439 lines
14 KiB
C
439 lines
14 KiB
C
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/******************************Module*Header*******************************\
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* Module Name: Brush.c
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*
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* Handles all brush/pattern initialization and realization.
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*
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* Copyright (c) 1992-1994 Microsoft Corporation
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*
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\**************************************************************************/
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#include "precomp.h"
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/******************************Public*Routine******************************\
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* VOID vRealizeDitherPattern
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*
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* Generates an 8x8 dither pattern, in our internal realization format, for
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* the colour ulRGBToDither. Note that the high byte of ulRGBToDither does
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* not need to be set to zero, because vComputeSubspaces ignores it.
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\**************************************************************************/
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VOID vRealizeDitherPattern(
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RBRUSH* prb,
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ULONG ulRGBToDither)
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{
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ULONG ulNumVertices;
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VERTEX_DATA vVertexData[4];
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VERTEX_DATA* pvVertexData;
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// Calculate what colour subspaces are involved in the dither:
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pvVertexData = vComputeSubspaces(ulRGBToDither, vVertexData);
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// Now that we have found the bounding vertices and the number of
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// pixels to dither for each vertex, we can create the dither pattern
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ulNumVertices = pvVertexData - vVertexData;
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// # of vertices with more than zero pixels in the dither
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// Do the actual dithering:
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vDitherColor(&prb->aulPattern[0], vVertexData, pvVertexData, ulNumVertices);
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prb->fl = 0;
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prb->ptlBrushOrg.x = -1;
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prb->pbe = NULL; // Initialize the fields we need
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}
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/******************************Public*Routine******************************\
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* BOOL DrvRealizeBrush
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*
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* This function allows us to convert GDI brushes into an internal form
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* we can use. It is called by GDI when we've called BRUSHOBJ_pvGetRbrush
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* in some other function like DrvBitBlt, and GDI doesn't happen have a cached
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* realization lying around.
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*
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* Input:
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*
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* ppdev->bRealizeTransparent -- Hint for whether or not the brush should be
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* realized for transparency. If this hint is
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* wrong, there will be no error, but the brush
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* will have to be unnecessarily re-realized.
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*
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* Note: You should always set 'ppdev->bRealizeTransparent' before calling
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* BRUSHOBJ_pvGetRbrush!
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*
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\**************************************************************************/
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BOOL DrvRealizeBrush(
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BRUSHOBJ* pbo,
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SURFOBJ* psoDst,
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SURFOBJ* psoPattern,
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SURFOBJ* psoMask,
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XLATEOBJ* pxlo,
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ULONG iHatch)
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{
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PDEV* ppdev;
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ULONG iPatternFormat;
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BYTE* pjSrc;
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BYTE* pjDst;
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LONG lSrcDelta;
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LONG cj;
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LONG i;
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LONG j;
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RBRUSH* prb;
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ULONG* pulXlate;
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ppdev = (PDEV*) psoDst->dhpdev;
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// We only handle brushes if we have an off-screen brush cache
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// available. If there isn't one, we can simply fail the realization,
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// and eventually GDI will do the drawing for us (although a lot
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// slower than we could have done it):
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if (!(ppdev->flStatus & STAT_BRUSH_CACHE))
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goto ReturnFalse;
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// We have a fast path for dithers when we set GCAPS_DITHERONREALIZE:
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if (iHatch & RB_DITHERCOLOR)
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{
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// Implementing DITHERONREALIZE increased our score on a certain
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// unmentionable benchmark by 0.4 million 'megapixels'. Too bad
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// this didn't work in the first version of NT.
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prb = BRUSHOBJ_pvAllocRbrush(pbo,
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sizeof(RBRUSH) + (TOTAL_BRUSH_SIZE << ppdev->cPelSize));
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if (prb == NULL)
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goto ReturnFalse;
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vRealizeDitherPattern(prb, iHatch);
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goto ReturnTrue;
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}
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// We only accelerate 8x8 patterns. Since Win3.1 and Chicago don't
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// support patterns of any other size, it's a safe bet that 99.9%
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// of the patterns we'll ever get will be 8x8:
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if ((psoPattern->sizlBitmap.cx != 8) ||
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(psoPattern->sizlBitmap.cy != 8))
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goto ReturnFalse;
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// At 8bpp, we handle patterns at 1bpp, 4bpp and 8bpp with/without an xlate.
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// At 16bpp, we handle patterns at 1bpp and 16bpp without an xlate.
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// At 32bpp, we handle patterns at 1bpp and 32bpp without an xlate.
