fix bug in color fill inline asm code. Did crash cirrus drv, vmware 5 drv and if the buffer was not align. Clean up inline asm code.

svn path=/trunk/; revision=15879
This commit is contained in:
Magnus Olsen 2005-06-12 19:23:40 +00:00
parent 8ab10b3efd
commit 9d5a92b86b

View file

@ -344,24 +344,6 @@ DIB_16BPP_BitBlt(PBLTINFO BltInfo)
PULONG DestBits;
ULONG RoundedRight;
/*
switch (BltInfo->Rop4)
{
case ROP4_PATCOPY:
if (!BltInfo->PatternSurface)
{
Pattern = BltInfo->Brush->iSolidColor | (BltInfo->Brush->iSolidColor << 16);
DIB_16BPP_ColorFill(BltInfo->DestSurface, BltInfo->DestRect, Pattern);
return TRUE;
}
break;
default:
break;
}
*/
UsesSource = ROP4_USES_SOURCE(BltInfo->Rop4);
UsesPattern = ROP4_USES_PATTERN(BltInfo->Rop4);
@ -454,31 +436,34 @@ DIB_16BPP_ColorFill(SURFOBJ* DestSurface, RECTL* DestRect, ULONG color)
ULONG delta = DestSurface->lDelta;
ULONG width = (DestRect->right - DestRect->left) ;
PULONG pos = (PULONG) (DestSurface->pvScan0 + DestRect->top * delta + (DestRect->left<<1));
color = (color<<16)|(color&0xffff); /* If the color value is "abcd", put "abcdabcd" into color */
color = (color&0xffff); /* If the color value is "abcd", put "abcdabcd" into color */
color += (color<<16);
for (DestY = DestRect->top; DestY< DestRect->bottom; DestY++)
{
int d0, d1, d2;
{
__asm__ __volatile__ (
" cld\n"
" mov %0,%%eax\n"
" mov %1,%%ebx\n"
" test $0x03, %%edi\n" /* Align to fullword boundary */
" jz .FL1\n"
" stosw\n"
" dec %4\n"
" dec %%ebx\n"
" jz .FL2\n"
".FL1:\n"
" mov %4,%%ecx\n" /* Setup count of fullwords to fill */
" mov %%ebx,%%ecx\n" /* Setup count of fullwords to fill */
" shr $1,%%ecx\n"
" rep stosl\n" /* The actual fill */
" test $0x01, %4\n" /* One left to do at the right side? */
" test $0x01, %%ebx\n" /* One left to do at the right side? */
" jz .FL2\n"
" stosw\n"
".FL2:\n"
: "=&A" (d0), "=&r" (d1), "=&D" (d2)
: "0"(color), "1"(width), "2"(pos)
: "%ecx");
:
: "r" (color), "r" (width), "D" (pos)
: "%eax", "%ecx","%ebx");
pos =(PULONG)((ULONG_PTR)pos + delta);
}
#else /* _M_IX86 */
for (DestY = DestRect->top; DestY< DestRect->bottom; DestY++)