diff --git a/lib/GfxRenderer/GfxRenderer.cpp b/lib/GfxRenderer/GfxRenderer.cpp index 14d90fd1..82247c52 100644 --- a/lib/GfxRenderer/GfxRenderer.cpp +++ b/lib/GfxRenderer/GfxRenderer.cpp @@ -63,6 +63,512 @@ static inline void rotateCoordinates(const GfxRenderer::Orientation orientation, enum class TextRotation { None, Rotated90CW }; +// ============================================================================= +// Fast-path glyph rendering helpers (1-bit BW fonts, TextRotation::None) +// ============================================================================= +// +// OVERVIEW +// -------- +// The legacy path called drawPixel() once per set glyph pixel. drawPixel() +// invokes rotateCoordinates() (a switch), does a bounds check, logs on OOB, +// then writes one bit. For a typical 10×14 UI glyph that is ~100 calls. +// +// This fast path eliminates drawPixel() entirely by writing directly to the +// framebuffer in up to 8-pixel chunks via writeRowBits(). +// +// FRAMEBUFFER LAYOUT +// ------------------ +// 1 bpp, MSB-first, DISPLAY_WIDTH (800) pixels per row stored in +// DISPLAY_WIDTH_BYTES (100) bytes. Bit 7 of byte 0 = leftmost pixel of +// row 0. "Physical row" phyY occupies bytes [phyY*100 .. phyY*100+99]. +// A set bit (1) is WHITE; a cleared bit (0) is BLACK. +// +// LANDSCAPE ORIENTATIONS (2.5–3.1× speedup vs legacy) +// ------------------------------------------------------- +// phyX and phyY are both linear functions of glyphX/glyphY in these modes, +// so each glyph row maps directly to a physical framebuffer row. +// +// LandscapeCounterClockwise: phyX = screenXBase+glyphX, phyY = screenYBase+glyphY +// LandscapeClockwise: phyX = W-1-screenXBase-glyphX, phyY = H-1-screenYBase-glyphY +// +// Strategy: outer loop over glyphY (one physical row per iteration), inner +// loop reads 8-pixel chunks of that glyph row with bitmapExtract() and writes +// them with writeRowBits(). Bitmap access is purely sequential — fastest. +// LandscapeClockwise iterates glyph chunks right-to-left and applies +// reverseBits8() to flip horizontal direction. +// +// PORTRAIT ORIENTATIONS (~2× speedup vs legacy) +// ----------------------------------------------- +// Portrait (90° CW panel rotation): +// phyX = screenYBase+glyphY, phyY = H-1-screenXBase-glyphX +// PortraitInverted (90° CCW panel rotation): +// phyX = W-1-screenYBase-glyphY, phyY = screenXBase+glyphX +// +// Here glyph COLUMNS map to physical rows. Naively iterating column-by-column +// reads the bitmap with stride glyphWidth — cache-unfriendly and one bit at a +// time. Instead we use an 8×8 bit-matrix transpose: +// +// For each 8-row × 8-column glyph block: +// 1. Read 8 consecutive glyph rows (sequential bitmap access) into the +// top 8 bytes of a uint64_t (one bitmapExtract per row). +// 2. Call transpose8x8() — an O(log 8) butterfly transform — to swap +// the role of rows and columns in 3 passes of XOR-masking. +// 3. The resulting uint64_t holds 8 column bytes: byte k contains the +// bits for glyph column glyphX+k, one per physical row, MSB-aligned. +// 4. Write each column byte with writeRowBits() to its physical row. +// +// For PortraitInverted the glyph rows are packed in reverse order (last row +// at MSB of the uint64_t) before transposing. This ensures the post-transpose +// column bytes are already correctly ordered (MSB = leftmost phyX) without any +// per-column bit-reversal step. +// +// PARAMETERS +// ---------- +// screenXBase = cursorX + glyph->left (logical X of glyph pixel [0,0]) +// screenYBase = cursorY - glyph->top (logical Y of glyph pixel [0,0]) + +// Reverse all 8 bits of a byte (bit 7 ↔ bit 0). +static inline uint8_t reverseBits8(uint8_t b) { + b = (b & 0xF0) >> 4 | (b & 0x0F) << 4; + b = (b & 0xCC) >> 2 | (b & 0x33) << 2; + b = (b & 0xAA) >> 1 | (b & 0x55) << 1; + return b; +} + +// Transpose an 8×8 bit matrix packed into a uint64_t. +// +// Input layout (row-major, row 0 at MSB): +// bit (63 - 8*r - c) = matrix[r][c] (r=row 0..7, c=col 0..7) +// +// After transposition: +// bit (63 - 8*c - r) = matrix[r][c] +// i.e. byte k = bits [63-8k .. 