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Save in a few special cases, _X_EXPORT should not be used in C source
files. Instead, it should be used in headers, and the proper C source
include that header. Some special cases are symbols that need to be
shared between modules, but not expected to be used by external drivers,
and symbols that are accessible via LoaderSymbol/dlopen.
This patch also adds conditionally some new sdk header files, depending
on extensions enabled. These files were added to match pattern for
other extensions/modules, that is, have the headers "deciding" symbol
visibility in the sdk. These headers are:
o Xext/panoramiXsrv.h, Xext/panoramiX.h
o fbpict.h (unconditionally)
o vidmodeproc.h
o mioverlay.h (unconditionally, used only by xaa)
o xfixes.h (unconditionally, symbols required by dri2)
LoaderSymbol and similar functions now don't have different prototypes,
in loaderProcs.h and xf86Module.h, so that both headers can be included,
without the need of defining IN_LOADER.
xf86NewInputDevice() device prototype readded to xf86Xinput.h, but
not exported (and with a comment about it).
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pixman 0.13.2 now holds all of the matrix operations. This leaves
the protocol conversion routines and some ABI stubs in place
Signed-off-by: Keith Packard <keithp@keithp.com>
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PictureTransformBounds can fail, when this happens, damage the entire screen
so that the shadow gets repainted correctly.
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PictureTransformPoint computes homogeneous coordinates internally, but fails
to handle intermediate values larger than 16.16. Use 64 bit intermediate
values while computing the final result at 16.16 and only complain if that
result is too large.
PictureTransformIsIdentity was completely wrong -- it was not checking for
identity transforms at all.
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RandR matrix computations lose too much precision in fixed point;
computations using the inverted matrix can be as much as 10 pixels off.
Convert them to double precision values and pass those around. These API
changes are fairly heavyweight; the official Render interface remains fixed
point, so the fixed point matrix comes along for the ride everywhere.
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This reduces the matrix representation error after inverting a
transformation matrix (although it doesn't eliminate it entirely).
Perhaps we should extend Render to include 64-bit floating point transforms...
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The obvious matrix inversion function, coded using doubles to avoid fiddling
with fixed point precision adventures.
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The render extension uses many matrix operations internally, this change
exposes those functions to other parts of the server, drivers and
extensions. The change is motivated by the 'transform' additions to the
RandR extension but will likely be useful elsewhere.
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