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iPatternFormat = psoPattern->iBitmapFormat;
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if ((iPatternFormat == BMF_1BPP) ||
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(iPatternFormat == ppdev->iBitmapFormat) ||
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(iPatternFormat == BMF_4BPP) && (ppdev->iBitmapFormat == BMF_8BPP))
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{
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prb = BRUSHOBJ_pvAllocRbrush(pbo,
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sizeof(RBRUSH) + (TOTAL_BRUSH_SIZE << ppdev->cPelSize));
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if (prb == NULL)
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goto ReturnFalse;
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prb->fl = 0;
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prb->ptlBrushOrg.x = -1;
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prb->pbe = NULL; // Initialize the fields we need
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lSrcDelta = psoPattern->lDelta;
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pjSrc = (BYTE*) psoPattern->pvScan0;
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pjDst = (BYTE*) &prb->aulPattern[0];
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if (ppdev->iBitmapFormat == iPatternFormat)
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{
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if ((pxlo == NULL) || (pxlo->flXlate & XO_TRIVIAL))
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{
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DISPDBG((1, "Realizing un-translated brush"));
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// The pattern is the same colour depth as the screen, and
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// there's no translation to be done:
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cj = (8 << ppdev->cPelSize); // Every pattern is 8 pels wide
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for (i = 8; i != 0; i--)
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{
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RtlCopyMemory(pjDst, pjSrc, cj);
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pjSrc += lSrcDelta;
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pjDst += cj;
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}
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}
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else if (ppdev->iBitmapFormat == BMF_8BPP)
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{
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DISPDBG((1, "Realizing 8bpp translated brush"));
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// The screen is 8bpp, and there's translation to be done:
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pulXlate = pxlo->pulXlate;
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for (i = 8; i != 0; i--)
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{
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for (j = 8; j != 0; j--)
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{
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*pjDst++ = (BYTE) pulXlate[*pjSrc++];
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}
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pjSrc += lSrcDelta - 8;
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}
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}
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else
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{
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// I don't feel like writing code to handle translations
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// when our screen is 16bpp or higher (although I probably
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// should; we could allocate a temporary buffer and use
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// GDI to convert, like is done in the VGA driver).
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goto ReturnFalse;
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}
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}
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else if (iPatternFormat == BMF_1BPP)
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{
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DISPDBG((1, "Realizing 1bpp brush"));
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// We word align the monochrome bitmap so that every row starts
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// on a new word (so that we can do word writes later to transfer
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// the bitmap):
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for (i = 8; i != 0; i--)
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{
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*pjDst = *pjSrc;
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pjDst += sizeof(WORD);
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pjSrc += lSrcDelta;
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}
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pulXlate = pxlo->pulXlate;
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prb->fl |= RBRUSH_2COLOR;
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prb->ulForeColor = pulXlate[1];
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prb->ulBackColor = pulXlate[0];
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}
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else
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{
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DISPDBG((1, "Realizing 4bpp brush"));
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// The screen is 8bpp and the pattern is 4bpp:
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ASSERTDD((ppdev->iBitmapFormat == BMF_8BPP) &&
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(iPatternFormat == BMF_4BPP),
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"Messed up brush logic");
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pulXlate = pxlo->pulXlate;
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for (i = 8; i != 0; i--)
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{
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// Inner loop is repeated only 4 times because each loop
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// handles 2 pixels:
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for (j = 4; j != 0; j--)
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{
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*pjDst++ = (BYTE) pulXlate[*pjSrc >> 4];
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*pjDst++ = (BYTE) pulXlate[*pjSrc & 15];
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pjSrc++;
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}
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pjSrc += lSrcDelta - 4;
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}
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}
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ReturnTrue:
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#if SLOWFILL_PATTERNS
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{
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#if FASTFILL_PATTERNS
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if (!(ppdev->flCaps & CAPS_HW_PATTERNS))
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#endif
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{
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// The last time I checked, GDI took some 500 odd instructions to
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// get from here back to whereever we called 'BRUSHOBJ_pvGetRbrush'.
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// We can at least use this time to get some overlap between the
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// CPU and the display hardware: we'll initialize the 72x72 off-
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// screen cache entry now, which will keep the accelerator busy for
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// a while.
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//
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// We don't do this if we have hardware patterns because:
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//
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// a) S3 hardware patterns require that the off-screen cached
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// brush be correctly aligned, and at this point we don't have
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// access to the 'pptlBrush' brush origin (although we could
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// have copied it into the PDEV before calling
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// BRUSHOBJ_pvGetRbrush).
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//
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// b) S3 hardware patterns require only an 8x8 copy of the
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// pattern; it is not expanded to 72x72, so there isn't even
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// any opportunity for CPU/accelerator processing overlap.
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vIoSlowPatRealize(ppdev, prb, ppdev->bRealizeTransparent);
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}
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}
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#endif
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return(TRUE);
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}
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ReturnFalse:
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if (psoPattern != NULL)
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{
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DISPDBG((1, "Failed realization -- Type: %li Format: %li cx: %li cy: %li",
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psoPattern->iType, psoPattern->iBitmapFormat,
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psoPattern->sizlBitmap.cx, psoPattern->sizlBitmap.cy));
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}
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return(FALSE);
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}
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/******************************Public*Routine******************************\
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* BOOL bEnableBrushCache
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*
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* Allocates off-screen memory for storing the brush cache.
