perf: Port upstream PR #1055 — byte-level framebuffer writes
Replace per-pixel drawPixel calls with byte-level framebuffer writes for fillRect, axis-aligned drawLine, and fillRectDither. Adds fillPhysicalHSpanByte/fillPhysicalHSpan helpers that write directly to physical rows with memset and partial-byte masking. Also applies coderabbit nitpick: fillPolygon scanline fill now uses fillPhysicalHSpan for Landscape orientations. Upstream: https://github.com/crosspoint-reader/crosspoint-reader/pull/1055 Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -3,6 +3,8 @@
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#include <Logging.h>
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#include <Utf8.h>
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#include <cstring>
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const uint8_t* GfxRenderer::getGlyphBitmap(const EpdFontData* fontData, const EpdGlyph* glyph) const {
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if (fontData->groups != nullptr) {
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if (!fontDecompressor) {
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@@ -306,15 +308,34 @@ void GfxRenderer::drawLine(int x1, int y1, int x2, int y2, const bool state) con
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if (y2 < y1) {
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std::swap(y1, y2);
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}
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for (int y = y1; y <= y2; y++) {
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drawPixel(x1, y, state);
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// In Portrait/PortraitInverted a logical vertical line maps to a physical horizontal span.
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switch (orientation) {
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case Portrait:
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fillPhysicalHSpan(HalDisplay::DISPLAY_HEIGHT - 1 - x1, y1, y2, state);
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return;
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case PortraitInverted:
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fillPhysicalHSpan(x1, HalDisplay::DISPLAY_WIDTH - 1 - y2, HalDisplay::DISPLAY_WIDTH - 1 - y1, state);
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return;
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default:
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for (int y = y1; y <= y2; y++) drawPixel(x1, y, state);
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return;
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}
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} else if (y1 == y2) {
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if (x2 < x1) {
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std::swap(x1, x2);
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}
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for (int x = x1; x <= x2; x++) {
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drawPixel(x, y1, state);
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// In Landscape a logical horizontal line maps to a physical horizontal span.
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switch (orientation) {
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case LandscapeCounterClockwise:
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fillPhysicalHSpan(y1, x1, x2, state);
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return;
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case LandscapeClockwise:
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fillPhysicalHSpan(HalDisplay::DISPLAY_HEIGHT - 1 - y1, HalDisplay::DISPLAY_WIDTH - 1 - x2,
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HalDisplay::DISPLAY_WIDTH - 1 - x1, state);
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return;
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default:
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for (int x = x1; x <= x2; x++) drawPixel(x, y1, state);
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return;
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}
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} else {
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// Bresenham's line algorithm — integer arithmetic only
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@@ -443,9 +464,80 @@ void GfxRenderer::drawRoundedRect(const int x, const int y, const int width, con
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}
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}
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// Write a patterned horizontal span directly into the physical framebuffer with byte-level operations.
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// Handles partial left/right bytes and fills the aligned middle with memset.
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// Bit layout: MSB-first (bit 7 = phyX=0, bit 0 = phyX=7); 0 bits = dark pixel, 1 bits = white pixel.
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void GfxRenderer::fillPhysicalHSpanByte(const int phyY, const int phyX_start, const int phyX_end,
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const uint8_t patternByte) const {
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const int cX0 = std::max(phyX_start, 0);
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const int cX1 = std::min(phyX_end, (int)HalDisplay::DISPLAY_WIDTH - 1);
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if (cX0 > cX1 || phyY < 0 || phyY >= (int)HalDisplay::DISPLAY_HEIGHT) return;
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uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES;
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const int startByte = cX0 >> 3;
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const int endByte = cX1 >> 3;
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const int leftBits = cX0 & 7;
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const int rightBits = cX1 & 7;
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if (startByte == endByte) {
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const uint8_t fillMask = (0xFF >> leftBits) & ~(0xFF >> (rightBits + 1));
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row[startByte] = (row[startByte] & ~fillMask) | (patternByte & fillMask);
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return;
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}
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// Left partial byte
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if (leftBits != 0) {
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const uint8_t fillMask = 0xFF >> leftBits;
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row[startByte] = (row[startByte] & ~fillMask) | (patternByte & fillMask);
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}
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// Full bytes in the middle
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const int fullStart = (leftBits == 0) ? startByte : startByte + 1;
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const int fullEnd = (rightBits == 7) ? endByte : endByte - 1;
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if (fullStart <= fullEnd) {
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memset(row + fullStart, patternByte, fullEnd - fullStart + 1);
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}
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// Right partial byte
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if (rightBits != 7) {
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const uint8_t fillMask = ~(0xFF >> (rightBits + 1));
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row[endByte] = (row[endByte] & ~fillMask) | (patternByte & fillMask);
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}
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}
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// Thin wrapper: state=true → 0x00 (all dark), false → 0xFF (all white).
