freebsd-dev/lib/libvgl/main.c

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/*-
* SPDX-License-Identifier: BSD-3-Clause
*
* Copyright (c) 1991-1997 Søren Schmidt
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer
* in this position and unchanged.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
2001-09-16 21:35:07 +00:00
#include <sys/cdefs.h>
__FBSDID("$FreeBSD$");
#include <signal.h>
#include <stdio.h>
#include <sys/types.h>
#include <sys/file.h>
#include <sys/ioctl.h>
#include <sys/mman.h>
#include <sys/fbio.h>
#include <sys/kbio.h>
#include <sys/consio.h>
#include "vgl.h"
#define min(x, y) (((x) < (y)) ? (x) : (y))
#define max(x, y) (((x) > (y)) ? (x) : (y))
VGLBitmap *VGLDisplay;
Use a shadow buffer and never read from the frame buffer. Remove large slow code for reading from the frame buffer. Reading from the frame buffer is usually much slower than writing to the frame buffer. Typically 10 to 100 times slower. It old modes, it takes many more PIOs, and in newer modes with no PIOs writes are often write-combined while reads remain uncached. Reading from the frame buffer is not very common, so this change doesn't give speedups of 10 to 100 times. My main test case is a floodfill() function that reads about as many pixels as it writes. The speedups are typically a factor of 2 to 4. Duplicating writes to the shadow buffer is slower when no reads from the frame buffer are done, but reads are often done for the pixels under the mouse cursor, and doing these reads from the shadow buffer more than compensates for the overhead of writing the shadow buffer in at least the slower modes. Management of the mouse cursor also becomes simpler. The shadow buffer doesn't take any extra memory, except twice as much in old 4-plane modes. A buffer for holding a copy of the frame buffer was allocated up front for use in the screen switching signal handler. This wasn't changed when the handler was made async-signal safe. Use the same buffer the shadow (but make it twice as large in the 4-plane modes), and remove large special code for writing it as well as large special code for reading ut. It used to have a rawer format in the 4-plane modes. Now it has a bitmap format which takes twice as much memory but can be written almost as fast without special code. VIDBUFs that are not the whole frame buffer were never supported, and the change depends on this. Check for invalid VIDBUFs in some places and do nothing. The removed code did something not so good.
2019-04-21 16:17:35 +00:00
VGLBitmap VGLVDisplay;
video_info_t VGLModeInfo;
video_adapter_info_t VGLAdpInfo;
byte *VGLBuf;
static int VGLMode;
static int VGLOldMode;
static size_t VGLBufSize;
static byte *VGLMem = MAP_FAILED;
static int VGLSwitchPending;
static int VGLAbortPending;
static int VGLOnDisplay;
static unsigned int VGLCurWindow;
static int VGLInitDone = 0;
static video_info_t VGLOldModeInfo;
static vid_info_t VGLOldVInfo;
static int VGLOldVXsize;
void
VGLEnd()
{
struct vt_mode smode;
int size[3];
if (!VGLInitDone)
return;
VGLInitDone = 0;
signal(SIGUSR1, SIG_IGN);
signal(SIGUSR2, SIG_IGN);
VGLSwitchPending = 0;
VGLAbortPending = 0;
Refactor and simplify hiding the mouse cursor and fix bugs caused by complications in the previous methods. r346761 broke showing the mouse cursor after changing its state from off to on (including initially), since showing the cursor uses the state to decide whether to actually show and the state variable was not changed until after null showing. Moving the mouse or copying under the cursor fixed the problem. Fix this and similar problems for the on to off transition by changing the state variable before drawing the cursor. r346641 failed to turn off the mouse cursor on exit from vgl. It hid the cursor only temporarily for clearing. This doesn't change the state variable, so unhiding the cursor after clearing restored the cursor if its state was on. Fix this by changing its state to VGL_MOUSEHIDE using the application API for changing the state. Remove the VGLMouseVisible state variable and the extra states given by it. This was an optimization that was just an obfuscation in at least the previous version. Staticize VGLMouseAction(). Remove VGLMousePointerShow/Hide() except as internals in __VGLMouseMode(). __VGLMouseMouseMode() is the same as the application API VGLMouseMouseMode() except it returns the previous mode which callers need to know to restore it after hiding the cursor. Use the refactoring to make minor improvements in a simpler way than was possible: - in VGLMouseAction(), only hide and and unhide the mouse cursor if the mouse moved - in VGLClear(), only hide and and unhide the mouse cursor if the clearing method would otherwise clear the cursor.
