mirror of
https://github.com/AsahiLinux/u-boot
synced 2024-11-27 23:21:01 +00:00
6be88c7282
On high-DPI displays U-Boot's LCD window can look very small. Add a -K flag to expand it to make things easier to read, while still using the existing resolution internally. Signed-off-by: Simon Glass <sjg@chromium.org> Reviewed-by: Anatolij Gustschin <agust@denx.de>
450 lines
10 KiB
C
450 lines
10 KiB
C
// SPDX-License-Identifier: GPL-2.0+
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/*
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* Copyright (c) 2013 Google, Inc
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*/
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#include <errno.h>
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#include <unistd.h>
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#include <stdbool.h>
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#include <linux/input.h>
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#include <SDL2/SDL.h>
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#include <asm/state.h>
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/**
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* struct buf_info - a data buffer holding audio data
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*
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* @pos: Current position playing in audio buffer
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* @size: Size of data in audio buffer (0=empty)
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* @alloced: Allocated size of audio buffer (max size it can hold)
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* @data: Audio data
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*/
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struct buf_info {
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uint pos;
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uint size;
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uint alloced;
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uint8_t *data;
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};
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/**
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* struct sdl_info - Information about our use of the SDL library
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*
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* @width: Width of simulated LCD display
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* @height: Height of simulated LCD display
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* @vis_width: Visible width (may be larger to allow for scaling up)
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* @vis_height: Visible height (may be larger to allow for scaling up)
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* @depth: Depth of the display in bits per pixel (16 or 32)
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* @pitch: Number of bytes per line of the display
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* @sample_rate: Current sample rate for audio
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* @audio_active: true if audio can be used
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* @inited: true if this module is initialised
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* @cur_buf: Current audio buffer being used by sandbox_sdl_fill_audio (0 or 1)
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* @buf: The two available audio buffers. SDL can be reading from one while we
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* are setting up the next
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* @running: true if audio is running
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* @stopping: true if audio will stop once it runs out of data
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* @texture: SDL texture to use for U-Boot display contents
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* @renderer: SDL renderer to use
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*/
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static struct sdl_info {
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int width;
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int height;
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int vis_width;
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int vis_height;
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int depth;
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int pitch;
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uint sample_rate;
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bool audio_active;
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bool inited;
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int cur_buf;
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struct buf_info buf[2];
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bool running;
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bool stopping;
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SDL_Texture *texture;
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SDL_Renderer *renderer;
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} sdl;
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static void sandbox_sdl_poll_events(void)
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{
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/*
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* We don't want to include common.h in this file since it uses
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* system headers. So add a declation here.
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*/
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extern void reset_cpu(unsigned long addr);
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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puts("LCD window closed - quitting\n");
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reset_cpu(1);
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break;
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}
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}
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}
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static int sandbox_sdl_ensure_init(void)
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{
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if (!sdl.inited) {
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if (SDL_Init(0) < 0) {
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printf("Unable to initialise SDL: %s\n",
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SDL_GetError());
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return -EIO;
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}
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atexit(SDL_Quit);
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sdl.inited = true;
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}
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return 0;
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}
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int sandbox_sdl_init_display(int width, int height, int log2_bpp,
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bool double_size)
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{
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struct sandbox_state *state = state_get_current();
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int err;
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if (!width || !state->show_lcd)
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return 0;
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err = sandbox_sdl_ensure_init();
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if (err)
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return err;
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
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printf("Unable to initialise SDL LCD: %s\n", SDL_GetError());
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return -EPERM;
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}
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sdl.width = width;
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sdl.height = height;
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if (double_size) {
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sdl.vis_width = sdl.width * 2;
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sdl.vis_height = sdl.height * 2;
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} else {
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sdl.vis_width = sdl.width;
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sdl.vis_height = sdl.height;
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}
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sdl.depth = 1 << log2_bpp;
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sdl.pitch = sdl.width * sdl.depth / 8;
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SDL_Window *screen = SDL_CreateWindow("U-Boot", SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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sdl.vis_width, sdl.vis_height, 0);
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if (!screen) {
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printf("Unable to initialise SDL screen: %s\n",
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SDL_GetError());
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return -EIO;
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}
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if (log2_bpp != 4 && log2_bpp != 5) {
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printf("U-Boot SDL does not support depth %d\n", log2_bpp);
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return -EINVAL;
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}
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sdl.renderer = SDL_CreateRenderer(screen, -1,
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SDL_RENDERER_ACCELERATED |
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SDL_RENDERER_PRESENTVSYNC);
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if (!sdl.renderer) {
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printf("Unable to initialise SDL renderer: %s\n",
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SDL_GetError());
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return -EIO;
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}
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sdl.texture = SDL_CreateTexture(sdl.renderer, log2_bpp == 4 ?
