1 /**
2 * @file lv_draw_sdl_composite.c
3 *
4 */
5
6 /*********************
7 * INCLUDES
8 *********************/
9 #include "../../lv_conf_internal.h"
10
11 #if LV_USE_GPU_SDL
12
13 #include "../../misc/lv_gc.h"
14 #include "../../core/lv_refr.h"
15 #include "lv_draw_sdl_composite.h"
16 #include "lv_draw_sdl_mask.h"
17 #include "lv_draw_sdl_utils.h"
18 #include "lv_draw_sdl_priv.h"
19 #include "lv_draw_sdl_texture_cache.h"
20
21 /*********************
22 * DEFINES
23 *********************/
24
25 /**********************
26 * TYPEDEFS
27 **********************/
28
29 typedef struct {
30 lv_sdl_cache_key_magic_t magic;
31 lv_draw_sdl_composite_texture_id_t type;
32 } composite_key_t;
33
34 /**********************
35 * STATIC PROTOTYPES
36 **********************/
37
38 static composite_key_t mask_key_create(lv_draw_sdl_composite_texture_id_t type);
39
40 static lv_coord_t next_pow_of_2(lv_coord_t num);
41
42 static void dump_masks(SDL_Texture * texture, const lv_area_t * coords);
43 /**********************
44 * STATIC VARIABLES
45 **********************/
46
47 /**********************
48 * MACROS
49 **********************/
50
51 /**********************
52 * GLOBAL FUNCTIONS
53 **********************/
54
lv_draw_sdl_composite_begin(lv_draw_sdl_ctx_t * ctx,const lv_area_t * coords_in,const lv_area_t * clip_in,const lv_area_t * extension,lv_blend_mode_t blend_mode,lv_area_t * coords_out,lv_area_t * clip_out,lv_area_t * apply_area)55 bool lv_draw_sdl_composite_begin(lv_draw_sdl_ctx_t * ctx, const lv_area_t * coords_in, const lv_area_t * clip_in,
56 const lv_area_t * extension, lv_blend_mode_t blend_mode, lv_area_t * coords_out,
57 lv_area_t * clip_out, lv_area_t * apply_area)
58 {
59 lv_area_t full_coords = *coords_in;
60
61 /* Normalize full_coords */
62 if(full_coords.x1 > full_coords.x2) {
63 lv_coord_t x2 = full_coords.x2;
64 full_coords.x2 = full_coords.x1;
65 full_coords.x1 = x2;
66 }
67 if(full_coords.y1 > full_coords.y2) {
68 lv_coord_t y2 = full_coords.y2;
69 full_coords.y2 = full_coords.y1;
70 full_coords.y1 = y2;
71 }
72
73 if(extension) {
74 full_coords.x1 -= extension->x1;
75 full_coords.x2 += extension->x2;
76 full_coords.y1 -= extension->y1;
77 full_coords.y2 += extension->y2;
78 }
79
80 if(!_lv_area_intersect(apply_area, &full_coords, clip_in)) return false;
81 bool has_mask = lv_draw_mask_is_any(apply_area);
82
83 const bool draw_mask = has_mask && LV_GPU_SDL_CUSTOM_BLEND_MODE;
84 const bool draw_blend = blend_mode != LV_BLEND_MODE_NORMAL;
85 if(draw_mask || draw_blend) {
86 lv_draw_sdl_context_internals_t * internals = ctx->internals;
87 LV_ASSERT(internals->mask == NULL && internals->composition == NULL);
88
89 lv_coord_t w = lv_area_get_width(apply_area), h = lv_area_get_height(apply_area);
90 internals->composition = lv_draw_sdl_composite_texture_obtain(ctx, LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TARGET0, w, h);
91 /* Don't need to worry about overflow */
92 lv_coord_t ofs_x = (lv_coord_t) - apply_area->x1, ofs_y = (lv_coord_t) - apply_area->y1;
93 /* Offset draw area to start with (0,0) of coords */
94 lv_area_move(coords_out, ofs_x, ofs_y);
95 lv_area_move(clip_out, ofs_x, ofs_y);
