1 /***************************************************************************
2 * Copyright (c) 2024 Microsoft Corporation
3 *
4 * This program and the accompanying materials are made available under the
5 * terms of the MIT License which is available at
6 * https://opensource.org/licenses/MIT.
7 *
8 * SPDX-License-Identifier: MIT
9 **************************************************************************/
10
11
12 /**************************************************************************/
13 /**************************************************************************/
14 /** */
15 /** GUIX Component */
16 /** */
17 /** Display Management (Display) */
18 /** */
19 /**************************************************************************/
20
21 #define GX_SOURCE_CODE
22
23 /* Include necessary system files. */
24
25 #include "gx_api.h"
26 #include "gx_display.h"
27 #include "gx_utility.h"
28
29 /**************************************************************************/
30 /* */
31 /* FUNCTION RELEASE */
32 /* */
33 /* _gx_display_driver_24xrgb_rotated_canvas_blend PORTABLE C */
34 /* 6.1.4 */
35 /* AUTHOR */
36 /* */
37 /* Kenneth Maxwell, Microsoft Corporation */
38 /* */
39 /* DESCRIPTION */
40 /* */
41 /* Rotated canvas blend function for 24xrgb color format. */
42 /* */
43 /* INPUT */
44 /* */
45 /* canvas The canvas to blend to */
46 /* composite The canvas to blend from */
47 /* */
48 /* OUTPUT */
49 /* */
50 /* None */
51 /* */
52 /* CALLS */
53 /* */
54 /* _gx_utility_rectangle_shift Adjust the rectangle */
55 /* _gx_utility_recttangle_overlap_detect Detect whether two areas */
56 /* overlap */
57 /* REDVAL_24BPP Extrace Red from canvas */
58 /* GREENVAL_24BPP Extrace Green from canvas */
59 /* BLUEVAL_24BPP Extrace Blue from canvas */
60 /* ASSEMBLECOLOR_24BPP Compose the RGB color */
61 /* */
62 /* CALLED BY */
63 /* */
64 /* GUIX Internal Code */
65 /* */
66 /* RELEASE HISTORY */
67 /* */
68 /* DATE NAME DESCRIPTION */
69 /* */
70 /* 02-02-2021 Kenneth Maxwell Initial Version 6.1.4 */
71 /* */
72 /**************************************************************************/
_gx_display_driver_24xrgb_rotated_canvas_blend(GX_CANVAS * canvas,GX_CANVAS * composite)73 VOID _gx_display_driver_24xrgb_rotated_canvas_blend(GX_CANVAS *canvas, GX_CANVAS *composite)
74 {
75 GX_RECTANGLE dirty;
76 GX_RECTANGLE overlap;
77 ULONG *read;
78 ULONG *read_start;
79 ULONG *write;
80 ULONG *write_start;
81 ULONG fcolor;
82 GX_UBYTE fred, fgreen, fblue;
83 GX_UBYTE bred, bgreen, bblue;
84 GX_UBYTE alpha, balpha;
85
86 ULONG bcolor;
87 INT row;
88 INT col;
89
90 dirty.gx_rectangle_left = dirty.gx_rectangle_top = 0;
91 dirty.gx_rectangle_right = (GX_VALUE)(canvas -> gx_canvas_x_resolution - 1);
92 dirty.gx_rectangle_bottom = (GX_VALUE)(canvas -> gx_canvas_y_resolution - 1);
93
94 _gx_utility_rectangle_shift(&dirty, canvas -> gx_canvas_display_offset_x, canvas -> gx_canvas_display_offset_y);
95
96 if (_gx_utility_rectangle_overlap_detect(&dirty, &composite -> gx_canvas_dirty_area, &overlap))
97 {
98 alpha = canvas -> gx_canvas_alpha;
99 balpha = (GX_UBYTE)(256 - alpha);
100
101 read_start = (ULONG *)canvas -> gx_canvas_memory;
102 write_start = (ULONG *)composite -> gx_canvas_memory;
103
104 if (canvas -> gx_canvas_display -> gx_display_rotation_angle == GX_SCREEN_ROTATION_CW)
105 {
106 /* Index into starting row. */
107 read_start += (dirty.gx_rectangle_right - overlap.gx_rectangle_right) * canvas -> gx_canvas_y_resolution;
108
109 /* Index into pixel. */
110 read_start += overlap.gx_rectangle_top - dirty.gx_rectangle_top;
111
112 /* Calculate the write pointer. */
113 write_start += (composite -> gx_canvas_x_resolution - overlap.gx_rectangle_right - 1) * composite -> gx_canvas_y_resolution;
114 write_start += overlap.gx_rectangle_top;
115 }
116 else
117 {
118 /* Index into starting row. */
119 read_start += (overlap.gx_rectangle_left - dirty.gx_rectangle_left) * canvas -> gx_canvas_y_resolution;
120
121 /* Index into pixel. */
122 read_start += dirty.gx_rectangle_bottom - overlap.gx_rectangle_bottom;
123
124 /* Calculate the write pointer. */
125 write_start += overlap.gx_rectangle_left * composite -> gx_canvas_y_resolution;
126 write_start += (composite -> gx_canvas_y_resolution - overlap.gx_rectangle_bottom - 1);
127 }
128
129 for (row = overlap.gx_rectangle_left; row <= overlap.gx_rectangle_right; row++)
130 {
131 read = read_start;
132 write = write_start;
133
134 for (col = overlap.gx_rectangle_top; col <= overlap.gx_rectangle_bottom; col++)
135 {
136 /* Read the foreground color. */
137 fcolor = *read++;
138
139 /* Split foreground into red, green, and blue components. */
140 fred = REDVAL_24BPP(fcolor);
141 fgreen = GREENVAL_24BPP(fcolor);
142 fblue = BLUEVAL_24BPP(fcolor);
143
144 /* Read background color. */
145 bcolor = *write;
146
147 /* Split background color into red, green, and blue components. */
148 bred = REDVAL_24BPP(bcolor);
149 bgreen = GREENVAL_24BPP(bcolor);
150 bblue = BLUEVAL_24BPP(bcolor);
151
152 /* Blend foreground and background, each color channel. */
153 fred = (GX_UBYTE)(((bred * balpha) + (fred * alpha)) >> 8);
154 fgreen = (GX_UBYTE)(((bgreen * balpha) + (fgreen * alpha)) >> 8);
155 fblue = (GX_UBYTE)(((bblue * balpha) + (fblue * alpha)) >> 8);
156
157 /* Re-assemble into 16-bit color and write it out. */
158 *write++ = ASSEMBLECOLOR_32ARGB((ULONG)0xff, (ULONG)fred, (ULONG)fgreen, (ULONG)fblue);
159 }
160
161 write_start += composite -> gx_canvas_y_resolution;
162 read_start += canvas -> gx_canvas_y_resolution;
163 }
164 }
165 }
166
167