vmware-svga/lib/util/screendraw.c

583 lines
15 KiB
C
Raw Normal View History

/**********************************************************
* Copyright 2008-2009 VMware, Inc. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
**********************************************************/
/*
* screendraw.h --
*
* ScreenDraw is a small utility library for drawing
* into SVGA Screen Objects. It supports fills and text.
*
* It uses no system memory framebuffer at all- instead,
* we have a small GMRFB which contains our font glyphs
* and a tile buffer for blits.
*
* For text rendering, we support the Metalkit Console API.
*/
#include "types.h"
#include "svga_reg.h"
#include "datafile.h"
#include "gmr.h"
#include "svga.h"
#include "screen.h"
#include "screendraw.h"
#include "console_vga.h"
DECLARE_DATAFILE(fontData, ______lib_util_bitstream_vera_15_font_z);
#define TILE_SIZE 64
#define TILE_BUFFER_PIXELS (TILE_SIZE * TILE_SIZE)
#define TILE_BUFFER_BYTES (TILE_BUFFER_PIXELS * sizeof(uint32))
#define MAX_FONT_SIZE 200000
#define BACKGROUND_COLOR 0x000000 // This should match our font's color scheme
#define MARGIN_SIZE 10 // Blank margin around the screen edge
/*
* Our fontData begins with an array of CharMetrics, and is followed
* by raw image data for each glyph.
*/
typedef struct {
uint8 width;
uint8 height;
uint8 reserved[2];
uint32 offset;
} CharMetrics;
struct {
/* Dynamic state */
SVGASignedPoint position;
uint32 screenId;
uint32 screenWidth;
uint32 screenHeight;
/* Allocated resources */
SVGAGuestPtr tilePtr;
uint32 *tileBuffer;
SVGAGuestPtr fontPtr;
CharMetrics *metrics;
/* Tile buffer synchronization */
uint32 tileFence;
struct {
enum {
TILE_OTHER,
TILE_FILL,
TILE_CHECKERBOARD,
} type;
uint32 color;
} tileUsage;
} gScreenDraw;
/*
* Console API
*/
static fastcall void ScreenDrawBeginPanic(void);
static fastcall void ScreenDrawClear(void);
static fastcall void ScreenDrawMoveTo(int x, int y);
static fastcall void ScreenDrawWriteChar(char c);
static fastcall void ScreenDrawFlush(void);
/*
*-----------------------------------------------------------------------------
*
* ScreenDraw_Init --
*
* Initializes the ScreenDraw module. Requires that the GMR and
* Heap modules are already initialized.
*
* This allocates memory, allocates a GMR, decompresses our font,
* and sets the current Metalkit console to our text renderer.
*
* Results:
* None.
*
* Side effects:
* Allocates memory from the Heap.
* Defines a private GMR (gmrId).
* Decompresses the font.
*
*-----------------------------------------------------------------------------
*/
void
ScreenDraw_Init(uint32 gmrId)
{
const uint32 gmrSize = TILE_BUFFER_BYTES + MAX_FONT_SIZE;
PPN gmrPages = GMR_DefineContiguous(gmrId, (gmrSize + PAGE_MASK) / PAGE_SIZE);
gScreenDraw.tilePtr.gmrId = gmrId;
gScreenDraw.tilePtr.offset = 0;
gScreenDraw.tileBuffer = (uint32*)PPN_POINTER(gmrPages);
gScreenDraw.fontPtr.gmrId = gmrId;
gScreenDraw.fontPtr.offset = TILE_BUFFER_BYTES;
gScreenDraw.metrics = (CharMetrics*) (TILE_BUFFER_BYTES +
(uint8*)PPN_POINTER(gmrPages));
DataFile_Decompress(fontData, (void*)gScreenDraw.metrics, MAX_FONT_SIZE);
gConsole.beginPanic = ScreenDrawBeginPanic;
gConsole.clear = ScreenDrawClear;
gConsole.moveTo = ScreenDrawMoveTo;
gConsole.writeChar = ScreenDrawWriteChar;
gConsole.flush = ScreenDrawFlush;
}
/*
*-----------------------------------------------------------------------------
*
* ScreenDraw_SetScreen --
*
* Define the ID and size of the screen we're drawing to.
*
* The size affects the dimensions of the rectangle we blit
* when clearing the screen, and text will wrap at the right
* edge.
*
* Results:
* None.
*
* Side effects:
* None.
*
*-----------------------------------------------------------------------------
*/
void
ScreenDraw_SetScreen(uint32 screenId, int width, int height)
{
gScreenDraw.screenId = screenId;
gScreenDraw.screenWidth = width;
gScreenDraw.screenHeight = height;
}
/*
*-----------------------------------------------------------------------------
*
* ScreenDrawTiledRectangle --
*
* Internal function which blits multiple copies of the tile buffer
* to the screen in order to fill a rectangle.