2019-04-29 14:13:53 +00:00
VGLMouseMode(VGL_MOUSEHIDE);
if (VGLMem != MAP_FAILED) {
VGLClear(VGLDisplay, 0);
munmap(VGLMem, VGLAdpInfo.va_window_size);
}
ioctl(0, FBIO_SETLINEWIDTH, &VGLOldVXsize);
if (VGLOldMode >= M_VESA_BASE)
ioctl(0, _IO('V', VGLOldMode - M_VESA_BASE), 0);
else
ioctl(0, _IO('S', VGLOldMode), 0);
if (VGLOldModeInfo.vi_flags & V_INFO_GRAPHICS) {
size[0] = VGLOldVInfo.mv_csz;
size[1] = VGLOldVInfo.mv_rsz;
size[2] = VGLOldVInfo.font_size;;
ioctl(0, KDRASTER, size);
}
if (VGLModeInfo.vi_mem_model != V_INFO_MM_DIRECT)
ioctl(0, KDDISABIO, 0);
ioctl(0, KDSETMODE, KD_TEXT);
smode.mode = VT_AUTO;
ioctl(0, VT_SETMODE, &smode);
if (VGLBuf)
free(VGLBuf);
VGLBuf = NULL;
free(VGLDisplay);
VGLDisplay = NULL;
VGLKeyboardEnd();
}
static void
VGLAbort(int arg)
{
sigset_t mask;
VGLAbortPending = 1;
signal(SIGINT, SIG_IGN);
signal(SIGTERM, SIG_IGN);
signal(SIGUSR2, SIG_IGN);
if (arg == SIGBUS || arg == SIGSEGV) {
signal(arg, SIG_DFL);
sigemptyset(&mask);
sigaddset(&mask, arg);
sigprocmask(SIG_UNBLOCK, &mask, NULL);
VGLEnd();
kill(getpid(), arg);
}
}
static void
VGLSwitch(int arg __unused)
{
if (!VGLOnDisplay)
VGLOnDisplay = 1;
else
VGLOnDisplay = 0;
VGLSwitchPending = 1;
signal(SIGUSR1, VGLSwitch);
}
int
VGLInit(int mode)
{
struct vt_mode smode;
Fix buffer overruns in modes with color depth more than 8. Support for 16-bit and 32-bit Truecolor modes was supposed to be complete in r70991 of main.c and in nearby revisions for other files, but it was broken by the overruns in most cases (all cases were the mouse is enabled, and most cases where bitmaps are used). r70991 also uninintentionally added support for depths 9-15, 17-23 and 25-31. Depth 24 was more obviously broken and its support is ifdefed out. In the other ranges, only depth 15 is common. It was broken by buffer overruns in all cases. bitmap.c: - the static buffer was used even when it was too small (but it was large enough to often work accidentally in depth 16) - the size of the dynamically allocated buffer was too small - the sizing info bitmap->PixelBytes was not inititialzed in the bitmap constructor. It often ended up as 0 for MEMBUFs, so using it in more places gave more null pointer accesses. (It is per-bitmap, but since conversion between bitmaps of different depths is not supported (except from 4 bits by padding to 8), it would work better if it were global.) main.c: - depths were rounded down instead of up to a multiple of 8, so PixelBytes was 1 too small for depths above 8 except 16, 24 and 32. - PixelBytes was not initialized for 4-bit planar modes. It isn't really used for frame buffer accesses in these modes, but needs to be 1 in MEMBUF images. mouse.c: - the mouse cursor buffers were too small. vgl.h: - PixelBytes was not initialized in the static bitmap constructor. It should be initialized to the value for the current mode, but that is impossible in a static constructor. Initialize it to -1 so as to fail if it is used without further initialization. All modes that are supposed to be supported now don't crash in nontrivial tests, and almost work. Missing uses of PixelBytes now give in-bounds wrong pointers instead of overruns. Misconversions of bitmaps give multiple miscolored mouse cursors instead of 1 white one, and similarly for bitmaps copied through a MEMBUF.
