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📄 rndr_gu2.c

📁 WinCE 3.0 BSP, 包含Inter SA1110, Intel_815E, Advantech_PCM9574 等
💻 C
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*/
#if GFX_2DACCEL_DYNAMIC
void gu2_screen_to_screen_blt(unsigned short srcx, unsigned short srcy,
    unsigned short dstx, unsigned short dsty, unsigned short width, 
    unsigned short height)
#else
void gfx_screen_to_screen_blt(unsigned short srcx, unsigned short srcy,
    unsigned short dstx, unsigned short dsty, unsigned short width, 
    unsigned short height)
#endif
{
    /* ### ADD ### IMPLEMENTATION */
}    

/*
//----------------------------------------------------------------------------
// SCREEN TO SCREEN TRANSPARENT BLT
//
// This routine should be used to perform a screen to screen BLT when a 
// specified color should by transparent.  The only supported ROP is SRCCOPY.
//
//      SRCX            screen X position to copy from
//      SRCY            screen Y position to copy from
//      DSTX            screen X position to copy to
//      DSTY            screen Y position to copy to
//      WIDTH           width of rectangle, in pixels
//      HEIGHT          height of rectangle, in scanlines
//      COLOR           transparent color
//----------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
void gu2_screen_to_screen_xblt(unsigned short srcx, unsigned short srcy,
    unsigned short dstx, unsigned short dsty, unsigned short width, 
    unsigned short height, unsigned long color)
#else
void gfx_screen_to_screen_xblt(unsigned short srcx, unsigned short srcy,
    unsigned short dstx, unsigned short dsty, unsigned short width, 
    unsigned short height, unsigned long color)
#endif
{
    /* ### ADD ### IMPLEMENTATION */
}    

/*
//----------------------------------------------------------------------------
// COLOR BITMAP TO SCREEN BLT
//
// This routine transfers color bitmap data to the screen.  For most cases,
// when the ROP is SRCCOPY, it may be faster to write a separate routine that
// copies the data to the frame buffer directly.  This routine should be 
// used when the ROP requires destination data.
//
// Transparency is handled by another routine.
//
//      SRCX            X offset within source bitmap
//      SRCY            Y offset within source bitmap
//      DSTX            screen X position to render data
//      DSTY            screen Y position to render data
//      WIDTH           width of rectangle, in pixels
//      HEIGHT          height of rectangle, in scanlines
//      *DATA           pointer to bitmap data
//      PITCH           pitch of bitmap data (bytes between scanlines)
//----------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
void gu2_color_bitmap_to_screen_blt(unsigned short srcx, unsigned short srcy,
    unsigned short dstx, unsigned short dsty, unsigned short width, 
    unsigned short height, unsigned char *data, unsigned short pitch)
#else
void gfx_color_bitmap_to_screen_blt(unsigned short srcx, unsigned short srcy,
    unsigned short dstx, unsigned short dsty, unsigned short width, 
    unsigned short height, unsigned char *data, unsigned short pitch)
#endif
{
    /* ### ADD ### IMPLEMENTATION */
}    

/*
//----------------------------------------------------------------------------
// COLOR BITMAP TO SCREEN TRANSPARENT BLT
//
// This routine transfers color bitmap data to the screen with transparency.
// The transparent color is specified.  The only supported ROP is SRCCOPY, 
// meaning that transparency cannot be applied if the ROP requires 
// destination data (this is a hardware restriction).
//
//      SRCX            X offset within source bitmap
//      SRCY            Y offset within source bitmap
//      DSTX            screen X position to render data
//      DSTY            screen Y position to render data
//      WIDTH           width of rectangle, in pixels
//      HEIGHT          height of rectangle, in scanlines
//      *DATA           pointer to bitmap data
//      PITCH           pitch of bitmap data (bytes between scanlines)
//      COLOR           transparent color
//----------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
void gu2_color_bitmap_to_screen_xblt(unsigned short srcx, unsigned short srcy,
    unsigned short dstx, unsigned short dsty, unsigned short width, 
    unsigned short height, unsigned char *data, unsigned short pitch, 
    unsigned long color)
#else
void gfx_color_bitmap_to_screen_xblt(unsigned short srcx, unsigned short srcy,
    unsigned short dstx, unsigned short dsty, unsigned short width, 
    unsigned short height, unsigned char *data, unsigned short pitch, 
    unsigned long color)
#endif
{
    /* ### ADD ### IMPLEMENTATION */
}    

