Source code of Windows XP (NT5)
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/******************************Module*Header*******************************\
* Module Name: Brush.c
*
* Handles all brush/pattern initialization and realization.
*
* Copyright (c) 1992-1995 Microsoft Corporation
*
\**************************************************************************/
#include "precomp.h"
/******************************Public*Routine******************************\
* VOID vRealizeDitherPattern
*
* Generates an 8x8 dither pattern, in our internal realization format, for
* the colour ulRGBToDither. Note that the high byte of ulRGBToDither does
* not need to be set to zero, because vComputeSubspaces ignores it.
\**************************************************************************/
VOID vRealizeDitherPattern(
RBRUSH* prb,
ULONG ulRGBToDither)
{
ULONG ulNumVertices;
VERTEX_DATA vVertexData[4];
VERTEX_DATA* pvVertexData;
// Calculate what colour subspaces are involved in the dither:
pvVertexData = vComputeSubspaces(ulRGBToDither, vVertexData);
// Now that we have found the bounding vertices and the number of
// pixels to dither for each vertex, we can create the dither pattern
ulNumVertices = (ULONG)(pvVertexData - vVertexData);
// # of vertices with more than zero pixels in the dither
// Do the actual dithering:
vDitherColor(&prb->aulPattern[0], vVertexData, pvVertexData, ulNumVertices);
// Initialize the fields we need:
prb->fl = 0;
}
/******************************Public*Routine******************************\
* BOOL DrvRealizeBrush
*
* This function allows us to convert GDI brushes into an internal form
* we can use. It may be called directly by GDI at SelectObject time, or
* it may be called by GDI as a result of us calling BRUSHOBJ_pvGetRbrush
* to create a realized brush in a function like DrvBitBlt.
*
* Note that we have no way of determining what the current Rop or brush
* alignment are at this point.
*
\**************************************************************************/
BOOL DrvRealizeBrush(
BRUSHOBJ* pbo,
SURFOBJ* psoDst,
SURFOBJ* psoPattern,
SURFOBJ* psoMask,
XLATEOBJ* pxlo,
ULONG iHatch)
{
PDEV* ppdev;
ULONG iPatternFormat;
BYTE* pjSrc;
BYTE* pjDst;
LONG lSrcDelta;
LONG cj;
LONG i;
LONG j;
RBRUSH* prb;
ULONG* pulXlate;
ULONG* pulRBits;
ppdev = (PDEV*) psoDst->dhpdev;
// We don't do brushes in high-colour modes:
if (ppdev->flStat & STAT_UNACCELERATED)
goto ReturnFalse;
// We have a fast path for dithers when we set GCAPS_DITHERONREALIZE:
if (iHatch & RB_DITHERCOLOR)
{
// Implementing DITHERONREALIZE increased our score on a certain
// unmentionable benchmark by 0.4 million 'megapixels'. Too bad
// this didn't work in the first version of NT.
prb = BRUSHOBJ_pvAllocRbrush(pbo,
sizeof(RBRUSH) + (TOTAL_BRUSH_SIZE * ppdev->cjPel));
if (prb == NULL)
goto ReturnFalse;
vRealizeDitherPattern(prb, iHatch);
goto ReturnTrue;
}
// We only accelerate 8x8 patterns. Since Win3.1 and Chicago don't
// support patterns of any other size, it's a safe bet that 99.9%
// of the patterns we'll ever get will be 8x8:
if ((psoPattern->sizlBitmap.cx != 8) ||
(psoPattern->sizlBitmap.cy != 8))
goto ReturnFalse;
// At 8bpp, we handle patterns at 1bpp and 8bpp with/without an xlate.
