Commit b4d8aea6 authored by Antonino A. Daplas's avatar Antonino A. Daplas Committed by Linus Torvalds

[PATCH] fbdev: Remove software clipping from drawing functions

Remove software clipping from imageblit, fillrect and copyarea.  Clipping is
not needed because the console layer assures that reads/writes doest not
happen beyond the extents of the framebuffer.  And software clipping tends to
hide bugs, if they do exist.
Signed-off-by: default avatarAntonino Daplas <adaplas@pol.net>
Signed-off-by: default avatarAndrew Morton <akpm@osdl.org>
Signed-off-by: default avatarLinus Torvalds <torvalds@osdl.org>
parent dd0314f7
......@@ -349,46 +349,10 @@ void cfb_copyarea(struct fb_info *p, const struct fb_copyarea *area)
unsigned long __iomem *dst = NULL, *src = NULL;
int bits = BITS_PER_LONG, bytes = bits >> 3;
int dst_idx = 0, src_idx = 0, rev_copy = 0;
int x2, y2, vxres, vyres;
if (p->state != FBINFO_STATE_RUNNING)
return;
/* We want rotation but lack hardware to do it for us. */
if (!p->fbops->fb_rotate && p->var.rotate) {
}
vxres = p->var.xres_virtual;
vyres = p->var.yres_virtual;
if (area->dx > vxres || area->sx > vxres ||
area->dy > vyres || area->sy > vyres)
return;
/* clip the destination
* We could use hardware clipping but on many cards you get around
* hardware clipping by writing to framebuffer directly.
*/
x2 = area->dx + area->width;
y2 = area->dy + area->height;
dx = area->dx > 0 ? area->dx : 0;
dy = area->dy > 0 ? area->dy : 0;
x2 = x2 < vxres ? x2 : vxres;
y2 = y2 < vyres ? y2 : vyres;
width = x2 - dx;
height = y2 - dy;
if ((width==0) ||(height==0))
return;
/* update sx1,sy1 */
sx += (dx - area->dx);
sy += (dy - area->dy);
/* the source must be completely inside the virtual screen */
if (sx < 0 || sy < 0 || (sx + width) > vxres || (sy + height) > vyres)
return;
/* if the beginning of the target area might overlap with the end of
the source area, be have to copy the area reverse. */
if ((dy == sy && dx > sx) || (dy > sy)) {
......
......@@ -344,7 +344,8 @@ bitfill_unaligned_rev(unsigned long __iomem *dst, int dst_idx, unsigned long pat
void cfb_fillrect(struct fb_info *p, const struct fb_fillrect *rect)
{
unsigned long x2, y2, vxres, vyres, height, width, pat, fg;
unsigned long pat, fg;
unsigned long width = rect->width, height = rect->height;
int bits = BITS_PER_LONG, bytes = bits >> 3;
u32 bpp = p->var.bits_per_pixel;
unsigned long __iomem *dst;
......@@ -353,27 +354,6 @@ void cfb_fillrect(struct fb_info *p, const struct fb_fillrect *rect)
if (p->state != FBINFO_STATE_RUNNING)
return;
/* We want rotation but lack hardware to do it for us. */
if (!p->fbops->fb_rotate && p->var.rotate) {
}
vxres = p->var.xres_virtual;
vyres = p->var.yres_virtual;
if (!rect->width || !rect->height ||
rect->dx > vxres || rect->dy > vyres)
return;
/* We could use hardware clipping but on many cards you get around
* hardware clipping by writing to framebuffer directly. */
x2 = rect->dx + rect->width;
y2 = rect->dy + rect->height;
x2 = x2 < vxres ? x2 : vxres;
y2 = y2 < vyres ? y2 : vyres;
width = x2 - rect->dx;
height = y2 - rect->dy;
if (p->fix.visual == FB_VISUAL_TRUECOLOR ||
p->fix.visual == FB_VISUAL_DIRECTCOLOR )
fg = ((u32 *) (p->pseudo_palette))[rect->color];
......
......@@ -272,33 +272,13 @@ void cfb_imageblit(struct fb_info *p, const struct fb_image *image)
{
u32 fgcolor, bgcolor, start_index, bitstart, pitch_index = 0;
u32 bpl = sizeof(u32), bpp = p->var.bits_per_pixel;
u32 width = image->width, height = image->height;
u32 width = image->width;
u32 dx = image->dx, dy = image->dy;
int x2, y2, vxres, vyres;
u8 __iomem *dst1;
if (p->state != FBINFO_STATE_RUNNING)
return;
vxres = p->var.xres_virtual;
vyres = p->var.yres_virtual;
/*
* We could use hardware clipping but on many cards you get around
* hardware clipping by writing to framebuffer directly like we are
* doing here.
*/
if (image->dx > vxres || image->dy > vyres)
return;
x2 = image->dx + image->width;
y2 = image->dy + image->height;
dx = image->dx > 0 ? image->dx : 0;
dy = image->dy > 0 ? image->dy : 0;
x2 = x2 < vxres ? x2 : vxres;
y2 = y2 < vyres ? y2 : vyres;
width = x2 - dx;
height = y2 - dy;
bitstart = (dy * p->fix.line_length * 8) + (dx * bpp);
start_index = bitstart & (32 - 1);
pitch_index = (p->fix.line_length & (bpl - 1)) * 8;
......
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