/**
******************************************************************************
* File Name : OSWrappers.cpp
******************************************************************************
* @attention
*
*
© Copyright (c) 2021 STMicroelectronics.
* All rights reserved.
*
* This software component is licensed by ST under Ultimate Liberty license
* SLA0044, the "License"; You may not use this file except in compliance with
* the License. You may obtain a copy of the License at:
* www.st.com/SLA0044
*
******************************************************************************
*/
#include "touchgfx-config.h"
#if ( TOUCHGFX_BAREMETAL != 0)
#include
#include
#endif // TOUCHGFX_BAREMETAL
#if ( TOUCHGFX_FREERTOS != 0)
#include
#include
#include
#endif // TOUCHGFX_FREERTOS
#include
#if (TOUCHGFX_BAREMETAL != 0)
static volatile uint32_t fb_sem;
static volatile uint32_t vsync_sem;
#endif // TOUCHGFX_BAREMETAL
#if (TOUCHGFX_FREERTOS != 0)
#include
static osSemaphoreId_t frame_buffer_sem = NULL;
static osMessageQueueId_t vsync_queue = NULL;
// Just a dummy value to insert in the VSYNC queue.
static uint32_t dummy = 0x5a;
#endif //TOUCHGFX_FREERTOS
using namespace touchgfx;
/*
* Initialize frame buffer semaphore and queue/mutex for VSYNC signal.
*/
void OSWrappers::initialize()
{
#if (TOUCHGFX_BAREMETAL != 0)
fb_sem = 0;
vsync_sem = 0;
#endif // TOUCHGFX_BAREMETAL
#if (TOUCHGFX_FREERTOS != 0)
// Create a queue of length 1
frame_buffer_sem = osSemaphoreNew(1, 1, NULL); // Binary semaphore
assert((frame_buffer_sem != NULL) && "Creation of framebuffer semaphore failed");
// Create a queue of length 1
vsync_queue = osMessageQueueNew(1, 4, NULL);
assert((vsync_queue != NULL) && "Creation of vsync message queue failed");
#endif // TOUCHGFX_FREERTOS
}
/*
* Take the frame buffer semaphore. Blocks until semaphore is available.
*/
void OSWrappers::takeFrameBufferSemaphore()
{
#if (TOUCHGFX_BAREMETAL != 0)
while(fb_sem);
fb_sem = 1;
#endif // TOUCHGFX_BAREMETAL
#if (TOUCHGFX_FREERTOS != 0)
osSemaphoreAcquire(frame_buffer_sem, osWaitForever);
#endif // TOUCHGFX_FREERTOS
}
/*
* Release the frame buffer semaphore.
*/
void OSWrappers::giveFrameBufferSemaphore()
{
#if (TOUCHGFX_BAREMETAL != 0)
fb_sem = 0;
#endif // TOUCHGFX_BAREMETAL
#if (TOUCHGFX_FREERTOS != 0)
osSemaphoreRelease(frame_buffer_sem);
#endif // TOUCHGFX_FREERTOS
}
/*
* Attempt to obtain the frame buffer semaphore. If semaphore is not available, do
* nothing.
*
* Note must return immediately! This function does not care who has the taken the semaphore,
* it only serves to make sure that the semaphore is taken by someone.
*/
void OSWrappers::tryTakeFrameBufferSemaphore()
{
#if (TOUCHGFX_BAREMETAL != 0)
fb_sem = 1;
#endif // TOUCHGFX_BAREMETAL
#if (TOUCHGFX_FREERTOS != 0)
osSemaphoreAcquire(frame_buffer_sem, 0);
#endif // TOUCHGFX_FREERTOS
}
/*
* Release the frame buffer semaphore in a way that is safe in interrupt context. Called
* from ISR.
*
* Release the frame buffer semaphore in a way that is safe in interrupt context.
* Called from ISR.