56-8k] holds column k, MSB = row 0. +// +// Uses the classic 3-pass butterfly (Warren, "Hacker's Delight" §7-3): +// pass 1 swaps adjacent bit-pairs across a stride of 7 (nibble level), +// pass 2 swaps across stride 14 (byte level), +// pass 3 swaps across stride 28 (half-word level). +static inline uint64_t transpose8x8(uint64_t x) { + uint64_t t; + t = (x ^ (x >> 7)) & 0x00AA00AA00AA00AAULL; + x ^= t ^ (t << 7); + t = (x ^ (x >> 14)) & 0x0000CCCC0000CCCCULL; + x ^= t ^ (t << 14); + t = (x ^ (x >> 28)) & 0x00000000F0F0F0F0ULL; + x ^= t ^ (t << 28); + return x; +} + +// Extract up to 8 bits from a 1-bit MSB-first packed bitmap starting at bit +// position 'bitPos'. Returns them MSB-aligned (bit 7 = first extracted bit); +// the lower (8-count) bits are zeroed. +// All 'count' bits must lie within the valid bitmap byte range. +static inline uint8_t bitmapExtract(const uint8_t* bitmap, const int bitPos, const int count) { + const int byteIdx = bitPos >> 3; + const int bitOff = bitPos & 7; + uint8_t result; + if (bitOff == 0) { + result = bitmap[byteIdx]; + } else if (count <= 8 - bitOff) { + result = bitmap[byteIdx] << bitOff; // all bits inside first byte + } else { + result = (uint8_t)(((uint16_t)bitmap[byteIdx] << 8 | bitmap[byteIdx + 1]) >> (8 - bitOff)); + } + if (count < 8) result &= static_cast(0xFF << (8 - count)); + return result; +} + +// --------------------------------------------------------------------------- +// Fast glyph render pipeline +// --------------------------------------------------------------------------- +// Both 1-bit (BW) and 2-bit (antialiased) paths share the same structure: +// +// gather → [reindex] → scatter +// +// The glyph bitmap is a row-major 2D tensor [glyphHeight][glyphWidth]. +// The framebuffer is a row-major 2D tensor [DISPLAY_HEIGHT][DISPLAY_WIDTH_BYTES] +// (1 bpp) with a fixed row stride of DISPLAY_WIDTH_BYTES bytes. +// +// Non-rotated (Landscape): glyph rows map 1-to-1 to framebuffer rows. +// Reindex is a no-op; the pipeline is a tight per-row gather+scatter loop. +// +// Rotated 90° (Portrait): glyph rows become framebuffer columns. +// A row↔column axis swap (reindex) is required before scattering. +// +// 1-bit pipeline +// gather : extractGlyphBlock reads an 8×8 glyph tile into a +// contiguous uint64_t block +// (≈ glyphTensor[tile].contiguous()) +// reindex : transpose8x8 swaps row↔column axes in the uint64_t; +// pure index transform, no data movement +// scatter : scatterBlockToFrameBuffer → writeRowBits +// writes each column-byte to its row +// +// 2-bit pipeline (why it differs) +// The glyph stores 4 gray levels (0–3). Rendering reduces these to a 1-bit +// draw/skip decision via a render-mode threshold. That reduction is +// information-lossy, so gather and threshold cannot be separated — there is +// no contiguous 2-bit block to transpose. The two steps are fused: +// +// gather+threshold : build2BitRowMask Landscape — samples along glyph X +// build2BitColMask Portrait — samples along glyph Y +// both return a 1-bit mask ready for writeRowBits +// scatter : writeRowBits same atom as the 1-bit path +// --------------------------------------------------------------------------- + +// Scatter atom: merges 8 MSB-aligned bits into the framebuffer row at physical bit offset phyBitPos. +// Shared by both pipelines (1-bit: via scatterBlockToFrameBuffer; 2-bit: called directly). +// bits — MSB-aligned; bit 7 = pixel at phyBitPos, lower (8-count) bits are zero. +// phyBitPos — physical X of