#ifndef _FB_H #define _FB_H #include #include #include "settings.h" /* All renderers should target fb_fragment_t, which may or may not represent * a full-screen mmap. Helpers are provided for subdividing fragments for * concurrent renderers. */ typedef struct fb_fragment_t { uint32_t *buf; /* pointer to the first pixel in the fragment */ unsigned x, y; /* absolute coordinates of the upper left corner of this fragment */ unsigned width, height; /* width and height of this fragment */ unsigned frame_width; /* width of the frame this fragment is part of */ unsigned frame_height; /* height of the frame this fragment is part of */ unsigned stride; /* number of bytes from the end of one row to the start of the next */ unsigned pitch; /* number of bytes separating y from y + 1, including any padding */ } fb_fragment_t; /* This is a page handle object for page flip submission/life-cycle. * Outside of fb_page_get()/fb_page_put(), you're going to be interested in * fb_fragment_t. The fragment included here describes the whole page, * it may be divided via fb_fragment_divide(). */ typedef struct fb_page_t { fb_fragment_t fragment; } fb_page_t; /* Supply this struct to fb_new() with the appropriate context */ typedef struct fb_ops_t { int (*setup)(const settings_t *settings, setting_desc_t **next); void * (*init)(const settings_t *settings); void (*shutdown)(void *context); int (*acquire)(void *context, void *page); void (*release)(void *context); void * (*page_alloc)(void *context, fb_page_t *res_page); int (*page_free)(void *context, void *page); int (*page_flip)(void *context, void *page); } fb_ops_t; typedef struct fb_t fb_t; fb_page_t * fb_page_get(fb_t *fb); void fb_page_put(fb_t *fb, fb_page_t *page); void fb_free(fb_t *fb); void fb_get_put_pages_count(fb_t *fb, unsigned *count); fb_t * fb_new(const fb_ops_t *ops, settings_t *settings, int n_pages); int fb_flip(fb_t *fb); void fb_fragment_divide(fb_fragment_t *fragment, unsigned n_fragments, fb_fragment_t fragments[]); int fb_fragment_slice_single(const fb_fragment_t *fragment, unsigned n_fragments, unsigned num, fb_fragment_t *res_fragment); int fb_fragment_tile_single(const fb_fragment_t *fragment, unsigned tile_size, unsigned num, fb_fragment_t *res_fragment); /* checks if a coordinate is contained within a fragment */ static inline int fb_fragment_contains(fb_fragment_t *fragment, int x, int y) { if (x < fragment->x || x >= fragment->x + fragment->width || y < fragment->y || y >= fragment->y + fragment->height) return 0; return 1; } /* puts a pixel into the fragment, no bounds checking is performed. */ static inline void fb_fragment_put_pixel_unchecked(fb_fragment_t *fragment, int x, int y, uint32_t pixel) { uint32_t *pixels = ((void *)fragment->buf) + (y - fragment->y) * fragment->pitch; pixels[x - fragment->x] = pixel; } /* puts a pixel into the fragment, bounds checking is performed with a draw performed return status */ static inline int fb_fragment_put_pixel_checked(fb_fragment_t *fragment, int x, int y, uint32_t pixel) { if (!fb_fragment_contains(fragment, x, y)) return 0; fb_fragment_put_pixel_unchecked(fragment, x, y, pixel); return 1; } /* zero a fragment */ static inline void fb_fragment_zero(fb_fragment_t *fragment) { void *buf = fragment->buf; /* TODO: there should be a fast-path for non-divided fragments where there's no stride to skip */ for (int y = 0; y < fragment->height; y++, buf += fragment->pitch) memset(buf, 0, fragment->pitch - fragment->stride); } #endif