Modify framebuffer and NGA framebuffer to read screen size from board model dtb file. Optimise memory usuage of frame buffer
Add example minigui application with hooks to profiler (which writes results to S:\). Modified NGA framebuffer to run its own dfc queue at high priority
/* Simple program: Fill a colormap with gray and stripe it down the screen,
Then move an alpha valued sprite around the screen.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "SDL.h"
#define FRAME_TICKS (1000/30) /* 30 frames/second */
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void quit(int rc)
{
SDL_Quit();
exit(rc);
}
/* Fill the screen with a gradient */
static void FillBackground(SDL_Surface *screen)
{
Uint8 *buffer;
Uint16 *buffer16;
Uint16 color;
Uint8 gradient;
int i, k;
/* Set the surface pixels and refresh! */
if ( SDL_LockSurface(screen) < 0 ) {
fprintf(stderr, "Couldn't lock the display surface: %s\n",
SDL_GetError());
quit(2);
}
buffer=(Uint8 *)screen->pixels;
if (screen->format->BytesPerPixel!=2) {
for ( i=0; i<screen->h; ++i ) {
memset(buffer,(i*255)/screen->h, screen->w*screen->format->BytesPerPixel);
buffer += screen->pitch;
}
}
else
{
for ( i=0; i<screen->h; ++i ) {
gradient=((i*255)/screen->h);
color = (Uint16)SDL_MapRGB(screen->format, gradient, gradient, gradient);
buffer16=(Uint16*)buffer;
for (k=0; k<screen->w; k++)
{
*(buffer16+k)=color;
}
buffer += screen->pitch;
}
}
SDL_UnlockSurface(screen);
SDL_UpdateRect(screen, 0, 0, 0, 0);
}
/* Create a "light" -- a yellowish surface with variable alpha */
SDL_Surface *CreateLight(int radius)
{
Uint8 trans, alphamask;
int range, addition;
int xdist, ydist;
Uint16 x, y;
Uint16 skip;
Uint32 pixel;
SDL_Surface *light;
#ifdef LIGHT_16BIT
Uint16 *buf;
/* Create a 16 (4/4/4/4) bpp square with a full 4-bit alpha channel */
/* Note: this isn't any faster than a 32 bit alpha surface */
alphamask = 0x0000000F;
light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 16,
0x0000F000, 0x00000F00, 0x000000F0, alphamask);
#else
Uint32 *buf;
/* Create a 32 (8/8/8/8) bpp square with a full 8-bit alpha channel */
alphamask = 0x000000FF;
light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 32,
0xFF000000, 0x00FF0000, 0x0000FF00, alphamask);
if ( light == NULL ) {
fprintf(stderr, "Couldn't create light: %s\n", SDL_GetError());
return(NULL);
}
#endif
/* Fill with a light yellow-orange color */
skip = light->pitch-(light->w*light->format->BytesPerPixel);
#ifdef LIGHT_16BIT
buf = (Uint16 *)light->pixels;
#else
buf = (Uint32 *)light->pixels;
#endif
/* Get a tranparent pixel value - we'll add alpha later */
pixel = SDL_MapRGBA(light->format, 0xFF, 0xDD, 0x88, 0);
for ( y=0; y<light->h; ++y ) {
for ( x=0; x<light->w; ++x ) {
*buf++ = pixel;
}
buf += skip; /* Almost always 0, but just in case... */
}
/* Calculate alpha values for the surface. */
#ifdef LIGHT_16BIT
buf = (Uint16 *)light->pixels;
#else
buf = (Uint32 *)light->pixels;
#endif
for ( y=0; y<light->h; ++y ) {
for ( x=0; x<light->w; ++x ) {
/* Slow distance formula (from center of light) */
xdist = x-(light->w/2);
ydist = y-(light->h/2);
range = (int)sqrt(xdist*xdist+ydist*ydist);
/* Scale distance to range of transparency (0-255) */
