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lvgl/docs/porting/draw.rst
2023-04-27 19:47:13 +02:00

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==============
Add custom GPU
==============
LVGL has a flexible and extendable draw pipeline. You can hook it to do
some rendering with a GPU or even completely replace the built-in
software renderer.
Draw context
************
The core structure of drawing is :cpp:type:`lv_draw_ctx_t`. It contains a
pointer to a buffer where drawing should happen and a couple of
callbacks to draw rectangles, texts, and other primitives.
Fields
------
:cpp:type:`lv_draw_ctx_t` has the following fields:
- ``void * buf`` Pointer to a buffer to draw into
- ``lv_area_t * buf_area`` The position and size of ``buf`` (absolute coordinates)
- ``const lv_area_t * clip_area`` The current clip area with absolute coordinates, always the same or smaller than ``buf_area``. All drawings should be clipped to this area.
- ``void (*draw_rect)()`` Draw a rectangle with shadow, gradient, border, etc.
- ``void (*draw_arc)()`` Draw an arc
- ``void (*draw_img_decoded)()`` Draw an (A)RGB image that is already decoded by LVGL.
- ``lv_res_t (*draw_img)()`` Draw an image before decoding it (it bypasses LVGL's internal image decoders)
- ``void (*draw_letter)()`` Draw a letter
- ``void (*draw_line)()`` Draw a line - ``void (*draw_polygon)()`` Draw a polygon
- ``void (*draw_bg)()`` Replace the buffer with a rect without decoration like radius or borders.
- ``void (*wait_for_finish)()`` Wait until all background operation are finished. (E.g. GPU operations)
- ``void * user_data`` Custom user data for arbitrary purpose
(For the sake of simplicity the parameters of the callbacks are not shown here.)
All ``draw_*`` callbacks receive a pointer to the current ``draw_ctx``
as their first parameter. Among the other parameters there is a
descriptor that tells what to draw, e.g. for ``draw_rect`` it's called
:cpp:struct:`lv_draw_rect_dsc_t`,
for :cpp:func:`lv_draw_line` it's called :cpp:struct:`lv_draw_line_dsc_t`,
etc.
To correctly render according to a ``draw_dsc`` you need to be familiar
with the `Boxing model </overview/coords.html#boxing-model>`__
of LVGL and the meanings of the fields. The name and meaning of the
fields are identical to name and meaning of the `Style properties </overview/style-props.html>`__.
Initialization
--------------
The :cpp:type:`lv_disp_t` has 4 fields related to the draw context:
- ``lv_draw_ctx_t * draw_ctx`` Pointer to the ``draw_ctx`` of this display
- ``void (*draw_ctx_init)(struct _lv_disp_t * disp_drv, lv_draw_ctx_t * draw_ctx)`` Callback to initialize a ``draw_ctx``
- ``void (*draw_ctx_deinit)(struct _lv_disp_t * disp_drv, lv_draw_ctx_t * draw_ctx)`` Callback to de-initialize a ``draw_ctx``
- ``size_t draw_ctx_size`` Size of the draw context structure. E.g. :cpp:expr:`sizeof(lv_draw_sw_ctx_t)`
When you ignore these fields, LVGL will set default values for callbacks
and size in :cpp:func:`lv_disp_drv_init` based on the configuration in
``lv_conf.h``. :cpp:func:`lv_disp_drv_register` will allocate a ``draw_ctx``
based on ``draw_ctx_size`` and call :cpp:func:`draw_ctx_init` on it.
However, you can overwrite the callbacks and the size values before
calling :cpp:func:`lv_disp_drv_register`. It makes it possible to use your own
``draw_ctx`` with your own callbacks.
Software renderer
*****************
LVGL's built in software renderer extends the basic :cpp:type:`lv_draw_ctx_t`
structure and sets the draw callbacks. It looks like this:
.. code:: c
typedef struct {
/** Include the basic draw_ctx type*/
lv_draw_ctx_t base_draw;
/** Blend a color or image to an area*/
void (*blend)(lv_draw_ctx_t * draw_ctx, const lv_draw_sw_blend_dsc_t * dsc);
} lv_draw_sw_ctx_t;
Set the draw callbacks in :cpp:func:`draw_ctx_init` like:
.. code:: c
draw_sw_ctx->base_draw.draw_rect = lv_draw_sw_rect;
draw_sw_ctx->base_draw.draw_letter = lv_draw_sw_letter;
...
Blend callback
--------------
As you saw above the software renderer adds the ``blend`` callback
field. It's a special callback related to how the software renderer
works. All draw operations end up in the ``blend`` callback which can
either fill an area or copy an image to an area by considering an optional mask.
The :cpp:struct:`lv_draw_sw_blend_dsc_t` parameter describes what and how to
blend. It has the following fields:
- ``const lv_area_t * blend_area`` The area with absolute coordinates to draw
on ``draw_ctx->buf``. If ``src_buf`` is set, it's the coordinates of the image to blend.
- ``const lv_color_t * src_buf`` Pointer to an image to blend. If set,
``color`` is ignored. If not set fill ``blend_area`` with ``color``
- ``lv_color_t color`` Fill color. Used only if ``src_buf == NULL``
- ``lv_opa_t * mask_buf`` NULL if ignored, or an alpha mask to apply on ``blend_area``
- ``lv_draw_mask_res_t mask_res`` The result of the previous mask operation. (``LV_DRAW_MASK_RES_...``)
- ``const lv_area_t * mask_area`` The area of ``mask_buf`` with absolute coordinates
- ``lv_opa_t opa`` The overall opacity
- ``lv_blend_mode_t blend_mode`` E.g. :cpp:enumerator:`LV_BLEND_MODE_ADDITIVE`
Extend the software renderer
****************************
New blend callback
------------------
Let's take a practical example: you would like to use your MCUs GPU for
color fill operations only.
