Merge branch 'perf-uifonts2' of https://github.com/jpirnay/crosspoint-reader into mybuild
This commit is contained in:
@@ -63,6 +63,512 @@ static inline void rotateCoordinates(const GfxRenderer::Orientation orientation,
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enum class TextRotation { None, Rotated90CW };
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enum class TextRotation { None, Rotated90CW };
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// =============================================================================
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// Fast-path glyph rendering helpers (1-bit BW fonts, TextRotation::None)
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// =============================================================================
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//
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// OVERVIEW
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// --------
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// The legacy path called drawPixel() once per set glyph pixel. drawPixel()
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// invokes rotateCoordinates() (a switch), does a bounds check, logs on OOB,
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// then writes one bit. For a typical 10×14 UI glyph that is ~100 calls.
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//
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// This fast path eliminates drawPixel() entirely by writing directly to the
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// framebuffer in up to 8-pixel chunks via writeRowBits().
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//
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// FRAMEBUFFER LAYOUT
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// ------------------
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// 1 bpp, MSB-first, DISPLAY_WIDTH (800) pixels per row stored in
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// DISPLAY_WIDTH_BYTES (100) bytes. Bit 7 of byte 0 = leftmost pixel of
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// row 0. "Physical row" phyY occupies bytes [phyY*100 .. phyY*100+99].
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// A set bit (1) is WHITE; a cleared bit (0) is BLACK.
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//
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// LANDSCAPE ORIENTATIONS (2.5–3.1× speedup vs legacy)
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// -------------------------------------------------------
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// phyX and phyY are both linear functions of glyphX/glyphY in these modes,
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// so each glyph row maps directly to a physical framebuffer row.
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//
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// LandscapeCounterClockwise: phyX = screenXBase+glyphX, phyY = screenYBase+glyphY
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// LandscapeClockwise: phyX = W-1-screenXBase-glyphX, phyY = H-1-screenYBase-glyphY
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//
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// Strategy: outer loop over glyphY (one physical row per iteration), inner
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// loop reads 8-pixel chunks of that glyph row with bitmapExtract() and writes
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// them with writeRowBits(). Bitmap access is purely sequential — fastest.
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// LandscapeClockwise iterates glyph chunks right-to-left and applies
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// reverseBits8() to flip horizontal direction.
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//
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// PORTRAIT ORIENTATIONS (~2× speedup vs legacy)
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// -----------------------------------------------
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// Portrait (90° CW panel rotation):
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// phyX = screenYBase+glyphY, phyY = H-1-screenXBase-glyphX
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// PortraitInverted (90° CCW panel rotation):
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// phyX = W-1-screenYBase-glyphY, phyY = screenXBase+glyphX
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//
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// Here glyph COLUMNS map to physical rows. Naively iterating column-by-column
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// reads the bitmap with stride glyphWidth — cache-unfriendly and one bit at a
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// time. Instead we use an 8×8 bit-matrix transpose:
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//
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// For each 8-row × 8-column glyph block:
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// 1. Read 8 consecutive glyph rows (sequential bitmap access) into the
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// top 8 bytes of a uint64_t (one bitmapExtract per row).
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// 2. Call transpose8x8() — an O(log 8) butterfly transform — to swap
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// the role of rows and columns in 3 passes of XOR-masking.
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// 3. The resulting uint64_t holds 8 column bytes: byte k contains the
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// bits for glyph column glyphX+k, one per physical row, MSB-aligned.
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// 4. Write each column byte with writeRowBits() to its physical row.
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//
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// For PortraitInverted the glyph rows are packed in reverse order (last row
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// at MSB of the uint64_t) before transposing. This ensures the post-transpose
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// column bytes are already correctly ordered (MSB = leftmost phyX) without any
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// per-column bit-reversal step.
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//
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// PARAMETERS
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// ----------
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// screenXBase = cursorX + glyph->left (logical X of glyph pixel [0,0])
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// screenYBase = cursorY - glyph->top (logical Y of glyph pixel [0,0])
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// Reverse all 8 bits of a byte (bit 7 ↔ bit 0).
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static inline uint8_t reverseBits8(uint8_t b) {
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b = (b & 0xF0) >> 4 | (b & 0x0F) << 4;
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b = (b & 0xCC) >> 2 | (b & 0x33) << 2;
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b = (b & 0xAA) >> 1 | (b & 0x55) << 1;
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return b;
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}
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// Transpose an 8×8 bit matrix packed into a uint64_t.
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//
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// Input layout (row-major, row 0 at MSB):
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// bit (63 - 8*r - c) = matrix[r][c] (r=row 0..7, c=col 0..7)
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//
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// After transposition:
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// bit (63 - 8*c - r) = matrix[r][c]
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// i.e. byte k = bits [63-8k .. 56-8k] holds column k, MSB = row 0.