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void GfxRenderer::fillPhysicalHSpan(const int phyY, const int phyX_start, const int phyX_end, const bool state) const {
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fillPhysicalHSpanByte(phyY, phyX_start, phyX_end, state ? 0x00 : 0xFF);
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}
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void GfxRenderer::fillRect(const int x, const int y, const int width, const int height, const bool state) const {
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for (int fillY = y; fillY < y + height; fillY++) {
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drawLine(x, fillY, x + width - 1, fillY, state);
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if (width <= 0 || height <= 0) return;
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// For each orientation, one logical dimension maps to a constant physical row, allowing the
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// perpendicular dimension to be written as a byte-level span — eliminating per-pixel overhead.
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switch (orientation) {
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case Portrait:
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for (int lx = x; lx < x + width; lx++) {
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fillPhysicalHSpan(HalDisplay::DISPLAY_HEIGHT - 1 - lx, y, y + height - 1, state);
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}
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return;
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case PortraitInverted:
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for (int lx = x; lx < x + width; lx++) {
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fillPhysicalHSpan(lx, HalDisplay::DISPLAY_WIDTH - 1 - (y + height - 1), HalDisplay::DISPLAY_WIDTH - 1 - y,
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state);
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}
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return;
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case LandscapeCounterClockwise:
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for (int ly = y; ly < y + height; ly++) {
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fillPhysicalHSpan(ly, x, x + width - 1, state);
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}
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return;
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case LandscapeClockwise:
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for (int ly = y; ly < y + height; ly++) {
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fillPhysicalHSpan(HalDisplay::DISPLAY_HEIGHT - 1 - ly, HalDisplay::DISPLAY_WIDTH - 1 - (x + width - 1),
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HalDisplay::DISPLAY_WIDTH - 1 - x, state);
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}
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return;
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}
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}
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@@ -482,17 +574,77 @@ void GfxRenderer::fillRectDither(const int x, const int y, const int width, cons
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fillRect(x, y, width, height, true);
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} else if (color == Color::White) {
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fillRect(x, y, width, height, false);
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} else if (color == Color::LightGray) {
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for (int fillY = y; fillY < y + height; fillY++) {
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for (int fillX = x; fillX < x + width; fillX++) {
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drawPixelDither<Color::LightGray>(fillX, fillY);
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}
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}
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} else if (color == Color::DarkGray) {
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for (int fillY = y; fillY < y + height; fillY++) {
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for (int fillX = x; fillX < x + width; fillX++) {
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drawPixelDither<Color::DarkGray>(fillX, fillY);
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}
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// Pattern: dark where (phyX + phyY) % 2 == 0 (alternating checkerboard).
