A basic graphics package for the LPC4088 Display Module.
Dependents: lpc4088_displaymodule_demo_sphere sampleGUI sampleEmptyGUI lpc4088_displaymodule_fs_aid ... more
Fork of DMBasicGUI by
Diff: SlideShow/Renderer.cpp
- Revision:
- 5:f4de114c31c3
- Child:
- 13:bff2288c2c61
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/SlideShow/Renderer.cpp Sun Dec 21 13:53:07 2014 +0100 @@ -0,0 +1,240 @@ +#include "mbed.h" +#include "Renderer.h" +#include "DMBoard.h" + +#if !defined(MIN) + #define MIN(__a, __b) (((__a)<(__b))?(__a):(__b)) +#endif + +Renderer::Renderer(/*LcdController::Config* screen, EaLcdBoard* lcdBoard*/) +{ + memset(layers, 0, sizeof(layerinfo_t)*MaxNumLayers); + for (int i = 0; i < MaxNumLayers; i++) { + layers[i].used = false; + order[i] = NULL; + } + + numRegisteredLayers = 0; + t = NULL; + activeBackBuffer = 0; + display = DMBoard::instance().display(); + + this->screenWidth = display->width(); + this->screenHeight = display->height(); + this->screenPixels = this->screenWidth * this->screenHeight; + + // Assume screen->bpp == Bpp_16 + this->screenBytes = display->bytesPerPixel() * this->screenPixels; + + ImageBackBuffer[0] = (image_t)display->allocateFramebuffer();//malloc(this->screenBytes); + ImageBackBuffer[1] = (image_t)display->allocateFramebuffer();//malloc(this->screenBytes); + if ((ImageBackBuffer[0] == NULL) || (ImageBackBuffer[1] == NULL)) { + printf("Failed to allocate buffer(s) for Renderer. Halting...\n"); + while(1) { + ; + } + } + memset(ImageBackBuffer[0], 0xff, screenBytes); + memset(ImageBackBuffer[1], 0xff, screenBytes); +} + +Renderer::~Renderer() +{ + free(ImageBackBuffer[0]); + free(ImageBackBuffer[1]); + for (int i = 0; i < MaxNumLayers; i++) { + if (layers[i].used) { + free(layers[i].tmp); + delete(layers[i].lock); + } + } +} + +uint32_t Renderer::registerUser(int layer, int xoff, int yoff, int width, int height) +{ + setupMutex.lock(); + if (numRegisteredLayers < MaxNumLayers) { + for (int i = 0; i < MaxNumLayers; i++) { + if (!layers[i].used) { + // found a spot + layers[i].used = true; + layers[i].x0 = xoff; + layers[i].y0 = yoff; + layers[i].x1 = MIN(xoff+width, screenWidth); + layers[i].y1 = MIN(yoff+height, screenHeight); + layers[i].width = width; + layers[i].clippedHeight = layers[i].y1 - layers[i].y0; + layers[i].zorder = layer; + layers[i].signalId = 1;//(1<<i); + layers[i].lock = new Mutex(); + layers[i].newData = NULL; + layers[i].activeData = NULL; + layers[i].fullscreen = false; + if ((xoff == 0) && (yoff == 0) && (width == screenWidth) && (height == screenHeight)) { + layers[i].fullscreen = true; + } + + layers[i].tmp = (uint16_t*)malloc(width*layers[i].clippedHeight*2); + if (layers[i].tmp != NULL) { + memset(layers[i].tmp, 0, width*layers[i].clippedHeight*2); + } + + + // sort the order + for (int j = 0; j < MaxNumLayers; j++) { + if (order[j] == NULL) { + // no more layers so add the new one to the top + order[j] = &(layers[i]); + break; + } + if (order[j]->zorder > layer) { + // should insert the new layer here + for (int k = numRegisteredLayers; k > j; k--) { + order[k] = order[k-1]; + } + order[j] = &(layers[i]); + break; + } + } + + // Cause a repaint of all layers. It does not have to be immediate + // as for unregisterUser() - it is enough that it is done next time. + order[0]->activeData = NULL; + + numRegisteredLayers++; + + setupMutex.unlock(); + return (uint32_t)(&(layers[i])); + } + } + } + setupMutex.unlock(); + return 0; +} + +uint32_t Renderer::registerFullscreenUser(int