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https://github.com/reactos/reactos.git
synced 2024-11-20 14:30:57 +00:00
cd91271796
- Add boot video color constants
- Refactor palette initialization
- Move some common stuff in right place
- Get rid of some magic constants and hardcoded values
- Get rid of TopDelta variable (calculated at compile time)
- Update SAL annotations
Addendum to 5f2ca473
. CORE-16216 CORE-16219
299 lines
6.4 KiB
C
299 lines
6.4 KiB
C
#include "precomp.h"
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#define NDEBUG
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#include <debug.h>
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PUSHORT VgaArmBase;
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PHYSICAL_ADDRESS VgaPhysical;
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/* PRIVATE FUNCTIONS *********************************************************/
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VOID
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NTAPI
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DisplayCharacter(
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_In_ CHAR Character,
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_In_ ULONG Left,
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_In_ ULONG Top,
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_In_ ULONG TextColor,
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_In_ ULONG BackColor)
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{
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PUCHAR FontChar;
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ULONG i, j, XOffset;
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/* Get the font line for this character */
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FontChar = &VidpFontData[Character * BOOTCHAR_HEIGHT - Top];
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/* Loop each pixel height */
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for (i = BOOTCHAR_HEIGHT; i > 0; --i)
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{
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/* Loop each pixel width */
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XOffset = Left;
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for (j = (1 << 7); j > 0; j >>= 1)
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{
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/* Check if we should draw this pixel */
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if (FontChar[Top] & (UCHAR)j)
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{
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/* We do, use the given Text Color */
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SetPixel(XOffset, Top, (UCHAR)TextColor);
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}
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else if (BackColor < BV_COLOR_NONE)
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{
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/*
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* This is a background pixel. We're drawing it
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* unless it's transparent.
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*/
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SetPixel(XOffset, Top, (UCHAR)BackColor);
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}
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/* Increase X Offset */
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XOffset++;
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}
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/* Move to the next Y ordinate */
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Top++;
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}
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}
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VOID
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NTAPI
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DoScroll(
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_In_ ULONG Scroll)
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{
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ULONG Top, Offset;
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PUSHORT SourceOffset, DestOffset;
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PUSHORT i, j;
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/* Set memory positions of the scroll */
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SourceOffset = &VgaArmBase[(VidpScrollRegion[1] * (SCREEN_WIDTH / 8)) + (VidpScrollRegion[0] >> 3)];
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DestOffset = &SourceOffset[Scroll * (SCREEN_WIDTH / 8)];
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/* Start loop */
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for (Top = VidpScrollRegion[1]; Top <= VidpScrollRegion[3]; ++Top)
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{
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/* Set number of bytes to loop and start offset */
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Offset = VidpScrollRegion[0] >> 3;
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j = SourceOffset;
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/* Check if this is part of the scroll region */
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if (Offset <= (VidpScrollRegion[2] >> 3))
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{
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/* Update position */
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i = (PUSHORT)(DestOffset - SourceOffset);
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/* Loop the X axis */
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do
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{
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/* Write value in the new position so that we can do the scroll */
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WRITE_REGISTER_USHORT(j, READ_REGISTER_USHORT(j + (ULONG_PTR)i));
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/* Move to the next memory location to write to */
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j++;
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/* Move to the next byte in the region */
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Offset++;
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/* Make sure we don't go past the scroll region */
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} while (Offset <= (VidpScrollRegion[2] >> 3));
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}
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/* Move to the next line */
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SourceOffset += (SCREEN_WIDTH / 8);
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DestOffset += (SCREEN_WIDTH / 8);
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}
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}
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VOID
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NTAPI
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PreserveRow(
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_In_ ULONG CurrentTop,
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_In_ ULONG TopDelta,
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_In_ BOOLEAN Restore)
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{
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PUSHORT Position1, Position2;
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ULONG Count;
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/* Calculate the position in memory for the row */
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if (Restore)
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{
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/* Restore the row by copying back the contents saved off-screen */
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Position1 = &VgaArmBase[CurrentTop * (SCREEN_WIDTH / 8)];
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Position2 = &VgaArmBase[SCREEN_HEIGHT * (SCREEN_WIDTH / 8)];
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}
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else
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{
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/* Preserve the row by saving its contents off-screen */
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Position1 = &VgaArmBase[SCREEN_HEIGHT * (SCREEN_WIDTH / 8)];
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Position2 = &VgaArmBase[CurrentTop * (SCREEN_WIDTH / 8)];
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}
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/* Set the count and loop every pixel */
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Count = TopDelta * (SCREEN_WIDTH / 8);
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while (Count--)
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{
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/* Write the data back on the other position */
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WRITE_REGISTER_USHORT(Position1, READ_REGISTER_USHORT(Position2));
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/* Increase both positions */
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Position1++;
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Position2++;
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}
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}
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VOID