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//
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// Uses the classic 3-pass butterfly (Warren, "Hacker's Delight" §7-3):
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// pass 1 swaps adjacent bit-pairs across a stride of 7 (nibble level),
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// pass 2 swaps across stride 14 (byte level),
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// pass 3 swaps across stride 28 (half-word level).
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static inline uint64_t transpose8x8(uint64_t x) {
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uint64_t t;
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t = (x ^ (x >> 7)) & 0x00AA00AA00AA00AAULL;
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x ^= t ^ (t << 7);
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t = (x ^ (x >> 14)) & 0x0000CCCC0000CCCCULL;
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x ^= t ^ (t << 14);
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t = (x ^ (x >> 28)) & 0x00000000F0F0F0F0ULL;
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x ^= t ^ (t << 28);
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return x;
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}
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// Extract up to 8 bits from a 1-bit MSB-first packed bitmap starting at bit
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// position 'bitPos'. Returns them MSB-aligned (bit 7 = first extracted bit);
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// the lower (8-count) bits are zeroed.
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// All 'count' bits must lie within the valid bitmap byte range.
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static inline uint8_t bitmapExtract(const uint8_t* bitmap, const int bitPos, const int count) {
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const int byteIdx = bitPos >> 3;
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const int bitOff = bitPos & 7;
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uint8_t result;
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if (bitOff == 0) {
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result = bitmap[byteIdx];
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} else if (count <= 8 - bitOff) {
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result = bitmap[byteIdx] << bitOff; // all bits inside first byte
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} else {
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result = (uint8_t)(((uint16_t)bitmap[byteIdx] << 8 | bitmap[byteIdx + 1]) >> (8 - bitOff));
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}
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if (count < 8) result &= static_cast<uint8_t>(0xFF << (8 - count));
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return result;
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}
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// ---------------------------------------------------------------------------
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// Fast glyph render pipeline
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// ---------------------------------------------------------------------------
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// Both 1-bit (BW) and 2-bit (antialiased) paths share the same structure:
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//
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// gather → [reindex] → scatter
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//
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// The glyph bitmap is a row-major 2D tensor [glyphHeight][glyphWidth].
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// The framebuffer is a row-major 2D tensor [DISPLAY_HEIGHT][DISPLAY_WIDTH_BYTES]
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// (1 bpp) with a fixed row stride of DISPLAY_WIDTH_BYTES bytes.
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//
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// Non-rotated (Landscape): glyph rows map 1-to-1 to framebuffer rows.
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// Reindex is a no-op; the pipeline is a tight per-row gather+scatter loop.
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//
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// Rotated 90° (Portrait): glyph rows become framebuffer columns.
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// A row↔column axis swap (reindex) is required before scattering.
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//
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// 1-bit pipeline
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// gather : extractGlyphBlock reads an 8×8 glyph tile into a
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// contiguous uint64_t block
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// (≈ glyphTensor[tile].contiguous())
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// reindex : transpose8x8 swaps row↔column axes in the uint64_t;
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// pure index transform, no data movement
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// scatter : scatterBlockToFrameBuffer → writeRowBits
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// writes each column-byte to its row
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//
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// 2-bit pipeline (why it differs)
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// The glyph stores 4 gray levels (0–3). Rendering reduces these to a 1-bit
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// draw/skip decision via a render-mode threshold. That reduction is
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// information-lossy, so gather and threshold cannot be separated — there is
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// no contiguous 2-bit block to transpose. The two steps are fused:
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//
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// gather+threshold : build2BitRowMask Landscape — samples along glyph X
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// build2BitColMask Portrait — samples along glyph Y
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// both return a 1-bit mask ready for writeRowBits
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// scatter : writeRowBits same atom as the 1-bit path
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// ---------------------------------------------------------------------------
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// Scatter atom: merges 8 MSB-aligned bits into the framebuffer row at physical bit offset phyBitPos.
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// Shared by both pipelines (1-bit: via scatterBlockToFrameBuffer; 2-bit: called directly).
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// bits — MSB-aligned; bit 7 = pixel at phyBitPos, lower (8-count) bits are zero.
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// phyBitPos — physical X of the MSB pixel; may be negative for left-edge partial chunks.
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// pixelState true → black (clear bits to 0), false → white (set bits to 1).
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static inline void writeRowBits(uint8_t* const row, const int phyBitPos, const uint8_t bits, const bool pixelState) {
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uint8_t effectiveBits = bits;
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int byteIdx;
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int shift;
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if (phyBitPos < 0) {
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// Chunk starts off-screen left: clip by shifting out the off-screen MSBs.
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// bits is MSB-aligned, so (bits << neg) discards the neg off-screen pixels
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// and leaves the on-screen pixels MSB-aligned starting at physical X=0.
