Minor adjustments for readability
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@@ -302,6 +302,18 @@ static void renderGlyphFastBW(uint8_t* const frameBuffer, const uint8_t* const b
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}
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}
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}
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}
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static inline uint8_t drawMaskFor2BitMode(const GfxRenderer::RenderMode mode) {
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switch (mode) {
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case GfxRenderer::BW:
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return 0x0E; // draw raw {1,2,3}
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case GfxRenderer::GRAYSCALE_MSB:
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return 0x06; // draw raw {1,2}
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case GfxRenderer::GRAYSCALE_LSB:
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default:
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return 0x04; // draw raw {2}
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}
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}
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static inline uint8_t build2BitRowMask(const uint8_t* const bitmap, const int rowStartPixel, const int glyphXStartOrEnd,
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static inline uint8_t build2BitRowMask(const uint8_t* const bitmap, const int rowStartPixel, const int glyphXStartOrEnd,
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const int count, const bool reverseXInChunk,
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const int count, const bool reverseXInChunk,
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const GfxRenderer::RenderMode renderMode) {
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const GfxRenderer::RenderMode renderMode) {
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@@ -309,8 +321,7 @@ static inline uint8_t build2BitRowMask(const uint8_t* const bitmap, const int ro
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// raw 0=white, 1=light gray, 2=dark gray, 3=black.
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// raw 0=white, 1=light gray, 2=dark gray, 3=black.
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// Bit N set means: draw/update when raw==N.
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// Bit N set means: draw/update when raw==N.
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// This avoids per-pixel remap (bmpVal = 3 - raw) and branch chains in the hot loop.
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// This avoids per-pixel remap (bmpVal = 3 - raw) and branch chains in the hot loop.
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const uint8_t drawMask =
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const uint8_t drawMask = drawMaskFor2BitMode(renderMode);
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(renderMode == GfxRenderer::BW) ? 0x0E : ((renderMode == GfxRenderer::GRAYSCALE_MSB) ? 0x06 : 0x04);
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uint8_t mask = 0;
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uint8_t mask = 0;
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for (int i = 0; i < count; i++) {
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for (int i = 0; i < count; i++) {
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@@ -331,8 +342,7 @@ static void renderGlyphFast2Bit(uint8_t* const frameBuffer, const uint8_t* const
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// Non-rotated text fast path for 2-bit glyphs. Writes compact masks directly to framebuffer rows.
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// Non-rotated text fast path for 2-bit glyphs. Writes compact masks directly to framebuffer rows.
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// TextRotation::Rotated90CW keeps the legacy per-pixel fallback path for safety and readability.
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// TextRotation::Rotated90CW keeps the legacy per-pixel fallback path for safety and readability.
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const bool writeState = (renderMode == GfxRenderer::BW) ? pixelState : false;
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const bool writeState = (renderMode == GfxRenderer::BW) ? pixelState : false;
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const uint8_t drawMask =
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const uint8_t drawMask = drawMaskFor2BitMode(renderMode);
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(renderMode == GfxRenderer::BW) ? 0x0E : ((renderMode == GfxRenderer::GRAYSCALE_MSB) ? 0x06 : 0x04);
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switch (orientation) {
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switch (orientation) {
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case GfxRenderer::LandscapeCounterClockwise: {
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case GfxRenderer::LandscapeCounterClockwise: {
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