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![CTCaer](/assets/img/avatar_default.png)
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.
164 lines
5.7 KiB
C
164 lines
5.7 KiB
C
/**
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* @file lv_draw.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 <stdio.h>
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#include "lv_draw.h"
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#include "lv_draw_rbasic.h"
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#include "lv_draw_vbasic.h"
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#include "../lv_misc/lv_fs.h"
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#include "../lv_misc/lv_math.h"
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#include "../lv_misc/lv_ufs.h"
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#include "../lv_objx/lv_img.h"
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/*********************
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* DEFINES
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*********************/
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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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#if LV_VDB_SIZE != 0
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void (*const px_fp)(lv_coord_t x, lv_coord_t y, const lv_area_t * mask, lv_color_t color, lv_opa_t opa) = lv_vpx;
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void (*const fill_fp)(const lv_area_t * coords, const lv_area_t * mask, lv_color_t color, lv_opa_t opa) = lv_vfill;
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void (*const letter_fp)(const lv_point_t * pos_p, const lv_area_t * mask, const lv_font_t * font_p, uint32_t letter, lv_color_t color, lv_opa_t opa) = lv_vletter;
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void (*const map_fp)(const lv_area_t * cords_p, const lv_area_t * mask_p,
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const uint8_t * map_p, lv_opa_t opa, bool chroma_key, bool alpha_byte,
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lv_color_t recolor, lv_opa_t recolor_opa) = lv_vmap;
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#else
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void (*const px_fp)(lv_coord_t x, lv_coord_t y, const lv_area_t * mask, lv_color_t color, lv_opa_t opa) = lv_rpx;
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void (*const fill_fp)(const lv_area_t * coords, const lv_area_t * mask, lv_color_t color, lv_opa_t opa) = lv_rfill;
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void (*const letter_fp)(const lv_point_t * pos_p, const lv_area_t * mask, const lv_font_t * font_p, uint32_t letter, lv_color_t color, lv_opa_t opa) = lv_rletter;
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void (*const map_fp)(const lv_area_t * cords_p, const lv_area_t * mask_p,
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const uint8_t * map_p, lv_opa_t opa, bool chroma_key, bool alpha_byte,
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lv_color_t recolor, lv_opa_t recolor_opa) = lv_rmap;
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#endif
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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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* STATIC FUNCTIONS
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**********************/
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#if LV_ANTIALIAS != 0
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/**
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* Get the opacity of a pixel based it's position in a line segment
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* @param seg segment length
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* @param px_id position of of a pixel which opacity should be get [0..seg-1]
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* @param base_opa the base opacity
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* @return the opacity of the given pixel
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*/
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lv_opa_t lv_draw_aa_get_opa(lv_coord_t seg, lv_coord_t px_id, lv_opa_t base_opa)
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{
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/* How to calculate the opacity of pixels on the edges which makes the anti-aliasing?
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* For example we have a line like this (y = -0.5 * x):
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*
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* | _ _
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* * * |
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*
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* Anti-aliased pixels come to the '*' characters
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* Calculate what percentage of the pixels should be covered if real line (not rasterized) would be drawn:
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* 1. A real line should start on (0;0) and end on (2;1)
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* 2. So the line intersection coordinates on the first pixel: (0;0) (1;0.5) -> 25% covered pixel in average
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* 3. For the second pixel: (1;0.5) (2;1) -> 75% covered pixel in average
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* 4. The equation: (px_id * 2 + 1) / (segment_width * 2)
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* segment_width: the line segment which is being anti-aliased (was 2 in the example)
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* px_id: pixel ID from 0 to (segment_width - 1)
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* result: [0..1] coverage of the pixel
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*/
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/*Accelerate the common segment sizes to avoid division*/
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static const lv_opa_t seg1[1] = {128};
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static const lv_opa_t seg2[2] = {64, 192};
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static const lv_opa_t seg3[3] = {42, 128, 212};
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static const lv_opa_t seg4[4] = {32, 96, 159, 223};
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static const lv_opa_t seg5[5] = {26, 76, 128, 178, 230};
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static const lv_opa_t seg6[6] = {21, 64, 106, 148, 191, 234};
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static const lv_opa_t seg7[7] = {18, 55, 91, 128, 164, 200, 237};
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static const lv_opa_t seg8[8] = {16, 48, 80, 112, 143, 175, 207, 239};
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static const lv_opa_t * seg_map[] = {seg1, seg2, seg3, seg4,
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seg5, seg6, seg7, seg8
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};
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if(seg == 0) return LV_OPA_TRANSP;
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else if(seg < 8) return (uint32_t)((uint32_t)seg_map[seg - 1][px_id] * base_opa) >> 8;
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else {
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return ((px_id * 2 + 1) * base_opa) / (2 * seg);
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}
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}
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/**
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* Add a vertical anti-aliasing segment (pixels with decreasing opacity)
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* @param x start point x coordinate
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* @param y start point y coordinate
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* @param length length of segment (negative value to start from 0 opacity)
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* @param mask draw only in this area
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* @param color color of pixels
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* @param opa maximum opacity
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*/
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void lv_draw_aa_ver_seg(lv_coord_t x, lv_coord_t y, lv_coord_t length, const lv_area_t * mask, lv_color_t color, lv_opa_t opa)
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{
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bool aa_inv = false;
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if(length < 0) {
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aa_inv = true;
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length = -length;
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}
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lv_coord_t i;
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for(i = 0; i < length; i++) {
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lv_opa_t px_opa = lv_draw_aa_get_opa(length, i, opa);
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if(aa_inv) px_opa = opa - px_opa;
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px_fp(x, y + i, mask, color, px_opa);
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}
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}
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/**
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* Add a horizontal anti-aliasing segment (pixels with decreasing opacity)
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* @param x start point x coordinate
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* @param y start point y coordinate
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* @param length length of segment (negative value to start from 0 opacity)
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* @param mask draw only in this area
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* @param color color of pixels
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* @param opa maximum opacity
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*/
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void lv_draw_aa_hor_seg(lv_coord_t x, lv_coord_t y, lv_coord_t length, const lv_area_t * mask, lv_color_t color, lv_opa_t opa)
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{
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bool aa_inv = false;
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if(length < 0) {
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aa_inv = true;
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length = -length;
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}
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lv_coord_t i;
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for(i = 0; i < length; i++) {
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lv_opa_t px_opa = lv_draw_aa_get_opa(length, i, opa);
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if(aa_inv) px_opa = opa - px_opa;
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px_fp(x + i, y, mask, color, px_opa);
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}
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}
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#endif
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