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_utils.h"
17 #include "lv_draw_sdl_priv.h"
18 #include "lv_draw_sdl_texture_cache.h"
19
20 /*********************
21 * DEFINES
22 *********************/
23
24 /**********************
25 * TYPEDEFS
26 **********************/
27
28 typedef struct {
29 lv_sdl_cache_key_magic_t magic;
30 lv_draw_sdl_composite_texture_id_t type;
31 } composite_key_t;
32
33 /**********************
34 * STATIC PROTOTYPES
35 **********************/
36
37 static composite_key_t mask_key_create(lv_draw_sdl_composite_texture_id_t type);
38
39 static lv_coord_t next_pow_of_2(lv_coord_t num);
40
41 static void dump_masks(SDL_Texture * texture, const lv_area_t * coords);
42 /**********************
43 * STATIC VARIABLES
44 **********************/
45
46 /**********************
47 * MACROS
48 **********************/
49
50 /**********************
51 * GLOBAL FUNCTIONS
52 **********************/
53
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)54 bool lv_draw_sdl_composite_begin(lv_draw_sdl_ctx_t * ctx, const lv_area_t * coords_in, const lv_area_t * clip_in,
55 const lv_area_t * extension, lv_blend_mode_t blend_mode, lv_area_t * coords_out,
56 lv_area_t * clip_out, lv_area_t * apply_area)
57 {
58 lv_area_t full_coords = *coords_in;
59
60 /* Normalize full_coords */
61 if(full_coords.x1 > full_coords.x2) {
62 lv_coord_t x2 = full_coords.x2;
63 full_coords.x2 = full_coords.x1;
64 full_coords.x1 = x2;
65 }
66 if(full_coords.y1 > full_coords.y2) {
67 lv_coord_t y2 = full_coords.y2;
68 full_coords.y2 = full_coords.y1;
69 full_coords.y1 = y2;
70 }
71
72 if(extension) {
73 full_coords.x1 -= extension->x1;
74 full_coords.x2 += extension->x2;
75 full_coords.y1 -= extension->y1;
76 full_coords.y2 += extension->y2;
77 }
78
79 if(!_lv_area_intersect(apply_area, &full_coords, clip_in)) return false;
80 bool has_mask = lv_draw_mask_is_any(apply_area);
81
82 const bool draw_mask = has_mask && LV_GPU_SDL_CUSTOM_BLEND_MODE;
83 const bool draw_blend = blend_mode != LV_BLEND_MODE_NORMAL;
84 if(draw_mask || draw_blend) {
85 lv_draw_sdl_context_internals_t * internals = ctx->internals;
86 LV_ASSERT(internals->mask == NULL && internals->composition == NULL && internals->target_backup == NULL);
87
88 lv_coord_t w = lv_area_get_width(apply_area), h = lv_area_get_height(apply_area);
89 internals->composition = lv_draw_sdl_composite_texture_obtain(ctx, LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TARGET0, w, h,
90 &internals->composition_cached);
91 /* Don't need to worry about integral 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 internals->target_backup = SDL_GetRenderTarget(ctx->renderer);
97 SDL_SetRenderTarget(ctx->renderer, internals->composition);
98 SDL_SetRenderDrawColor(ctx->renderer, 255, 255, 255, 0);
99 /* SDL_RenderClear is not working properly, so we overwrite the target with solid color */
100 SDL_SetRenderDrawBlendMode(ctx->renderer, SDL_BLENDMODE_NONE);
101 SDL_RenderFillRect(ctx->renderer, NULL);
102 SDL_SetRenderDrawBlendMode(ctx->renderer, SDL_BLENDMODE_BLEND);
103 #if LV_GPU_SDL_CUSTOM_BLEND_MODE
104 internals->mask = lv_draw_sdl_composite_texture_obtain(ctx, LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_STREAM0, w, h,
105 &internals->composition_cached);
106 dump_masks(internals->mask, apply_area);