2019-03-24 18:57:03 +00:00
int adptype, depth;
if (VGLInitDone)
return -1;
signal(SIGUSR1, VGLSwitch);
signal(SIGINT, VGLAbort);
signal(SIGTERM, VGLAbort);
signal(SIGSEGV, VGLAbort);
signal(SIGBUS, VGLAbort);
signal(SIGUSR2, SIG_IGN);
VGLOnDisplay = 1;
VGLSwitchPending = 0;
VGLAbortPending = 0;
if (ioctl(0, CONS_GET, &VGLOldMode) || ioctl(0, CONS_CURRENT, &adptype))
return -1;
if (IOCGROUP(mode) == 'V') /* XXX: this is ugly */
VGLModeInfo.vi_mode = (mode & 0x0ff) + M_VESA_BASE;
else
VGLModeInfo.vi_mode = mode & 0x0ff;
if (ioctl(0, CONS_MODEINFO, &VGLModeInfo)) /* FBIO_MODEINFO */
return -1;
/* Save info for old mode to restore font size if old mode is graphics. */
VGLOldModeInfo.vi_mode = VGLOldMode;
if (ioctl(0, CONS_MODEINFO, &VGLOldModeInfo))
return -1;
VGLOldVInfo.size = sizeof(VGLOldVInfo);
if (ioctl(0, CONS_GETINFO, &VGLOldVInfo))
return -1;
VGLDisplay = (VGLBitmap *)malloc(sizeof(VGLBitmap));
if (VGLDisplay == NULL)
return -2;
if (VGLModeInfo.vi_mem_model != V_INFO_MM_DIRECT && ioctl(0, KDENABIO, 0)) {
free(VGLDisplay);
return -3;
}
VGLInitDone = 1;
/*
* vi_mem_model specifies the memory model of the current video mode
* in -CURRENT.
*/
switch (VGLModeInfo.vi_mem_model) {
case V_INFO_MM_PLANAR:
/* we can handle EGA/VGA planner modes only */
if (VGLModeInfo.vi_depth != 4 || VGLModeInfo.vi_planes != 4
|| (adptype != KD_EGA && adptype != KD_VGA)) {
VGLEnd();
return -4;
}
VGLDisplay->Type = VIDBUF4;
Fix buffer overruns in modes with color depth more than 8. Support for 16-bit and 32-bit Truecolor modes was supposed to be complete in r70991 of main.c and in nearby revisions for other files, but it was broken by the overruns in most cases (all cases were the mouse is enabled, and most cases where bitmaps are used). r70991 also uninintentionally added support for depths 9-15, 17-23 and 25-31. Depth 24 was more obviously broken and its support is ifdefed out. In the other ranges, only depth 15 is common. It was broken by buffer overruns in all cases. bitmap.c: - the static buffer was used even when it was too small (but it was large enough to often work accidentally in depth 16) - the size of the dynamically allocated buffer was too small - the sizing info bitmap->PixelBytes was not inititialzed in the bitmap constructor. It often ended up as 0 for MEMBUFs, so using it in more places gave more null pointer accesses. (It is per-bitmap, but since conversion between bitmaps of different depths is not supported (except from 4 bits by padding to 8), it would work better if it were global.) main.c: - depths were rounded down instead of up to a multiple of 8, so PixelBytes was 1 too small for depths above 8 except 16, 24 and 32. - PixelBytes was not initialized for 4-bit planar modes. It isn't really used for frame buffer accesses in these modes, but needs to be 1 in MEMBUF images. mouse.c: - the mouse cursor buffers were too small. vgl.h: - PixelBytes was not initialized in the static bitmap constructor. It should be initialized to the value for the current mode, but that is impossible in a static constructor. Initialize it to -1 so as to fail if it is used without further initialization. All modes that are supposed to be supported now don't crash in nontrivial tests, and almost work. Missing uses of PixelBytes now give in-bounds wrong pointers instead of overruns. Misconversions of bitmaps give multiple miscolored mouse cursors instead of 1 white one, and similarly for bitmaps copied through a MEMBUF.
