Merge branch 'perf-uifonts2' of https://github.com/jpirnay/crosspoint-reader into mybuild

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jpirnay
2026-03-08 10:01:38 +01:00
2 changed files with 633 additions and 0 deletions
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@@ -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 (2.53.1× 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<uint8_t>(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 (03). 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<uint64_t>(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<uint8_t>(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 <GfxRenderer::RenderMode mode>
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 <GfxRenderer::RenderMode mode>
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<mode>();
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<uint8_t>(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 03) and b1 (pixels 47) 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 <GfxRenderer::RenderMode mode>
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 <GfxRenderer::RenderMode mode>
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<mode>();
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<uint8_t>(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 <GfxRenderer::RenderMode mode, bool inverted>
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<mode>(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 <GfxRenderer::RenderMode mode>
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<mode>(bitmap[srcByteIdx], bitmap[srcByteIdx + 1]);
} else {
mask = build2BitRowMask<mode>(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<mode>(bitmap[srcByteIdx], bitmap[srcByteIdx + 1]));
} else {
mask = build2BitRowMask<mode>(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<mode, false>(frameBuffer, bitmap, glyphWidth, glyphHeight, screenXBase, screenYBase,
writeState);
break;
case GfxRenderer::PortraitInverted:
renderGlyphFast2BitPortrait<mode, true>(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 <TextRotation rotation>
@@ -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<GfxRenderer::BW>(renderer.getFrameBuffer(), bitmap, width, height, innerBase, outerBase,
pixelState, renderer.getOrientation());
break;
case GfxRenderer::GRAYSCALE_MSB:
renderGlyphFast2Bit<GfxRenderer::GRAYSCALE_MSB>(renderer.getFrameBuffer(), bitmap, width, height, innerBase,
outerBase, pixelState, renderer.getOrientation());
break;
case GfxRenderer::GRAYSCALE_LSB:
renderGlyphFast2Bit<GfxRenderer::GRAYSCALE_LSB>(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<const uint8_t**>(&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<const uint8_t**>(&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) {