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-rw-r--r--packages/xorg-xserver/xserver-kdrive/faster-rotated.patch241
1 files changed, 0 insertions, 241 deletions
diff --git a/packages/xorg-xserver/xserver-kdrive/faster-rotated.patch b/packages/xorg-xserver/xserver-kdrive/faster-rotated.patch
deleted file mode 100644
index eaf7ddec36..0000000000
--- a/packages/xorg-xserver/xserver-kdrive/faster-rotated.patch
+++ /dev/null
@@ -1,241 +0,0 @@
-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;
- }
- }
- }