iPatternFormat = psoPattern->iBitmapFormat;
if ((iPatternFormat == BMF_1BPP) ||
(iPatternFormat == ppdev->iBitmapFormat))
{
prb = BRUSHOBJ_pvAllocRbrush(pbo,
sizeof(RBRUSH) + (TOTAL_BRUSH_SIZE * ppdev->cjPel));
if (prb == NULL)
goto ReturnFalse;
// Initialize the fields we need:
prb->fl = 0;
lSrcDelta = psoPattern->lDelta;
pjSrc = (BYTE*) psoPattern->pvScan0;
pjDst = (BYTE*) &prb->aulPattern[0];
if (ppdev->iBitmapFormat == iPatternFormat)
{
if ((pxlo == NULL) || (pxlo->flXlate & XO_TRIVIAL))
{
DISPDBG((1, "Realizing un-translated brush"));
// The pattern is the same colour depth as the screen, and
// there's no translation to be done:
cj = (8 * ppdev->cjPel); // Every pattern is 8 pels wide
for (i = 8; i != 0; i--)
{
RtlCopyMemory(pjDst, pjSrc, cj);
pjSrc += lSrcDelta;
pjDst += cj;
}
}
else if (ppdev->iBitmapFormat == BMF_8BPP)
{
DISPDBG((1, "Realizing 8bpp translated brush"));
// The screen is 8bpp, and there's translation to be done:
pulXlate = pxlo->pulXlate;
for (i = 8; i != 0; i--)
{
for (j = 8; j != 0; j--)
{
*pjDst++ = (BYTE) pulXlate[*pjSrc++];
}
pjSrc += lSrcDelta - 8;
}
}
else
{
// I don't feel like writing code to handle translations
// when our screen is 16bpp or higher (although I probably
// should; we could allocate a temporary buffer and use
// GDI to convert, like is done in the VGA driver).
goto ReturnFalse;
}
}
else
{
ASSERTDD(iPatternFormat == BMF_1BPP, "Expected 1bpp only");
for (i = 8; i != 0; i--)
{
*pjDst = *pjSrc;
pjSrc += lSrcDelta;
pjDst += 1;
}
pulXlate = pxlo->pulXlate;
prb->fl = RBRUSH_2COLOR;
prb->ulBackColor = pulXlate[0];
prb->ulForeColor = pulXlate[1];
}
ReturnTrue:
if (!(prb->fl & RBRUSH_2COLOR))
{
pulRBits = (ULONG*) &prb->aulPattern[0];
prb->cy = 8;
prb->cyLog2 = 3;
prb->xBlockAlign = -1;
// See if pattern is really only 4 scans long:
ASSERTDD(ppdev->iBitmapFormat == BMF_8BPP,
"This only works at 8bpp");
if (pulRBits[0] == pulRBits[8] && pulRBits[1] == pulRBits[9] &&
pulRBits[2] == pulRBits[10] && pulRBits[3] == pulRBits[11] &&
pulRBits[4] == pulRBits[12] && pulRBits[5] == pulRBits[13] &&
pulRBits[6] == pulRBits[14] && pulRBits[7] == pulRBits[15])
{
prb->cy = 4;
prb->cyLog2 = 2;
// See if pattern is really only 2 scans long:
if (pulRBits[0] == pulRBits[4] && pulRBits[1] == pulRBits[5] &&
pulRBits[2] == pulRBits[6] && pulRBits[3] == pulRBits[7])
{
DISPDBG((2, "cy = 2 "));
prb->cy = 2;
prb->cyLog2 = 1;
}
else
{
DISPDBG((2, "cy = 4 "));
}
}
else
{
DISPDBG((2, "cy = 8 "));
}
// See if pattern is really only 4 pels wide:
for (i = prb->cy / 2; i > 0; i--)
{
if (*(pulRBits ) != *(pulRBits + 1) ||
*(pulRBits + 2) != *(pulRBits + 3))
goto Not_4_Wide;
pulRBits += 4;
}
DISPDBG((2, "4pels wide"));
Not_4_Wide:
;
}
return(TRUE);
}
ReturnFalse:
if (psoPattern != NULL)
{
DISPDBG((1, "Failed realization -- Type: %li Format: %li cx: %li cy: %li",
psoPattern->iType, psoPattern->iBitmapFormat,
psoPattern->sizlBitmap.cx, psoPattern->sizlBitmap.cy));
}
return(FALSE);
}
/******************************Public*Routine******************************\
* VOID vAssertModeBrushCache
*
* Resets the brush cache when we exit out of full-screen.
\**************************************************************************/
VOID vAssertModeBrushCache(
PDEV* ppdev,
BOOL bEnable)
{
}
/******************************Public*Routine******************************\
* BOOL bEnableBrushCache
*
* Allocates off-screen memory for storing the brush cache.
\**************************************************************************/
BOOL bEnableBrushCache(
PDEV* ppdev)
{
return(TRUE);
}
/******************************Public*Routine******************************\
* VOID vDisableBrushCache
*
* Cleans up anything done in bEnableBrushCache.
\**************************************************************************/
VOID vDisableBrushCache(PDEV* ppdev)
{
// We ain't gotta do nothin'
}