if ( range > radius ) {
trans = alphamask;
} else {
/* Increasing transparency with distance */
trans = (Uint8)((range*alphamask)/radius);
/* Lights are very transparent */
addition = (alphamask+1)/8;
if ( (int)trans+addition > alphamask ) {
trans = alphamask;
} else {
trans += addition;
}
}
/* We set the alpha component as the right N bits */
*buf++ |= (255-trans);
}
buf += skip; /* Almost always 0, but just in case... */
}
/* Enable RLE acceleration of this alpha surface */
SDL_SetAlpha(light, SDL_SRCALPHA|SDL_RLEACCEL, 0);
/* We're done! */
return(light);
}
static Uint32 flashes = 0;
static Uint32 flashtime = 0;
void FlashLight(SDL_Surface *screen, SDL_Surface *light, int x, int y)
{
SDL_Rect position;
Uint32 ticks1;
Uint32 ticks2;
/* Easy, center light */
position.x = x-(light->w/2);
position.y = y-(light->h/2);
position.w = light->w;
position.h = light->h;
ticks1 = SDL_GetTicks();
SDL_BlitSurface(light, NULL, screen, &position);
ticks2 = SDL_GetTicks();
SDL_UpdateRects(screen, 1, &position);
++flashes;
/* Update time spend doing alpha blitting */
flashtime += (ticks2-ticks1);
}
static int sprite_visible = 0;
static SDL_Surface *sprite;
static SDL_Surface *backing;
static SDL_Rect position;
static int x_vel, y_vel;
static int alpha_vel;
int LoadSprite(SDL_Surface *screen, char *file)
{
SDL_Surface *converted;
/* Load the sprite image */
sprite = SDL_LoadBMP(file);
if ( sprite == NULL ) {
fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
return(-1);
}
/* Set transparent pixel as the pixel at (0,0) */
if ( sprite->format->palette ) {
SDL_SetColorKey(sprite, SDL_SRCCOLORKEY,
*(Uint8 *)sprite->pixels);
}
/* Convert sprite to video format */
converted = SDL_DisplayFormat(sprite);
SDL_FreeSurface(sprite);
if ( converted == NULL ) {
fprintf(stderr, "Couldn't convert background: %s\n",
SDL_GetError());
return(-1);
}
sprite = converted;
/* Create the background */
backing = SDL_CreateRGBSurface(SDL_SWSURFACE, sprite->w, sprite->h, 8,
0, 0, 0, 0);
if ( backing == NULL ) {
fprintf(stderr, "Couldn't create background: %s\n",
SDL_GetError());
SDL_FreeSurface(sprite);
return(-1);
}
/* Convert background to video format */
converted = SDL_DisplayFormat(backing);
SDL_FreeSurface(backing);
if ( converted == NULL ) {
fprintf(stderr, "Couldn't convert background: %s\n",
SDL_GetError());
SDL_FreeSurface(sprite);
return(-1);
}
backing = converted;
/* Set the initial position of the sprite */
position.x = (screen->w-sprite->w)/2;
position.y = (screen->h-sprite->h)/2;
position.w = sprite->w;
position.h = sprite->h;
x_vel = 0; y_vel = 0;
alpha_vel = 1;
/* We're ready to roll. :) */
return(0);
}
void AttractSprite(Uint16 x, Uint16 y)
{
x_vel = ((int)x-position.x)/10;
y_vel = ((int)y-position.y)/10;
}
void MoveSprite(SDL_Surface *screen, SDL_Surface *light)
{
SDL_Rect updates[2];
int alpha;
/* Erase the sprite if it was visible */
if ( sprite_visible ) {
updates[0] = position;
SDL_BlitSurface(backing, NULL, screen, &updates[0]);
} else {
updates[0].x = 0; updates[0].y = 0;
updates[0].w = 0; updates[0].h = 0;
sprite_visible = 1;
}
/* Since the sprite is off the screen, we can do other drawing
without being overwritten by the saved area behind the sprite.