the MSB pixel; may be negative for left-edge partial chunks. +// pixelState true → black (clear bits to 0), false → white (set bits to 1). +static inline void writeRowBits(uint8_t* const row, const int phyBitPos, const uint8_t bits, const bool pixelState) { + uint8_t effectiveBits = bits; + int byteIdx; + int shift; + if (phyBitPos < 0) { + // Chunk starts off-screen left: clip by shifting out the off-screen MSBs. + // bits is MSB-aligned, so (bits << neg) discards the neg off-screen pixels + // and leaves the on-screen pixels MSB-aligned starting at physical X=0. + const int neg = -phyBitPos; + if (neg >= 8) return; // entire chunk is off-screen left + effectiveBits = bits << neg; + byteIdx = 0; + shift = 0; + } else { + byteIdx = phyBitPos >> 3; + shift = phyBitPos & 7; + } + if (pixelState) { + row[byteIdx] &= ~(effectiveBits >> shift); + if (shift > 0 && byteIdx + 1 < HalDisplay::DISPLAY_WIDTH_BYTES) + row[byteIdx + 1] &= ~(uint8_t)(effectiveBits << (8 - shift)); + } else { + row[byteIdx] |= (effectiveBits >> shift); + if (shift > 0 && byteIdx + 1 < HalDisplay::DISPLAY_WIDTH_BYTES) + row[byteIdx + 1] |= (uint8_t)(effectiveBits << (8 - shift)); + } +} + +// 1-bit pipeline step 1 — gather: reads an up-to-8×8 tile from the glyph tensor +// ([glyphHeight][glyphWidth], 1 bpp, row stride = glyphWidth bits) into a contiguous uint64_t. +// Equivalent to glyphTensor[glyphY:+rowCount, glyphX:+colCount].contiguous(). +// Byte 7 = first source row (MSB-aligned). reverseRows implements a negative-stride gather along Y +// (reads rows bottom-to-top), needed for PortraitInverted. +// Full pipeline: extractGlyphBlock (gather) → transpose8x8 (reindex) → scatterBlockToFrameBuffer (scatter). +static inline uint64_t extractGlyphBlock(const uint8_t* const bitmap, const int stride, const int glyphX, + const int glyphY, const int rowCount, const int colCount, + const bool reverseRows) { + uint64_t pack = 0; + int bitStart = glyphY * stride + glyphX; + for (int n = 0; n < rowCount; n++, bitStart += stride) { + const int slot = reverseRows ? (rowCount - 1 - n) : n; + pack |= static_cast(bitmapExtract(bitmap, bitStart, colCount)) << (56 - 8 * slot); + } + return pack; +} + +// 1-bit pipeline step 3 — scatter: writes column-bytes of the transposed block into framebuffer rows. +// The framebuffer is a 2D tensor [DISPLAY_HEIGHT][DISPLAY_WIDTH_BYTES] with non-unit row stride; +// phyYStride=±1 selects the traversal direction along Y (positive = top-to-bottom, negative = inverted). +// Each column k maps to row (phyYBase + k*phyYStride) via writeRowBits. +static inline void scatterBlockToFrameBuffer(uint8_t* const frameBuffer, const uint64_t pack, const int colCount, + const int phyYBase, const int phyYStride, const int phyBitPos, + const bool pixelState) { + for (int k = 0; k < colCount; k++) { + const uint8_t cols_k = static_cast(pack >> (56 - 8 * k)); + if (cols_k == 0) continue; + const int phyY = phyYBase + k * phyYStride; + if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; + writeRowBits(frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES, phyBitPos, cols_k, pixelState); + } +} + +static void renderGlyphFastBW(uint8_t* const frameBuffer, const uint8_t* const bitmap, const int glyphWidth, + const int glyphHeight, const int screenXBase, const int screenYBase, + const bool pixelState, const GfxRenderer::Orientation orientation) { + switch (orientation) { + case GfxRenderer::LandscapeCounterClockwise: { + for (int glyphY = 0; glyphY < glyphHeight; glyphY++) { + const int phyY = screenYBase + glyphY; + if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; + uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES; + const int rowBitStart = glyphY * glyphWidth; + for (int glyphX = 0; glyphX < glyphWidth; glyphX += 8) { + const int count = std::min(8, glyphWidth - glyphX); + const uint8_t gbyte = bitmapExtract(bitmap, rowBitStart + glyphX, count); + if (gbyte == 0) continue; + const int phyBitPos = screenXBase + glyphX; + if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; + writeRowBits(row, phyBitPos, gbyte, pixelState); + } + } + break; + } + + case GfxRenderer::LandscapeClockwise: { + for (int glyphY = 0; glyphY < glyphHeight; glyphY++) { + const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - (screenYBase + glyphY); + if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; + uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES; + const int rowBitStart = glyphY * glyphWidth; + for (int chunkEnd = glyphWidth - 1; chunkEnd >= 0; chunkEnd -= 8) { + const int chunkStart = std::max(0, chunkEnd - 7); + const int count = chunkEnd - chunkStart + 1; + const uint8_t gbyte_fwd = bitmapExtract(bitmap, rowBitStart + chunkStart, count); + const uint8_t gbyte = reverseBits8(gbyte_fwd >> (8 - count)); + if (gbyte == 0) continue; + const int phyBitPos = HalDisplay::DISPLAY_WIDTH - 1 - screenXBase - chunkEnd; + if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; + writeRowBits(row, phyBitPos, gbyte, pixelState); + } + } + break; + } + + case GfxRenderer::Portrait: { + for (int glyphY = 0; glyphY < glyphHeight; glyphY += 8) { + const int rowCount = std::min(8, glyphHeight - glyphY); + const int phyBitPos = screenYBase + glyphY; + if (phyBitPos + rowCount <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; + for (int glyphX = 0; glyphX < glyphWidth; glyphX += 8) { + const int colCount = std::min(8, glyphWidth - glyphX); + const uint64_t pack = + transpose8x8(extractGlyphBlock(bitmap, glyphWidth, glyphX, glyphY, rowCount, colCount, false)); + scatterBlockToFrameBuffer(frameBuffer, pack, colCount, HalDisplay::DISPLAY_HEIGHT - 1 - screenXBase - glyphX, + -1, phyBitPos, pixelState); + } + } + break; + } + + case GfxRenderer::PortraitInverted: { + for (int glyphY = 0; glyphY < glyphHeight; glyphY += 8) { + const int rowCount = std::min(8, glyphHeight - glyphY); + const int phyBitPos = HalDisplay::DISPLAY_WIDTH - 1 - screenYBase - (glyphY + rowCount - 1); + if (phyBitPos + rowCount <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; + for (int glyphX = 0; glyphX < glyphWidth; glyphX += 8) { + const int colCount = std::min(8, glyphWidth - glyphX); + const uint64_t pack = + transpose8x8(extractGlyphBlock(bitmap, glyphWidth, glyphX, glyphY, rowCount, colCount, true)); + scatterBlockToFrameBuffer(frameBuffer, pack, colCount, screenXBase + glyphX, 1, phyBitPos, pixelState); + } + } + break; + } + } +} + +// Read one pixel from a tightly-packed 2-bit-per-pixel glyph bitmap. +// The bitmap is a row-major tensor [glyphHeight][glyphWidth] with no row padding; +// its pixel-row stride equals glyphWidth. pixelPosition = row * glyphWidth + col. +// Returns the raw font value: 0=white, 1=light-gray, 2=dark-gray, 3=black. +static inline uint8_t get2BitPixel(const uint8_t* const bitmap, const int pixelPosition) { + return (bitmap[pixelPosition >> 2] >> ((3 - (pixelPosition & 3)) * 2)) & 0x3; +} + +// Convenience overload using explicit row/col/stride (tensor element access). +static inline uint8_t get2BitPixel(const uint8_t* const bitmap, const int stride, const int row, const int col) { + return get2BitPixel(bitmap, row * stride + col); +} + +template +static constexpr uint8_t drawMaskFor2BitMode() { + if constexpr (mode == GfxRenderer::BW) + return 0x0E; // draw raw {1,2,3} + else if constexpr (mode == GfxRenderer::GRAYSCALE_MSB) + return 0x06; // draw raw {1,2} + else + return 0x04; // GRAYSCALE_LSB: draw raw {2} +} + +// 2-bit pipeline — fused gather+threshold (X axis): the 2-bit analog of extractGlyphBlock, but +// gather and threshold are collapsed into one pass. The threshold (2-bit raw