*
* Results:
* None.
*
* Side effects:
* Updates the tile buffer fence.
*
*-----------------------------------------------------------------------------
*/
static void
ScreenDrawTiledRectangle(int left,
int top,
int right,
int bottom)
{
static const SVGAGMRImageFormat format = {{{ 32, 24 }}};
Screen_DefineGMRFB(gScreenDraw.tilePtr, TILE_SIZE * sizeof(uint32), format);
static const SVGASignedPoint srcOrigin = { 0, 0 };
SVGASignedRect destRect;
for (destRect.top = top; destRect.top < bottom; destRect.top += TILE_SIZE) {
destRect.bottom = MIN(bottom, destRect.top + TILE_SIZE);
for (destRect.left = left; destRect.left < right; destRect.left += TILE_SIZE) {
destRect.right = MIN(right, destRect.left + TILE_SIZE);
/*
* If this is a fill, annotate each blit.
*/
if (gScreenDraw.tileUsage.type == TILE_FILL) {
SVGAColorBGRX color;
color.value = gScreenDraw.tileUsage.color;
Screen_AnnotateFill(color);
}
Screen_BlitFromGMRFB(&srcOrigin, &destRect, gScreenDraw.screenId);
}
}
gScreenDraw.tileFence = SVGA_InsertFence();
}
/*
*-----------------------------------------------------------------------------
*
* ScreenDraw_Rectangle --
*
* Draw a solid-color rectangle to the screen. The color
* is specified in hex RGB (0xRRGGBB) format.
*
* This implementation is only moderately efficient, and is
* provided mostly for simplicity and low memory usage. We have a
* single tile-sized DMA buffer. That buffer is cleared with the
* fill color, then we splat it onto the screen as many times as it
* takes to cover the rectangle.
*
* There are several ways this could be improved:
*
* - For small fills, we don't need to memset the entire tile buffer.
*
* - We could use multiple DMA buffers, so we'd sync less often.
*
* - If we really cared about framebuffer-less fill performance,
* we'd have an accelerated command for this- but we actually
* don't care that much.
*
* - If we wanted to cheat a bit, we could use a GMRFB
* bytesPerLine of zero. That should work in theory, but I
* don't think the SVGA device can guarantee that it will
* always work.
*
* Results:
* None.
*
* Side effects:
* May modify the tile buffer. If the tile buffer is busy,
* we will sync the FIFO. Modifies the GMRFB state.
*
*-----------------------------------------------------------------------------
*/
void
ScreenDraw_Rectangle(int left,
int top,
int right,
int bottom,
uint32 color)
{
if (gScreenDraw.tileUsage.type != TILE_FILL || gScreenDraw.tileUsage.color != color) {
SVGA_SyncToFence(gScreenDraw.tileFence);
gScreenDraw.tileUsage.type = TILE_FILL;
gScreenDraw.tileUsage.color = color;
memset32(gScreenDraw.tileBuffer, color, TILE_BUFFER_PIXELS);
}
ScreenDrawTiledRectangle(left, top, right, bottom);
}
/*
*-----------------------------------------------------------------------------
*
* ScreenDraw_Checkerboard --
*
* Draw a gray checkerboard pattern within the specified rectangle.
*
* This is very similar to the implementation of
* ScreenDraw_Rectangle(), except that we fill the tile buffer with
* a checkerboard pattern instead of a solid color.
*
* Results:
* None.
*
* Side effects:
* May modify the tile buffer. If the tile buffer is busy,
* we will sync the FIFO. Modifies the GMRFB state.
*
*-----------------------------------------------------------------------------
*/
void
ScreenDraw_Checkerboard(int left,
int top,
int right,
int bottom)
{
if (gScreenDraw.tileUsage.type != TILE_CHECKERBOARD) {
const uint32 checkerSize = 8;
const uint32 color1 = 0x666677;
const uint32 color2 = 0x9999aa;
SVGA_SyncToFence(gScreenDraw.tileFence);
gScreenDraw.tileUsage.type = TILE_CHECKERBOARD;
uint32 *pixel = gScreenDraw.tileBuffer;
uint32 x, y;
for (y = 0; y < TILE_SIZE; y++) {
for (x = 0; x < TILE_SIZE; x++) {
*(pixel++) = (x ^ y) & checkerSize ? color1 : color2;
}
}
}
ScreenDrawTiledRectangle(left, top, right, bottom);
}
/*
*-----------------------------------------------------------------------------
*
* ScreenDraw_Border --
*
* Draw a border along the interior edge of a rectangle.
*
* If 'width' is 1, we fill the pixels along the 'left' and 'top'
* edge, and the pixels just left/above the right and bottom
* edges. This corresponds to the outermost pixels that would have
* been written by ScreenDraw_Rectangle().
