Files
drivers/pixel/pixel.go
2024-04-13 15:50:30 +02:00

257 lines
8.0 KiB
Go

// Package pixel contains pixel format definitions used in various displays and
// fast operations on them.
//
// This package is just a base for pixel operations, it is _not_ a graphics
// library. It doesn't define circles, lines, etc - just the bare minimum
// graphics operations needed plus the ones that need to be specialized per
// pixel format.
package pixel
import (
"image/color"
"math/bits"
)
// Pixel with a particular color, matching the underlying hardware of a
// particular display. Each pixel is at least 1 byte in size.
// The color format is sRGB (or close to it) in all cases except for 1-bit.
type Color interface {
RGB888 | RGB565BE | RGB555 | RGB444BE | Monochrome
BaseColor
}
// BaseColor contains all the methods needed in a color format. This can be used
// in display drivers that want to define their own Color type with just the
// pixel formats the display supports.
type BaseColor interface {
// The number of bits when stored.
// This means for example that RGB555 (which is still stored as a 16-bit
// integer) returns 16, while RGB444 returns 12.
BitsPerPixel() int
// Return the given color in color.RGBA format, which is always sRGB. The
// alpha channel is always 255.
RGBA() color.RGBA
}
// NewColor returns the given color based on the RGB values passed in the
// parameters. The input value is assumed to be in sRGB color space.
func NewColor[T Color](r, g, b uint8) T {
// Ugly cast from color.RGBA to T. The type switch and interface casts are
// trivially optimized away after instantiation.
var value T
switch any(value).(type) {
case RGB888:
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)
case Monochrome:
return any(NewMonochrome(r, g, b)).(T)
default:
panic("unknown color format")
}
}
// NewLinearColor returns the given color based on the linear RGB values passed
// in the parameters. Use this if the RGB values are actually linear colors
// (like those that are used in most RGB LEDs) and not when it is in the usual
// sRGB color space (which is not linear).
//
// The input is assumed to be in the linear sRGB color space.
func NewLinearColor[T Color](r, g, b uint8) T {
r = gammaEncodeTable[r]
g = gammaEncodeTable[g]
b = gammaEncodeTable[b]
return NewColor[T](r, g, b)
}
// RGB888 format, more commonly used in other places (desktop PC displays, CSS,
// etc). Less commonly used on embedded displays due to the higher memory usage.
type RGB888 struct {
R, G, B uint8
}
func NewRGB888(r, g, b uint8) RGB888 {
return RGB888{r, g, b}
}
func (c RGB888) BitsPerPixel() int {
return 24
}
func (c RGB888) RGBA() color.RGBA {
return color.RGBA{
R: c.R,
G: c.G,
B: c.B,
A: 255,
}
}
// RGB565 as used in many SPI displays. Stored as a big endian value.
//
// The color format in integer form is gggbbbbb_rrrrrggg on little endian
// systems, which is the standard RGB565 format but with the top and bottom
// bytes swapped.
//
// There are a few alternatives to this weird big-endian format, but they're not
// great:
// - Storing the value in two 8-bit stores (to make the code endian-agnostic)
// incurs too much of a performance penalty.
// - Swapping the upper and lower bits just before storing. This is still less
// efficient than it could be, since colors are usually constructed once and
// then reused in many store operations. Doing the swap once instead of many
// times for each store is a performance win.
type RGB565BE uint16
func NewRGB565BE(r, g, b uint8) RGB565BE {
val := uint16(r&0xF8)<<8 +
uint16(g&0xFC)<<3 +
uint16(b&0xF8)>>3
// Swap endianness (make big endian).
// This is done using a single instruction on ARM (rev16).
