From 3237ae4a4ff9296a377ff9194a11038da161208f Mon Sep 17 00:00:00 2001 From: William Wilgus Date: Wed, 7 Oct 2020 02:01:35 -0400 Subject: LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af --- apps/plugins/invadrox.c | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) (limited to 'apps/plugins/invadrox.c') diff --git a/apps/plugins/invadrox.c b/apps/plugins/invadrox.c index 0b26581b30..1c39a01c87 100644 --- a/apps/plugins/invadrox.c +++ b/apps/plugins/invadrox.c @@ -768,7 +768,7 @@ int curr_alien, aliens_paralyzed, gamespeed; int ufo_state, ufo_x; bool level_finished; bool aliens_down, aliens_right, hit_left_border, hit_right_border; - +static fb_data *lcd_fb; /* No standard get_pixel function yet, use this hack instead */ #if (LCD_DEPTH >= 8) @@ -776,12 +776,12 @@ bool aliens_down, aliens_right, hit_left_border, hit_right_border; #if defined(LCD_STRIDEFORMAT) && LCD_STRIDEFORMAT == VERTICAL_STRIDE static inline fb_data get_pixel(int x, int y) { - return *rb->lcd_framebuffer[x*LCD_HEIGHT+y]; + return lcd_fb[x*LCD_HEIGHT+y]; } #else static inline fb_data get_pixel(int x, int y) { - return *rb->lcd_framebuffer[ytab[y] + x]; + return lcd_fb[ytab[y] + x]; } #endif @@ -794,7 +794,7 @@ static const unsigned char shifts[4] = { /* Horizontal packing */ static inline fb_data get_pixel(int x, int y) { - return (*rb->lcd_framebuffer[ytab[y] + (x >> 2)] >> shifts[x & 3]) & 3; + return (lcd_fb[ytab[y] + (x >> 2)] >> shifts[x & 3]) & 3; } #else /* Vertical packing */ @@ -803,7 +803,7 @@ static const unsigned char shifts[4] = { }; static inline fb_data get_pixel(int x, int y) { - return (*rb->lcd_framebuffer[ytab[y] + x] >> shifts[y & 3]) & 3; + return (lcd_fb[ytab[y] + x] >> shifts[y & 3]) & 3; } #endif /* Horizontal/Vertical packing */ @@ -1902,6 +1902,8 @@ enum plugin_status plugin_start(UNUSED const void* parameter) #ifdef HAVE_BACKLIGHT backlight_ignore_timeout(); #endif + struct viewport *vp_main = rb->lcd_set_viewport(NULL); + lcd_fb = vp_main->buffer->fb_ptr; /* now go ahead and have fun! */ game_loop(); -- cgit v1.2.3