96 SDL_SetRenderTarget(ctx->renderer, internals->composition);
97 SDL_SetRenderDrawColor(ctx->renderer, 255, 255, 255, 0);
98 SDL_RenderClear(ctx->renderer);
99 #if LV_GPU_SDL_CUSTOM_BLEND_MODE
100 internals->mask = lv_draw_sdl_composite_texture_obtain(ctx, LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_STREAM0, w, h);
101 dump_masks(internals->mask, apply_area);
102 #endif
103 }
104 else if(has_mask) {
105 /* Fallback mask handling. This will at least make bars looks less bad */
106 for(uint8_t i = 0; i < _LV_MASK_MAX_NUM; i++) {
107 _lv_draw_mask_common_dsc_t * comm_param = LV_GC_ROOT(_lv_draw_mask_list[i]).param;
108 if(comm_param == NULL) continue;
109 switch(comm_param->type) {
110 case LV_DRAW_MASK_TYPE_RADIUS: {
111 const lv_draw_mask_radius_param_t * param = (const lv_draw_mask_radius_param_t *) comm_param;
112 if(param->cfg.outer) break;
113 _lv_area_intersect(clip_out, apply_area, ¶m->cfg.rect);
114 break;
115 }
116 default:
117 break;
118 }
119 }
120 }
121 return has_mask;
122 }
123
lv_draw_sdl_composite_end(lv_draw_sdl_ctx_t * ctx,const lv_area_t * apply_area,lv_blend_mode_t blend_mode)124 void lv_draw_sdl_composite_end(lv_draw_sdl_ctx_t * ctx, const lv_area_t * apply_area, lv_blend_mode_t blend_mode)
125 {
126 lv_draw_sdl_context_internals_t * internals = ctx->internals;
127 SDL_Rect src_rect = {0, 0, lv_area_get_width(apply_area), lv_area_get_height(apply_area)};
128 #if LV_GPU_SDL_CUSTOM_BLEND_MODE
129 if(internals->mask) {
130 SDL_BlendMode mode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE,
131 SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ZERO,
132 SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
133 SDL_SetTextureBlendMode(internals->mask, mode);
134 SDL_RenderCopy(ctx->renderer, internals->mask, &src_rect, &src_rect);
135 }
136 #endif
137
138 /* Shapes are drawn on composite layer when mask or blend mode is present */
139 if(internals->composition) {
140 SDL_Rect dst_rect;
141 lv_area_to_sdl_rect(apply_area, &dst_rect);
142
143 SDL_SetRenderTarget(ctx->renderer, ctx->base_draw.buf);
144 switch(blend_mode) {
145 case LV_BLEND_MODE_NORMAL:
146 SDL_SetTextureBlendMode(internals->composition, SDL_BLENDMODE_BLEND);
147 break;
148 case LV_BLEND_MODE_ADDITIVE:
149 SDL_SetTextureBlendMode(internals->composition, SDL_BLENDMODE_ADD);
150 break;
151 #if LV_GPU_SDL_CUSTOM_BLEND_MODE
152 case LV_BLEND_MODE_SUBTRACTIVE: {
153 SDL_BlendMode mode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE,
154 SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ONE,
155 SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
156 SDL_SetTextureBlendMode(internals->composition, mode);
157 break;
158 }
159 case LV_BLEND_MODE_MULTIPLY: {
160 SDL_BlendMode mode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_COLOR,
161 SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ZERO,
162 SDL_BLENDFACTOR_DST_ALPHA, SDL_BLENDOPERATION_ADD);
163 SDL_SetTextureBlendMode(internals->composition, mode);
164 break;
165 }
166 #endif
167 default:
168 LV_LOG_WARN("Doesn't support blend mode %d", blend_mode);
169 SDL_SetTextureBlendMode(internals->composition, SDL_BLENDMODE_BLEND);
170 /* Unsupported yet */
171 break;
172 }