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const int neg = -phyBitPos;
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if (neg >= 8) return; // entire chunk is off-screen left
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effectiveBits = bits << neg;
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byteIdx = 0;
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shift = 0;
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} else {
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byteIdx = phyBitPos >> 3;
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shift = phyBitPos & 7;
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}
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if (pixelState) {
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row[byteIdx] &= ~(effectiveBits >> shift);
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if (shift > 0 && byteIdx + 1 < HalDisplay::DISPLAY_WIDTH_BYTES)
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row[byteIdx + 1] &= ~(uint8_t)(effectiveBits << (8 - shift));
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} else {
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row[byteIdx] |= (effectiveBits >> shift);
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if (shift > 0 && byteIdx + 1 < HalDisplay::DISPLAY_WIDTH_BYTES)
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row[byteIdx + 1] |= (uint8_t)(effectiveBits << (8 - shift));
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}
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}
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// 1-bit pipeline step 1 — gather: reads an up-to-8×8 tile from the glyph tensor
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// ([glyphHeight][glyphWidth], 1 bpp, row stride = glyphWidth bits) into a contiguous uint64_t.
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// Equivalent to glyphTensor[glyphY:+rowCount, glyphX:+colCount].contiguous().
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// Byte 7 = first source row (MSB-aligned). reverseRows implements a negative-stride gather along Y
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// (reads rows bottom-to-top), needed for PortraitInverted.
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// Full pipeline: extractGlyphBlock (gather) → transpose8x8 (reindex) → scatterBlockToFrameBuffer (scatter).
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static inline uint64_t extractGlyphBlock(const uint8_t* const bitmap, const int stride, const int glyphX,
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const int glyphY, const int rowCount, const int colCount,
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const bool reverseRows) {
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uint64_t pack = 0;
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int bitStart = glyphY * stride + glyphX;
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for (int n = 0; n < rowCount; n++, bitStart += stride) {
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const int slot = reverseRows ? (rowCount - 1 - n) : n;
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pack |= static_cast<uint64_t>(bitmapExtract(bitmap, bitStart, colCount)) << (56 - 8 * slot);
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}
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return pack;
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}
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// 1-bit pipeline step 3 — scatter: writes column-bytes of the transposed block into framebuffer rows.
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// The framebuffer is a 2D tensor [DISPLAY_HEIGHT][DISPLAY_WIDTH_BYTES] with non-unit row stride;
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// phyYStride=±1 selects the traversal direction along Y (positive = top-to-bottom, negative = inverted).
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// Each column k maps to row (phyYBase + k*phyYStride) via writeRowBits.
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static inline void scatterBlockToFrameBuffer(uint8_t* const frameBuffer, const uint64_t pack, const int colCount,
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const int phyYBase, const int phyYStride, const int phyBitPos,
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const bool pixelState) {
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for (int k = 0; k < colCount; k++) {
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const uint8_t cols_k = static_cast<uint8_t>(pack >> (56 - 8 * k));
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if (cols_k == 0) continue;
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const int phyY = phyYBase + k * phyYStride;
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if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue;
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writeRowBits(frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES, phyBitPos, cols_k, pixelState);
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}
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}
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static void renderGlyphFastBW(uint8_t* const frameBuffer, const uint8_t* const bitmap, const int glyphWidth,
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const int glyphHeight, const int screenXBase, const int screenYBase,
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const bool pixelState, const GfxRenderer::Orientation orientation) {
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switch (orientation) {
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case GfxRenderer::LandscapeCounterClockwise: {
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for (int glyphY = 0; glyphY < glyphHeight; glyphY++) {
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const int phyY = screenYBase + glyphY;
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if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue;
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uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES;
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const int rowBitStart = glyphY * glyphWidth;
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for (int glyphX = 0; glyphX < glyphWidth; glyphX += 8) {
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const int count = std::min(8, glyphWidth - glyphX);
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const uint8_t gbyte = bitmapExtract(bitmap, rowBitStart + glyphX, count);
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if (gbyte == 0) continue;
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const int phyBitPos = screenXBase + glyphX;
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if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue;
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writeRowBits(row, phyBitPos, gbyte, pixelState);
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}
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}
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break;
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}
