int const shift = dst_idx-src_idx;
int left, right;
- first = ~0UL >> dst_idx;
- last = ~(~0UL >> ((dst_idx+n) % bits));
+ first = FB_SHIFT_HIGH(~0UL, dst_idx);
+ last = ~(FB_SHIFT_HIGH(~0UL, (dst_idx+n) % bits));
if (!shift) {
// Same alignment for source and dest
shift = dst_idx-src_idx;
- first = ~0UL << (bits - 1 - dst_idx);
- last = ~(~0UL << (bits - 1 - ((dst_idx-n) % bits)));
+ first = FB_SHIFT_LOW(~0UL, bits - 1 - dst_idx);
+ last = ~(FB_SHIFT_LOW(~0UL, bits - 1 - ((dst_idx-n) % bits)));
if (!shift) {
// Same alignment for source and dest
unsigned long __iomem *dst = NULL, *src = NULL;
int bits = BITS_PER_LONG, bytes = bits >> 3;
int dst_idx = 0, src_idx = 0, rev_copy = 0;
- int x2, y2, vxres, vyres;
if (p->state != FBINFO_STATE_RUNNING)
return;
- /* We want rotation but lack hardware to do it for us. */
- if (!p->fbops->fb_rotate && p->var.rotate) {
- }
-
- vxres = p->var.xres_virtual;
- vyres = p->var.yres_virtual;
-
- if (area->dx > vxres || area->sx > vxres ||
- area->dy > vyres || area->sy > vyres)
- return;
-
- /* clip the destination
- * We could use hardware clipping but on many cards you get around
- * hardware clipping by writing to framebuffer directly.
- */
- x2 = area->dx + area->width;
- y2 = area->dy + area->height;
- dx = area->dx > 0 ? area->dx : 0;
- dy = area->dy > 0 ? area->dy : 0;
- x2 = x2 < vxres ? x2 : vxres;
- y2 = y2 < vyres ? y2 : vyres;
- width = x2 - dx;
- height = y2 - dy;
-
- if ((width==0) ||(height==0))
- return;
-
- /* update sx1,sy1 */
- sx += (dx - area->dx);
- sy += (dy - area->dy);
-
- /* the source must be completely inside the virtual screen */
- if (sx < 0 || sy < 0 || (sx + width) > vxres || (sy + height) > vyres)
- return;
-
/* if the beginning of the target area might overlap with the end of
the source area, be have to copy the area reverse. */
if ((dy == sy && dx > sx) || (dy > sy)) {