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SDL_PIXELFORMAT_RGB565 :
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SDL_PIXELFORMAT_RGB888,
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SDL_TEXTUREACCESS_STREAMING,
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width, height);
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if (!sdl.texture) {
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printf("Unable to initialise SDL texture: %s\n",
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SDL_GetError());
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return -EBADF;
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}
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sandbox_sdl_poll_events();
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return 0;
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}
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int sandbox_sdl_sync(void *lcd_base)
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{
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SDL_UpdateTexture(sdl.texture, NULL, lcd_base, sdl.pitch);
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SDL_RenderCopy(sdl.renderer, sdl.texture, NULL, NULL);
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SDL_RenderPresent(sdl.renderer);
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sandbox_sdl_poll_events();
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return 0;
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}
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static const unsigned short sdl_to_keycode[SDL_NUM_SCANCODES] = {
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[SDL_SCANCODE_A] = KEY_A,
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[SDL_SCANCODE_B] = KEY_B,
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[SDL_SCANCODE_C] = KEY_C,
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[SDL_SCANCODE_D] = KEY_D,
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[SDL_SCANCODE_E] = KEY_E,
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[SDL_SCANCODE_F] = KEY_F,
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[SDL_SCANCODE_G] = KEY_G,
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[SDL_SCANCODE_H] = KEY_H,
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[SDL_SCANCODE_I] = KEY_I,
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[SDL_SCANCODE_J] = KEY_J,
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[SDL_SCANCODE_K] = KEY_K,
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[SDL_SCANCODE_L] = KEY_L,
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[SDL_SCANCODE_M] = KEY_M,
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[SDL_SCANCODE_N] = KEY_N,
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[SDL_SCANCODE_O] = KEY_O,
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[SDL_SCANCODE_P] = KEY_P,
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[SDL_SCANCODE_Q] = KEY_Q,
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[SDL_SCANCODE_R] = KEY_R,
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[SDL_SCANCODE_S] = KEY_S,
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[SDL_SCANCODE_T] = KEY_T,
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[SDL_SCANCODE_U] = KEY_U,
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[SDL_SCANCODE_V] = KEY_V,
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[SDL_SCANCODE_W] = KEY_W,
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[SDL_SCANCODE_X] = KEY_X,
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[SDL_SCANCODE_Y] = KEY_Y,
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[SDL_SCANCODE_Z] = KEY_Z,
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[SDL_SCANCODE_1] = KEY_1,
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[SDL_SCANCODE_2] = KEY_2,
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[SDL_SCANCODE_3] = KEY_3,
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[SDL_SCANCODE_4] = KEY_4,
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[SDL_SCANCODE_5] = KEY_5,
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[SDL_SCANCODE_6] = KEY_6,
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[SDL_SCANCODE_7] = KEY_7,
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[SDL_SCANCODE_8] = KEY_8,
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[SDL_SCANCODE_9] = KEY_9,
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[SDL_SCANCODE_0] = KEY_0,
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[SDL_SCANCODE_RETURN] = KEY_ENTER,
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[SDL_SCANCODE_ESCAPE] = KEY_ESC,
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[SDL_SCANCODE_BACKSPACE] = KEY_BACKSPACE,
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[SDL_SCANCODE_TAB] = KEY_TAB,
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[SDL_SCANCODE_SPACE] = KEY_SPACE,
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[SDL_SCANCODE_MINUS] = KEY_MINUS,
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[SDL_SCANCODE_EQUALS] = KEY_EQUAL,
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[SDL_SCANCODE_BACKSLASH] = KEY_BACKSLASH,
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[SDL_SCANCODE_SEMICOLON] = KEY_SEMICOLON,
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[SDL_SCANCODE_APOSTROPHE] = KEY_APOSTROPHE,
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[SDL_SCANCODE_GRAVE] = KEY_GRAVE,
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[SDL_SCANCODE_COMMA] = KEY_COMMA,
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[SDL_SCANCODE_PERIOD] = KEY_DOT,
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[SDL_SCANCODE_SLASH] = KEY_SLASH,
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[SDL_SCANCODE_CAPSLOCK] = KEY_CAPSLOCK,
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[SDL_SCANCODE_F1] = KEY_F1,
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[SDL_SCANCODE_F2] = KEY_F2,
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[SDL_SCANCODE_F3] = KEY_F3,
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[SDL_SCANCODE_F4] = KEY_F4,
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[SDL_SCANCODE_F5] = KEY_F5,
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[SDL_SCANCODE_F6] = KEY_F6,
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[SDL_SCANCODE_F7] = KEY_F7,
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[SDL_SCANCODE_F8] = KEY_F8,
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[SDL_SCANCODE_F9] = KEY_F9,
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[SDL_SCANCODE_F10] = KEY_F10,
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[SDL_SCANCODE_F11] = KEY_F11,
