zephyr/drivers/display/display_sdl_bottom.c
TOKITA Hiroshi 321389df92 drivers: display: sdl: Correcting display_read()
Fixed an issue where `display_read()` in the SDL driver was not working.

In the current implementation, use texture to represent screen images.
To read this, draw it once on another surface and then read it.

Signed-off-by: TOKITA Hiroshi <tokita.hiroshi@gmail.com>
2024-01-19 15:13:25 +00:00

170 lines
4 KiB
C

/*
* Copyright (c) 2018 Jan Van Winkel <jan.van_winkel@dxplore.eu>
* Copyright (c) 2023 Nordic Semiconductor
*
* SPDX-License-Identifier: Apache-2.0
*/
#include <stdint.h>
#include <stddef.h>
#include <stdbool.h>
#include <SDL.h>
#include "nsi_tracing.h"
int sdl_display_init_bottom(uint16_t height, uint16_t width, uint16_t zoom_pct,
bool use_accelerator, void **window, void **renderer, void **mutex,
void **texture, void **read_texture)
{
*window = SDL_CreateWindow("Zephyr Display", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, width * zoom_pct / 100,
height * zoom_pct / 100, SDL_WINDOW_SHOWN);
if (*window == NULL) {
nsi_print_warning("Failed to create SDL window: %s", SDL_GetError());
return -1;
}
if (use_accelerator) {
*renderer = SDL_CreateRenderer(*window, -1, SDL_RENDERER_ACCELERATED);
} else {
*renderer = SDL_CreateRenderer(*window, -1, SDL_RENDERER_SOFTWARE);
}
if (*renderer == NULL) {
nsi_print_warning("Failed to create SDL renderer: %s",
SDL_GetError());
return -1;
}
*mutex = SDL_CreateMutex();
if (*mutex == NULL) {
nsi_print_warning("Failed to create SDL mutex: %s", SDL_GetError());
return -1;
}
SDL_RenderSetLogicalSize(*renderer, width, height);
*texture = SDL_CreateTexture(*renderer, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STATIC, width, height);
if (*texture == NULL) {
nsi_print_warning("Failed to create SDL texture: %s", SDL_GetError());
return -1;
}
*read_texture = SDL_CreateTexture(*renderer, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_TARGET, width, height);
if (*read_texture == NULL) {
nsi_print_warning("Failed to create SDL texture for read: %s", SDL_GetError());
return -1;
}
SDL_SetRenderDrawColor(*renderer, 0, 0, 0, 0xFF);
SDL_RenderClear(*renderer);
SDL_RenderPresent(*renderer);
return 0;
}
void sdl_display_write_bottom(const uint16_t height, const uint16_t width,
const uint16_t x, const uint16_t y,
void *renderer, void *mutex, void *texture,
uint8_t *buf, bool display_on)
{
SDL_Rect rect;
int err;
rect.x = x;
rect.y = y;
rect.w = width;
rect.h = height;
err = SDL_TryLockMutex(mutex);
if (err) {
nsi_print_warning("Failed to lock SDL mutex: %s", SDL_GetError());
return;
}
SDL_UpdateTexture(texture, &rect, buf, 4 * rect.w);
if (display_on) {
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
SDL_UnlockMutex(mutex);
}
int sdl_display_read_bottom(const uint16_t height, const uint16_t width,
const uint16_t x, const uint16_t y,
void *renderer, void *buf, uint16_t pitch,
void *mutex, void *texture, void *read_texture)
{
SDL_Rect rect;
int err;
rect.x = x;
rect.y = y;
rect.w = width;
rect.h = height;
err = SDL_TryLockMutex(mutex);
if (err) {
nsi_print_warning("Failed to lock SDL mutex: %s", SDL_GetError());
return -1;
}
SDL_SetRenderTarget(renderer, read_texture);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderReadPixels(renderer, &rect, SDL_PIXELFORMAT_ARGB8888, buf, width * 4);
SDL_SetRenderTarget(renderer, NULL);
SDL_UnlockMutex(mutex);
return err;
}
void sdl_display_blanking_off_bottom(void *renderer, void *texture)
{
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
void sdl_display_blanking_on_bottom(void *renderer)
{
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
void sdl_display_cleanup_bottom(void **window, void **renderer, void **mutex, void **texture,
void **read_texture)
{
if (*read_texture != NULL) {
SDL_DestroyTexture(*read_texture);
*read_texture = NULL;
}
if (*texture != NULL) {
SDL_DestroyTexture(*texture);
*texture = NULL;
}
if (*mutex != NULL) {
SDL_DestroyMutex(*mutex);
*mutex = NULL;
}
if (*renderer != NULL) {
SDL_DestroyRenderer(*renderer);
*renderer = NULL;
}
if (*window != NULL) {
SDL_DestroyWindow(*window);
*window = NULL;
}
}