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NTAPI
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VidpInitializeDisplay(VOID)
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{
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//
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// Set framebuffer address
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//
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WRITE_REGISTER_ULONG(PL110_LCDUPBASE, VgaPhysical.LowPart);
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WRITE_REGISTER_ULONG(PL110_LCDLPBASE, VgaPhysical.LowPart);
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//
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// Initialize timings to 640x480
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//
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WRITE_REGISTER_ULONG(PL110_LCDTIMING0, LCDTIMING0_PPL(SCREEN_WIDTH));
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WRITE_REGISTER_ULONG(PL110_LCDTIMING1, LCDTIMING1_LPP(SCREEN_HEIGHT));
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//
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// Enable the LCD Display
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//
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WRITE_REGISTER_ULONG(PL110_LCDCONTROL,
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LCDCONTROL_LCDEN |
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LCDCONTROL_LCDTFT |
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LCDCONTROL_LCDPWR |
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LCDCONTROL_LCDBPP(4));
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}
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VOID
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NTAPI
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InitPaletteWithTable(
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_In_ PULONG Table,
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_In_ ULONG Count)
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{
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UNIMPLEMENTED;
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}
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/* PUBLIC FUNCTIONS **********************************************************/
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/*
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* @implemented
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*/
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BOOLEAN
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NTAPI
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VidInitialize(
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_In_ BOOLEAN SetMode)
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{
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DPRINT1("bv-arm v0.1\n");
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//
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// Allocate framebuffer
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// 600kb works out to 640x480@16bpp
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//
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VgaPhysical.QuadPart = -1;
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VgaArmBase = MmAllocateContiguousMemory(600 * 1024, VgaPhysical);
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if (!VgaArmBase) return FALSE;
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//
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// Get physical address
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//
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VgaPhysical = MmGetPhysicalAddress(VgaArmBase);
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if (!VgaPhysical.QuadPart) return FALSE;
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DPRINT1("[BV-ARM] Frame Buffer @ 0x%p 0p%p\n", VgaArmBase, VgaPhysical.LowPart);
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//
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// Setup the display
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//
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VidpInitializeDisplay();
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//
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// We are done!
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//
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return TRUE;
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}
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/*
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* @implemented
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*/
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VOID
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NTAPI
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VidResetDisplay(
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_In_ BOOLEAN HalReset)
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{
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//
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// Clear the current position
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//
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VidpCurrentX = 0;
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VidpCurrentY = 0;
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//
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// Re-initialize the VGA Display
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//
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VidpInitializeDisplay();
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//
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// Re-initialize the palette and fill the screen black
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//
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InitializePalette();
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VidSolidColorFill(0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1, BV_COLOR_BLACK);
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}
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/*
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* @implemented
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*/
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VOID
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NTAPI
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VidCleanUp(VOID)
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{
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UNIMPLEMENTED;
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while (TRUE);
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}
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/*
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* @implemented
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*/
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VOID
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NTAPI
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VidScreenToBufferBlt(
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_Out_ PUCHAR Buffer,
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_In_ ULONG Left,
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_In_ ULONG Top,
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_In_ ULONG Width,
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_In_ ULONG Height,
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_In_ ULONG Delta)
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{
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UNIMPLEMENTED;
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while (TRUE);
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}
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/*
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* @implemented
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*/
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VOID
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NTAPI
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VidSolidColorFill(
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_In_ ULONG Left,
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_In_ ULONG Top,
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_In_ ULONG Right,
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_In_ ULONG Bottom,
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_In_ UCHAR Color)
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{
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int y, x;
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//
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// Loop along the Y-axis
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//
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for (y = Top; y <= Bottom; y++)
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{
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//
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// Loop along the X-axis
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//
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for (x = Left; x <= Right; x++)
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{
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//
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// Draw the pixel
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//
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SetPixel(x, y, Color);
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}
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}
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}
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