10.1_demo/lvgl/src/draw/lv_draw_private.h

205 lines
6.3 KiB
C
Executable File

/**
* @file lv_draw_private.h
*
*/
/**
* Modified by NXP in 2024
*/
#ifndef LV_DRAW_PRIVATE_H
#define LV_DRAW_PRIVATE_H
#ifdef __cplusplus
extern "C" {
#endif
/*********************
* INCLUDES
*********************/
#include "lv_draw.h"
#include "../osal/lv_os.h"
#include "../misc/cache/lv_cache.h"
/*********************
* DEFINES
*********************/
/**********************
* TYPEDEFS
**********************/
struct _lv_draw_task_t {
lv_draw_task_t * next;
lv_draw_task_type_t type;
/**
* The area where to draw
*/
lv_area_t area;
/**
* The real draw area. E.g. for shadow, outline, or transformed images it's different from `area`
*/
lv_area_t _real_area;
/** The original area which is updated*/
lv_area_t clip_area_original;
/**
* The clip area of the layer is saved here when the draw task is created.
* As the clip area of the layer can be changed as new draw tasks are added its current value needs to be saved.
* Therefore during drawing the layer's clip area shouldn't be used as it might be already changed for other draw tasks.
*/
lv_area_t clip_area;
lv_layer_t * target_layer;
#if LV_DRAW_TRANSFORM_USE_MATRIX
/** Transform matrix to be applied when rendering the layer */
lv_matrix_t matrix;
#endif
/* Reference to the draw unit for debug or draw context purposes */
lv_draw_unit_t * draw_unit;
volatile int state; /** int instead of lv_draw_task_state_t to be sure its atomic */
void * draw_dsc;
/** Opacity of the layer */
lv_opa_t opa;
/**
* The ID of the draw_unit which should take this task
*/
uint8_t preferred_draw_unit_id;
/**
* Set to which extent `preferred_draw_unit_id` is good at this task.
* 80: means 20% better (faster) than software rendering
* 100: the default value
* 110: means 10% worse (slower) than software rendering
*/
uint8_t preference_score;
};
struct _lv_draw_mask_t {
void * user_data;
};
struct _lv_draw_unit_t {
lv_draw_unit_t * next;
/**
* Name and ID of the draw unit, for debugging purposes only.
*/
const char * name;
int32_t idx;
/**
* Called to try to assign a draw task to itself.
* `lv_draw_get_next_available_task` can be used to get an independent draw task.
* A draw task should be assign only if the draw unit can draw it too
* @param draw_unit pointer to the draw unit
* @param layer pointer to a layer on which the draw task should be drawn
* @return >=0: The number of taken draw task:
* 0 means the task has not yet been completed.
* 1 means a new task has been accepted.
* -1: The draw unit wanted to work on a task but couldn't do that
* due to some errors (e.g. out of memory).
* It signals that LVGL should call the dispatcher later again
* to let draw unit try to start the rendering again.
*/
int32_t (*dispatch_cb)(lv_draw_unit_t * draw_unit, lv_layer_t * layer);
/**
*
* @param draw_unit
* @param task
* @return
*/
int32_t (*evaluate_cb)(lv_draw_unit_t * draw_unit, lv_draw_task_t * task);
/**
* Called to signal the unit to complete all tasks in order to return their ready status.
* This callback can be implemented in case of asynchronous task processing.
* Below is an example to show the difference between synchronous and asynchronous:
*
* Synchronous:
* LVGL thread DRAW thread HW
*
* task1 --> submit --> Receive task1
* wait_for_finish()
* <-- task1->state = READY <-- Complete task1
* task2 --> submit --> Receive task2
* wait_for_finish()
* task2->state = READY <-- Complete task2
* task3 --> submit --> Receive task3
* wait_for_finish()
* <-- task3->state = READY <-- Complete task3
* task4 --> submit --> Receive task4
* wait_for_finish()
* <-- task4->state = READY <-- Complete task4
* NO MORE TASKS
*
*
* Asynchronous:
* LVGL thread DRAW thread HW
* is IDLE
* task1 --> queue task1
* submit --> Receive task1
* task2 --> queue task2 is BUSY (with task1)
* task3 --> queue task3 still BUSY (with task1)
* task4 --> queue task4 becomes IDLE
* <-- task1->state = READY <-- Complete task1
* submit --> Receive task2, task3, task4
* NO MORE TASKS
* wait_for_finish_cb() wait_for_finish()
* <-- Complete task2, task3, task4
* <-- task2->state = READY <--
* <-- task3->state = READY <--
* <-- task4->state = READY <--
*
* @param draw_unit
* @return
*/
int32_t (*wait_for_finish_cb)(lv_draw_unit_t * draw_unit);
/**
* Called to delete draw unit.
* @param draw_unit
* @return
*/
int32_t (*delete_cb)(lv_draw_unit_t * draw_unit);
};
typedef struct {
lv_draw_unit_t * unit_head;
uint32_t unit_cnt;
uint32_t used_memory_for_layers; /* measured as bytes */
#if LV_USE_OS
lv_thread_sync_t sync;
#else
volatile int dispatch_req;
#endif
lv_mutex_t circle_cache_mutex;
bool task_running;
} lv_draw_global_info_t;
/**********************
* GLOBAL PROTOTYPES
**********************/
/**********************
* MACROS
**********************/
#ifdef __cplusplus
} /*extern "C"*/
#endif
#endif /*LV_DRAW_PRIVATE_H*/