On Tue, Feb 11, 2014 at 05:02:31PM +0530, Sagar Arun Kamble wrote: > On Mon, 2014-02-10 at 15:32 +0200, Ville Syrjälä wrote: > > On Mon, Feb 10, 2014 at 01:01:18PM +0530, sagar.a.kamble@xxxxxxxxx wrote: > > > From: Sagar Kamble <sagar.a.kamble@xxxxxxxxx> > > > > > > With clipped sprites these transformations are not working. these > > > functions transform complete sprite irrespective of clipping present. > > > This leads to invisible portion of sprite show up when rotate 180 if > > > it was out of visible area before. > > > > > > v4: Moved rotate transform for source rectangle after clipping. > > > Added rotate and inverse rotate transform for destination rect. > > > > Still NAK. > > > > I just pushed rotation support to my glplane test app [1], and with > > with that my rotated clipping code works exactly as intended. > > > > [1] git://gitorious.org/vsyrjala/glplane.git > I tried this app. I think I am considering 180 degree rotation of > clipped sprite plane differently. I have captured output with these > rotate transforms moved before(clip-rotated) and after(rotate-clipped) > clipping code. > > Which is valid? Rotating entire sprite and then clipping or Rotating > clipped portion? > > Reference and Rotated output is attached FYI. > > If rotating entire sprite is correct then this patch 11/11 is not needed > and can be abandoned. The way I think of these things is roughly this: You have the user specified source rectangle, where the coordinates specify the viewport into the framebuffer. This coordinate space is oriented the same was as the framebuffer itself, ie. the first pixel of the framebuffer is at coordinates 0,0. So plane rotation doesn't affect this at all. Then you have the user specified destination/crtc rectangle, where the coordinates specify the position of the plane within the crtc coordinate space. So the first visible pixel the pipe will push out is at coordinates 0,0. So again plane rotation doesn't affect this. Then you have the rotation which simply specifies the transformation to be applied to the pixels when they "move" from the source rectangle to the destination rectangle. So w/ 0 degree rotation the pixel at src_x,src_y in the framebuffer will appear at position crtc_x,crtc_y on the crtc output. With 180 degree rotation the pixel at src_x,src_y will appear at crtc_x+crtc_w-1,crtc_y+crtc_h-1. As clipping happens in the crtc coordinate space, we need to orient the source coordindates the same way to get the correct clipping result. So for example with 0 degrees rotation clipping the left side of the destination rectangle must result in clipping the left side of the source rectangle as well. And with 180 degree rotation clipping the destination rectangle on the left side must result in clipping the source rectangle on the right side. Left and right in each case referring to the original unrotate coordinates. So let's say we have the following situation w/ 180 degree rotation. The letters inside the rects represented specific named pixels, the FB rectangle represents the FB as specified by addfb2 ioctl, the CRTC rectangle represents the pipe output (0,0 -> PIPESRC.w,h): FB: CRTC: 0,0 ___________ 0.0 __________ | abcd | | | | efgh | | | |_________| |hgfe | |dcba_____| unclipped coordinates specified by user: src_x=2,src_y=0 crtc_x=0,crtc_y=2 src_w=4.src_h=2 crtc_w=4,crtc_h=2 clipped coordinates: src_x=2,src_y=0 crtc_x=0,crtc_y=2 src_w=4.src_h=2 crtc_w=4,crtc_h=2 Then the user moves the sprite one pixel to the left resulting on some clipping (the X pixels). Note that the unclipped source coordinates do not change here at all, in fact crtc_x is the only thing changed by the user: FB: CRTC: 0,0 ___________ 0.0 __________ | abcX | | | | efgX | | | |_________| Xgfe | Xcba______| unclipped coordinates specified by user: src_x=2,src_y=0 crtc_x=-1,crtc_y=2 src_w=4.src_h=2 crtc_w= 4,crtc_h=2 clipped coordinates: src_x=2,src_y=0 crtc_x=0,crtc_y=2 src_w=3.src_h=2 crtc_w=3,crtc_h=2 -- Ville Syrjälä Intel OTC _______________________________________________ Intel-gfx mailing list Intel-gfx@xxxxxxxxxxxxxxxxxxxxx http://lists.freedesktop.org/mailman/listinfo/intel-gfx