layer) +{ + return registerUser(layer, 0, 0, screenWidth, screenHeight); +} + +void Renderer::unregisterUser(uint32_t handle) +{ + setupMutex.lock(); + if (handle != 0) { + layerinfo_t* layer = (layerinfo_t*)handle; + for (int i = 0; i < MaxNumLayers; i++) { + if (order[i] == layer) { + layer->used = false; + free(layer->tmp); + delete layer->lock; + + // move all layers "down" one step + for (int j = i+1; j<numRegisteredLayers; j++) { + order[j-1] = order[j]; + } + order[numRegisteredLayers-1] = NULL; + numRegisteredLayers--; + + // cause a repaint + if (order[0] != NULL) { + order[0]->activeData = NULL; + + // Very important that the signal is not sent while the lock is held + // as it will cause the renderer thread be able to take it also + setupMutex.unlock(); + t->signal_set(layer->signalId); + return; + } else { + // no longer anything to show, clear back buffers + memset(ImageBackBuffer[0], 0xff, screenBytes); + memset(ImageBackBuffer[1], 0xff, screenBytes); + } + + break; + } + } + } + setupMutex.unlock(); +} + +void Renderer::setFramebuffer(uint32_t handle, const uint16_t* data) +{ + layerinfo_t* layer = (layerinfo_t*)handle; + + // make sure that the render thread is not using the data when + // we change it + layer->lock->lock(); + layer->newData = data; + layer->activeData = NULL; + layer->lock->unlock(); + + // notify the renderer that there is new data for our layer + t->signal_set(layer->signalId); +} + +void Renderer::render() +{ + int mask = 1;//(1<<MaxNumLayers) - 1; + while(true) + { + osEvent ev = Thread::signal_wait(mask); + if (ev.status == osEventSignal) { + setupMutex.lock(); + for (int i = 0; i < numRegisteredLayers; i++) { + if (order[i]->activeData != order[i]->newData) { + //if (order[i]->signalId & ev.value.signals) { + + int n = (activeBackBuffer + 1) & 1; + +// if (i == 0) { +// // TEMPORARY +// board->setFrameBuffer((uint32_t)ImageBackBuffer[n]); +// if (order[i]->activeData != NULL && order[i]->newData != NULL) { +// for (int y = 0; y < order[i]->clippedHeight; y++) { +// for (int x = 0; x < order[i]->width; x++) { +// if (order[i]->activeData[y*order[i]->width+x] != order[i]->newData[y*order[i]->width+x]) { +// printf("Difference in x,y {%d,%d} active is 0x%04x, new is 0x%04x\n", x, y, +// order[i]->activeData[y*order[i]->width+x], order[i]->newData[y*order[i]->width+x]); +// } +// } +// } +// } +// } + + // Layer i have new data + // redraw this layer and all on top of it + for (int j = i; j < numRegisteredLayers; j++) { + layerinfo_t* layer = order[j]; + layer->lock->lock(); + layer->activeData = layer->newData; + memcpy(layer->tmp, layer->newData, layer->width*layer->clippedHeight*2); + layer->lock->unlock(); + if (layer->activeData != NULL) { + if (layer->fullscreen) { + memcpy(ImageBackBuffer[n], layer->tmp, screenBytes); + } else { + for (int y = 0; y < layer->clippedHeight; y++) { + memcpy(ImageBackBuffer[n] + ((y + layer->y0) * screenWidth) + layer->x0, + layer->tmp + (y * layer->width), + (layer->x1 - layer->x0) * 2); + } + } + } + } + + //board->setFrameBuffer((uint32_t)ImageBackBuffer[n]); + display->setFramebuffer(ImageBackBuffer[n]); + if (i == (numRegisteredLayers - 1)) { + // only top layer changed, no need to copy entire back buffer + } else { + // more layers exist on top so the back buffer must be updated + memcpy(ImageBackBuffer[activeBackBuffer], ImageBackBuffer[n], screenBytes); + } + activeBackBuffer = n; + break; + } + } + setupMutex.unlock(); + } + } +}