value → 1-bit on/off) +// is information-lossy, so no contiguous 2-bit intermediate block can be formed mid-pipeline. +// The resulting 1-bit mask feeds writeRowBits directly (scatter). build2BitColMask is the Y-axis counterpart. +template +static inline uint8_t build2BitRowMask(const uint8_t* const bitmap, const int rowStartPixel, const int glyphXStartOrEnd, + const int count, const bool reverseXInChunk) { + // drawMask uses raw 2-bit glyph values directly from font bitmaps: + // raw 0=white, 1=light gray, 2=dark gray, 3=black. + // Bit N set means: draw/update when raw==N. + // Compile-time constant lets the compiler reduce (drawMask >> raw) & 1 to a single comparison. + constexpr uint8_t drawMask = drawMaskFor2BitMode(); + + uint8_t mask = 0; + for (int i = 0; i < count; i++) { + const int logicalX = reverseXInChunk ? (glyphXStartOrEnd - i) : (glyphXStartOrEnd + i); + const uint8_t raw = get2BitPixel(bitmap, rowStartPixel + logicalX); + if ((drawMask >> raw) & 0x01) mask |= static_cast(1u << (7 - i)); + } + return mask; +} + +// Fast-path 2-bit mask builder for 8 byte-aligned pixels. +// +// The 2-bit glyph bitmap stores 4 pixels per byte, MSB-first: +// byte b = [p0.msb p0.lsb p1.msb p1.lsb p2.msb p2.lsb p3.msb p3.lsb] +// +// For each render mode the draw decision collapses to a two-bit boolean: +// BW (draw if raw ≠ 0): msb | lsb +// GRAYSCALE_MSB (draw if raw ∈ {1,2}): msb ^ lsb +// GRAYSCALE_LSB (draw if raw == 2): msb & ~lsb +// +// Derivation for one byte: +// msb_bits = b & 0xAA → bits 7,5,3,1 hold p0.msb … p3.msb; bits 6,4,2,0 = 0 +// lsb_bits = (b & 0x55) << 1 → same positions hold p0.lsb … p3.lsb +// draw_bits = msb_bits OP lsb_bits → bits 7,5,3,1 are the per-pixel draw flags +// +// compact4: squeezes those 4 draw flags from bit positions 7,5,3,1 +// into the top nibble (bits 7,6,5,4 → pixels 0,1,2,3). +// +// Two bytes b0 (pixels 0–3) and b1 (pixels 4–7) are combined: +// mask = compact4(draw(b0)) | (compact4(draw(b1)) >> 4) +// +// This avoids the 8-iteration per-pixel loop in build2BitRowMask and +// processes the full 8-pixel chunk in ~16 ALU ops instead of ~56. +// The caller is responsible for only calling this when pixelStart is +// 4-pixel (1-byte) aligned (pixelStart & 3 == 0) and count == 8. +template +static inline uint8_t build2BitRowMaskFromTwoBytes(const uint8_t b0, const uint8_t b1) { + const uint8_t msb0 = b0 & 0xAA; + const uint8_t lsb0 = (b0 & 0x55) << 1; + const uint8_t msb1 = b1 & 0xAA; + const uint8_t lsb1 = (b1 & 0x55) << 1; + + uint8_t draw0, draw1; + if constexpr (mode == GfxRenderer::BW) { + draw0 = msb0 | lsb0; + draw1 = msb1 | lsb1; + } else if constexpr (mode == GfxRenderer::GRAYSCALE_MSB) { + draw0 = msb0 ^ lsb0; + draw1 = msb1 ^ lsb1; + } else { // GRAYSCALE_LSB + draw0 = msb0 & ~lsb0; + draw1 = msb1 & ~lsb1; + } + + // Compact each nibble's draw flags from bit positions 7,5,3,1 → 7,6,5,4. + auto compact4 = [](const uint8_t d) -> uint8_t { + return (d & 0x80) | ((d & 0x20) << 1) | ((d & 0x08) << 2) | ((d & 0x02) << 3); + }; + return compact4(draw0) | (compact4(draw1) >> 4); +} + +// 2-bit pipeline — fused gather+threshold (Y axis): column-direction counterpart to build2BitRowMask. +// Samples count pixels down glyph column glyphX starting at row glyphYStart; reverseRows implements +// a negative-stride view along Y (reads bottom-to-top), needed for PortraitInverted. +template +static inline uint8_t build2BitColMask(const uint8_t* const bitmap, const int glyphWidth, const int glyphX, + const int glyphYStart, const int count, const bool reverseRows) { + constexpr uint8_t drawMask = drawMaskFor2BitMode(); + uint8_t mask = 0; + for (int i = 0; i < count; i++) { + const int row = reverseRows ? (glyphYStart + count - 1 - i) : (glyphYStart + i); + const uint8_t raw = get2BitPixel(bitmap, glyphWidth, row, glyphX); + if ((drawMask >> raw) & 0x01) mask |= static_cast(1u << (7 - i)); + } + return mask; +} + +// Shared body for Portrait and PortraitInverted 2-bit rendering. +// inverted=false → Portrait (phyY counts down, phyBitPos counts up). +// inverted=true → PortraitInverted (phyY counts up, phyBitPos counts down). +// Both template params are compile-time constants; all ternaries fold away. +template +static void renderGlyphFast2BitPortrait(uint8_t* const frameBuffer, const uint8_t* const bitmap, const int glyphWidth, + const int glyphHeight, const int screenXBase, const int screenYBase, + const bool writeState) { + for (int glyphX = 0; glyphX < glyphWidth; glyphX++) { + const int phyY = inverted ? (screenXBase + glyphX) : (HalDisplay::DISPLAY_HEIGHT - 1 - (screenXBase + glyphX)); + if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; + uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES; + for (int glyphY = 0; glyphY < glyphHeight; glyphY += 8) { + const int count = std::min(8, glyphHeight - glyphY); + const uint8_t mask = build2BitColMask(bitmap, glyphWidth, glyphX, glyphY, count, inverted); + if (mask == 0) continue; + const int phyBitPos = + inverted ? (HalDisplay::DISPLAY_WIDTH - 1 - screenYBase - (glyphY + count - 1)) : (screenYBase + glyphY); + if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; + writeRowBits(row, phyBitPos, mask, writeState); + } + } +} + +template +static void renderGlyphFast2Bit(uint8_t* const frameBuffer, const uint8_t* const bitmap, const int glyphWidth, + const int glyphHeight, const int screenXBase, const int screenYBase, + const bool pixelState, const GfxRenderer::Orientation orientation) { + // Non-rotated text fast path for 2-bit glyphs. Writes compact masks directly to framebuffer rows. + // TextRotation::Rotated90CW keeps the legacy per-pixel fallback path for safety and readability. + const bool writeState = (mode == GfxRenderer::BW) ? pixelState : false; + + switch (orientation) { + case GfxRenderer::LandscapeCounterClockwise: { + for (int glyphY = 0; glyphY < glyphHeight; glyphY++) { + const int phyY = screenYBase + glyphY; + if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; + uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES; + const int rowStartPixel = glyphY * glyphWidth; + for (int glyphX = 0; glyphX < glyphWidth; glyphX += 8) { + const int count = std::min(8, glyphWidth - glyphX); + const int pixelStart = rowStartPixel + glyphX; + uint8_t mask; + if (count == 8 && (pixelStart & 3) == 0) { + const int srcByteIdx = pixelStart >> 2; + mask = build2BitRowMaskFromTwoBytes(bitmap[srcByteIdx], bitmap[srcByteIdx + 1]); + } else { + mask = build2BitRowMask(bitmap, rowStartPixel, glyphX, count, false); + } + if (mask == 0) continue; + const int phyBitPos = screenXBase + glyphX; + if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; + writeRowBits(row, phyBitPos, mask, writeState); + } + } + break; + } + + case GfxRenderer::LandscapeClockwise: { + // Row-outer/chunk-inner: framebuffer rows are written at stride -DISPLAY_WIDTH_BYTES + // (phyY decreases as glyphY increases). Keeping row-outer preserves sequential access + // within each row, which is more cache-friendly than the chunk-outer alternative. + for (int glyphY = 0; glyphY < glyphHeight; glyphY++) { + const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - (screenYBase + glyphY); + if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; + uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES; + const int rowStartPixel = glyphY * glyphWidth; + for (int chunkEnd = glyphWidth - 1; chunkEnd >= 0; chunkEnd -= 8) { + const int chunkStart = std::max(0, chunkEnd - 7); + const int count = chunkEnd - chunkStart + 1; + const int pixelStart = rowStartPixel + chunkStart; + uint8_t mask; + if (count == 8 && (pixelStart & 3) == 0) { + const int srcByteIdx = pixelStart >> 2; + mask = reverseBits8(build2BitRowMaskFromTwoBytes(bitmap[srcByteIdx], bitmap[srcByteIdx + 1])); + } else { + mask = build2BitRowMask(bitmap, rowStartPixel, chunkEnd, count, true); + } + if (mask == 0) continue; + const int phyBitPos = HalDisplay::DISPLAY_WIDTH - 1 - screenXBase - chunkEnd; + if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue; + writeRowBits(row, phyBitPos, mask, writeState); + } + } + break; + } + + case GfxRenderer::Portrait: + renderGlyphFast2BitPortrait(frameBuffer, bitmap, glyphWidth, glyphHeight, screenXBase, screenYBase, + writeState); + break; + + case GfxRenderer::PortraitInverted: + renderGlyphFast2BitPortrait(frameBuffer, bitmap, glyphWidth, glyphHeight, screenXBase, screenYBase, + writeState); + break; + } +} + // Shared glyph rendering logic for normal and rotated text. // Coordinate mapping and cursor advance direction are selected at compile time via the template parameter. template @@ -97,6 +603,28 @@ static void renderCharImpl(const GfxRenderer& renderer, GfxRenderer::RenderMode } if (is2Bit) { + if constexpr (rotation == TextRotation::None) { + // Fast path for normal text orientation. Handles all device orientations via renderGlyphFast2Bit. + // Dispatch on renderMode at compile time so each specialization gets a constant drawMask. + switch (renderMode) { + case GfxRenderer::BW: + renderGlyphFast2Bit(renderer.getFrameBuffer(), bitmap, width, height, innerBase, outerBase, + pixelState, renderer.getOrientation()); + break; + case GfxRenderer::GRAYSCALE_MSB: + renderGlyphFast2Bit(renderer.getFrameBuffer(), bitmap, width, height, innerBase, + outerBase, pixelState, renderer.getOrientation()); + break; + case GfxRenderer::GRAYSCALE_LSB: + renderGlyphFast2Bit(renderer.getFrameBuffer(), bitmap, width, height, innerBase, + outerBase, pixelState, renderer.getOrientation()); + break; + } + *cursorX += glyph->advanceX; + return; + } + + // Rotated text fallback: keep explicit per-pixel behavior. int pixelPosition = 0; for (int glyphY = 0; glyphY < height; glyphY++) { const int outerCoord = outerBase + glyphY; @@ -131,6 +659,16 @@ static void renderCharImpl(const GfxRenderer& renderer, GfxRenderer::RenderMode } } } else { + // Fast path: 1-bit BW mode, non-rotated text — byte-level framebuffer writes, no drawPixel() per pixel. + if constexpr (rotation == TextRotation::None) { + if (renderMode == GfxRenderer::BW) { + renderGlyphFastBW(renderer.getFrameBuffer(), bitmap, width, height, innerBase, outerBase, pixelState, + renderer.getOrientation()); + *cursorX += glyph->advanceX; + return; + } + } + // Fallback: rotated text or non-BW render mode — per-pixel drawPixel(). int pixelPosition = 0; for (int glyphY = 0; glyphY < height; glyphY++) { const int outerCoord = outerBase + glyphY; @@ -258,6 +796,95 @@ void GfxRenderer::drawText(const int fontId, const int x, const int y, const cha } } +#ifdef ENABLE_RENDERCHAR_BENCHMARK +// Legacy per-pixel rendering path — mirrors the old renderCharImpl 1-bit BW loop. +// Used only by the renderChar benchmark to establish the baseline. +void GfxRenderer::drawTextBWLegacy(const int fontId, const int x, const int y, const char* text) const { + if (text == nullptr || *text == '\0') return; + const auto fontIt = fontMap.find(fontId); + if (fontIt == fontMap.end()) return; + const auto& fontFamily = fontIt->second; + + int yPos = y + getFontAscenderSize(fontId); + int xPos = x; + uint32_t cp; + while ((cp = utf8NextCodepoint(reinterpret_cast(&text)))) { + const EpdGlyph* glyph = fontFamily.getGlyph(cp, EpdFontFamily::REGULAR); + if (!glyph) glyph = fontFamily.getGlyph(REPLACEMENT_GLYPH, EpdFontFamily::REGULAR); + if (!glyph) continue; + const EpdFontData* fontData = fontFamily.getData(EpdFontFamily::REGULAR); + if (fontData->is2Bit) { + xPos += glyph->advanceX; + continue; + } + const uint8_t* bitmap = getGlyphBitmap(fontData, glyph); + if (bitmap != nullptr) { + const int screenYBase = yPos - glyph->top; + const int screenXBase = xPos + glyph->left; + int pixelPosition = 0; + for (int glyphY = 0; glyphY < glyph->height; glyphY++) { + for (int glyphX = 0; glyphX < glyph->width; glyphX++, pixelPosition++) { + const uint8_t bit = (bitmap[pixelPosition >> 3] >> (7 - (pixelPosition & 7))) & 1; + if (!bit) continue; + // Inline drawPixel without OOB logging — mirrors the old per-pixel path but clips silently, + // matching the fast path's behaviour so the benchmark measures rendering cost only. + int phyX, phyY; + rotateCoordinates(orientation, screenXBase + glyphX, screenYBase + glyphY, &phyX, &phyY); + if (phyX < 0 || phyX >= HalDisplay::DISPLAY_WIDTH || phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; + const uint16_t byteIndex = phyY * HalDisplay::DISPLAY_WIDTH_BYTES + (phyX / 8); + const uint8_t bitPosition = 7 - (phyX % 8); + frameBuffer[byteIndex] &= ~(1 << bitPosition); // black pixel + } + } + } + xPos += glyph->advanceX; + } +} + +// Legacy per-pixel rendering path — mirrors the old renderCharImpl 2-bit BW loop. +// Used only by the renderChar benchmark to establish the baseline for antialiased fonts. +void GfxRenderer::drawText2BitLegacy(const int fontId, const int x, const int y, const char* text) const { + if (text == nullptr || *text == '\0') return; + const auto fontIt = fontMap.find(fontId); + if (fontIt == fontMap.end()) return; + const auto& fontFamily = fontIt->second; + + int yPos = y + getFontAscenderSize(fontId); + int xPos = x; + uint32_t cp; + while ((cp = utf8NextCodepoint(reinterpret_cast(&text)))) { + const EpdGlyph* glyph = fontFamily.getGlyph(cp, EpdFontFamily::REGULAR); + if (!glyph) glyph = fontFamily.getGlyph(REPLACEMENT_GLYPH, EpdFontFamily::REGULAR); + if (!glyph) continue; + const EpdFontData* fontData = fontFamily.getData(EpdFontFamily::REGULAR); + if (!fontData->is2Bit) { + xPos += glyph->advanceX; + continue; + } + const uint8_t* bitmap = getGlyphBitmap(fontData, glyph); + if (bitmap != nullptr) { + const int screenYBase = yPos - glyph->top; + const int screenXBase = xPos + glyph->left; + int pixelPosition = 0; + for (int glyphY = 0; glyphY < glyph->height; glyphY++) { + for (int glyphX = 0; glyphX < glyph->width; glyphX++, pixelPosition++) { + // 2-bit: each pixel occupies 2 bits; MSB first within each byte + const uint8_t raw = (bitmap[pixelPosition >> 2] >> (6 - ((pixelPosition & 3) << 1))) & 3; + if (!raw) continue; + int phyX, phyY; + rotateCoordinates(orientation, screenXBase + glyphX, screenYBase + glyphY, &phyX, &phyY); + if (phyX < 0 || phyX >= HalDisplay::DISPLAY_WIDTH || phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue; + const uint16_t byteIndex = phyY * HalDisplay::DISPLAY_WIDTH_BYTES + (phyX / 8); + const uint8_t bitPosition = 7 - (phyX % 8); + frameBuffer[byteIndex] &= ~(1 << bitPosition); // black pixel + } + } + } + xPos += glyph->advanceX; + } +} +#endif // ENABLE_RENDERCHAR_BENCHMARK + void GfxRenderer::drawLine(int x1, int y1, int x2, int y2, const bool state) const { if (x1 == x2) { if (y2 < y1) { diff --git a/lib/GfxRenderer/GfxRenderer.h b/lib/GfxRenderer/GfxRenderer.h index 7e56119c..afc43d84 100644 --- a/lib/GfxRenderer/GfxRenderer.h +++ b/lib/GfxRenderer/GfxRenderer.h @@ -155,4 +155,10 @@ class GfxRenderer { // Low level functions uint8_t* getFrameBuffer() const; static size_t getBufferSize(); + +#ifdef ENABLE_RENDERCHAR_BENCHMARK + // Legacy per-pixel paths — used only by the renderChar benchmark to establish baselines. + void drawTextBWLegacy(int fontId, int x, int y, const char* text) const; + void drawText2BitLegacy(int fontId, int x, int y, const char* text) const; +#endif };