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evkmimxrt1170_10_Glyphs

Stores the character '%' to the offscreen, and blit it twice to the displayer that has a blue background. The first time blit a small green one is in the upper left corner, and the second time blit a large green character in the center.

Hardware Preparation

If using the MIPI interface, connect the LCD displayer to J48 on the MIMXRT1170-EVK board. Connect 5V power to J43, set J38 to 1-2, and turn on the power switch SW5.

Software Preparation

Now three LCD displayers are supported, which are defined in display_support.h:

#define DEMO_PANEL_RK055AHD091 0 /* 720 * 1280, RK055AHD091-CTG(RK055HDMIPI4M) */
#define DEMO_PANEL_RK055IQH091 1 /* 540 * 960,  RK055IQH091-CTG */
#define DEMO_PANEL_RK055MHD091 2 /* 720 * 1280, RK055MHD091A0-CTG(RK055HDMIPI4MA0) */

Use the macro DEMO_PANEL to select the LCD panel you are using, the default panel is RK055AHD091-CTG configured in the display_support.h:

#define DEMO_PANEL DEMO_PANEL_RK055AHD091

For example, if your LCD panel is RK055MHD091A0-CTG, change the macro DEMO_PANEL definition as following:

#define DEMO_PANEL DEMO_PANEL_RK055MHD091

The source code is in Glyphs.c, where the main function first configures clocks, pins, etc. freerots is deployed in the example. vglite_task is created and scheduled to execute VGLite initialization and drawing task.

VGLite Initialization

Before drawing, several functions are executed to do initialization:

  • vg_lite_init initializes VGLite and configures the tessellation buffer size, which is recommended to be the size of the most commonly rendered path size. In this project, it's defined by

    #define OFFSCREEN_BUFFER_WIDTH  400
    #define OFFSCREEN_BUFFER_HEIGHT 400
    
    error = vg_lite_init(OFFSCREEN_BUFFER_WIDTH, OFFSCREEN_BUFFER_HEIGHT);
  • vg_lite_set_command_buffer_size sets the GPU command buffer size (optional).

  • vg_lite_allocate allocates the render buffer, whose the input parameter is vg_lite_buffer_t structure defining width, height, and color format, etc.

In this project, the vg_lite_buffer_t structure bufferToBlit is defined, whose color format is VG_LITE_A8, which means 8-bit alpha format without RGB values:

bufferToBlit.width = 16;
bufferToBlit.height = 16;
bufferToBlit.format = VG_LITE_A8;

And the data to be blit is stored in the array a2_glyph in the 2-bit alpha format, i.e., each byte includes four pixels. But VGLite doesn't support this format (only 4-bit or 8-bit alpha formats are supported), so a format conversion function is necessary, which is shown below:

//16x16 A2 '%' glyph
const uint8_t a2_glyph[] = 
{
  0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
  0x00, 0x00, 0x00, 0x00, 0xF4, 0x07, 0x0D, 0x00,
  0x1C, 0x0D, 0x06, 0x00, 0x0C, 0x0C, 0x03, 0x00,
  0x0C, 0x8C, 0x01, 0x00, 0x1C, 0xCD, 0x00, 0x00,
  0xF4, 0xA7, 0x00, 0x00, 0x00, 0x30, 0xFD, 0x01,
  0x00, 0x28, 0x47, 0x03, 0x00, 0x0C, 0x03, 0x03,
  0x00, 0x09, 0x03, 0x03, 0x00, 0x07, 0x47, 0x03,
  0x40, 0x02, 0xFD, 0x01, 0x00, 0x00, 0x00, 0x00
};

for( i = 0; i < 64; i++ )
{
    data[i*4 + 0] = a2_to_a8_lut[( a2_glyph[i] >> 0 ) & 0x3];
    data[i*4 + 1] = a2_to_a8_lut[( a2_glyph[i] >> 2 ) & 0x3];
    data[i*4 + 2] = a2_to_a8_lut[( a2_glyph[i] >> 4 ) & 0x3];
    data[i*4 + 3] = a2_to_a8_lut[( a2_glyph[i] >> 6 ) & 0x3];
}

Then this data array is copied to the memory buffer bufferToBlit, such as

buffer_memory = (uint8_t *) bufferToBlit.memory;
for ( j = 0; j < 16*16; j++)
{
    buffer_memory[j] = data[j];
}

Drawing Task

Since there is no path to be drawn, the array pathData and vg_lite_path_t structure is not used in this project.

In drawing task, there are following functions:

  • vg_lite_clear clears the render buffer with a solid color (ABGR format). In this project, full screen is filled with blue color by

    vg_lite_clear(rt, NULL, 0xFFFF0000);
  • vg_lite_identity resets the specified transformation matrix, which is uninitialized or previously modified by functions of vg_lite_translate, vg_lite_rotate, vg_lite_scale.

  • vg_lite_translate translates draw result by input coordinates with transformation matrix. The second character in this project is moved by

    vg_lite_translate(DEMO_BUFFER_WIDTH/2, DEMO_BUFFER_HEIGHT/2, &matrix);
  • vg_lite_scale scales the transformation matrix in both horizontal and vertical directions. In this project, the second character is scaled up by

    vg_lite_scale(4.0, 4.0, &matrix);
  • vg_lite_blit finally copies the source image to the destination window with the specified blend mode and filter mode, determining the showing of objects. When using VG_LITE_NORMAL_IMAGE_MODE, the VG_LITE_A8 format is invisiable as it has no RGB color values. But the image mode VG_LITE_MULTIPLY_IMAGE_MODE is able to paint it with the specified color in this project:

    bufferToBlit.image_mode = VG_LITE_MULTIPLY_IMAGE_MODE;
    vg_lite_blit(rt, &bufferToBlit, &matrix, VG_LITE_BLEND_SRC_OVER, 0xFF00FF00, mainFilter);

Run

Compile firstly, and use a Micro-USB cable to connect PC to J86 on MIMXRT1170-EVK board, then download the firmware and run.

If it's successful, the correct image will show on the displayer:

evkmimxrt1170_10_Glyphs

And FPS information will be sent through UART serial port continuously. The correct UART configuration is

  • 115200 baud rate
  • 8 data bits
  • No parity
  • One stop bit
  • No flow control