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// Byte patterns (phyY even / phyY odd):
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// Portrait / PortraitInverted: 0xAA / 0x55
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// LandscapeCW / LandscapeCCW: 0x55 / 0xAA
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switch (orientation) {
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case Portrait:
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for (int lx = x; lx < x + width; lx++) {
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const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - lx;
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const uint8_t pb = (phyY % 2 == 0) ? 0xAA : 0x55;
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fillPhysicalHSpanByte(phyY, y, y + height - 1, pb);
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}
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return;
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case PortraitInverted:
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for (int lx = x; lx < x + width; lx++) {
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const int phyY = lx;
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const uint8_t pb = (phyY % 2 == 0) ? 0xAA : 0x55;
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fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (y + height - 1),
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HalDisplay::DISPLAY_WIDTH - 1 - y, pb);
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}
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return;
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case LandscapeCounterClockwise:
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for (int ly = y; ly < y + height; ly++) {
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const int phyY = ly;
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const uint8_t pb = (phyY % 2 == 0) ? 0x55 : 0xAA;
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fillPhysicalHSpanByte(phyY, x, x + width - 1, pb);
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}
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return;
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case LandscapeClockwise:
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for (int ly = y; ly < y + height; ly++) {
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const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - ly;
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const uint8_t pb = (phyY % 2 == 0) ? 0x55 : 0xAA;
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fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (x + width - 1),
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HalDisplay::DISPLAY_WIDTH - 1 - x, pb);
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}
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return;
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}
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} else if (color == Color::LightGray) {
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// Pattern: dark where phyX % 2 == 0 && phyY % 2 == 0 (1-in-4 pixels dark).
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// Rows that would be all-white are skipped entirely.
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switch (orientation) {
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case Portrait:
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for (int lx = x; lx < x + width; lx++) {
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const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - lx;
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if (phyY % 2 == 0) continue;
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fillPhysicalHSpanByte(phyY, y, y + height - 1, 0x55);
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}
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return;
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case PortraitInverted:
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for (int lx = x; lx < x + width; lx++) {
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const int phyY = lx;
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if (phyY % 2 != 0) continue;
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fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (y + height - 1),
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HalDisplay::DISPLAY_WIDTH - 1 - y, 0xAA);
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}
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return;
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case LandscapeCounterClockwise:
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for (int ly = y; ly < y + height; ly++) {
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const int phyY = ly;
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if (phyY % 2 != 0) continue;
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fillPhysicalHSpanByte(phyY, x, x + width - 1, 0x55);
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}
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return;
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case LandscapeClockwise:
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for (int ly = y; ly < y + height; ly++) {
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const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - ly;
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if (phyY % 2 == 0) continue;
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fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (x + width - 1),
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HalDisplay::DISPLAY_WIDTH - 1 - x, 0xAA);
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}
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return;
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}
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}
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}
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@@ -890,9 +1042,16 @@ void GfxRenderer::fillPolygon(const int* xPoints, const int* yPoints, int numPoi
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if (startX < 0) startX = 0;
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if (endX >= getScreenWidth()) endX = getScreenWidth() - 1;
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// Draw horizontal line
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for (int x = startX; x <= endX; x++) {
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drawPixel(x, scanY, state);
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// In Landscape orientations, horizontal scanlines map to physical horizontal spans.
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if (orientation == LandscapeCounterClockwise) {
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fillPhysicalHSpan(scanY, startX, endX, state);
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} else if (orientation == LandscapeClockwise) {
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fillPhysicalHSpan(HalDisplay::DISPLAY_HEIGHT - 1 - scanY, HalDisplay::DISPLAY_WIDTH - 1 - endX,
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HalDisplay::DISPLAY_WIDTH - 1 - startX, state);
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} else {
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for (int x = startX; x <= endX; x++) {
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drawPixel(x, scanY, state);
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}
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}
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}
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}
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@@ -45,6 +45,14 @@ class GfxRenderer {
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void drawPixelDither(int x, int y) const;
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template <Color color>
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void fillArc(int maxRadius, int cx, int cy, int xDir, int yDir) const;
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// Write a patterned horizontal span directly to the physical framebuffer using byte-level operations.
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// phyY: physical row; phyX_start/phyX_end: inclusive physical column range.
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// patternByte is repeated across the span; partial edge bytes are blended with existing content.
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// Bit layout: MSB-first (bit 7 = phyX=0); 0 bits = dark pixel, 1 bits = white pixel.
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void fillPhysicalHSpanByte(int phyY, int phyX_start, int phyX_end, uint8_t patternByte) const;
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// Write a solid horizontal span directly to the physical framebuffer using byte-level operations.
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// Thin wrapper around fillPhysicalHSpanByte: state=true → 0x00 (dark), false → 0xFF (white).
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void fillPhysicalHSpan(int phyY, int phyX_start, int phyX_end, bool state) const;
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public:
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explicit GfxRenderer(HalDisplay& halDisplay)
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