As all draw callbacks call ``blend`` callback to fill an area in the end
only the ``blend`` callback needs to be overwritten.
First extend :cpp:struct:`lv_draw_sw_ctx_t`:
.. code:: c
/*We don't add new fields, so just for clarity add new type*/
typedef lv_draw_sw_ctx_t my_draw_ctx_t;
void my_draw_ctx_init(lv_disp_t * drv, lv_draw_ctx_t * draw_ctx)
{
/*Initialize the parent type first */
lv_draw_sw_init_ctx(drv, draw_ctx);
/*Change some callbacks*/
my_draw_ctx_t * my_draw_ctx = (my_draw_ctx_t *)draw_ctx;
my_draw_ctx->blend = my_draw_blend;
my_draw_ctx->base_draw.wait_for_finish = my_gpu_wait;
}
After calling :cpp:expr:`lv_disp_draw_init(&drv)` you can assign the new
:cpp:func:`draw_ctx_init` callback and set ``draw_ctx_size`` to overwrite the
defaults:
.. code:: c
static lv_disp_t drv;
lv_disp_draw_init(&drv);
drv->hor_res = my_hor_res;
drv->ver_res = my_ver_res;
drv->flush_cb = my_flush_cb;
/*New draw ctx settings*/
drv->draw_ctx_init = my_draw_ctx_init;
drv->draw_ctx_size = sizeof(my_draw_ctx_t);
lv_disp_drv_register(&drv);
This way when LVGL calls ``blend`` it will call ``my_draw_blend`` and we
can do custom GPU operations. Here is a complete example:
.. code:: c
void my_draw_blend(lv_draw_ctx_t * draw_ctx, const lv_draw_sw_blend_dsc_t * dsc)
{
/*Let's get the blend area which is the intersection of the area to fill and the clip area.*/
lv_area_t blend_area;
if(!_lv_area_intersect(&blend_area, dsc->blend_area, draw_ctx->clip_area)) return; /*Fully clipped, nothing to do*/
/*Fill only non masked, fully opaque, normal blended and not too small areas*/
if(dsc->src_buf == NULL && dsc->mask == NULL && dsc->opa >= LV_OPA_MAX &&
dsc->blend_mode == LV_BLEND_MODE_NORMAL && lv_area_get_size(&blend_area) > 100) {
/*Got the first pixel on the buffer*/
lv_coord_t dest_stride = lv_area_get_width(draw_ctx->buf_area); /*Width of the destination buffer*/
lv_color_t * dest_buf = draw_ctx->buf;
dest_buf += dest_stride * (blend_area.y1 - draw_ctx->buf_area->y1) + (blend_area.x1 - draw_ctx->buf_area->x1);
/*Make the blend area relative to the buffer*/
lv_area_move(&blend_area, -draw_ctx->buf_area->x1, -draw_ctx->buf_area->y1);
/*Call your custom gou fill function to fill blend_area, on dest_buf with dsc->color*/
my_gpu_fill(dest_buf, dest_stride, &blend_area, dsc->color);
}
/*Fallback: the GPU doesn't support these settings. Call the SW renderer.*/
else {
lv_draw_sw_blend_basic(draw_ctx, dsc);
}
}
The implementation of wait callback is much simpler:
.. code:: c
void my_gpu_wait(lv_draw_ctx_t * draw_ctx)
{
while(my_gpu_is_working());
/*Call SW renderer's wait callback too*/
lv_draw_sw_wait_for_finish(draw_ctx);
}
New rectangle drawer
--------------------
If your MCU has a more powerful GPU that can draw e.g. rounded
rectangles you can replace the original software drawer too. A custom
``draw_rect`` callback might look like this:
.. code:: c
void my_draw_rect(lv_draw_ctx_t * draw_ctx, const lv_draw_rect_dsc_t * dsc, const lv_area_t * coords)
{
if(lv_draw_mask_is_any(coords) == false && dsc->grad == NULL && dsc->bg_img_src == NULL &&
dsc->shadow_width == 0 && dsc->blend_mode = LV_BLEND_MODE_NORMAL)
{
/*Draw the background*/
my_bg_drawer(draw_ctx, coords, dsc->bg_color, dsc->radius);
/*Draw the border if any*/
if(dsc->border_width) {
my_border_drawer(draw_ctx, coords, dsc->border_width, dsc->border_color, dsc->border_opa)
}
/*Draw the outline if any*/
if(dsc->outline_width) {
my_outline_drawer(draw_ctx, coords, dsc->outline_width, dsc->outline_color, dsc->outline_opa, dsc->outline_pad)
}
}
/*Fallback*/
else {
lv_draw_sw_rect(draw_ctx, dsc, coords);
}
}
``my_draw_rect`` can fully bypass the use of ``blend`` callback if
needed.
Fully custom draw engine
************************
For example if your MCU/MPU supports a powerful vector graphics engine
you might use only that instead of LVGL's SW renderer. In this case, you
need to base the renderer on the basic :cpp:type:`lv_draw_ctx_t` (instead of
:cpp:struct:`lv_draw_sw_ctx_t`) and extend/initialize it as you wish.
API
***