Custom file for rotating pcmcia screens
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/*
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 * $XFree86: xc/programs/Xserver/miext/shadow/shrotate.c,v 1.3 2001/07/21 04:13:26 keithp Exp $
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 *
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 * Copyright © 2001 Keith Packard, member of The XFree86 Project, Inc.
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 *
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 * Permission to use, copy, modify, distribute, and sell this software and its
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 * documentation for any purpose is hereby granted without fee, provided that
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 * the above copyright notice appear in all copies and that both that
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 * copyright notice and this permission notice appear in supporting
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 * documentation, and that the name of Keith Packard not be used in
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 * advertising or publicity pertaining to distribution of the software without
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 * specific, written prior permission.  Keith Packard makes no
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 * representations about the suitability of this software for any purpose.  It
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 * is provided "as is" without express or implied warranty.
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 *
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 * KEITH PACKARD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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 * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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 * EVENT SHALL KEITH PACKARD BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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 * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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 * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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 * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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 * PERFORMANCE OF THIS SOFTWARE.
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 */
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#include    "X.h"
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#include    "scrnintstr.h"
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#include    "windowstr.h"
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#include    "font.h"
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#include    "dixfontstr.h"
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#include    "fontstruct.h"
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#include    "mi.h"
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#include    "regionstr.h"
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#include    "globals.h"
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#include    "gcstruct.h"
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#include    "shadow.h"
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#include    "fb.h"
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/*
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 * These indicate which way the source (shadow) is scanned when
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 * walking the screen in a particular direction
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 */
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#define LEFT_TO_RIGHT	1
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#define RIGHT_TO_LEFT	-1
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#define TOP_TO_BOTTOM	2
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#define BOTTOM_TO_TOP	-2
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typedef CARD16	PcBits;
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typedef INT32	PcStride;
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#define PC_SHIFT    4
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#define PC_UNIT	    (1 << PC_SHIFT)
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#define PC_HALFUNIT (1 << (PC_SHIFT-1))
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#define PC_MASK	    (PC_UNIT - 1)
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#define PC_ALLONES  ((PcBits) -1)
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#define PcScrRight(x,b) FbScrRight(x,b)
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#define PcScrLeft(x,b) FbScrLeft(x,b)
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#define PcBitsMask(x,w)	(PcScrRight(PC_ALLONES,(x) & PC_MASK) & \
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			 PcScrLeft(PC_ALLONES,(PC_UNIT - ((x) + (w))) & PC_MASK))
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#define pcGetDrawable(pDrawable, pointer, stride, bpp, xoff, yoff) { \
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    PixmapPtr   _pPix; \
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    if ((pDrawable)->type != DRAWABLE_PIXMAP) \
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	_pPix = fbGetWindowPixmap(pDrawable); \
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    else \
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	_pPix = (PixmapPtr) (pDrawable); \
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    (pointer) = (PcBits *) _pPix->devPrivate.ptr; \
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    (stride) = ((int) _pPix->devKind) / sizeof (PcBits); \
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    (bpp) = _pPix->drawable.bitsPerPixel; \
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    (xoff) = 0; \
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    (yoff) = 0; \
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}
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void
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pcmciaUpdateRotatePacked (ScreenPtr	pScreen,
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			  shadowBufPtr	pBuf)
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{
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    RegionPtr	damage = &pBuf->damage;
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    PixmapPtr	pShadow = pBuf->pPixmap;
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    int		nbox = REGION_NUM_RECTS (damage);
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    BoxPtr	pbox = REGION_RECTS (damage);
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    PcBits	*shaBits;
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    PcStride	shaStride;
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    int		shaBpp;
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    int		shaXoff, shaYoff;
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    int		box_x1, box_x2, box_y1, box_y2;
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    int		sha_x1, sha_y1;
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    int		scr_x1, scr_x2, scr_y1, scr_y2, scr_w, scr_h;
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    int		scr_x, scr_y;
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    int		w;
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    int		pixelsPerBits;
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    int		pixelsMask;
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    PcStride	shaStepOverY, shaStepDownY, shaStepOverX, shaStepDownX;
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    PcBits	*shaLine, *sha;
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    int		shaHeight = pShadow->drawable.height;
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    int		shaWidth = pShadow->drawable.width;
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    PcBits	shaMask;
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    int		shaFirstShift, shaShift;
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    int		o_x_dir;