107 #endif
108 }
109 else if(has_mask) {
110 /* Fallback mask handling. This will at least make bars looks less bad */
111 for(uint8_t i = 0; i < _LV_MASK_MAX_NUM; i++) {
112 _lv_draw_mask_common_dsc_t * comm_param = LV_GC_ROOT(_lv_draw_mask_list[i]).param;
113 if(comm_param == NULL) continue;
114 switch(comm_param->type) {
115 case LV_DRAW_MASK_TYPE_RADIUS: {
116 const lv_draw_mask_radius_param_t * param = (const lv_draw_mask_radius_param_t *) comm_param;
117 if(param->cfg.outer) break;
118 _lv_area_intersect(clip_out, apply_area, ¶m->cfg.rect);
119 break;
120 }
121 default:
122 break;
123 }
124 }
125 }
126 return has_mask;
127 }
128
lv_draw_sdl_composite_end(lv_draw_sdl_ctx_t * ctx,const lv_area_t * apply_area,lv_blend_mode_t blend_mode)129 void lv_draw_sdl_composite_end(lv_draw_sdl_ctx_t * ctx, const lv_area_t * apply_area, lv_blend_mode_t blend_mode)
130 {
131 lv_draw_sdl_context_internals_t * internals = ctx->internals;
132 SDL_Rect src_rect = {0, 0, lv_area_get_width(apply_area), lv_area_get_height(apply_area)};
133 #if LV_GPU_SDL_CUSTOM_BLEND_MODE
134 if(internals->mask) {
135 SDL_BlendMode mode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE,
136 SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ZERO,
137 SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
138 SDL_SetTextureBlendMode(internals->mask, mode);
139 SDL_RenderCopy(ctx->renderer, internals->mask, &src_rect, &src_rect);
140 }
141 #endif
142
143 /* Shapes are drawn on composite layer when mask or blend mode is present */
144 if(internals->composition) {
145 SDL_Rect dst_rect;
146 lv_area_to_sdl_rect(apply_area, &dst_rect);
147
148 SDL_SetRenderTarget(ctx->renderer, internals->target_backup);
149 switch(blend_mode) {
150 case LV_BLEND_MODE_NORMAL:
151 SDL_SetTextureBlendMode(internals->composition, SDL_BLENDMODE_BLEND);
152 break;
153 case LV_BLEND_MODE_ADDITIVE:
154 SDL_SetTextureBlendMode(internals->composition, SDL_BLENDMODE_ADD);
155 break;
156 #if LV_GPU_SDL_CUSTOM_BLEND_MODE
157 case LV_BLEND_MODE_SUBTRACTIVE: {
158 SDL_BlendMode mode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE,
159 SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ONE,
160 SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
161 SDL_SetTextureBlendMode(internals->composition, mode);
162 break;
163 }
164 case LV_BLEND_MODE_MULTIPLY: {
165 SDL_BlendMode mode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_COLOR,
166 SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ZERO,
167 SDL_BLENDFACTOR_DST_ALPHA, SDL_BLENDOPERATION_ADD);
168 SDL_SetTextureBlendMode(internals->composition, mode);
169 break;
170 }
171 #endif
172 default:
173 LV_LOG_WARN("Doesn't support blend mode %d", blend_mode);
174 SDL_SetTextureBlendMode(internals->composition, SDL_BLENDMODE_BLEND);
175 /* Unsupported yet */
176 break;
177 }
178 SDL_RenderCopy(ctx->renderer, internals->composition, &src_rect, &dst_rect);
179 if(!internals->composition_cached) {
180 LV_LOG_WARN("Texture is not cached, this will impact performance.");
181 SDL_DestroyTexture(internals->composition);
182 }
183 }
184
185 internals->mask = internals->composition = internals->target_backup = NULL;
186 }
187
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,bool * texture_in_cache)188 SDL_Texture * lv_draw_sdl_composite_texture_obtain(lv_draw_sdl_ctx_t * ctx, lv_draw_sdl_composite_texture_id_t id,
