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BDK will allow developers to use the full collection of drivers, with limited editing, if any, for making payloads for Nintendo Switch. Using a single source for everything will also help decoupling Switch specific code and easily port it to other Tegra X1/X1+ platforms. And maybe even to lower targets. Everything is now centrilized into bdk folder. Every module or project can utilize it by simply including it. This is just the start and it will continue to improve.
208 lines
4.9 KiB
C
208 lines
4.9 KiB
C
/**
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* @file lv_vdb.c
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*
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*/
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/*********************
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* INCLUDES
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*********************/
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#include "lv_vdb.h"
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#if LV_VDB_SIZE != 0
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#include "../lv_hal/lv_hal_disp.h"
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#include "../lv_misc/lv_log.h"
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#include <stddef.h>
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/*********************
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* DEFINES
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*********************/
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#ifndef LV_ATTRIBUTE_FLUSH_READY
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#define LV_ATTRIBUTE_FLUSH_READY
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#endif
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#ifndef LV_ATTRIBUTE_MEM_ALIGN
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#define LV_ATTRIBUTE_MEM_ALIGN
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#endif
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/**********************
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* TYPEDEFS
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**********************/
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/**********************
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* STATIC PROTOTYPES
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**********************/
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/**********************
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* STATIC VARIABLES
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**********************/
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/*Simple VDB*/
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#if LV_VDB_DOUBLE == 0
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# if LV_VDB_ADR == 0
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/*If the buffer address is not specified simply allocate it*/
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static LV_ATTRIBUTE_MEM_ALIGN uint8_t vdb_buf[LV_VDB_SIZE_IN_BYTES];
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static lv_vdb_t vdb = {.buf = (lv_color_t *)vdb_buf};
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# else /*LV_VDB_ADR != 0*/
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/*If the buffer address is specified use that address*/
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static lv_vdb_t vdb = {.buf = (lv_color_t *)LV_VDB_ADR};
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# endif
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/*LV_VDB_DOUBLE != 0*/
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#else
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/*Double VDB*/
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static uint8_t vdb_active = 0;
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# if LV_VDB_ADR == 0
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/*If the buffer address is not specified simply allocate it*/
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static LV_ATTRIBUTE_MEM_ALIGN uint8_t vdb_buf1[LV_VDB_SIZE_IN_BYTES];
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static LV_ATTRIBUTE_MEM_ALIGN uint8_t vdb_buf2[LV_VDB_SIZE_IN_BYTES];
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static lv_vdb_t vdb[2] = {{.buf = (lv_color_t *) vdb_buf1}, {.buf = (lv_color_t *) vdb_buf2}};
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# else /*LV_VDB_ADR != 0*/
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/*If the buffer address is specified use that address*/
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static lv_vdb_t vdb[2] = {{.buf = (lv_color_t *)LV_VDB_ADR}, {.buf = (lv_color_t *)LV_VDB2_ADR}};
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# endif
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#endif
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static volatile bool vdb_flushing = false;
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/**********************
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* MACROS
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**********************/
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/**********************
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* GLOBAL FUNCTIONS
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**********************/
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/**
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* Get the 'vdb' variable or allocate one in LV_VDB_DOUBLE mode
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* @return pointer to a 'vdb' variable
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*/
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lv_vdb_t * lv_vdb_get(void)
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{
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#if LV_VDB_DOUBLE == 0
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/* Wait until VDB is flushing.
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* (Until this user calls of 'lv_flush_ready()' in the display drivers's flush function*/
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while(vdb_flushing);
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return &vdb;
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#else
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/*If already there is an active do nothing*/
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return &vdb[vdb_active];
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#endif
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}
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/**
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* Flush the content of the VDB
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*/
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void lv_vdb_flush(void)
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{
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lv_vdb_t * vdb_act = lv_vdb_get();
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if(!vdb_act) {
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LV_LOG_WARN("Invalid VDB pointer");
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return;
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}
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/*Don't start a new flush while the previous is not finished*/
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#if LV_VDB_DOUBLE
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while(vdb_flushing);
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#endif /*LV_VDB_DOUBLE*/
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vdb_flushing = true;
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/*Flush the rendered content to the display*/
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lv_disp_flush(vdb_act->area.x1, vdb_act->area.y1, vdb_act->area.x2, vdb_act->area.y2, vdb_act->buf);
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#if LV_VDB_DOUBLE
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/*Make the other VDB active. The content of the current will be kept until the next flush*/
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vdb_active++;
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vdb_active &= 0x1;
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/*If the screen is transparent initialize it when the new VDB is selected*/
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# if LV_COLOR_SCREEN_TRANSP
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memset(vdb[vdb_active].buf, 0x00, LV_VDB_SIZE_IN_BYTES);
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# endif /*LV_COLOR_SCREEN_TRANSP*/
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#endif /*#if LV_VDB_DOUBLE*/
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}
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/**
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* Set the address of VDB buffer(s) manually. To use this set `LV_VDB_ADR` (and `LV_VDB2_ADR`) to `LV_VDB_ADR_INV` in `lv_conf.h`.
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* It should be called before `lv_init()`. The size of the buffer should be: `LV_VDB_SIZE_IN_BYTES`
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* @param buf1 address of the VDB.
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* @param buf2 address of the second buffer. `NULL` if `LV_VDB_DOUBLE 0`
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*/
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void lv_vdb_set_adr(void * buf1, void * buf2)
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{
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#if LV_VDB_DOUBLE == 0
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(void) buf2; /*unused*/
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vdb.buf = buf1;
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#else
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vdb[0].buf = buf1;
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vdb[1].buf = buf2;
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#endif
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}
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/**
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* Call in the display driver's 'disp_flush' function when the flushing is finished
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*/
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LV_ATTRIBUTE_FLUSH_READY void lv_flush_ready(void)
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{
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vdb_flushing = false;
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/*If the screen is transparent initialize it when the flushing is ready*/
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#if LV_VDB_DOUBLE == 0 && LV_COLOR_SCREEN_TRANSP
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memset(vdb_buf, 0x00, LV_VDB_SIZE_IN_BYTES);
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#endif
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}
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/**
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* Get currently active VDB, where the drawing happens. Used with `LV_VDB_DOUBLE 1`
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* @return pointer to the active VDB. If `LV_VDB_DOUBLE 0` give the single VDB
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*/
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lv_vdb_t * lv_vdb_get_active(void)
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{
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#if LV_VDB_DOUBLE == 0
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return &vdb;
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#else
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return &vdb[vdb_active];
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#endif
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}
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/**
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* Get currently inactive VDB, which is being displayed or being flushed. Used with `LV_VDB_DOUBLE 1`
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* @return pointer to the inactive VDB. If `LV_VDB_DOUBLE 0` give the single VDB
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*/
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lv_vdb_t * lv_vdb_get_inactive(void)
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{
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#if LV_VDB_DOUBLE == 0
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return &vdb;
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#else
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return &vdb[(vdb_active + 1) & 0x1];
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#endif
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}
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/**
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* Whether the flushing is in progress or not
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* @return true: flushing is in progress; false: flushing ready
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*/
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bool lv_vdb_is_flushing(void)
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{
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return vdb_flushing;
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}
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/**********************
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* STATIC FUNCTIONS
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**********************/
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#else
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/**
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* Just for compatibility
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*/
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void lv_flush_ready(void)
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{
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/*Do nothing. It is used only for VDB*/
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}
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#endif
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