LVGL 库提交
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/**
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* @file lv_draw_private.h
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*
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*/
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/**
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* Modified by NXP in 2024
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*/
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#ifndef LV_DRAW_PRIVATE_H
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#define LV_DRAW_PRIVATE_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*********************
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* INCLUDES
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*********************/
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#include "lv_draw.h"
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#include "../osal/lv_os.h"
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#include "../misc/cache/lv_cache.h"
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/*********************
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* DEFINES
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*********************/
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/**********************
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* TYPEDEFS
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**********************/
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struct _lv_draw_task_t {
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lv_draw_task_t * next;
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lv_draw_task_type_t type;
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/**
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* The area where to draw
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*/
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lv_area_t area;
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/**
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* The real draw area. E.g. for shadow, outline, or transformed images it's different from `area`
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*/
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lv_area_t _real_area;
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/** The original area which is updated*/
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lv_area_t clip_area_original;
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/**
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* The clip area of the layer is saved here when the draw task is created.
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* As the clip area of the layer can be changed as new draw tasks are added its current value needs to be saved.
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* Therefore during drawing the layer's clip area shouldn't be used as it might be already changed for other draw tasks.
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*/
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lv_area_t clip_area;
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lv_layer_t * target_layer;
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#if LV_DRAW_TRANSFORM_USE_MATRIX
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/** Transform matrix to be applied when rendering the layer */
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lv_matrix_t matrix;
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#endif
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/* Reference to the draw unit for debug or draw context purposes */
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lv_draw_unit_t * draw_unit;
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volatile int state; /** int instead of lv_draw_task_state_t to be sure its atomic */
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void * draw_dsc;
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/**
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* The ID of the draw_unit which should take this task
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*/
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uint8_t preferred_draw_unit_id;
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/**
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* Set to which extent `preferred_draw_unit_id` is good at this task.
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* 80: means 20% better (faster) than software rendering
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* 100: the default value
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* 110: means 10% worse (slower) than software rendering
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*/
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uint8_t preference_score;
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};
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struct _lv_draw_mask_t {
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void * user_data;
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};
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struct _lv_draw_unit_t {
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lv_draw_unit_t * next;
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/**
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* Name and ID of the draw unit, for debugging purposes only.
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*/
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const char * name;
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int32_t idx;
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/**
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* Called to try to assign a draw task to itself.
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* `lv_draw_get_next_available_task` can be used to get an independent draw task.
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* A draw task should be assign only if the draw unit can draw it too
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* @param draw_unit pointer to the draw unit
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* @param layer pointer to a layer on which the draw task should be drawn
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* @return >=0: The number of taken draw task:
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* 0 means the task has not yet been completed.
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* 1 means a new task has been accepted.
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* -1: The draw unit wanted to work on a task but couldn't do that
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* due to some errors (e.g. out of memory).
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* It signals that LVGL should call the dispatcher later again
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* to let draw unit try to start the rendering again.
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*/
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int32_t (*dispatch_cb)(lv_draw_unit_t * draw_unit, lv_layer_t * layer);
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/**
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*
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* @param draw_unit
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* @param task
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* @return
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*/
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int32_t (*evaluate_cb)(lv_draw_unit_t * draw_unit, lv_draw_task_t * task);
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/**
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* Called to signal the unit to complete all tasks in order to return their ready status.
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* This callback can be implemented in case of asynchronous task processing.
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* Below is an example to show the difference between synchronous and asynchronous:
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*
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* Synchronous:
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* LVGL thread DRAW thread HW
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*
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* task1 --> submit --> Receive task1
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* wait_for_finish()
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* <-- task1->state = READY <-- Complete task1
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* task2 --> submit --> Receive task2
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* wait_for_finish()
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* task2->state = READY <-- Complete task2
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* task3 --> submit --> Receive task3
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* wait_for_finish()
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* <-- task3->state = READY <-- Complete task3
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* task4 --> submit --> Receive task4
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* wait_for_finish()
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* <-- task4->state = READY <-- Complete task4
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* NO MORE TASKS
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*
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*
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* Asynchronous:
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* LVGL thread DRAW thread HW
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* is IDLE
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* task1 --> queue task1
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* submit --> Receive task1
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* task2 --> queue task2 is BUSY (with task1)
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* task3 --> queue task3 still BUSY (with task1)
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* task4 --> queue task4 becomes IDLE
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* <-- task1->state = READY <-- Complete task1
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* submit --> Receive task2, task3, task4
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* NO MORE TASKS
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* wait_for_finish_cb() wait_for_finish()
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* <-- Complete task2, task3, task4
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* <-- task2->state = READY <--
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* <-- task3->state = READY <--
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* <-- task4->state = READY <--
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*
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* @param draw_unit
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* @return
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*/
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int32_t (*wait_for_finish_cb)(lv_draw_unit_t * draw_unit);
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/**
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* Called to delete draw unit.
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* @param draw_unit
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* @return
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*/
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int32_t (*delete_cb)(lv_draw_unit_t * draw_unit);
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};
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typedef struct {
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lv_draw_unit_t * unit_head;
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uint32_t unit_cnt;
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uint32_t used_memory_for_layers; /* measured as bytes */
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#if LV_USE_OS
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lv_thread_sync_t sync;
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#else
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volatile int dispatch_req;
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#endif
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lv_mutex_t circle_cache_mutex;
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bool task_running;
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} lv_draw_global_info_t;
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/**********************
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* GLOBAL PROTOTYPES
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**********************/
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/**********************
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* MACROS
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**********************/
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#ifdef __cplusplus
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} /*extern "C"*/
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#endif
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#endif /*LV_DRAW_PRIVATE_H*/
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