189 lv_coord_t w, lv_coord_t h, bool * texture_in_cache)
190 {
191 lv_point_t * tex_size = NULL;
192 composite_key_t mask_key = mask_key_create(id);
193 SDL_Texture * result = lv_draw_sdl_texture_cache_get_with_userdata(ctx, &mask_key, sizeof(composite_key_t), NULL,
194 (void **) &tex_size);
195 if(result == NULL || tex_size->x < w || tex_size->y < h) {
196 lv_coord_t size = next_pow_of_2(LV_MAX(w, h));
197 int access = SDL_TEXTUREACCESS_STREAMING;
198 if(id >= LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TRANSFORM0) {
199 access = SDL_TEXTUREACCESS_TARGET;
200 }
201 else if(id >= LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TARGET0) {
202 access = SDL_TEXTUREACCESS_TARGET;
203 }
204 result = SDL_CreateTexture(ctx->renderer, LV_DRAW_SDL_TEXTURE_FORMAT, access, size, size);
205 tex_size = lv_mem_alloc(sizeof(lv_point_t));
206 tex_size->x = tex_size->y = size;
207 bool in_cache = lv_draw_sdl_texture_cache_put_advanced(ctx, &mask_key, sizeof(composite_key_t), result,
208 tex_size, lv_mem_free, 0);
209 if(!in_cache) {
210 lv_mem_free(tex_size);
211 }
212 if(texture_in_cache != NULL) {
213 *texture_in_cache = in_cache;
214 }
215 }
216 else if(texture_in_cache != NULL) {
217 *texture_in_cache = true;
218 }
219
220 return result;
221 }
222
223 /**********************
224 * STATIC FUNCTIONS
225 **********************/
226
mask_key_create(lv_draw_sdl_composite_texture_id_t type)227 static composite_key_t mask_key_create(lv_draw_sdl_composite_texture_id_t type)
228 {
229 composite_key_t key;
230 /* VERY IMPORTANT! Padding between members is uninitialized, so we have to wipe them manually */
231 SDL_memset(&key, 0, sizeof(key));
232 key.magic = LV_GPU_CACHE_KEY_MAGIC_MASK;
233 key.type = type;
234 return key;
235 }
236
next_pow_of_2(lv_coord_t num)237 static lv_coord_t next_pow_of_2(lv_coord_t num)
238 {
239 lv_coord_t n = 128;
240 while(n < num && n < 16384) {
241 n = n << 1;
242 }
243 return n;
244 }
245
dump_masks(SDL_Texture * texture,const lv_area_t * coords)246 static void dump_masks(SDL_Texture * texture, const lv_area_t * coords)
247 {
248 lv_coord_t w = lv_area_get_width(coords), h = lv_area_get_height(coords);
249 SDL_assert(w > 0 && h > 0);
250 SDL_Rect rect = {0, 0, w, h};
251 uint8_t * pixels;
252 int pitch;
253 if(SDL_LockTexture(texture, &rect, (void **) &pixels, &pitch) != 0) return;
254
255 lv_opa_t * line_buf = lv_mem_buf_get(rect.w);
256 for(lv_coord_t y = 0; y < rect.h; y++) {
257 lv_memset_ff(line_buf, rect.w);
258 lv_coord_t abs_x = (lv_coord_t) coords->x1, abs_y = (lv_coord_t)(y + coords->y1), len = (lv_coord_t) rect.w;
259 lv_draw_mask_res_t res;
260 res = lv_draw_mask_apply(line_buf, abs_x, abs_y, len);
261 if(res == LV_DRAW_MASK_RES_TRANSP) {
262 lv_memset_00(&pixels[y * pitch], 4 * rect.w);
263 }
264 else if(res == LV_DRAW_MASK_RES_FULL_COVER) {
265 lv_memset_ff(&pixels[y * pitch], 4 * rect.w);
266 }
267 else {
268 for(int x = 0; x < rect.w; x++) {
269 const size_t idx = y * pitch + x * 4;
270 pixels[idx] = line_buf[x];
271 pixels[idx + 1] = pixels[idx + 2] = pixels[idx + 3] = 0xFF;
272 }
273 }
274 }
275 lv_mem_buf_release(line_buf);
276 SDL_UnlockTexture(texture);
277 }
278
279 #endif /*LV_USE_GPU_SDL*/
280