* @stopping: true if audio will stop once it runs out of data
* @texture: SDL texture to use for U-Boot display contents
* @renderer: SDL renderer to use
+ * @screen: SDL window to use
* @src_depth: Number of bits per pixel in the source frame buffer (that we read
* from and render to SDL)
*/
bool stopping;
SDL_Texture *texture;
SDL_Renderer *renderer;
+ SDL_Window *screen;
int src_depth;
} sdl;
return 0;
}
+int sandbox_sdl_remove_display(void)
+{
+ if (!sdl.renderer) {
+ printf("SDL renderer does not exist\n");
+ return -ENOENT;
+ }
+
+ SDL_DestroyTexture(sdl.texture);
+ SDL_DestroyRenderer(sdl.renderer);
+ SDL_DestroyWindow(sdl.screen);
+ sdl.texture = NULL;
+ sdl.renderer = NULL;
+ sdl.screen = NULL;
+
+ return 0;
+}
+
int sandbox_sdl_init_display(int width, int height, int log2_bpp,
bool double_size)
{
err = sandbox_sdl_ensure_init();
if (err)
return err;
+ if (sdl.renderer)
+ sandbox_sdl_remove_display();
+
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
printf("Unable to initialise SDL LCD: %s\n", SDL_GetError());
return -EPERM;
log2_bpp = 5;
sdl.depth = 1 << log2_bpp;
sdl.pitch = sdl.width * sdl.depth / 8;
- SDL_Window *screen = SDL_CreateWindow("U-Boot", SDL_WINDOWPOS_UNDEFINED,
- SDL_WINDOWPOS_UNDEFINED,
- sdl.vis_width, sdl.vis_height,
- SDL_WINDOW_RESIZABLE);
- if (!screen) {
+ sdl.screen = SDL_CreateWindow("U-Boot", SDL_WINDOWPOS_UNDEFINED,
+ SDL_WINDOWPOS_UNDEFINED, sdl.vis_width,
+ sdl.vis_height, SDL_WINDOW_RESIZABLE);
+ if (!sdl.screen) {
printf("Unable to initialise SDL screen: %s\n",
SDL_GetError());
return -EIO;
}
- sdl.renderer = SDL_CreateRenderer(screen, -1,
+ sdl.renderer = SDL_CreateRenderer(sdl.screen, -1,
SDL_RENDERER_ACCELERATED |
SDL_RENDERER_PRESENTVSYNC);
if (!sdl.renderer) {
int sandbox_sdl_init_display(int width, int height, int log2_bpp,
bool double_size);
+/**
+ * sandbox_sdl_remove_display() - Remove the SDL screen
+ *
+ * @return 0 if OK, -ENOENT if the SDL had not been inited.
+ */
+int sandbox_sdl_remove_display(void);
+
/**
* sandbox_sdl_sync() - Sync current U-Boot LCD frame buffer to SDL
*
uc_plat->size *= 2;
}
+static int sandbox_sdl_remove(struct udevice *dev)
+{
+ /*
+ * Removing the display it a bit annoying when running unit tests, since
+ * they remove all devices. It is nice to be able to see what the test
+ * wrote onto the display. So this comment is just here to show how to
+ * do it, if we want to make it optional one day.
+ *
+ * sandbox_sdl_remove_display();
+ */
+
+ return 0;
+}
+
static int sandbox_sdl_bind(struct udevice *dev)
{
struct sandbox_sdl_plat *plat = dev_get_plat(dev);
.of_match = sandbox_sdl_ids,
.bind = sandbox_sdl_bind,
.probe = sandbox_sdl_probe,
+ .remove = sandbox_sdl_remove,
.plat_auto = sizeof(struct sandbox_sdl_plat),
};