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#ifndef _FB_H
#define _FB_H
#include <stdint.h>
#include <string.h>
#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
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