2019-03-24 18:57:03 +00:00
VGLDisplay->PixelBytes = 1;
break;
case V_INFO_MM_PACKED:
/* we can do only 256 color packed modes */
if (VGLModeInfo.vi_depth != 8) {
VGLEnd();
return -4;
}
VGLDisplay->Type = VIDBUF8;
VGLDisplay->PixelBytes = 1;
break;
case V_INFO_MM_VGAX:
VGLDisplay->Type = VIDBUF8X;
VGLDisplay->PixelBytes = 1;
break;
case V_INFO_MM_DIRECT:
VGLDisplay->PixelBytes = VGLModeInfo.vi_pixel_size;
switch (VGLDisplay->PixelBytes) {
case 2:
VGLDisplay->Type = VIDBUF16;
break;
case 3:
VGLDisplay->Type = VIDBUF24;
break;
case 4:
VGLDisplay->Type = VIDBUF32;
break;
default:
VGLEnd();
return -4;
}
break;
default:
VGLEnd();
return -4;
}
ioctl(0, VT_WAITACTIVE, 0);
ioctl(0, KDSETMODE, KD_GRAPHICS);
if (ioctl(0, mode, 0)) {
VGLEnd();
return -5;
}
if (ioctl(0, CONS_ADPINFO, &VGLAdpInfo)) { /* FBIO_ADPINFO */
VGLEnd();
return -6;
}
/*
* Calculate the shadow screen buffer size. In -CURRENT, va_buffer_size
* always holds the entire frame buffer size, wheather it's in the linear
* mode or windowed mode.
* VGLBufSize = VGLAdpInfo.va_buffer_size;
* In -STABLE, va_buffer_size holds the frame buffer size, only if
* the linear frame buffer mode is supported. Otherwise the field is zero.
* We shall calculate the minimal size in this case:
* VGLAdpInfo.va_line_width*VGLModeInfo.vi_height*VGLModeInfo.vi_planes
* or
* VGLAdpInfo.va_window_size*VGLModeInfo.vi_planes;
* Use whichever is larger.
*/
if (VGLAdpInfo.va_buffer_size != 0)
VGLBufSize = VGLAdpInfo.va_buffer_size;
else
VGLBufSize = max(VGLAdpInfo.va_line_width*VGLModeInfo.vi_height,
VGLAdpInfo.va_window_size)*VGLModeInfo.vi_planes;
Quick fix for slow clearing and context switches of large frame buffers with old kernels, by breaking the support for large frame buffers in the same way as for current kernels. Large frame buffers may be too large to map into kva, and the kernel (syscons) only uses the first screen page anyway, so r203535, r205557 and 248799 limit the buffer size in VESA modes to the first screen page, apparently without noticing that this breaks applications by using the same limit for user mappings as for kernel mappings. In vgl, this makes the virtual screen the same as the physical screen. However, this is almost a feature since clearing and switching large (usually mostly unused) frame buffers takes too long. E.g., on a 16 year old low-end AGP card it takes about 12 seconds to clear the 128MB frame buffer in old kernels that map it all and also map it with slow attributes (e.g., uncacheable). Older PCI cards are even slower, but usually have less memory. Newer PCIe cards are faster, but may have many GB of memory. Also, vgl malloc()s a shadow buffer with the same size as the frame buffer, so large frame buffers are even more wasteful in applications than in the kernel. Use the same limit in vgl as in newer kernels. Virtual screens and panning still work in non-VESA modes that have more than 1 page. The reduced buffer size in the kernel also breaks mmap() of the last physical page in modes where the reduced size is not a multiple of the physical page size. The same reduction in vgl only reduces the virtual screen size.
2019-04-16 15:31:23 +00:00
/*
* The above is for old -CURRENT. Current -CURRENT since r203535 and/or
* r248799 restricts va_buffer_size to the displayed size in VESA modes to
* avoid wasting kva for mapping unused parts of the frame buffer. But all
* parts were usable here. Applying the same restriction to user mappings
* makes our virtualization useless and breaks our panning, but large frame
* buffers are also difficult for us to manage (clearing and switching may
* be too slow, and malloc() may fail). Restrict ourselves similarly to
* get the same efficiency and bugs for all kernels.
