lv_draw_private.h
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struct _lv_draw_task_t
- #include <lv_draw_private.h>
Modified by NXP in 2024
Public Members
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lv_draw_task_t *next
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lv_draw_task_type_t type
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lv_area_t _real_area
The real draw area. E.g. for shadow, outline, or transformed images it's different from
area
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lv_area_t clip_area
The clip area of the layer is saved here when the draw task is created. As the clip area of the layer can be changed as new draw tasks are added its current value needs to be saved. 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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lv_layer_t *target_layer
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lv_draw_unit_t *draw_unit
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volatile int state
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void *draw_dsc
int instead of lv_draw_task_state_t to be sure its atomic
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uint8_t preferred_draw_unit_id
The ID of the draw_unit which should take this task
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uint8_t preference_score
Set to which extent
preferred_draw_unit_id
is good at this task. 80: means 20% better (faster) than software rendering 100: the default value 110: means 10% worse (slower) than software rendering
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lv_draw_task_t *next
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struct _lv_draw_unit_t
Public Members
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lv_draw_unit_t *next
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const char *name
Name and ID of the draw unit, for debugging purposes only.
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int32_t idx
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int32_t (*dispatch_cb)(lv_draw_unit_t *draw_unit, lv_layer_t *layer)
Called to try to assign a draw task to itself.
lv_draw_get_next_available_task
can be used to get an independent draw task. A draw task should be assign only if the draw unit can draw it too- Param draw_unit:
pointer to the draw unit
- Param layer:
pointer to a layer on which the draw task should be drawn
- Return:
>=0: The number of taken draw task: 0 means the task has not yet been completed. 1 means a new task has been accepted. -1: The draw unit wanted to work on a task but couldn't do that due to some errors (e.g. out of memory). It signals that LVGL should call the dispatcher later again to let draw unit try to start the rendering again.
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int32_t (*evaluate_cb)(lv_draw_unit_t *draw_unit, lv_draw_task_t *task)
- Param draw_unit:
- Param task:
- Return:
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int32_t (*wait_for_finish_cb)(lv_draw_unit_t *draw_unit)
Called to signal the unit to complete all tasks in order to return their ready status. This callback can be implemented in case of asynchronous task processing. Below is an example to show the difference between synchronous and asynchronous:
Synchronous: LVGL thread DRAW thread HW
task1 –> submit –> Receive task1 wait_for_finish() <— task1->state = READY <— Complete task1 task2 –> submit –> Receive task2 wait_for_finish() task2->state = READY <— Complete task2 task3 –> submit –> Receive task3 wait_for_finish() <— task3->state = READY <— Complete task3 task4 –> submit –> Receive task4 wait_for_finish() <— task4->state = READY <— Complete task4 NO MORE TASKS
Asynchronous: LVGL thread DRAW thread HW is IDLE task1 –> queue task1 submit –> Receive task1 task2 –> queue task2 is BUSY (with task1) task3 –> queue task3 still BUSY (with task1) task4 –> queue task4 becomes IDLE <— task1->state = READY <— Complete task1 submit –> Receive task2, task3, task4 NO MORE TASKS wait_for_finish_cb() wait_for_finish() <— Complete task2, task3, task4 <— task2->state = READY <— <— task3->state = READY <— <— task4->state = READY <—
- Param draw_unit:
- Return:
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int32_t (*delete_cb)(lv_draw_unit_t *draw_unit)
Called to delete draw unit.
- Param draw_unit:
- Return:
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lv_draw_unit_t *next
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struct lv_draw_global_info_t