/*
//----------------------------------------------------------------------------
// MONOCHROME BITMAP TO SCREEN BLT
//
// This routine transfers monochrome bitmap data to the screen.  
//
//      SRCX            X offset within source bitmap
//      SRCY            Y offset within source bitmap
//      DSTX            screen X position to render data
//      DSTY            screen Y position to render data
//      WIDTH           width of rectangle, in pixels
//      HEIGHT          height of rectangle, in scanlines
//      *DATA           pointer to bitmap data
//      PITCH           pitch of bitmap data (bytes between scanlines)
//----------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
void gu2_mono_bitmap_to_screen_blt(unsigned short srcx, unsigned short srcy,
    unsigned short dstx, unsigned short dsty, unsigned short width, 
    unsigned short height, unsigned char *data, unsigned short pitch)
#else
void gfx_mono_bitmap_to_screen_blt(unsigned short srcx, unsigned short srcy,
    unsigned short dstx, unsigned short dsty, unsigned short width, 
    unsigned short height, unsigned char *data, unsigned short pitch)
#endif
{
    /* ### ADD ### IMPLEMENTATION */
}    

/*
//----------------------------------------------------------------------------
// BRESENHAM LINE
//
// This routine draws a vector using the specified Bresenham parameters.  
// Currently this file does not support a routine that accepts the two 
// endpoints of a vector and calculates the Bresenham parameters.  If it 
// ever does, this routine is still required for vectors that have been 
// clipped.
//
//      X               screen X position to start vector
//      Y               screen Y position to start vector
//      LENGTH          length of the vector, in pixels
//      INITERR         Bresenham initial error term
//      AXIALERR        Bresenham axial error term
//      DIAGERR         Bresenham diagonal error term
//      FLAGS           VM_YMAJOR, VM_MAJOR_INC, VM_MINOR_INC
//----------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
void gu2_bresenham_line(unsigned short x, unsigned short y, 
        unsigned short length, unsigned short initerr, 
        unsigned short axialerr, unsigned short diagerr, 
        unsigned short flags)
#else
void gfx_bresenham_line(unsigned short x, unsigned short y, 
        unsigned short length, unsigned short initerr, 
        unsigned short axialerr, unsigned short diagerr, 
        unsigned short flags)
#endif
{
    /* ### ADD ### IMPLEMENTATION */
}

/*---------------------------------------------------------------------------
 * GFX_WAIT_UNTIL_IDLE
 *
 * This routine waits until the graphics engine is idle.  This is required
 * before allowing direct access to the frame buffer.
 *---------------------------------------------------------------------------
 */
#if GFX_2DACCEL_DYNAMIC
void gu2_wait_until_idle(void)
#else
void gfx_wait_until_idle(void)
#endif
{
    /* ### ADD ### IMPLEMENTATION */
}

/*---------------------------------------------------------------------------
 * GFX_TEST_BLT_PENDING
 *
 * This routine returns 1 if a BLT is pending, meaning that a call to 
 * perform a rendering operation would stall.  Otherwise it returns 0.
 * It is used by Darwin during random testing to only start a BLT 
 * operation when it knows the Durango routines won't spin on graphics
 * (so Darwin can continue to do frame buffer reads and writes).
 *---------------------------------------------------------------------------
 */
#if GFX_2DACCEL_DYNAMIC
int gu2_test_blt_pending(void)
#else
int gfx_test_blt_pending(void)
#endif
{
    /* ### ADD ### IMPLEMENTATION */
    return(0);
}

/* END OF FILE */

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