/***************************************************************************
* Copyright (C) 2020 - 2022 by Federico Izzo IU2NUO, *
* Niccolò Izzo IU2KIN, *
* Silvano Seva IU2KWO *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 3 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, see *
***************************************************************************/
/**
* This driver provides an lcd screen emulator to allow UI development and
* testing on a x86/x64 computer.
* Graphics control is provided through SDL2 library, you need to have the SDL2
* development library installed on your machine to compile and run code using
* this driver.
*/
#include
#include
#include
#include
#include
#include
void *frameBuffer = NULL; /* Pointer to framebuffer */
bool inProgress; /* Flag to signal when rendering is in progress */
/*
* SDL main loop syncronization
*/
bool sdl_ready = false; /* Flag to signal the sdl main loop is running */
extern chan_t fb_sync; /* Shared channel to send a frame buffer update */
/**
* @internal
* Internal helper function which fetches pixel at position (x, y) from framebuffer
* and returns it in SDL-compatible format, which is ARGB8888.
*/
uint32_t fetchPixelFromFb(unsigned int x, unsigned int y)
{
(void) x;
(void) y;
uint32_t pixel = 0;
#ifdef PIX_FMT_BW
/*
* Black and white 1bpp format: framebuffer is an array of uint8_t, where
* each cell contains the values of eight pixels, one per bit.
*/
uint8_t *fb = (uint8_t *)(frameBuffer);
unsigned int cell = (x + y*SCREEN_WIDTH) / 8;
unsigned int elem = (x + y*SCREEN_WIDTH) % 8;
if(fb[cell] & (1 << elem)) pixel = 0xFFFFFFFF;
#endif
#ifdef PIX_FMT_GRAYSC
/*
* Convert from 8bpp grayscale to ARGB8888, we have to do nothing more that
* replicating the pixel value for the three components
*/
uint8_t *fb = (uint8_t *)(frameBuffer);
uint8_t px = fb[x + y*SCREEN_WIDTH];
pixel = 0xFF000000 | (px << 16) | (px << 8) | px;
#endif
return pixel;
}
void display_init()
{
/*
* Black and white pixel format: framebuffer type is uint8_t where each
* bit represents a pixel. We have to allocate
* (SCREEN_HEIGHT * SCREEN_WIDTH)/8 elements
*/
#ifdef PIX_FMT_BW
unsigned int fbSize = (SCREEN_HEIGHT * SCREEN_WIDTH)/8;
/* Compensate for eventual truncation error in division */
if((fbSize * 8) < (SCREEN_HEIGHT * SCREEN_WIDTH)) fbSize += 1;
fbSize *= sizeof(uint8_t);
#endif
/*
* Grayscale pixel format: framebuffer type is uint8_t where each element
* controls one pixel
*/
#ifdef PIX_FMT_GRAYSC
unsigned int fbSize = SCREEN_HEIGHT * SCREEN_WIDTH * sizeof(uint8_t);
#endif
/*
* RGB565 pixel format: framebuffer type is uint16_t where each element
* controls one pixel
*/
#ifdef PIX_FMT_RGB565
unsigned int fbSize = SCREEN_HEIGHT * SCREEN_WIDTH * sizeof(uint16_t);
#endif
frameBuffer = malloc(fbSize);
memset(frameBuffer, 0xFFFF, fbSize);
inProgress = false;
}
void display_terminate()
{
while (inProgress){ } /* Wait until current render finishes */
chan_close(&fb_sync);
chan_terminate(&fb_sync);
if(frameBuffer != NULL) free(frameBuffer);
frameBuffer = NULL;
}
void display_renderRows(uint8_t startRow, uint8_t endRow)
{
(void) startRow;
(void) endRow;
inProgress = true;
if(!sdl_ready)
{
sdl_ready = sdlEngine_ready();
}
if(sdl_ready)
{
// receive a texture pixel map
void *fb;
chan_recv(&fb_sync, &fb);
#ifdef PIX_FMT_RGB565
memcpy(fb, frameBuffer, sizeof(PIXEL_SIZE) * SCREEN_HEIGHT * SCREEN_WIDTH);
#else
for (unsigned int x = 0; x < SCREEN_WIDTH; x++)
{
for (unsigned int y = startRow; y < endRow; y++)
{
pixels[x + y * SCREEN_WIDTH] = fetchPixelFromFb(x, y);
}
}
#endif
// signal the SDL main loop to proceed with rendering
void *done = {0};
chan_send(&fb_sync, done);
}
inProgress = false;
}
void display_render()
{
display_renderRows(0, SCREEN_HEIGHT);
}
bool display_renderingInProgress()
{
return inProgress;
}
void *display_getFrameBuffer()
{
return (void *) (frameBuffer);
}
void display_setContrast(uint8_t contrast)
{
printf("Setting display contrast to %d\n", contrast);
}