*/
void OSWrappers::giveFrameBufferSemaphoreFromISR()
{
#if (TOUCHGFX_BAREMETAL != 0)
fb_sem = 0;
#endif // TOUCHGFX_BAREMETAL
#if (TOUCHGFX_FREERTOS != 0)
osSemaphoreRelease(frame_buffer_sem);
#endif // TOUCHGFX_FREERTOS
}
/*
* Signal that a VSYNC has occurred. Should make the vsync queue/mutex available.
*
* Note This function is called from an ISR, and should (depending on OS) trigger a
* scheduling.
*/
void OSWrappers::signalVSync()
{
#if (TOUCHGFX_BAREMETAL != 0)
vsync_sem = 1;
#endif // TOUCHGFX_BAREMETAL
#if (TOUCHGFX_FREERTOS != 0)
osMessageQueuePut(vsync_queue, &dummy, 0, 0);
#endif // TOUCHGFX_FREERTOS
}
/*
* Signal that the rendering of the frame has completed. Used by
* some systems to avoid using any previous vsync.
*/
void OSWrappers::signalRenderingDone()
{
#if (TOUCHGFX_BAREMETAL != 0)
vsync_sem = 0;
#endif // TOUCHGFX_BAREMETAL
#if (TOUCHGFX_FREERTOS != 0)
// Empty implementation for CMSIS V2
#endif // TOUCHGFX_FREERTOS
}
/*
* This function checks if a VSync occurred after last rendering.
* The function is used in systems that cannot wait in waitForVSync
* (because they are also checking other event sources.
*
* @note signalRenderingDone is typically used together with this function.
*
* @return True if VSync occurred.
*/
bool OSWrappers::isVSyncAvailable()
{
#if (TOUCHGFX_BAREMETAL != 0)
return vsync_sem;
#endif // TOUCHGFX_BAREMETAL
#if (TOUCHGFX_FREERTOS != 0)
return true;
#endif // TOUCHGFX_FREERTOS
}
/*
* This function check if a VSYNC has occured.
* If VSYNC has occured, signal TouchGFX to start a rendering
*/
void OSWrappers::waitForVSync()
{
#if (TOUCHGFX_BAREMETAL != 0)
if(vsync_sem)
{
vsync_sem = 0;
HAL::getInstance()->backPorchExited();
}
#endif // TOUCHGFX_BAREMETAL
#if (TOUCHGFX_FREERTOS != 0)
uint32_t dummyGet;
// First make sure the queue is empty, by trying to remove an element with 0 timeout.
osMessageQueueGet(vsync_queue, &dummyGet, 0, 0);
// Then, wait for next VSYNC to occur.
osMessageQueueGet(vsync_queue, &dummyGet, 0, osWaitForever);
#endif // TOUCHGFX_FREERTOS
}
/*
* A function that causes executing task to sleep for a number of milliseconds.
*
* A function that causes executing task to sleep for a number of milliseconds.
* This function is OPTIONAL. It is only used by the TouchGFX in the case of
* a specific frame refresh strategy (REFRESH_STRATEGY_OPTIM_SINGLE_BUFFER_TFT_CTRL).
* Due to backwards compatibility, in order for this function to be useable by the HAL
* the function must be explicitly registered:
* hal.registerTaskDelayFunction(&OSWrappers::taskDelay)
*
* see HAL::setFrameRefreshStrategy(FrameRefreshStrategy s)
* see HAL::registerTaskDelayFunction(void (*delayF)(uint16_t))
*/
void OSWrappers::taskDelay(uint16_t ms)
{
#if (TOUCHGFX_BAREMETAL != 0)
HAL_Delay(ms);
#endif // TOUCHGFX_BAREMETAL
#if (TOUCHGFX_FREERTOS != 0)
osDelay(static_cast(ms));
#endif // TOUCHGFX_FREERTOS
}
/************************ (C) COPYRIGHT STMicroelectronics *****END OF FILE****/