- /* 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 */
- old_dx = area->dx;
- old_dy = area->dy;
-
- /*
- * 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;
-
- /* update sx1,sy1 */
- sx += (dx - old_dx);
- sy += (dy - old_dy);
-
- /* the source must be completely inside the virtual screen */
- if (sx < 0 || sy < 0 ||
- (sx + width) > vxres ||
- (sy + height) > vyres)
- return;
-
- if ((dy == sy && dx > sx) ||
- (dy > sy)) {
+ /* 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)) {