*
* If 'width' is greater than 1, we will cover additional pixels
* within these border pixels.
*
* Results:
* None.
*
* Side effects:
* May modify the tile buffer. If the tile buffer is busy,
* we will sync the FIFO. Modifies the GMRFB state.
*
*-----------------------------------------------------------------------------
*/
void
ScreenDraw_Border(int left,
int top,
int right,
int bottom,
uint32 color,
uint32 width)
{
ScreenDraw_Rectangle(left, top, right, top + width, color);
ScreenDraw_Rectangle(left, top, left + width, bottom, color);
ScreenDraw_Rectangle(right - width, top, right, bottom, color);
ScreenDraw_Rectangle(left, bottom - width, right, bottom, color);
}
/*
*-----------------------------------------------------------------------------
*
* ScreenDrawBeginPanic --
*
* Prepare for a Console_Panic(). This switches back to the VGA
* console, and asks it to prepare instead.
*
* Results:
* None.
*
* Side effects:
* Switches consoles.
*
*-----------------------------------------------------------------------------
*/
fastcall void
ScreenDrawBeginPanic(void)
{
ConsoleVGA_Init();
gConsole.beginPanic();
}
/*
*-----------------------------------------------------------------------------
*
* ScreenDrawClear --
*
* Reset the cursor location, and clear the screen.
*
* Results:
* None.
*
* Side effects:
* None.
*
*-----------------------------------------------------------------------------
*/
fastcall void
ScreenDrawClear(void)
{
ScreenDrawMoveTo(MARGIN_SIZE, MARGIN_SIZE);
ScreenDraw_Rectangle(0, 0, gScreenDraw.screenWidth, gScreenDraw.screenHeight,
BACKGROUND_COLOR);
}
/*
*-----------------------------------------------------------------------------
*
* ScreenDrawMoveTo --
*
* Set the cursor location, in pixels.
*
* Results:
* None.
*
* Side effects:
* None.
*
*-----------------------------------------------------------------------------
*/
fastcall void
ScreenDrawMoveTo(int x, int y)
{
gScreenDraw.position.x = x;
gScreenDraw.position.y = y;
}
/*
*-----------------------------------------------------------------------------
*
* ScreenDrawWriteChar --
*
* Write one visible glyph to the screen, and adjust the glyph position.
*
* Results:
* None.
*
* Side effects:
* May redefine the current GMRFB.
*
*-----------------------------------------------------------------------------
*/
fastcall void
ScreenDrawWriteChar(char c)
{
CharMetrics *cm = &gScreenDraw.metrics[(uint8)c];
if (c == '\n') {
gScreenDraw.position.x = MARGIN_SIZE;
gScreenDraw.position.y += gScreenDraw.metrics[(uint8)' '].height;
return;
}
if (!cm->height) {
/* Character not present in this font */
return;
}
SVGAGuestPtr gPtr = gScreenDraw.fontPtr;
gPtr.offset += cm->offset;
static const SVGAGMRImageFormat format = {{{ 32, 24 }}};
Screen_DefineGMRFB(gPtr, sizeof(uint32) * cm->width, format);
SVGASignedPoint blitOrigin = { 0, 0 };
SVGASignedRect blitDest = {
gScreenDraw.position.x,
gScreenDraw.position.y,
gScreenDraw.position.x + cm->width,
gScreenDraw.position.y + cm->height,
};
Screen_BlitFromGMRFB(&blitOrigin, &blitDest, gScreenDraw.screenId);
gScreenDraw.position.x += cm->width;
}
/*
*-----------------------------------------------------------------------------
*
* ScreenDraw_WrapText --
*
* This is a utility function for word-wrapping text at runtime. We wrap
* a provided string in-place, by replacing spaces with newlines.
*
* Results:
* None.
*
* Side effects:
* None.
*
*-----------------------------------------------------------------------------
*/
void
ScreenDraw_WrapText(char *text, // IN/OUT
int width) // IN
{
char *word = text;
int x = 0;
while (*word) {
if (*word == '\n') {
x = 0;
}
if (*word == ' ' && x > 0) {
/*
* We're pointing just prior to a word that we can wrap. Should we?
*/
char *p = word + 1;
int wordWidth = 0;
while (*p != ' ' && *p != '\0' && *p != '\n') {
wordWidth += gScreenDraw.metrics[(uint8) *p].width;
p++;
}
if (x + wordWidth > width) {
x = 0;
*word = '\n';
}
}
word++;
x += gScreenDraw.metrics[(uint8) *word].width;
}
}
/*
*-----------------------------------------------------------------------------
*
* ScreenDrawFlush --
*
* No-op. We don't need to flush after writing text.
*
* Results:
* None.
*
* Side effects:
* None.
*
*-----------------------------------------------------------------------------
*/
fastcall void
ScreenDrawFlush(void)
{
/* No-op */
}