Daily Archives: 2018-03-27

VoCore2: UI Library 4

I want to make the display support SDL so we can play a lot of games and make app based on SDL2.

PS: I love DOS games 🙂

SDL2 supports directFB which is not maintained anymore.
So I am consider to write a video driver for my display.

In SDL source code, SDL_DirectFB_video.c, we can get every interface:

    /* Set the function pointers */
    device->VideoInit = DirectFB_VideoInit;
    device->VideoQuit = DirectFB_VideoQuit;
    device->GetDisplayModes = DirectFB_GetDisplayModes;
    device->SetDisplayMode = DirectFB_SetDisplayMode;
    device->PumpEvents = DirectFB_PumpEventsWindow;
    device->CreateSDLWindow = DirectFB_CreateWindow;
    device->CreateSDLWindowFrom = DirectFB_CreateWindowFrom;
    device->SetWindowTitle = DirectFB_SetWindowTitle;
    device->SetWindowIcon = DirectFB_SetWindowIcon;
    device->SetWindowPosition = DirectFB_SetWindowPosition;
    device->SetWindowSize = DirectFB_SetWindowSize;
    device->SetWindowOpacity = DirectFB_SetWindowOpacity;
    device->ShowWindow = DirectFB_ShowWindow;
    device->HideWindow = DirectFB_HideWindow;
    device->RaiseWindow = DirectFB_RaiseWindow;
    device->MaximizeWindow = DirectFB_MaximizeWindow;
    device->MinimizeWindow = DirectFB_MinimizeWindow;
    device->RestoreWindow = DirectFB_RestoreWindow;
    device->SetWindowGrab = DirectFB_SetWindowGrab;
    device->DestroyWindow = DirectFB_DestroyWindow;
    device->GetWindowWMInfo = DirectFB_GetWindowWMInfo;

    /* !!! FIXME: implement SetWindowBordered */

    device->GL_LoadLibrary = DirectFB_GL_LoadLibrary;
    device->GL_GetProcAddress = DirectFB_GL_GetProcAddress;
    device->GL_MakeCurrent = DirectFB_GL_MakeCurrent;

    device->GL_CreateContext = DirectFB_GL_CreateContext;
    device->GL_SetSwapInterval = DirectFB_GL_SetSwapInterval;
    device->GL_GetSwapInterval = DirectFB_GL_GetSwapInterval;
    device->GL_SwapWindow = DirectFB_GL_SwapWindow;
    device->GL_DeleteContext = DirectFB_GL_DeleteContext;


    /* Shaped window support */
    device->shape_driver.CreateShaper = DirectFB_CreateShaper;
    device->shape_driver.SetWindowShape = DirectFB_SetWindowShape;
    device->shape_driver.ResizeWindowShape = DirectFB_ResizeWindowShape;

    device->free = DirectFB_DeleteDevice;

Of course, I do not think VoCore2 can run OpenGL, because it do not have any video hardware, ignore that.

PS: mesa3d has a software mode but it must be very slow. 🙂

To be simple, we do not need shaped window support either…

OK, rest interfaces for windows look like necessary, every video driver has them.
So they are VideoInit/Quit, Get/SetDisplayModes, CreateSDLWindow/From, SetWindowTitle/Icon/Position/Size, Show/Hide/Raise/Maximize/Minimize/Restore/DestroyWindow.

But it still need to code a lot…
I find most of the interfaces are empty in its psp video driver, maybe there is a way to make everything simple.

Any good idea?


VoCore2: 5 ethernet + SD card

Currently default pinmux is one ethernet port + sdcard + i2s + i2c + refclk + many gpio.
Actually there is a hidden pinmux in mt7628 chip, we can use ethernet x 5 + sdcard without i2c/i2s.

Very interesting, this pinmux works well on VoCore2 but do not have any clue in datasheet.
We need to remove i2c pull up resistor to make it work normal.

Its pin order:


but also need to update driver to make it work. 🙂