// TODO: this should only be done on little endian systems, but TinyGo
// doesn't currently (2023) support big endian systems so it's difficult to
// test. Also, big endian systems don't seem fasionable these days.
val = bits.ReverseBytes16(val)
return RGB565BE(val)
}
func (c RGB565BE) BitsPerPixel() int {
return 16
}
func (c RGB565BE) RGBA() color.RGBA {
// Note: on ARM, the compiler uses a rev instruction instead of a rev16
// instruction. I wonder whether this can be optimized further to use rev16
// instead?
c = c<<8 | c>>8
color := color.RGBA{
R: uint8(c>>11) << 3,
G: uint8(c>>5) << 2,
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 >> 6
color.B |= color.B >> 5
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.
//
// The color format is native endian as a uint16 (0000rrrr_ggggbbbb), not big
// endian which you might expect. I tried swapping the bytes, but it didn't have
// much of a performance impact and made the code harder to read. It is stored
// as a 12-bit big endian value in Image[RGB444BE] though.
type RGB444BE uint16
func NewRGB444BE(r, g, b uint8) RGB444BE {
return RGB444BE(r>>4)<<8 | RGB444BE(g>>4)<<4 | RGB444BE(b>>4)
}
func (c RGB444BE) BitsPerPixel() int {
return 12
}
func (c RGB444BE) RGBA() color.RGBA {
color := color.RGBA{
R: uint8(c>>8) << 4,
G: uint8(c>>4) << 4,
B: uint8(c>>0) << 4,
A: 255,
}
// Correct color rounding, so that 0xff roundtrips back to 0xff.
color.R |= color.R >> 4
color.G |= color.G >> 4
color.B |= color.B >> 4
return color
}
type Monochrome bool
func NewMonochrome(r, g, b uint8) Monochrome {
// Very simple black/white split.
// This isn't very accurate (especially for sRGB colors) but is close enough.
if int(r)+int(g)+int(b) > 128*3 { // light, convert to white
return Monochrome(true)
}
// dark, convert to black
return Monochrome(false)
}
func (c Monochrome) BitsPerPixel() int {
return 1
}
func (c Monochrome) RGBA() color.RGBA {
value := uint8(0)
if c {
value = 255
}
return color.RGBA{
R: value,
G: value,
B: value,
A: 255,
}
}
// Gamma brightness lookup table:
// https://victornpb.github.io/gamma-table-generator
// gamma = 0.45 steps = 256 range = 0-255
var gammaEncodeTable = [256]uint8{
0, 21, 28, 34, 39, 43, 46, 50, 53, 56, 59, 61, 64, 66, 68, 70,
72, 74, 76, 78, 80, 82, 84, 85, 87, 89, 90, 92, 93, 95, 96, 98,
99, 101, 102, 103, 105, 106, 107, 109, 110, 111, 112, 114, 115, 116, 117, 118,
119, 120, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135,
136, 137, 138, 139, 140, 141, 142, 143, 144, 144, 145, 146, 147, 148, 149, 150,
151, 151, 152, 153, 154, 155, 156, 156, 157, 158, 159, 160, 160, 161, 162, 163,
164, 164, 165, 166, 167, 167, 168, 169, 170, 170, 171, 172, 173, 173, 174, 175,
175, 176, 177, 178, 178, 179, 180, 180, 181, 182, 182, 183, 184, 184, 185, 186,
186, 187, 188, 188, 189, 190, 190, 191, 192, 192, 193, 194, 194, 195, 195, 196,
197, 197, 198, 199, 199, 200, 200, 201, 202, 202, 203, 203, 204, 205, 205, 206,
206, 207, 207, 208, 209, 209, 210, 210, 211, 212, 212, 213, 213, 214, 214, 215,
215, 216, 217, 217, 218, 218, 219, 219, 220, 220, 221, 221, 222, 223, 223, 224,
224, 225, 225, 226, 226, 227, 227, 228, 228, 229, 229, 230, 230, 231, 231, 232,
232, 233, 233, 234, 234, 235, 235, 236, 236, 237, 237, 238, 238, 239, 239, 240,
240, 241, 241, 242, 242, 243, 243, 244, 244, 245, 245, 246, 246, 247, 247, 248,
248, 249, 249, 249, 250, 250, 251, 251, 252, 252, 253, 253, 254, 254, 255, 255,
}