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[SDL_SCANCODE_F12] = KEY_F12,
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[SDL_SCANCODE_PRINTSCREEN] = KEY_PRINT,
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[SDL_SCANCODE_SCROLLLOCK] = KEY_SCROLLLOCK,
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[SDL_SCANCODE_PAUSE] = KEY_PAUSE,
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[SDL_SCANCODE_INSERT] = KEY_INSERT,
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[SDL_SCANCODE_HOME] = KEY_HOME,
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[SDL_SCANCODE_PAGEUP] = KEY_PAGEUP,
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[SDL_SCANCODE_DELETE] = KEY_DELETE,
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[SDL_SCANCODE_END] = KEY_END,
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[SDL_SCANCODE_PAGEDOWN] = KEY_PAGEDOWN,
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[SDL_SCANCODE_RIGHT] = KEY_RIGHT,
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[SDL_SCANCODE_LEFT] = KEY_LEFT,
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[SDL_SCANCODE_DOWN] = KEY_DOWN,
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[SDL_SCANCODE_UP] = KEY_UP,
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[SDL_SCANCODE_NUMLOCKCLEAR] = KEY_NUMLOCK,
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[SDL_SCANCODE_KP_DIVIDE] = KEY_KPSLASH,
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[SDL_SCANCODE_KP_MULTIPLY] = KEY_KPASTERISK,
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[SDL_SCANCODE_KP_MINUS] = KEY_KPMINUS,
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[SDL_SCANCODE_KP_PLUS] = KEY_KPPLUS,
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[SDL_SCANCODE_KP_ENTER] = KEY_KPENTER,
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[SDL_SCANCODE_KP_1] = KEY_KP1,
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[SDL_SCANCODE_KP_2] = KEY_KP2,
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[SDL_SCANCODE_KP_3] = KEY_KP3,
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[SDL_SCANCODE_KP_4] = KEY_KP4,
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[SDL_SCANCODE_KP_5] = KEY_KP5,
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[SDL_SCANCODE_KP_6] = KEY_KP6,
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[SDL_SCANCODE_KP_7] = KEY_KP7,
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[SDL_SCANCODE_KP_8] = KEY_KP8,
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[SDL_SCANCODE_KP_9] = KEY_KP9,
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[SDL_SCANCODE_KP_0] = KEY_KP0,
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[SDL_SCANCODE_KP_PERIOD] = KEY_KPDOT,
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[SDL_SCANCODE_KP_EQUALS] = KEY_KPEQUAL,
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[SDL_SCANCODE_KP_COMMA] = KEY_KPCOMMA,
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[SDL_SCANCODE_SYSREQ] = KEY_SYSRQ,
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};
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int sandbox_sdl_scan_keys(int key[], int max_keys)
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{
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const Uint8 *keystate;
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int num_keys;
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int i, count;
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sandbox_sdl_poll_events();
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keystate = SDL_GetKeyboardState(&num_keys);
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for (i = count = 0; i < num_keys; i++) {
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if (count < max_keys && keystate[i]) {
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int keycode = sdl_to_keycode[i];
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if (keycode)
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key[count++] = keycode;
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}
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}
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return count;
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}
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int sandbox_sdl_key_pressed(int keycode)
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{
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int key[8]; /* allow up to 8 keys to be pressed at once */
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int count;
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int i;
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count = sandbox_sdl_scan_keys(key, sizeof(key) / sizeof(key[0]));
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for (i = 0; i < count; i++) {
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if (key[i] == keycode)
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return 0;
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}
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return -ENOENT;
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}
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void sandbox_sdl_fill_audio(void *udata, Uint8 *stream, int len)
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{
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struct buf_info *buf;
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int avail;
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bool have_data = false;
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int i;
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for (i = 0; i < 2; i++) {
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buf = &sdl.buf[sdl.cur_buf];
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avail = buf->size - buf->pos;
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if (avail <= 0) {
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sdl.cur_buf = 1 - sdl.cur_buf;
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continue;
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}
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if (avail > len)
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avail = len;
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have_data = true;
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SDL_MixAudio(stream, buf->data + buf->pos, avail,
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SDL_MIX_MAXVOLUME);
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buf->pos += avail;
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len -= avail;
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/* Move to next buffer if we are at the end */