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case GfxRenderer::LandscapeClockwise: {
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for (int glyphY = 0; glyphY < glyphHeight; glyphY++) {
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const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - (screenYBase + glyphY);
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if (phyY < 0 || phyY >= HalDisplay::DISPLAY_HEIGHT) continue;
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uint8_t* const row = frameBuffer + phyY * HalDisplay::DISPLAY_WIDTH_BYTES;
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const int rowBitStart = glyphY * glyphWidth;
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for (int chunkEnd = glyphWidth - 1; chunkEnd >= 0; chunkEnd -= 8) {
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const int chunkStart = std::max(0, chunkEnd - 7);
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const int count = chunkEnd - chunkStart + 1;
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const uint8_t gbyte_fwd = bitmapExtract(bitmap, rowBitStart + chunkStart, count);
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const uint8_t gbyte = reverseBits8(gbyte_fwd >> (8 - count));
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if (gbyte == 0) continue;
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const int phyBitPos = HalDisplay::DISPLAY_WIDTH - 1 - screenXBase - chunkEnd;
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if (phyBitPos + count <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue;
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writeRowBits(row, phyBitPos, gbyte, pixelState);
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}
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}
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break;
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}
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case GfxRenderer::Portrait: {
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for (int glyphY = 0; glyphY < glyphHeight; glyphY += 8) {
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const int rowCount = std::min(8, glyphHeight - glyphY);
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const int phyBitPos = screenYBase + glyphY;
|
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if (phyBitPos + rowCount <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue;
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for (int glyphX = 0; glyphX < glyphWidth; glyphX += 8) {
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const int colCount = std::min(8, glyphWidth - glyphX);
|
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const uint64_t pack =
|
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transpose8x8(extractGlyphBlock(bitmap, glyphWidth, glyphX, glyphY, rowCount, colCount, false));
|
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scatterBlockToFrameBuffer(frameBuffer, pack, colCount, HalDisplay::DISPLAY_HEIGHT - 1 - screenXBase - glyphX,
|
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-1, phyBitPos, pixelState);
|
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}
|
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}
|
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break;
|
||||||
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}
|
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|
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case GfxRenderer::PortraitInverted: {
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for (int glyphY = 0; glyphY < glyphHeight; glyphY += 8) {
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const int rowCount = std::min(8, glyphHeight - glyphY);
|
||||||
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const int phyBitPos = HalDisplay::DISPLAY_WIDTH - 1 - screenYBase - (glyphY + rowCount - 1);
|
||||||
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if (phyBitPos + rowCount <= 0 || phyBitPos >= HalDisplay::DISPLAY_WIDTH) continue;
|
||||||
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for (int glyphX = 0; glyphX < glyphWidth; glyphX += 8) {
|
||||||
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const int colCount = std::min(8, glyphWidth - glyphX);
|
||||||
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const uint64_t pack =
|
||||||
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transpose8x8(extractGlyphBlock(bitmap, glyphWidth, glyphX, glyphY, rowCount, colCount, true));
|
||||||
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scatterBlockToFrameBuffer(frameBuffer, pack, colCount, screenXBase + glyphX, 1, phyBitPos, pixelState);
|
||||||
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}
|
||||||
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}
|
||||||
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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.
|
||||||
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// 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) {
|
||||||
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return (bitmap[pixelPosition >> 2] >> ((3 - (pixelPosition & 3)) * 2)) & 0x3;
|
||||||
|
}
|
||||||
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|
||||||
|
// 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 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 <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.
|
// Shared glyph rendering logic for normal and rotated text.
|
||||||
// Coordinate mapping and cursor advance direction are selected at compile time via the template parameter.
|
// Coordinate mapping and cursor advance direction are selected at compile time via the template parameter.
|
||||||
template <TextRotation rotation>
|
template <TextRotation rotation>
|
||||||
@@ -97,6 +603,28 @@ static void renderCharImpl(const GfxRenderer& renderer, GfxRenderer::RenderMode
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (is2Bit) {
|
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;
|
int pixelPosition = 0;
|
||||||
for (int glyphY = 0; glyphY < height; glyphY++) {
|
for (int glyphY = 0; glyphY < height; glyphY++) {
|
||||||
const int outerCoord = outerBase + glyphY;
|
const int outerCoord = outerBase + glyphY;
|
||||||
@@ -131,6 +659,16 @@ static void renderCharImpl(const GfxRenderer& renderer, GfxRenderer::RenderMode
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else {
|
} 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;
|
int pixelPosition = 0;
|
||||||
for (int glyphY = 0; glyphY < height; glyphY++) {
|
for (int glyphY = 0; glyphY < height; glyphY++) {
|
||||||
const int outerCoord = outerBase + 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 {
|
void GfxRenderer::drawLine(int x1, int y1, int x2, int y2, const bool state) const {
|
||||||
if (x1 == x2) {
|
if (x1 == x2) {
|
||||||
if (y2 < y1) {
|
if (y2 < y1) {
|
||||||
|
|||||||
@@ -155,4 +155,10 @@ class GfxRenderer {
|
|||||||
// Low level functions
|
// Low level functions
|
||||||
uint8_t* getFrameBuffer() const;
|
uint8_t* getFrameBuffer() const;
|
||||||
static size_t getBufferSize();
|
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
|
||||||
};
|
};
|
||||||
|
|||||||
Reference in New Issue
Block a user