#include "display.h" #include #include #define WIDTH 640 #define HEIGHT 480 #define MODE_VGA_320_200_8 0x13 #define MODE_VESA_640_480_8 0x101 /* TODO: https://github.com/depp/elf2dos/blob/master/elf/elf.go https://www.edm2.com/index.php/LX_-_Linear_eXecutable_Module_Format_Description Do not use anything but Clang in the end. */ // 8-color VGA palette gradient, lighter shades of lavender to pink #define COLOR_OFFSET 0x50 #define COLOR_NUM 8 #define COLOR_STEP (HEIGHT / COLOR_NUM) // /* https://wiki.osdev.org/VESA_Video_Modes */ // _Packed struct VbeInfoBlock { // char VbeSignature[4]; // == "VESA" // uint16_t VbeVersion; // == 0x0300 for VBE 3.0 // uint16_t OemStringPtr[2]; // isa vbeFarPtr // uint8_t Capabilities[4]; // uint16_t VideoModePtr[2]; // isa vbeFarPtr // uint16_t TotalMemory; // as # of 64KB blocks // uint8_t Reserved[492]; // }; // _Packed struct ModeInfoBlock { // uint16_t // attributes; // deprecated, only bit 7 should be of interest to you, and // it // // indicates the mode supports a linear frame buffer. // uint8_t window_a; // deprecated // uint8_t window_b; // deprecated // uint16_t granularity; // deprecated; used while calculating bank numbers // uint16_t window_size; // uint16_t segment_a; // uint16_t segment_b; // uint32_t win_func_ptr; // deprecated; used to switch banks from protected // mode // // without returning to real mode // uint16_t pitch; // number of bytes per horizontal line // uint16_t width; // width in pixels // uint16_t height; // height in pixels // uint8_t w_char; // unused... // uint8_t y_char; // ... // uint8_t planes; // uint8_t bpp; // bits per pixel in this mode // uint8_t banks; // deprecated; total number of banks in this mode // uint8_t memory_model; // uint8_t bank_size; // deprecated; size of a bank, almost always 64 KB but // may // // be 16 KB... // uint8_t image_pages; // uint8_t reserved0; // uint8_t red_mask; // uint8_t red_position; // uint8_t green_mask; // uint8_t green_position; // uint8_t blue_mask; // uint8_t blue_position; // uint8_t reserved_mask; // uint8_t reserved_position; // uint8_t direct_color_attributes; // uint32_t framebuffer; // physical address of the linear frame buffer; write // // here to draw to the screen // uint32_t off_screen_mem_off; // uint16_t off_screen_mem_size; // size of memory in the framebuffer but not // // being displayed on the screen // uint8_t reserved1[206]; // }; // static char get_video_mode(); // #pragma aux get_video_mode = "mov ah, 0x0f" \ // "int 0x10" value[al] modify[ah]; // static void set_video_mode(unsigned char); // #pragma aux set_video_mode = "mov ah, 0x00" \ // "int 0x10" parm[al] modify[ah]; // static void set_vesa_video_mode(unsigned short); // #pragma aux set_vesa_video_mode = "mov ax, 0x4f02" \ // "int 0x10" parm[bx] modify[ah]; // static void wait_for_key(); // #pragma aux wait_for_key = "mov ah, 0x00" \ // "int 0x16" modify[ah]; // static short get_vesa_controller_info(struct VbeInfoBlock *); // #pragma aux get_vesa_controller_info = "mov ax, 0x4f00" \ // "int 0x10" parm[es di] value[ax]; // static short get_vesa_mode_info(uint16_t mode, struct ModeInfoBlock *); // #pragma aux get_vesa_mode_info = "mov ax, 0x4F01" \ // "int 0x10" parm[cx][es di] value[ax]; // /* https://wiki.osdev.org/User:Omarrx024/VESA_Tutorial*/ // static char *find_display_memory(void) { // struct VbeInfoBlock *ctrl = (struct VbeInfoBlock *)0x2000; // struct ModeInfoBlock *inf = (struct ModeInfoBlock *)0x3000; // uint16_t *modes; // int i; // strncpy(ctrl->VbeSignature, "VBE2", 4); // if (get_vesa_controller_info(ctrl) != 0x004F) // return NULL; // modes = (uint16_t *)(ctrl->VideoModePtr); // for (i = 0; modes[i] != 0xFFFF; ++i) { // if (get_vesa_mode_info(modes[i], inf) != 0x004F) // continue; // // Check if this is a graphics mode with linear frame buffer support // if ((inf->attributes & 0x80) != 0x80) // continue; // // Check if this is a packed pixel or direct color mode // if (inf->memory_model != 4 && inf->memory_model != 6) // continue; // // Check if this is exactly the mode we're looking for // if (WIDTH == inf->width && HEIGHT == inf->height && 256 == inf->pitch) // return (char *)inf->framebuffer; // } // return NULL; // } // extern int plr_display_dos_main(int argc, char *argv[]) { extern int plr_display_dos_main(void) { char *buf = (char *)0xA0000; // VGA memory address int x, y; // unsigned char saved_mode = get_video_mode(); // Save original mode // set_vesa_video_mode(MODE_VESA_640_480_8); // Set our VGA mode // buf = find_display_memory(); /* TODO: Fetch info about the mode, to know the availability */ /* as well as base address in memory */ /* https://wiki.osdev.org/VESA_Video_Modes */ // Now draw. We draw pixel-by-pixel by directly setting the video memory // like it was an array. We step the color every 25 pixels so that we have 8 // bands of even height. // for (y = 0; y < HEIGHT; y++) { // for (x = 0; x < WIDTH; x++) { // buf[y * WIDTH + x] = COLOR_OFFSET + y / COLOR_STEP; // } // } // wait_for_key(); // set_video_mode(saved_mode); // Restore original mode while (1) { for (y = 0; y < HEIGHT; y++) { for (x = 0; x < WIDTH; x++) { buf[y * WIDTH + x] = COLOR_OFFSET + y / COLOR_STEP; } } } return 0; }