*/
if ( light != NULL ) {
int x, y;
SDL_GetMouseState(&x, &y);
FlashLight(screen, light, x, y);
}
/* Move the sprite, bounce at the wall */
position.x += x_vel;
if ( (position.x < 0) || (position.x >= screen->w) ) {
x_vel = -x_vel;
position.x += x_vel;
}
position.y += y_vel;
if ( (position.y < 0) || (position.y >= screen->h) ) {
y_vel = -y_vel;
position.y += y_vel;
}
/* Update transparency (fade in and out) */
alpha = sprite->format->alpha;
if ( (alpha+alpha_vel) < 0 ) {
alpha_vel = -alpha_vel;
} else
if ( (alpha+alpha_vel) > 255 ) {
alpha_vel = -alpha_vel;
}
SDL_SetAlpha(sprite, SDL_SRCALPHA, (Uint8)(alpha+alpha_vel));
/* Save the area behind the sprite */
updates[1] = position;
SDL_BlitSurface(screen, &updates[1], backing, NULL);
/* Blit the sprite onto the screen */
updates[1] = position;
SDL_BlitSurface(sprite, NULL, screen, &updates[1]);
/* Make it so! */
SDL_UpdateRects(screen, 2, updates);
}
void WarpSprite(SDL_Surface *screen, int x, int y)
{
SDL_Rect updates[2];
/* Erase, move, Draw, update */
updates[0] = position;
SDL_BlitSurface(backing, NULL, screen, &updates[0]);
position.x = x-sprite->w/2; /* Center about X */
position.y = y-sprite->h/2; /* Center about Y */
updates[1] = position;
SDL_BlitSurface(screen, &updates[1], backing, NULL);
updates[1] = position;
SDL_BlitSurface(sprite, NULL, screen, &updates[1]);
SDL_UpdateRects(screen, 2, updates);
}
int main(int argc, char *argv[])
{
const SDL_VideoInfo *info;
SDL_Surface *screen;
int w, h;
Uint8 video_bpp;
Uint32 videoflags;
int i, done;
SDL_Event event;
SDL_Surface *light;
int mouse_pressed;
Uint32 ticks, lastticks;
/* Initialize SDL */
if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
return(1);
}
/* Alpha blending doesn't work well at 8-bit color */
#ifdef _WIN32_WCE
/* Pocket PC */
w = 240;
h = 320;
#else
w = 640;
h = 480;
#endif
info = SDL_GetVideoInfo();
if ( info->vfmt->BitsPerPixel > 8 ) {
video_bpp = info->vfmt->BitsPerPixel;
} else {
video_bpp = 16;
fprintf(stderr, "forced 16 bpp mode\n");
}
videoflags = SDL_SWSURFACE;
for ( i = 1; argv[i]; ++i ) {
if ( strcmp(argv[i], "-bpp") == 0 ) {
video_bpp = atoi(argv[++i]);
if (video_bpp<=8) {
video_bpp=16;
fprintf(stderr, "forced 16 bpp mode\n");
}
} else
if ( strcmp(argv[i], "-hw") == 0 ) {
videoflags |= SDL_HWSURFACE;
} else
if ( strcmp(argv[i], "-warp") == 0 ) {
videoflags |= SDL_HWPALETTE;
} else
if ( strcmp(argv[i], "-width") == 0 && argv[i+1] ) {
w = atoi(argv[++i]);
} else
if ( strcmp(argv[i], "-height") == 0 && argv[i+1] ) {
h = atoi(argv[++i]);
} else
if ( strcmp(argv[i], "-resize") == 0 ) {
videoflags |= SDL_RESIZABLE;
} else
if ( strcmp(argv[i], "-noframe") == 0 ) {
videoflags |= SDL_NOFRAME;
} else
if ( strcmp(argv[i], "-fullscreen") == 0 ) {
videoflags |= SDL_FULLSCREEN;
} else {
fprintf(stderr,
"Usage: %s [-width N] [-height N] [-bpp N] [-warp] [-hw] [-fullscreen]\n",
argv[0]);
quit(1);
}
}
/* Set video mode */
if ( (screen=SDL_SetVideoMode(w,h,video_bpp,videoflags)) == NULL ) {
fprintf(stderr, "Couldn't set %dx%dx%d video mode: %s\n",
