This adapts the "inline assembler" code from the UF2 bootloader, which
in turn is said to be adapted from the arduino neopixel library.
This requires the cache remain ON when using M0, and be turned OFF on M4
(determined by trial and error)
Testing performed on a Metro M4:
* measured timings using o'scope and found all values within
datasheet tolerance.
* Drove a string of 96 neopixels without visible glitches
* on-board neopixel worked
Testing performed on a Circuit Playground Express (M0):
* Color wheel code works on built-in neopixels
* Color wheel code works on 96 neopixel strip
As a bonus, this may have freed up a bit of flash on M0 targets. (2988 ->
3068 bytes free on Trinket M0)
Closes: #2297
.. inline-unit-growth was the same across all boards, and the highest
max-inline-insns-auto parameter was shared across 2 of 5 boards, so it's
worth a little work to follow the DRY principle
If you define MONITOR_BACKGROUND_TASK, then a physical output pin
(Metro M4 Express's "SCL" pin by default) will be set HIGH while in
the background task and LOW at other times
This code is shared by most parts, except where not all the #ifdefs
inside the tick function were present in all ports. This mostly would
have broken gamepad tick support on non-samd ports.
The "ms32" and "ms64" variants of the tick functions are introduced
because there is no 64-bit atomic read. Disabling interrupts avoids
a low probability bug where milliseconds could be off by ~49.5 days
once every ~49.5 days (2^32 ms).
Avoiding disabling interrupts when only the low 32 bits are needed is a minor
optimization.
Testing performed: on metro m4 express, USB still works and
time.monotonic_ns() still counts up
Fixes#2086
When the frequency of a `PWMOut` is change it re-sets the PWM's duty cycle as
well, since the registers have to be re-calculated based on the new frequency.
Unfortunately, `common_hal_pulseio_pwmout_get_duty_cycle`
will return a value very close to, but not exactly, the value passed to `common_hal_pulseio_pwmout_set_duty_cycle`. If the frequency is modified
without the calling code also re-setting the duty cycle then the duty cycle
will decay over time. This fixes that problem by tracking the unadjusted duty
cycle and re-setting the duty cycle to that value when the frequency is changed.
Make changes in asf4_conf even though I think in these cases the
"peripherals" submodule is running the show.
Arduino clocks the DAC at 12MHz but uses the CCTRL setting for
clocking < 1.2MHz (100kSPS).
A fresh clock (6) is allocated for the new 12MHz clock. This matches
the Arduino value, though not the GCLK index.
Modify other settings to more closely resemble Arduino.
In AudioOut, actually clock the waveform data from the timer we set up
for this purpose.
This gives good waveforms when setting AnalogOut full-scale in a loop,
but the rise/fall of waveforms that come from AudioOut are still erratic.
Weirdly, if AudioOut limits its range even slightly (e.g., to 1000..64000)
then the erratic
Note that this will require https://github.com/adafruit/samd-peripherals/pull/26
to be accepted for the submodule update here to work.
Previously, we depended on allocated channels to always be
"dma_channel_enabled". However, (A) sometimes, many operations
would take place between find_free_audio_dma_channel and
audio_dma_enable_channel, and (B) some debugging I did led me to believe
that "dma_channel_enabled" would become false when the hardware ended
a scheduled DMA transaction, but while a CP object would still think it
owned the DMA channel.
((B) is not documented in the datasheet and I am not 100% convinced that
my debugging session was not simply missing where we were disabling the
channel, but in either case, it shows a need to directly track allocated
separately from enabled)
Therefore,
* Add audio_dma_{allocate,free}_channel.
* audio_dma_free_channel implies audio_dma_disable_channel
* track via a new array audio_dma_allocated[]
* clear all allocated flags on soft-reboot
* Convert find_free_audio_dma_channel to audio_dma_allocate_channel
* use audio_dma_allocated[] instead of dma_channel_enabled() to check
availability
* remove find_free_audio_dma_channel
* For each one, find a matching audio_dma_disable_channel to convert
to audio_dma_free_channel
Closes: #2058
.. otherwise, a sequence like
>>> a = audioio.AudioOut(board.A0)
>>> a.play(sample, loop=True)
>>> a.deinit()
would potentially leave related DMA channel(s) active.
Some ports which actually don't have audioio or audiobusio were still
calling into audio_dma_background(). This wasn't an error until
the assignment to audio_dma_state in audio_dma_stop was added, though
it's not clear why.
audio_dma_stop can be reached twice in normal usage of AudioOut.