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\**************************************************************************/
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BOOL bEnableBrushCache(
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PDEV* ppdev)
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{
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OH* poh; // Points to off-screen chunk of memory
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BRUSHENTRY* pbe; // Pointer to the brush-cache entry
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LONG i;
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pbe = &ppdev->abe[0]; // Points to where we'll put the first brush
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// cache entry
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#if FASTFILL_PATTERNS
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if (ppdev->flCaps & CAPS_HW_PATTERNS)
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{
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LONG x;
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LONG y;
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poh = pohAllocatePermanent(ppdev,
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(FAST_BRUSH_COUNT + 1) * FAST_BRUSH_ALLOCATION,
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FAST_BRUSH_ALLOCATION);
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if (poh == NULL)
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goto ReturnTrue; // See note about why we can return TRUE...
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ppdev->cBrushCache = FAST_BRUSH_COUNT;
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// Hardware brushes require that the x-coordinate start on an 8
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// pixel boundary. The heap manager doesn't guarantee us any such
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// alignment, so we allocate a bit of extra room so that we can
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// do the alignment ourselves:
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x = (poh->x + 7) & ~7L;
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y = poh->y;
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for (i = FAST_BRUSH_COUNT; i != 0; i--)
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{
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// If we hadn't allocated 'ppdev' with LMEM_ZEROINIT,
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// we would have to initialize pbe->prbVerify too...
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pbe->x = x;
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pbe->y = y;
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x += FAST_BRUSH_ALLOCATION;
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pbe++;
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}
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}
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#endif
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#if SLOWFILL_PATTERNS && FASTFILL_PATTERNS
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else
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#endif
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#if SLOWFILL_PATTERNS
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{
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LONG j;
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ppdev->pfnFillPat = vIoFillPatSlow; // Override FillPatFast
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// Typically, we'll be running at 1024x768x256 on a 1meg board,
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// giving us off-screen memory of the dimension 1024x253 (accounting
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// for the space taken by the hardware pointer). If we allocate
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// the brush cache as one long one-high row of brushes, the heap
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// manager would shave that amount off the largest chunk of memory
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// we could allocate (meaning the largest bitmap potentially stored
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// in off-screen memory couldn't be larger than 253 - 64 = 189 pels
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// high, but it could be 1024 wide).
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//
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// To make this more square, I want to shave off a left-side chunk
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// for the brush cache, and I want at least 8 brushes cached.
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// Since floor(253/64) = 3, we'll allocate a 3 x 3 cache:
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poh = pohAllocatePermanent(ppdev,
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SLOW_BRUSH_CACHE_DIM * SLOW_BRUSH_ALLOCATION,
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SLOW_BRUSH_CACHE_DIM * SLOW_BRUSH_ALLOCATION);
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if (poh == NULL)
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goto ReturnTrue; // See note about why we can return TRUE...
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ppdev->cBrushCache = SLOW_BRUSH_COUNT;
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for (i = 0; i < SLOW_BRUSH_CACHE_DIM; i++)
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{
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for (j = 0; j < SLOW_BRUSH_CACHE_DIM; j++)
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{
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pbe->x = poh->x + (i * SLOW_BRUSH_ALLOCATION);
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pbe->y = poh->y + (j * SLOW_BRUSH_ALLOCATION);
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pbe++;
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}
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}
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}
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#endif // SLOWFILL_PATTERNS
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// Note that we don't have to remember 'poh' for when we have
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// to disable brushes -- the off-screen heap frees any
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// off-screen heap allocations automatically.
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// We successfully allocated the brush cache, so let's turn
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// on the switch showing that we can use it:
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ppdev->flStatus |= STAT_BRUSH_CACHE;
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ReturnTrue:
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// If we couldn't allocate a brush cache, it's not a catastrophic
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// failure; patterns will still work, although they'll be a bit
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// slower since they'll go through GDI. As a result we don't
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// actually have to fail this call:
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DISPDBG((5, "Passed bEnableBrushCache"));
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return(TRUE);
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}
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/******************************Public*Routine******************************\
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* VOID vDisableBrushCache
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*
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* Cleans up anything done in bEnableBrushCache.
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\**************************************************************************/
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VOID vDisableBrushCache(PDEV* ppdev)
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{
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// We ain't gotta do nothin'
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}
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/******************************Public*Routine******************************\
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* VOID vAssertModeBrushCache
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*
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* Resets the brush cache when we exit out of full-screen.
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\**************************************************************************/
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VOID vAssertModeBrushCache(
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PDEV* ppdev,
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BOOL bEnable)
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{
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BRUSHENTRY* pbe;
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LONG i;
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if (bEnable)
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{
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// Invalidate the brush cache:
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pbe = &ppdev->abe[0];
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for (i = ppdev->cBrushCache; i != 0; i--)
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{
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pbe->prbVerify = NULL;
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pbe++;
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}
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}
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}
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