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    int		o_y_dir;
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    int		x_dir;
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    int		y_dir;
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    pcGetDrawable (&pShadow->drawable, shaBits, shaStride, shaBpp, shaXoff, shaYoff);
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    pixelsPerBits = (sizeof (PcBits) * 8) / shaBpp;
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    pixelsMask = ~(pixelsPerBits - 1);
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    shaMask = PcBitsMask (PC_UNIT-shaBpp, shaBpp);
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    /*
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     * Compute rotation related constants to walk the shadow
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     */
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    o_x_dir = LEFT_TO_RIGHT;
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    o_y_dir = TOP_TO_BOTTOM;
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    if (pBuf->randr & SHADOW_REFLECT_X)
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	o_x_dir = -o_x_dir;
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    if (pBuf->randr & SHADOW_REFLECT_Y)
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	o_y_dir = -o_y_dir;
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    switch (pBuf->randr & (SHADOW_ROTATE_ALL)) {
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    case SHADOW_ROTATE_0:	/* upper left shadow -> upper left screen */
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    default:
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	x_dir = o_x_dir;
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	y_dir = o_y_dir;
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	break;
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    case SHADOW_ROTATE_90:    	/* upper right shadow -> upper left screen */
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	x_dir = o_y_dir;
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	y_dir = -o_x_dir;
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	break;
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    case SHADOW_ROTATE_180:	/* lower right shadow -> upper left screen */
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	x_dir = -o_x_dir;
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	y_dir = -o_y_dir;
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	break;
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    case SHADOW_ROTATE_270:	/* lower left shadow -> upper left screen */
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	x_dir = -o_y_dir;
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	y_dir = o_x_dir;
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	break;
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    }
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    switch (x_dir) {
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    case LEFT_TO_RIGHT:
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	shaStepOverX = shaBpp;
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	shaStepOverY = 0;
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	break;
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    case TOP_TO_BOTTOM:
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	shaStepOverX = 0;
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	shaStepOverY = shaStride;
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	break;
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    case RIGHT_TO_LEFT:
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	shaStepOverX = -shaBpp;
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	shaStepOverY = 0;
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	break;
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    case BOTTOM_TO_TOP:
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	shaStepOverX = 0;
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	shaStepOverY = -shaStride;
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	break;
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    }
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    switch (y_dir) {
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    case TOP_TO_BOTTOM:
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	shaStepDownX = 0;
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	shaStepDownY = shaStride;
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	break;
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    case RIGHT_TO_LEFT:
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	shaStepDownX = -shaBpp;
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	shaStepDownY = 0;
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	break;
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    case BOTTOM_TO_TOP:
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	shaStepDownX = 0;
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	shaStepDownY = -shaStride;
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	break;
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    case LEFT_TO_RIGHT:
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	shaStepDownX = shaBpp;
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	shaStepDownY = 0;
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	break;
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    }
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    while (nbox--)
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    {
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        box_x1 = pbox->x1;
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        box_y1 = pbox->y1;
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        box_x2 = pbox->x2;
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        box_y2 = pbox->y2;
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        pbox++;
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	/*
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	 * Compute screen and shadow locations for this box
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	 */
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	switch (x_dir) {
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	case LEFT_TO_RIGHT:
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	    scr_x1 = box_x1 & pixelsMask;
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	    scr_x2 = (box_x2 + pixelsPerBits - 1) & pixelsMask;
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	    sha_x1 = scr_x1;
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	    break;
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	case TOP_TO_BOTTOM:
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	    scr_x1 = box_y1 & pixelsMask;
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	    scr_x2 = (box_y2 + pixelsPerBits - 1) & pixelsMask;
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	    sha_y1 = scr_x1;
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	    break;
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	case RIGHT_TO_LEFT:
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	    scr_x1 = (shaWidth - box_x2) & pixelsMask;
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	    scr_x2 = (shaWidth - box_x1 + pixelsPerBits - 1) & pixelsMask;
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	    sha_x1 = (shaWidth - scr_x1 - 1);
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	    break;
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	case BOTTOM_TO_TOP:
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	    scr_x1 = (shaHeight - box_y2) & pixelsMask;
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	    scr_x2 = (shaHeight - box_y1 + pixelsPerBits - 1) & pixelsMask;
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	    sha_y1 = (shaHeight - scr_x1 - 1);
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	    break;
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	}
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	switch (y_dir) {
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	case TOP_TO_BOTTOM:
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	    scr_y1 = box_y1;
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	    scr_y2 = box_y2;
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	    sha_y1 = scr_y1;
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	    break;
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	case RIGHT_TO_LEFT:
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	    scr_y1 = (shaWidth - box_x2);
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	    scr_y2 = (shaWidth - box_x1);
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	    sha_x1 = box_x2 - 1;
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	    break;
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	case BOTTOM_TO_TOP:
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	    scr_y1 = shaHeight - box_y2;
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	    scr_y2 = shaHeight - box_y1;
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	    sha_y1 = box_y2 - 1;
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	    break;
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	case LEFT_TO_RIGHT:
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	    scr_y1 = box_x1;
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	    scr_y2 = box_x2;
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	    sha_x1 = box_x1;
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	    break;
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	}
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	scr_w = ((scr_x2 - scr_x1) * shaBpp) >> PC_SHIFT;
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	scr_h = scr_y2 - scr_y1;
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	scr_y = scr_y1;
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	/* shift amount for first pixel on screen */ 
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	shaFirstShift = PC_UNIT - ((sha_x1 * shaBpp) & PC_MASK) - shaBpp;
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	/* pointer to shadow data first placed on screen */
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	shaLine = (shaBits + 
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		   sha_y1 * shaStride + 
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		   ((sha_x1 * shaBpp) >> PC_SHIFT));
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	/*
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	 * Copy the bits, always write across the physical frame buffer
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	 * to take advantage of write combining.
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	 */
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	while (scr_h--)
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	{
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	    int	    p;
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	    PcBits  bits;
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	    PcBits  *win;
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	    int	    i;
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	    CARD32  winSize;
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	    sha = shaLine;
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	    shaShift = shaFirstShift;
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	    w = scr_w;
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	    scr_x = scr_x1 * shaBpp >> PC_SHIFT;
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	    while (w)
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	    {
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		/*
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		 * Map some of this line
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		 */
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		win = (PcBits *) (*pBuf->window) (pScreen,
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						  scr_y,
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						  scr_x << 1,
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						  SHADOW_WINDOW_WRITE,
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						  &winSize,
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						  pBuf->closure);
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		i = (winSize >> 1);
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		if (i > w)
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		    i = w;
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		w -= i;
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		scr_x += i;
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		/*
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		 * Copy the portion of the line mapped
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		 */
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		while (i--)
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		{
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		    bits = 0;
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		    p = pixelsPerBits;
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		    /*
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		     * Build one word of output from multiple inputs
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		     * 
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		     * Note that for 90/270 rotations, this will walk
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		     * down the shadow hitting each scanline once.
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		     * This is probably not very efficient.
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		     */
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		    while (p--)
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		    {
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			bits = PcScrLeft(bits, shaBpp);
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			bits |= PcScrRight (*sha, shaShift) & shaMask;
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			shaShift -= shaStepOverX;
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			if (shaShift >= PC_UNIT)
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			{
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			    shaShift -= PC_UNIT;
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			    sha--;
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			}
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			else if (shaShift < 0)
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			{
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			    shaShift += PC_UNIT;
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			    sha++;
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			}
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			sha += shaStepOverY;
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		    }
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		    *win++ = bits;
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		}
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	    }
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	    scr_y++;
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	    shaFirstShift -= shaStepDownX;
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	    if (shaFirstShift >= PC_UNIT)
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	    {
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		shaFirstShift -= PC_UNIT;
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		shaLine--;
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	    }
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	    else if (shaFirstShift < 0)
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	    {
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		shaFirstShift += PC_UNIT;
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		shaLine++;
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	    }
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	    shaLine += shaStepDownY;
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	}
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    }
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}
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