*/
if (VGLModeInfo.vi_mode >= M_VESA_BASE)
VGLBufSize = VGLAdpInfo.va_line_width*VGLModeInfo.vi_height*
Quick fix for slow clearing and context switches of large frame buffers with old kernels, by breaking the support for large frame buffers in the same way as for current kernels. Large frame buffers may be too large to map into kva, and the kernel (syscons) only uses the first screen page anyway, so r203535, r205557 and 248799 limit the buffer size in VESA modes to the first screen page, apparently without noticing that this breaks applications by using the same limit for user mappings as for kernel mappings. In vgl, this makes the virtual screen the same as the physical screen. However, this is almost a feature since clearing and switching large (usually mostly unused) frame buffers takes too long. E.g., on a 16 year old low-end AGP card it takes about 12 seconds to clear the 128MB frame buffer in old kernels that map it all and also map it with slow attributes (e.g., uncacheable). Older PCI cards are even slower, but usually have less memory. Newer PCIe cards are faster, but may have many GB of memory. Also, vgl malloc()s a shadow buffer with the same size as the frame buffer, so large frame buffers are even more wasteful in applications than in the kernel. Use the same limit in vgl as in newer kernels. Virtual screens and panning still work in non-VESA modes that have more than 1 page. The reduced buffer size in the kernel also breaks mmap() of the last physical page in modes where the reduced size is not a multiple of the physical page size. The same reduction in vgl only reduces the virtual screen size.
2019-04-16 15:31:23 +00:00
VGLModeInfo.vi_planes;
VGLBuf = malloc(VGLBufSize);
if (VGLBuf == NULL) {
VGLEnd();
return -7;
}
#ifdef LIBVGL_DEBUG
fprintf(stderr, "VGLBufSize:0x%x\n", VGLBufSize);
#endif
/* see if we are in the windowed buffer mode or in the linear buffer mode */
if (VGLBufSize/VGLModeInfo.vi_planes > VGLAdpInfo.va_window_size) {
switch (VGLDisplay->Type) {
case VIDBUF4:
VGLDisplay->Type = VIDBUF4S;
break;
case VIDBUF8:
VGLDisplay->Type = VIDBUF8S;
break;
case VIDBUF16:
VGLDisplay->Type = VIDBUF16S;
break;
case VIDBUF24:
VGLDisplay->Type = VIDBUF24S;
break;
case VIDBUF32:
VGLDisplay->Type = VIDBUF32S;
break;
default:
VGLEnd();
return -8;
}
}
VGLMode = mode;
VGLCurWindow = 0;
VGLDisplay->Xsize = VGLModeInfo.vi_width;
VGLDisplay->Ysize = VGLModeInfo.vi_height;
Fix buffer overruns in modes with color depth more than 8. Support for 16-bit and 32-bit Truecolor modes was supposed to be complete in r70991 of main.c and in nearby revisions for other files, but it was broken by the overruns in most cases (all cases were the mouse is enabled, and most cases where bitmaps are used). r70991 also uninintentionally added support for depths 9-15, 17-23 and 25-31. Depth 24 was more obviously broken and its support is ifdefed out. In the other ranges, only depth 15 is common. It was broken by buffer overruns in all cases. bitmap.c: - the static buffer was used even when it was too small (but it was large enough to often work accidentally in depth 16) - the size of the dynamically allocated buffer was too small - the sizing info bitmap->PixelBytes was not inititialzed in the bitmap constructor. It often ended up as 0 for MEMBUFs, so using it in more places gave more null pointer accesses. (It is per-bitmap, but since conversion between bitmaps of different depths is not supported (except from 4 bits by padding to 8), it would work better if it were global.) main.c: - depths were rounded down instead of up to a multiple of 8, so PixelBytes was 1 too small for depths above 8 except 16, 24 and 32. - PixelBytes was not initialized for 4-bit planar modes. It isn't really used for frame buffer accesses in these modes, but needs to be 1 in MEMBUF images. mouse.c: - the mouse cursor buffers were too small. vgl.h: - PixelBytes was not initialized in the static bitmap constructor. It should be initialized to the value for the current mode, but that is impossible in a static constructor. Initialize it to -1 so as to fail if it is used without further initialization. All modes that are supposed to be supported now don't crash in nontrivial tests, and almost work. Missing uses of PixelBytes now give in-bounds wrong pointers instead of overruns. Misconversions of bitmaps give multiple miscolored mouse cursors instead of 1 white one, and similarly for bitmaps copied through a MEMBUF.
