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Programming Super-VGA Graphics Devices

Programming Super-VGA Graphics Devices. Introduction to VESA graphics modes and to organization of the linear frame-buffer memory. Motivation.

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Programming Super-VGA Graphics Devices

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  1. Programming Super-VGA Graphics Devices Introduction to VESA graphics modes and to organization of the linear frame-buffer memory

  2. Motivation • The impetus for high-quality PC graphics was an early incentive for developing the 32-bit Intel x86 processor, since graphics images with realistic color and animation requires efficient access to a much larger memory-segment than can be addressed with the original 20-bit real-mode scheme

  3. Raster Display Technology The graphics screen is a two-dimensional array of picture elements (‘pixels’) These pixels are redrawn sequentially, left-to-right, by rows from top to bottom

  4. Special “dual-ported” memory CRT CPU VRAM RAM 128-MB of VRAM 4096-MB of RAM

  5. Screen-resolution 640 480 640 480 640-by-480 = 307200 pixels (i.e., picture-elements)

  6. Early ‘planar’ memory 7 6 5 4 3 2 1 0 Each cpu byte-address controlled 8 adjacent pixels in 4 parallel color-planes 640-by-480 times 4-planes, divided by 8 bits-per-byte = 38400 byte-addresses

  7. Greater picture fidelity 640 480 1280 960 1280-by-960 = 1228800 pixels (i.e., picture-elements) times 4 bytes-per-pixel = 614400 bytes of vram

  8. Typical Chipset Layout CPU Central Processing Unit MCH Memory Controller Hub (Northbridge) DRAM Dynamic Random Access Memory Graphics Controller NIC Network Interface Controller AC Audio Controller ICH I/O Controller Hub (Southbridge) Multimedia Controller HDC Hard Disk Controller Firmware Hub Timer Keyboard Mouse Clock

  9. PCI Configuration Space A non-volatile parameter-storage area for each PCI device-function PCI Configuration Space Header (16 doublewords – fixed format) PCI Configuration Space Body (48 doublewords – variable format) 64 doublewords

  10. PCI Configuration Header 16 doublewords 31 0 31 0 Dwords Status Register Command Register Device ID Vendor ID 1 - 0 BIST Header Type Latency Timer Cache Line Size Class Code Class/SubClass/ProgIF Revision ID 3 - 2 Base Address 1 Base Address 0 5 - 4 Base Address 3 Base Address 2 7 - 6 Base Address 5 Base Address 4 9 - 8 Subsystem Device ID Subsystem Vendor ID CardBus CIS Pointer 11 - 10 reserved capabilities pointer Expansion ROM Base Address 13 - 12 Maximum Latency Minimum Grant Interrupt Pin Interrupt Line reserved 15 - 14

  11. Interface to PCI Configuration Space PCI Configuration Space Address Port (32-bits) 31 23 16 15 11 10 8 7 2 0 E N reserved bus (8-bits) device (5-bits) function (3-bits) doubleword (6-bits) 00 CONFADD ( 0x0CF8) Enable Configuration Space Mapping (1=yes, 0=no) PCI Configuration Space Data Port (32-bits) 31 0 CONFDAT ( 0x0CFC)

  12. Reading PCI Configuration Data • Step one: Output the desired longword’s address (bus, device, function, and dword) with bit 31 set to 1 (to enable access) to the Configuration-Space Address-Port • Step two: Read the designated data from the Configuration-Space Data-Port: # read the PCI Header-Type field (byte 2 of dword 3) for bus=0, device=0, function=0 movl $0x8000000C, %eax # setup address in EAX movw $0x0CF8, %dx # setup port-number in DX outl %eax, %dx # output address to port mov $0x0CFC, %dx # setup port-number in DX inl %dx, %eax # input configuration longword shr $16, %eax # shift word 2 into AL register movb %al, header_type # store Header Type in variable

  13. Graphics programs • What a graphics program must do is put appropriate bit-patterns into the correct locations in the VRAM, so that the CRT will show an array of colored dots which in some way is meaningful to the human eye • So the programmer must understand what the CRT will do with the contents of VRAM

  14. How ‘truecolor’ works 24 16 8 0 longword alpha red green blue R G B pixel The intensity of each color-component within a pixel is an 8-bit value

  15. Intel uses “little-endian” order 0 1 2 3 4 5 6 7 8 9 10 VRAM B G R B G R B G R Video Screen

  16. Vendor incompatibilities • Several competing vendors manufacture graphics controllers for the PC market • They’re based in various parts of the world (e.g., United States, Canada, Taiwan, etc.) • Their hardware designs are not identical • The VESA (Video Electronics Standards Association) organization was created to create a standardized firmware interface

  17. VBE 3.0 • The VESA BIOS Extensions document is accessible on our CS 630 course website • It implements services in a manner similar to the ROM-BIOS routines we’ve used in our previous boot-time applications (e.g., via software interrupt-0x10) • We’ve created a demo-program (named ‘vesademo.s’) illustrating VESA’s use

  18. Typical ‘program-structure’ Usual steps within a graphics application: • Initialize video system hardware • Display some graphical imagery • Wait for a termination condition • Restore original hardware state

  19. Hardware Initialization • The SVGA system has over 300 registers which must be individually reprogrammed • It would take us many months to learn how they all work to support a graphics mode • For now, we just ‘reuse’ vendor-supplied routines, built into the SVGA firmware • They usually support quite a few different screen-resolutions and color-depths

  20. Physical Memory Layout Graphics frame-buffer Base-Address is dynamically assigned by firmware at power-on CPU address space (4GB) our code/data 0x0001000

  21. VESA function 1 • Obtains a block of parameter-values for the desired graphics display-mode: • Scanline-width (in bytes) • Horizontal resolution (in pixels) • Vertical resolution (in pixels) • Pixel-size (in bits-per-pixel) • Frame-buffer’s physical address

  22. VESA function 2 • Reprograms all the graphics controller’s internal device registers for the selected VESA-standard display-mode

  23. In-class exercise #1 • Can you reprogram the colors used in our ‘vesademo.s’ application to use another border-color and another annulus-color? 31……...24 23……16 15…..….. 8 7 ……… 0 ALPHA RED GREEN BLUE

  24. In-class exercise #2 • Can you modify our demo-program so as to use a standard VESA graphics mode that has a higher screen-resolution? • Mode 0x0115 was for 800-by-600, 32bpp • Mode 0x0118 is for 1024-by-768, 32bpp

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