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, &param->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