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if (buf->pos == buf->size)
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buf->size = 0;
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else
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break;
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}
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sdl.stopping = !have_data;
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}
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int sandbox_sdl_sound_init(int rate, int channels)
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{
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SDL_AudioSpec wanted, have;
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int i;
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if (sandbox_sdl_ensure_init())
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return -1;
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if (sdl.audio_active)
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return 0;
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/* Set the audio format */
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wanted.freq = rate;
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wanted.format = AUDIO_S16;
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wanted.channels = channels;
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wanted.samples = 1024; /* Good low-latency value for callback */
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wanted.callback = sandbox_sdl_fill_audio;
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wanted.userdata = NULL;
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for (i = 0; i < 2; i++) {
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struct buf_info *buf = &sdl.buf[i];
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buf->alloced = sizeof(uint16_t) * wanted.freq * wanted.channels;
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buf->data = malloc(buf->alloced);
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if (!buf->data) {
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printf("%s: Out of memory\n", __func__);
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if (i == 1)
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free(sdl.buf[0].data);
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return -1;
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}
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buf->pos = 0;
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buf->size = 0;
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}
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
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printf("Unable to initialise SDL audio: %s\n", SDL_GetError());
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goto err;
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}
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/* Open the audio device, forcing the desired format */
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if (SDL_OpenAudio(&wanted, &have) < 0) {
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printf("Couldn't open audio: %s\n", SDL_GetError());
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goto err;
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}
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if (have.format != wanted.format) {
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printf("Couldn't select required audio format\n");
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goto err;
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}
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sdl.audio_active = true;
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sdl.sample_rate = wanted.freq;
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sdl.cur_buf = 0;
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sdl.running = false;
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return 0;
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err:
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for (i = 0; i < 2; i++)
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free(sdl.buf[i].data);
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return -1;
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}
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int sandbox_sdl_sound_play(const void *data, uint size)
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{
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struct buf_info *buf;
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if (!sdl.audio_active)
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return 0;
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buf = &sdl.buf[0];
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if (buf->size)
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buf = &sdl.buf[1];
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while (buf->size)
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usleep(1000);
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if (size > buf->alloced)
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return -E2BIG;
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memcpy(buf->data, data, size);
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buf->size = size;
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buf->pos = 0;
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if (!sdl.running) {
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SDL_PauseAudio(0);
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sdl.running = true;
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sdl.stopping = false;
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}
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return 0;
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}
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int sandbox_sdl_sound_stop(void)
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{
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if (sdl.running) {
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while (!sdl.stopping)
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SDL_Delay(100);
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SDL_PauseAudio(1);
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sdl.running = 0;
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sdl.stopping = false;
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}
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return 0;
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}
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