return FALSE;
} else {
/* Clear out the new DBE buffer pixmaps. */
ValidateGC((DrawablePtr)pFrontBuffer, pGC);
/* I suppose this could avoid quite a bit of work if
* it computed the minimal area required.
*/
if (clear) {
(*pGC->ops->PolyFillRect)((DrawablePtr)pFrontBuffer, pGC, 1,
&clearRect);
(*pGC->ops->PolyFillRect)((DrawablePtr)pBackBuffer , pGC, 1,
&clearRect);
}
/* Copy the contents of the old DBE pixmaps to the new pixmaps. */
if (pWin->bitGravity != ForgetGravity) {
(*pGC->ops->CopyArea)((DrawablePtr)pDbeWindowPrivPriv->pFrontBuffer,
(DrawablePtr)pFrontBuffer, pGC,
sourcex, sourcey,
savewidth, saveheight,
destx, desty);
(*pGC->ops->CopyArea)((DrawablePtr)pDbeWindowPrivPriv->pBackBuffer,
(DrawablePtr)pBackBuffer, pGC,
sourcex, sourcey,
savewidth, saveheight, destx, desty);
}
/* Destroy the old pixmaps, and point the DBE window priv to the new
* pixmaps.
*/
(*pScreen->DestroyPixmap)(pDbeWindowPrivPriv->pFrontBuffer);
(*pScreen->DestroyPixmap)(pDbeWindowPrivPriv->pBackBuffer);
pDbeWindowPrivPriv->pFrontBuffer = pFrontBuffer;
pDbeWindowPrivPriv->pBackBuffer = pBackBuffer;
/* Make sure all XID are associated with the new back pixmap. */
FFBDbeAliasBuffers(pDbeWindowPriv);
FreeScratchGC(pGC);
}
}
return ret;
}
static void
FFBDbeResetProc(ScreenPtr pScreen)
{
DbeScreenPrivPtr pDbeScreenPriv = DBE_SCREEN_PRIV(pScreen);
/* Unwrap wrappers */
pScreen->PositionWindow = pDbeScreenPriv->PositionWindow;
}
static Bool
FFBDbeInit(ScreenPtr pScreen, DbeScreenPrivPtr pDbeScreenPriv)
{
ScrnInfoPtr pScrn;
FFBPtr pFfb;
pScrn = xf86Screens[pScreen->myNum];
pFfb = GET_FFB_FROM_SCRN(pScrn);
xf86Msg(X_INFO, "%s: Setting up double-buffer acceleration.\n",
pFfb->psdp->device);
/* Copy resource types created by DIX */
dbeDrawableResType = pDbeScreenPriv->dbeDrawableResType;
dbeWindowPrivResType = pDbeScreenPriv->dbeWindowPrivResType;
/* Copy private indices created by DIX */
dbeScreenPrivIndex = pDbeScreenPriv->dbeScreenPrivIndex;
dbeWindowPrivIndex = pDbeScreenPriv->dbeWindowPrivIndex;
/* Reset the window priv privs if generations do not match. */
if (FFBDbePrivPrivGeneration != serverGeneration) {
/* Allocate the window priv priv. */
FFBDbeWindowPrivPrivIndex = (*pDbeScreenPriv->AllocWinPrivPrivIndex)();
if (!(*pDbeScreenPriv->AllocWinPrivPriv)(pScreen,
FFBDbeWindowPrivPrivIndex,
sizeof(FFBDbeWindowPrivPrivRec)))
return FALSE;
/* Make sure we only do this code once. */
FFBDbePrivPrivGeneration = serverGeneration;
}
/* Wrap functions. */
pDbeScreenPriv->PositionWindow = pScreen->PositionWindow;
pScreen->PositionWindow = FFBDbePositionWindow;
/* Initialize the per-screen DBE function pointers. */
pDbeScreenPriv->GetVisualInfo = FFBDbeGetVisualInfo;
pDbeScreenPriv->AllocBackBufferName = FFBDbeAllocBackBufferName;
pDbeScreenPriv->SwapBuffers = FFBDbeSwapBuffers;
pDbeScreenPriv->BeginIdiom = 0;
pDbeScreenPriv->EndIdiom = 0;
pDbeScreenPriv->ResetProc = FFBDbeResetProc;
pDbeScreenPriv->WinPrivDelete = FFBDbeWinPrivDelete;
/* The FFB implementation doesn't need buffer validation. */
pDbeScreenPriv->ValidateBuffer = (void (*)())NoopDDA;
return TRUE;
}
extern void DbeRegisterFunction(ScreenPtr pScreen, Bool (*funct)(ScreenPtr, DbeScreenPrivPtr));
Bool
FFBDbePreInit(ScreenPtr pScreen)
{
DbeRegisterFunction(pScreen, FFBDbeInit);
return TRUE;
}
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