2019-03-24 18:57:03 +00:00
depth = VGLModeInfo.vi_depth;
if (depth == 15)
depth = 16;
VGLOldVXsize =
VGLDisplay->VXsize = VGLAdpInfo.va_line_width
Fix buffer overruns in modes with color depth more than 8. Support for 16-bit and 32-bit Truecolor modes was supposed to be complete in r70991 of main.c and in nearby revisions for other files, but it was broken by the overruns in most cases (all cases were the mouse is enabled, and most cases where bitmaps are used). r70991 also uninintentionally added support for depths 9-15, 17-23 and 25-31. Depth 24 was more obviously broken and its support is ifdefed out. In the other ranges, only depth 15 is common. It was broken by buffer overruns in all cases. bitmap.c: - the static buffer was used even when it was too small (but it was large enough to often work accidentally in depth 16) - the size of the dynamically allocated buffer was too small - the sizing info bitmap->PixelBytes was not inititialzed in the bitmap constructor. It often ended up as 0 for MEMBUFs, so using it in more places gave more null pointer accesses. (It is per-bitmap, but since conversion between bitmaps of different depths is not supported (except from 4 bits by padding to 8), it would work better if it were global.) main.c: - depths were rounded down instead of up to a multiple of 8, so PixelBytes was 1 too small for depths above 8 except 16, 24 and 32. - PixelBytes was not initialized for 4-bit planar modes. It isn't really used for frame buffer accesses in these modes, but needs to be 1 in MEMBUF images. mouse.c: - the mouse cursor buffers were too small. vgl.h: - PixelBytes was not initialized in the static bitmap constructor. It should be initialized to the value for the current mode, but that is impossible in a static constructor. Initialize it to -1 so as to fail if it is used without further initialization. All modes that are supposed to be supported now don't crash in nontrivial tests, and almost work. Missing uses of PixelBytes now give in-bounds wrong pointers instead of overruns. Misconversions of bitmaps give multiple miscolored mouse cursors instead of 1 white one, and similarly for bitmaps copied through a MEMBUF.
2019-03-24 18:57:03 +00:00
*8/(depth/VGLModeInfo.vi_planes);
VGLDisplay->VYsize = VGLBufSize/VGLModeInfo.vi_planes/VGLAdpInfo.va_line_width;
VGLDisplay->Xorigin = 0;
VGLDisplay->Yorigin = 0;
VGLMem = (byte*)mmap(0, VGLAdpInfo.va_window_size, PROT_READ|PROT_WRITE,
MAP_FILE | MAP_SHARED, 0, 0);
if (VGLMem == MAP_FAILED) {
VGLEnd();
return -7;
}
VGLDisplay->Bitmap = VGLMem;
Use a shadow buffer and never read from the frame buffer. Remove large slow code for reading from the frame buffer. Reading from the frame buffer is usually much slower than writing to the frame buffer. Typically 10 to 100 times slower. It old modes, it takes many more PIOs, and in newer modes with no PIOs writes are often write-combined while reads remain uncached. Reading from the frame buffer is not very common, so this change doesn't give speedups of 10 to 100 times. My main test case is a floodfill() function that reads about as many pixels as it writes. The speedups are typically a factor of 2 to 4. Duplicating writes to the shadow buffer is slower when no reads from the frame buffer are done, but reads are often done for the pixels under the mouse cursor, and doing these reads from the shadow buffer more than compensates for the overhead of writing the shadow buffer in at least the slower modes. Management of the mouse cursor also becomes simpler. The shadow buffer doesn't take any extra memory, except twice as much in old 4-plane modes. A buffer for holding a copy of the frame buffer was allocated up front for use in the screen switching signal handler. This wasn't changed when the handler was made async-signal safe. Use the same buffer the shadow (but make it twice as large in the 4-plane modes), and remove large special code for writing it as well as large special code for reading ut. It used to have a rawer format in the 4-plane modes. Now it has a bitmap format which takes twice as much memory but can be written almost as fast without special code. VIDBUFs that are not the whole frame buffer were never supported, and the change depends on this. Check for invalid VIDBUFs in some places and do nothing. The removed code did something not so good.