w, h, video_bpp, SDL_GetError());
quit(2);
}
FillBackground(screen);
/* Create the light */
light = CreateLight(82);
if ( light == NULL ) {
quit(1);
}
/* Load the sprite */
if ( LoadSprite(screen, "icon.bmp") < 0 ) {
SDL_FreeSurface(light);
quit(1);
}
/* Print out information about our surfaces */
printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel);
if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
printf("Screen is in video memory\n");
} else {
printf("Screen is in system memory\n");
}
if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
printf("Screen has double-buffering enabled\n");
}
if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
printf("Sprite is in video memory\n");
} else {
printf("Sprite is in system memory\n");
}
/* Run a sample blit to trigger blit acceleration */
MoveSprite(screen, NULL);
if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) {
printf("Sprite blit uses hardware alpha acceleration\n");
} else {
printf("Sprite blit dosn't uses hardware alpha acceleration\n");
}
/* Set a clipping rectangle to clip the outside edge of the screen */
{ SDL_Rect clip;
clip.x = 32;
clip.y = 32;
clip.w = screen->w-(2*32);
clip.h = screen->h-(2*32);
SDL_SetClipRect(screen, &clip);
}
/* Wait for a keystroke */
lastticks = SDL_GetTicks();
done = 0;
mouse_pressed = 0;
while ( !done ) {
/* Update the frame -- move the sprite */
if ( mouse_pressed ) {
MoveSprite(screen, light);
mouse_pressed = 0;
} else {
MoveSprite(screen, NULL);
}
/* Slow down the loop to 30 frames/second */
ticks = SDL_GetTicks();
if ( (ticks-lastticks) < FRAME_TICKS ) {
#ifdef CHECK_SLEEP_GRANULARITY
fprintf(stderr, "Sleeping %d ticks\n", FRAME_TICKS-(ticks-lastticks));
#endif
SDL_Delay(FRAME_TICKS-(ticks-lastticks));
#ifdef CHECK_SLEEP_GRANULARITY
fprintf(stderr, "Slept %d ticks\n", (SDL_GetTicks()-ticks));
#endif
}
lastticks = ticks;
/* Check for events */
while ( SDL_PollEvent(&event) ) {
switch (event.type) {
case SDL_VIDEORESIZE:
screen = SDL_SetVideoMode(event.resize.w, event.resize.h, video_bpp, videoflags);
if ( screen ) {
FillBackground(screen);
}
break;
/* Attract sprite while mouse is held down */
case SDL_MOUSEMOTION:
if (event.motion.state != 0) {
AttractSprite(event.motion.x,
event.motion.y);
mouse_pressed = 1;
}
break;
case SDL_MOUSEBUTTONDOWN:
if ( event.button.button == 1 ) {
AttractSprite(event.button.x,
event.button.y);
mouse_pressed = 1;
} else {
SDL_Rect area;
area.x = event.button.x-16;
area.y = event.button.y-16;
area.w = 32;
area.h = 32;
SDL_FillRect(screen, &area, 0);
SDL_UpdateRects(screen,1,&area);
}
break;
case SDL_KEYDOWN:
#ifndef _WIN32_WCE
if ( event.key.keysym.sym == SDLK_ESCAPE ) {
done = 1;
}
#else
// there is no ESC key at all
done = 1;
#endif
break;
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
}
SDL_FreeSurface(light);
SDL_FreeSurface(sprite);
SDL_FreeSurface(backing);
/* Print out some timing information */
if ( flashes > 0 ) {
printf("%d alpha blits, ~%4.4f ms per blit\n",
flashes, (float)flashtime/flashes);
}
SDL_Quit();
return(0);
}