This may bear further investigation, but stop it here, by making the
function check for a previously freed channel number. This also prevents
the event channel from being disabled twice.
The first stop location is from audio_dma_get_playing, when the buffers
are exhausted; the second is from common_hal_audioio_audioout_stop when
checking the 'playing' flag.
As identified in #1908, when both AudioOut and PDMIn are used, hard
locks can occur. Because audio_dma_stop didn't clear audio_dma_state[],
a future call to audio_dma_load_next_block could occur using a DMA
object which belongs to PDMIn.
I believe that this Closes: #1908 though perhaps it is still not the full
story.
Testing performed: Loaded a sketch similar to the one on #1908 that
tends to reproduce the bug within ~30s. Ran for >300s without hard
lock. HOWEVER, while my cpx is no longer hard locking, it occasionally
(<1 / 200s) announces
Code done running. Waiting for reload.
(and does so), even though my main loop is surrounded by a 'while True:'
condition, so there are still gremlins nearby.
Snekboard does not expose any pins for SPI to the user, so delete
the SPI object reference as that won't work.
Signed-off-by: Keith Packard <keithp@keithp.com>
Snekboard has been assigned the following PIDs:
PID 0x004D # bootloader
PID 0x804D # arduino
PID 0x804E # circuitpython
Signed-off-by: Keith Packard <keithp@keithp.com>
This is another SAMDG2118A design with built-in 9V motor controllers
that are designed to be used with Lego PowerFunctions devices.
Signed-off-by: Keith Packard <keithp@keithp.com>
When nrf pwm audio is introduced, it will be called `audiopwmio`. To
enable code sharing with the existing (dac-based) `audioio`, factor
the sample and mixer types to `audiocore`.
INCOMPATIBLE CHANGE: Now, `Mixer`, `RawSample` and `WaveFile` must
be imported from `audiocore`, not `audioio`.
This also improves Palette so it stores the original RGB888 colors.
Lastly, it adds I2CDisplay as a display bus to talk over I2C. Particularly
useful for the SSD1306.
Fixes#1828. Fixes#1956
- Add copy-pasteable Arch Linux `arm-none-eabi-gcc` install line similar to Ubuntu example
- Add `arm-none-eabi-newlib` as a required package for Arch
- Reformat Ubuntu and Arch install code-blocks to catch the eye for the impatient
Arch Linux changed their packaging for [arm-none-eabi-gcc](https://www.archlinux.org/packages/community/x86_64/arm-none-eabi-gcc/) by creating [arm-none-eabi-newlib](https://www.archlinux.org/packages/community/any/arm-none-eabi-newlib/) as an optional package. Without it users will get errors about missing header files like:
```
In file included from asf4/samd51/include/samd51j19a.h:49,
from asf4/samd51/include/sam.h:38,
from ./mpconfigport.h:31,
from ../../py/mpconfig.h:45,
from ../../py/emitnx64.c:3:
/usr/lib/gcc/arm-none-eabi/9.1.0/include/stdint.h:9:16: fatal error: stdint.h: No such file or directory
9 | # include_next <stdint.h>
| ^~~~~~~~~~
compilation terminated.
```
I designed this really tiny, minimalist font for use on very small
displays. On uGame it lets one see the whole text that CircuitPython
prints on boot. The characters are 4x6 pixels each, and they are
optimized for legibility (large x-height, right angles, blocky shapes).
It might make sense to also use that font in other boards.
Different operations to the display tree have different costs. Be
aware of these costs when optimizing your code.
* Changing tiles indices in a TileGrid will update an area
covering them all.
* Changing a palette will refresh every object that references it.
* Moving a TileGrid will update both where it was and where it moved to.
* Adding something to a Group will refresh each individual area it
covers.
* Removing things from a Group will refresh one area that covers all
previous locations. (Not separate areas like add.)
* Setting a new top level Group will refresh the entire display.
Only TileGrid moves are optimized for overlap. All other overlaps
cause sending of duplicate pixels.
This also adds flip_x, flip_y and transpose_xy to TileGrid. They
change the direction of the pixels but not the location.
Fixes#1169. Fixes#1705. Fixes#1923.
This changes the displayio pixel computation from per-pixel to
per-area. This is precursor work to updating portions of the screen
(#1169). It should provide mild speedups because bounds checks are
done once per area rather than once per pixel. Filling by area also
allows TileGrid to maintain a row-associative fill pattern even when
the display's refresh is orthogonal to it.