// SPDX-License-Identifier: GPL-2.0-only /* * Copyright (C) 2012 Red Hat * based in parts on udlfb.c: * Copyright (C) 2009 Roberto De Ioris <[email protected]> * Copyright (C) 2009 Jaya Kumar <[email protected]> * Copyright (C) 2009 Bernie Thompson <[email protected]> */ #include <asm/unaligned.h> #include "udl_drv.h" #include "udl_proto.h" #define MAX_CMD_PIXELS … #define RLX_HEADER_BYTES … #define MIN_RLX_PIX_BYTES … #define MIN_RLX_CMD_BYTES … #define RLE_HEADER_BYTES … #define MIN_RLE_PIX_BYTES … #define MIN_RLE_CMD_BYTES … #define RAW_HEADER_BYTES … #define MIN_RAW_PIX_BYTES … #define MIN_RAW_CMD_BYTES … static inline u16 pixel32_to_be16(const uint32_t pixel) { … } static inline u16 get_pixel_val16(const uint8_t *pixel, int log_bpp) { … } /* * Render a command stream for an encoded horizontal line segment of pixels. * * A command buffer holds several commands. * It always begins with a fresh command header * (the protocol doesn't require this, but we enforce it to allow * multiple buffers to be potentially encoded and sent in parallel). * A single command encodes one contiguous horizontal line of pixels * * The function relies on the client to do all allocation, so that * rendering can be done directly to output buffers (e.g. USB URBs). * The function fills the supplied command buffer, providing information * on where it left off, so the client may call in again with additional * buffers if the line will take several buffers to complete. * * A single command can transmit a maximum of 256 pixels, * regardless of the compression ratio (protocol design limit). * To the hardware, 0 for a size byte means 256 * * Rather than 256 pixel commands which are either rl or raw encoded, * the rlx command simply assumes alternating raw and rl spans within one cmd. * This has a slightly larger header overhead, but produces more even results. * It also processes all data (read and write) in a single pass. * Performance benchmarks of common cases show it having just slightly better * compression than 256 pixel raw or rle commands, with similar CPU consumpion. * But for very rl friendly data, will compress not quite as well. */ static void udl_compress_hline16( const u8 **pixel_start_ptr, const u8 *const pixel_end, uint32_t *device_address_ptr, uint8_t **command_buffer_ptr, const uint8_t *const cmd_buffer_end, int log_bpp) { … } /* * There are 3 copies of every pixel: The front buffer that the fbdev * client renders to, the actual framebuffer across the USB bus in hardware * (that we can only write to, slowly, and can never read), and (optionally) * our shadow copy that tracks what's been sent to that hardware buffer. */ int udl_render_hline(struct drm_device *dev, int log_bpp, struct urb **urb_ptr, const char *front, char **urb_buf_ptr, u32 byte_offset, u32 device_byte_offset, u32 byte_width) { … }