// Example for library:
// https://github.com/Bodmer/TJpg_Decoder

// This example renders a Jpeg file that is stored in an array within Flash (program) memory
// see panda.h tab.  The panda image file being ~13Kbytes.

#define USE_DMA

// Include the array
#include "panda.h"

// Include the jpeg decoder library
#include <TJpg_Decoder.h>

#ifdef USE_DMA
  uint16_t  dmaBuffer1[16*16]; // Toggle buffer for 16*16 MCU block, 512bytes
  uint16_t  dmaBuffer2[16*16]; // Toggle buffer for 16*16 MCU block, 512bytes
  uint16_t* dmaBufferPtr = dmaBuffer1;
  bool dmaBufferSel = 0;
#endif

// Include the TFT library https://github.com/Bodmer/TFT_eSPI
#include "SPI.h"
#include <TFT_eSPI.h>              // Hardware-specific library
TFT_eSPI tft = TFT_eSPI();         // Invoke custom library

// This next function will be called during decoding of the jpeg file to render each
// 16x16 or 8x8 image tile (Minimum Coding Unit) to the TFT.
bool tft_output(int16_t x, int16_t y, uint16_t w, uint16_t h, uint16_t* bitmap)
{
   // Stop further decoding as image is running off bottom of screen
  if ( y >= tft.height() ) return 0;

  // STM32F767 processor takes 43ms just to decode (and not draw) jpeg (-Os compile option)
  // Total time to decode and also draw to TFT:
  // SPI 54MHz=71ms, with DMA 50ms, 71-43 = 28ms spent drawing, so DMA is complete before next MCU block is ready
  // Apparent performance benefit of DMA = 71/50 = 42%, 50 - 43 = 7ms lost elsewhere
  // SPI 27MHz=95ms, with DMA 52ms. 95-43 = 52ms spent drawing, so DMA is *just* complete before next MCU block is ready!
  // Apparent performance benefit of DMA = 95/52 = 83%, 52 - 43 = 9ms lost elsewhere
#ifdef USE_DMA
  // Double buffering is used, the bitmap is copied to the buffer by pushImageDMA() the
  // bitmap can then be updated by the jpeg decoder while DMA is in progress
  if (dmaBufferSel) dmaBufferPtr = dmaBuffer2;
  else dmaBufferPtr = dmaBuffer1;
  dmaBufferSel != dmaBufferSel; // Toggle buffer selection
  //  pushImageDMA() will clip the image block at screen boundaries before initiating DMA
  tft.pushImageDMA(x, y, w, h, bitmap, dmaBufferPtr); // Initiate DMA - blocking only if last DMA is not complete
  // The DMA transfer of image block to the TFT is now in progress...
#else
  // Non-DMA blocking alternative
  tft.pushImage(x, y, w, h, bitmap);  // Blocking, so only returns when image block is drawn
#endif
  // Return 1 to decode next block.
  return 1;
}

void setup()
{
  Serial.begin(115200);
  Serial.println("\n\n Testing TJpg_Decoder library");

  // Initialise the TFT
  tft.begin();
  tft.setTextColor(TFT_WHITE, TFT_BLACK);
  tft.fillScreen(TFT_BLACK);

#ifdef USE_DMA
  tft.initDMA(); // To use SPI DMA you must call initDMA() to setup the DMA engine
#endif

  // The jpeg image can be scaled down by a factor of 1, 2, 4, or 8
  TJpgDec.setJpgScale(1);

  // The colour byte order can be swapped by the decoder
  // using TJpgDec.setSwapBytes(true); or by the TFT_eSPI library:
  tft.setSwapBytes(true);

  // The decoder must be given the exact name of the rendering function above
  TJpgDec.setCallback(tft_output);
}

void loop()
{
  // Show a contrasting colour for demo of draw speed
  tft.fillScreen(TFT_RED);


  // Get the width and height in pixels of the jpeg if you wish:
  uint16_t w = 0, h = 0;
  TJpgDec.getJpgSize(&w, &h, panda, sizeof(panda));
  Serial.print("Width = "); Serial.print(w); Serial.print(", height = "); Serial.println(h);

  // Time recorded for test purposes
  uint32_t dt = millis();

  // Must use startWrite first so TFT chip select stays low during DMA and SPI channel settings remain configured
  tft.startWrite();

  // Draw the image, top left at 0,0 - DMA request is handled in the call-back tft_output() in this sketch
  TJpgDec.drawJpg(0, 0, panda, sizeof(panda));

  // Must use endWrite to release the TFT chip select and release the SPI channel
  tft.endWrite();

  // How much time did rendering take (ESP8266 80MHz 262ms, 160MHz 149ms, ESP32 SPI 111ms, 8bit parallel 90ms
  dt = millis() - dt;
  Serial.print(dt); Serial.println(" ms");

  // Wait before drawing again
  delay(2000);
}
