docs update drawing and porting (display, indev)

This commit is contained in:
Gabor Kiss-Vamosi
2021-05-13 21:23:11 +02:00
parent addf05da8b
commit fb654c481b
6 changed files with 266 additions and 248 deletions

View File

@@ -25,11 +25,8 @@
static void disp_init(void);
static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p);
#if LV_USE_GPU
static void gpu_blend(lv_disp_drv_t * disp_drv, lv_color_t * dest, const lv_color_t * src, uint32_t length, lv_opa_t opa);
static void gpu_fill(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
const lv_area_t * fill_area, lv_color_t color);
#endif
//static void gpu_fill(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
// const lv_area_t * fill_area, lv_color_t color);
/**********************
* STATIC VARIABLES
@@ -56,23 +53,23 @@ void lv_port_disp_init(void)
/**
* LVGL requires a buffer where it internally draws the widgets.
* Later this buffer will passed your display drivers `flush_cb` to copy its content to your display.
* Later this buffer will passed to your display driver's `flush_cb` to copy its content to your display.
* The buffer has to be greater than 1 display row
*
* There are three buffering configurations:
* 1. Create ONE buffer with some rows:
* There are 3 buffering configurations:
* 1. Create ONE buffer:
* LVGL will draw the display's content here and writes it to your display
*
* 2. Create TWO buffer with some rows:
* 2. Create TWO buffer:
* LVGL will draw the display's content to a buffer and writes it your display.
* You should use DMA to write the buffer's content to the display.
* It will enable LVGL to draw the next part of the screen to the other buffer while
* the data is being sent form the first buffer. It makes rendering and flushing parallel.
*
* 3. Create TWO screen-sized buffer:
* Similar to 2) but the buffer have to be screen sized. When LVGL is ready it will give the
* whole frame to display. This way you only need to change the frame buffer's address instead of
* copying the pixels.
* 3. Double buffering
* Set 2 screens sized buffers and set disp_drv.full_refresh = 1.
* This way LVGL will always provide the whole rendered screen in `flush_cb`
* and you only need to change the frame buffer's address.
*/
/* Example for 1) */
@@ -86,7 +83,7 @@ void lv_port_disp_init(void)
static lv_color_t buf_2_1[MY_DISP_HOR_RES * 10]; /*An other buffer for 10 rows*/
lv_disp_draw_buf_init(&draw_buf_dsc_2, buf_2_1, buf_2_1, MY_DISP_HOR_RES * 10); /*Initialize the display buffer*/
/* Example for 3) */
/* Example for 3) also set disp_drv.full_refresh = 1 below*/
static lv_disp_draw_buf_t draw_buf_dsc_3;
static lv_color_t buf_3_1[MY_DISP_HOR_RES * MY_DISP_VER_RES]; /*A screen sized buffer*/
static lv_color_t buf_3_1[MY_DISP_HOR_RES * MY_DISP_VER_RES]; /*An other screen sized buffer*/
@@ -111,10 +108,13 @@ void lv_port_disp_init(void)
/*Set a display buffer*/
disp_drv.draw_buf = &draw_buf_dsc_1;
#if LV_USE_GPU
/*Fill a memory array with a color*/
disp_drv.gpu_fill_cb = gpu_fill;
#endif
/*Required for Example 3)*/
//disp_drv.full_refresh = 1
/* Fill a memory array with a color if you have GPU.
* Note that, in lv_conf.h you can enable GPUs that has built-in support in LVGL.
* But if you have a different GPU you can use with this callback.*/
//disp_drv.gpu_fill_cb = gpu_fill;
/*Finally register the driver*/
lv_disp_drv_register(&disp_drv);
@@ -153,25 +153,23 @@ static void disp_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_colo
}
/*OPTIONAL: GPU INTERFACE*/
#if LV_USE_GPU
/*If your MCU has hardware accelerator (GPU) then you can use it to fill a memory with a color*/
static void gpu_fill(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
const lv_area_t * fill_area, lv_color_t color)
{
/*It's an example code which should be done by your GPU*/
int32_t x, y;
dest_buf += dest_width * fill_area->y1; /*Go to the first line*/
//static void gpu_fill(lv_disp_drv_t * disp_drv, lv_color_t * dest_buf, lv_coord_t dest_width,
// const lv_area_t * fill_area, lv_color_t color)
//{
// /*It's an example code which should be done by your GPU*/
// int32_t x, y;
// dest_buf += dest_width * fill_area->y1; /*Go to the first line*/
//
// for(y = fill_area->y1; y <= fill_area->y2; y++) {
// for(x = fill_area->x1; x <= fill_area->x2; x++) {
// dest_buf[x] = color;
// }
// dest_buf+=dest_width; /*Go to the next line*/
// }
//}
for(y = fill_area->y1; y <= fill_area->y2; y++) {
for(x = fill_area->x1; x <= fill_area->x2; x++) {
dest_buf[x] = color;
}
dest_buf+=dest_width; /*Go to the next line*/
}
}
#endif /*LV_USE_GPU*/
#else /*Enable this file at the top*/