Hi Thomas,

Am 20.10.26 um 13:16 schrieb Thomas Zimmermann:
> Reading the code below, may I suggest to do this in two steps: first
> read the image data into a temporary buffer, invert height and rotate as
> needed.  Second, copy the temporary image into the graphics buffer and
> adjust the color format.
>
> Eventually we want to have a useful and flexible drawing/blitting API
> for the DRM clients. Keeping drawing steps separate will help a lot in
> the long run.

Makes sense. v6 will do it that way: the first step turns and flips
the BMP into an XRGB8888 buffer, and the second converts that into the
framebuffer's format. The buffer is as large as the image in
XRGB8888, up to 8 MB for a full screen 1080p splash, and it goes once
the image is drawn. If there is a helper you would like the second
step to go through, or a shape you have in mind for the API, I am happy
to follow it.

Best regards,
Màxim

Reply via email to