173 SDL_RenderCopy(ctx->renderer, internals->composition, &src_rect, &dst_rect);
174 }
175
176 internals->mask = internals->composition = NULL;
177 }
178
lv_draw_sdl_composite_texture_obtain(lv_draw_sdl_ctx_t * ctx,lv_draw_sdl_composite_texture_id_t id,lv_coord_t w,lv_coord_t h)179 SDL_Texture * lv_draw_sdl_composite_texture_obtain(lv_draw_sdl_ctx_t * ctx, lv_draw_sdl_composite_texture_id_t id,
180 lv_coord_t w, lv_coord_t h)
181 {
182 lv_point_t * tex_size = NULL;
183 composite_key_t mask_key = mask_key_create(id);
184 SDL_Texture * result = lv_draw_sdl_texture_cache_get_with_userdata(ctx, &mask_key, sizeof(composite_key_t), NULL,
185 (void **) &tex_size);
186 if(!result || tex_size->x < w || tex_size->y < h) {
187 lv_coord_t size = next_pow_of_2(LV_MAX(w, h));
188 int access = SDL_TEXTUREACCESS_STREAMING;
189 if(id >= LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TARGET0) {
190 access = SDL_TEXTUREACCESS_TARGET;
191 }
192 result = SDL_CreateTexture(ctx->renderer, LV_DRAW_SDL_TEXTURE_FORMAT, access, size, size);
193 tex_size = lv_mem_alloc(sizeof(lv_point_t));
194 tex_size->x = tex_size->y = size;
195 lv_draw_sdl_texture_cache_put_advanced(ctx, &mask_key, sizeof(composite_key_t), result, tex_size, lv_mem_free, 0);
196 }
197 return result;
198 }
199
200 /**********************
201 * STATIC FUNCTIONS
202 **********************/
203
mask_key_create(lv_draw_sdl_composite_texture_id_t type)204 static composite_key_t mask_key_create(lv_draw_sdl_composite_texture_id_t type)
205 {
206 composite_key_t key;
207 /* VERY IMPORTANT! Padding between members is uninitialized, so we have to wipe them manually */
208 SDL_memset(&key, 0, sizeof(key));
209 key.magic = LV_GPU_CACHE_KEY_MAGIC_MASK;
210 key.type = type;
211 return key;
212 }
213
next_pow_of_2(lv_coord_t num)214 static lv_coord_t next_pow_of_2(lv_coord_t num)
215 {
216 lv_coord_t n = 128;
217 while(n < num && n < 16384) {
218 n = n << 1;
219 }
220 return n;
221 }
222
dump_masks(SDL_Texture * texture,const lv_area_t * coords)223 static void dump_masks(SDL_Texture * texture, const lv_area_t * coords)
224 {
225 lv_coord_t w = lv_area_get_width(coords), h = lv_area_get_height(coords);
226 SDL_assert(w > 0 && h > 0);
227 SDL_Rect rect = {0, 0, w, h};
228 uint8_t * pixels;
229 int pitch;
230 if(SDL_LockTexture(texture, &rect, (void **) &pixels, &pitch) != 0) return;
231
232 lv_opa_t * line_buf = lv_mem_buf_get(rect.w);
233 for(lv_coord_t y = 0; y < rect.h; y++) {
234 lv_memset_ff(line_buf, rect.w);
235 lv_coord_t abs_x = (lv_coord_t) coords->x1, abs_y = (lv_coord_t)(y + coords->y1), len = (lv_coord_t) rect.w;
236 lv_draw_mask_res_t res;
237 res = lv_draw_mask_apply(line_buf, abs_x, abs_y, len);
238 if(res == LV_DRAW_MASK_RES_TRANSP) {
239 lv_memset_00(&pixels[y * pitch], 4 * rect.w);
240 }
241 else if(res == LV_DRAW_MASK_RES_FULL_COVER) {
242 lv_memset_ff(&pixels[y * pitch], 4 * rect.w);
243 }
244 else {
245 for(int x = 0; x < rect.w; x++) {
246 const size_t idx = y * pitch + x * 4;
247 pixels[idx] = line_buf[x];
248 pixels[idx + 1] = pixels[idx + 2] = pixels[idx + 3] = 0xFF;
249 }
250 }
251 }
252 lv_mem_buf_release(line_buf);
253 SDL_UnlockTexture(texture);
254 }
255
256 #endif /*LV_USE_GPU_SDL*/
257