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
SlideShow/Renderer.cpp
- Committer:
- embeddedartists
- Date:
- 2019-11-04
- Revision:
- 22:f0d00f29bfeb
- Parent:
- 21:0038059e3a8f
File content as of revision 22:f0d00f29bfeb:
/* * Copyright 2014 Embedded Artists AB * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "mbed.h" #include "Renderer.h" #include "DMBoard.h" /****************************************************************************** * Defines and typedefs *****************************************************************************/ #if !defined(MIN) #define MIN(__a, __b) (((__a)<(__b))?(__a):(__b)) #endif /****************************************************************************** * Public functions *****************************************************************************/ Renderer::Renderer() { memset(layers, 0, sizeof(layerinfo_t)*MaxNumLayers); for (int i = 0; i < MaxNumLayers; i++) { layers[i].used = false; order[i] = NULL; } numRegisteredLayers = 0; 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(); ImageBackBuffer[1] = (image_t)display->allocateFramebuffer(); 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(); osSignalSet(threadId, 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 osSignalSet(threadId, layer->signalId); } void Renderer::render() { //save this thread's ID so that it may be signalled from //unregisterUser() and setFramebuffer() threadId = ThisThread::get_id(); int mask = 1;//(1<<MaxNumLayers) - 1; while(true) { /*osEvent ev =*/ ThisThread::flags_wait_any(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(); /*}*/ } }