From 5d1b0c39ccf6a0ba946dcddd4bb9455e24eafb52 Mon Sep 17 00:00:00 2001 From: Ayke van Laethem Date: Thu, 23 Nov 2023 22:39:33 +0100 Subject: [PATCH] gbadisplay: add simple driver for the GameBoy Advance display This only implements the 15 bits per pixel mode, not any of the other possible display modes. This matches conventional SPI displays most closely. Future additions might add more display modes. Normally I'd argue interfacing with chip/board specific hardware should be done in the machine package using a generic interface, but the GBA is kind of special and I don't want the machine package to depend on the tinygo.org/x/drivers/pixel package. --- gbadisplay/gbadisplay.go | 85 ++++++++++++++++++++++++++++++++++++++++ pixel/pixel.go | 33 +++++++++++++++- 2 files changed, 117 insertions(+), 1 deletion(-) create mode 100644 gbadisplay/gbadisplay.go diff --git a/gbadisplay/gbadisplay.go b/gbadisplay/gbadisplay.go new file mode 100644 index 000000000..fea99cdd0 --- /dev/null +++ b/gbadisplay/gbadisplay.go @@ -0,0 +1,85 @@ +// Package gbadisplay implements a simple driver for the GameBoy Advance +// display. +package gbadisplay + +import ( + "device/gba" + "errors" + "image/color" + "runtime/volatile" + "unsafe" + + "tinygo.org/x/drivers/pixel" +) + +// Image buffer type used by the GameBoy Advance. +type Image = pixel.Image[pixel.RGB555] + +const ( + displayWidth = 240 + displayHeight = 160 +) + +var ( + errOutOfBounds = errors.New("rectangle coordinates outside display area") +) + +type Device struct{} + +// New returns a new GameBoy Advance display object. +func New() Device { + return Device{} +} + +var displayFrameBuffer = (*[160 * 240]volatile.Register16)(unsafe.Pointer(uintptr(gba.MEM_VRAM))) + +type Config struct { + // TODO: add more display modes here. +} + +// Configure the display as a regular 15bpp framebuffer. +func (d Device) Configure(config Config) { + // Use video mode 3 (in BG2, a 16bpp bitmap in VRAM) and Enable BG2. + gba.DISP.DISPCNT.Set(gba.DISPCNT_BGMODE_3<= displayWidth || y > displayHeight { + // Out of bounds, so ignore. + return + } + val := pixel.NewColor[pixel.RGB555](c.R, c.G, c.B) + displayFrameBuffer[(int(y))*240+int(x)].Set(uint16(val)) +} + +// DrawBitmap updates the rectangle at (x, y) to the image stored in buf. +func (d Device) DrawBitmap(x, y int16, buf Image) error { + width, height := buf.Size() + if x < 0 || y < 0 || int(x)+width > displayWidth || int(y)+height > displayHeight { + return errOutOfBounds + } + + // TODO: try to do a 4-byte memcpy if possible. That should significantly + // speed up the copying of this image. + for bufY := 0; bufY < int(height); bufY++ { + for bufX := 0; bufX < int(width); bufX++ { + val := buf.Get(bufX, bufY) + displayFrameBuffer[(int(y)+bufY)*240+int(x)+bufX].Set(uint16(val)) + } + } + + return nil +} diff --git a/pixel/pixel.go b/pixel/pixel.go index 940fb1c5c..17db4f33e 100644 --- a/pixel/pixel.go +++ b/pixel/pixel.go @@ -16,7 +16,7 @@ import ( // particular display. Each pixel is at least 1 byte in size. // The color format is sRGB (or close to it) in all cases. type Color interface { - RGB888 | RGB565BE | RGB444BE + RGB888 | RGB565BE | RGB555 | RGB444BE BaseColor } @@ -46,6 +46,8 @@ func NewColor[T Color](r, g, b uint8) T { return any(NewRGB888(r, g, b)).(T) case RGB565BE: return any(NewRGB565BE(r, g, b)).(T) + case RGB555: + return any(NewRGB555(r, g, b)).(T) case RGB444BE: return any(NewRGB444BE(r, g, b)).(T) default: @@ -140,6 +142,35 @@ func (c RGB565BE) RGBA() color.RGBA { return color } +// Color format used on the GameBoy Advance among others. +// +// Colors are stored as native endian values, with bits 0bbbbbgg_gggrrrrr (red +// is least significant, blue is most significant). +type RGB555 uint16 + +func NewRGB555(r, g, b uint8) RGB555 { + return RGB555(r)>>3 | (RGB555(g)>>3)<<5 | (RGB555(b)>>3)<<10 +} + +func (c RGB555) BitsPerPixel() int { + // 15 bits per pixel, but there are 16 bits when stored + return 16 +} + +func (c RGB555) RGBA() color.RGBA { + color := color.RGBA{ + R: uint8(c>>10) << 3, + G: uint8(c>>5) << 3, + B: uint8(c) << 3, + A: 255, + } + // Correct color rounding, so that 0xff roundtrips back to 0xff. + color.R |= color.R >> 5 + color.G |= color.G >> 5 + color.B |= color.B >> 5 + return color +} + // Color format that is supported by the ST7789 for example. // It may be a bit faster to use than RGB565BE on very slow SPI buses. //