2019-04-21 16:17:35 +00:00
VGLVDisplay = *VGLDisplay;
VGLVDisplay.Type = MEMBUF;
if (VGLModeInfo.vi_depth < 8)
VGLVDisplay.Bitmap = malloc(2 * VGLBufSize);
else
VGLVDisplay.Bitmap = VGLBuf;
VGLSavePalette();
#ifdef LIBVGL_DEBUG
fprintf(stderr, "va_line_width:%d\n", VGLAdpInfo.va_line_width);
fprintf(stderr, "VGLXsize:%d, Ysize:%d, VXsize:%d, VYsize:%d\n",
VGLDisplay->Xsize, VGLDisplay->Ysize,
VGLDisplay->VXsize, VGLDisplay->VYsize);
#endif
smode.mode = VT_PROCESS;
smode.waitv = 0;
smode.relsig = SIGUSR1;
smode.acqsig = SIGUSR1;
smode.frsig = SIGINT;
if (ioctl(0, VT_SETMODE, &smode)) {
VGLEnd();
return -9;
}
VGLTextSetFontFile((byte*)0);
VGLClear(VGLDisplay, 0);
return 0;
}
void
VGLCheckSwitch()
{
if (VGLAbortPending) {
VGLEnd();
exit(0);
}
while (VGLSwitchPending) {
VGLSwitchPending = 0;
if (VGLOnDisplay) {
if (VGLModeInfo.vi_mem_model != V_INFO_MM_DIRECT)
ioctl(0, KDENABIO, 0);
ioctl(0, KDSETMODE, KD_GRAPHICS);
ioctl(0, VGLMode, 0);
VGLCurWindow = 0;
VGLMem = (byte*)mmap(0, VGLAdpInfo.va_window_size, PROT_READ|PROT_WRITE,
MAP_FILE | MAP_SHARED, 0, 0);
/* XXX: what if mmap() has failed! */
VGLDisplay->Type = VIDBUF8; /* XXX */
switch (VGLModeInfo.vi_mem_model) {
case V_INFO_MM_PLANAR:
if (VGLModeInfo.vi_depth == 4 && VGLModeInfo.vi_planes == 4) {
if (VGLBufSize/VGLModeInfo.vi_planes > VGLAdpInfo.va_window_size)
VGLDisplay->Type = VIDBUF4S;
else
VGLDisplay->Type = VIDBUF4;
} else {
/* shouldn't be happening */
}
break;
case V_INFO_MM_PACKED:
if (VGLModeInfo.vi_depth == 8) {
if (VGLBufSize/VGLModeInfo.vi_planes > VGLAdpInfo.va_window_size)
VGLDisplay->Type = VIDBUF8S;
else
VGLDisplay->Type = VIDBUF8;
}
break;
case V_INFO_MM_VGAX:
VGLDisplay->Type = VIDBUF8X;
break;
case V_INFO_MM_DIRECT:
switch (VGLModeInfo.vi_pixel_size) {
case 2:
if (VGLBufSize/VGLModeInfo.vi_planes > VGLAdpInfo.va_window_size)
VGLDisplay->Type = VIDBUF16S;
else
VGLDisplay->Type = VIDBUF16;
break;
case 3:
if (VGLBufSize/VGLModeInfo.vi_planes > VGLAdpInfo.va_window_size)
VGLDisplay->Type = VIDBUF24S;
else
VGLDisplay->Type = VIDBUF24;
break;
case 4:
if (VGLBufSize/VGLModeInfo.vi_planes > VGLAdpInfo.va_window_size)
VGLDisplay->Type = VIDBUF32S;
else
VGLDisplay->Type = VIDBUF32;
break;
default:
/* shouldn't be happening */
break;
}
default:
/* shouldn't be happening */
break;
}
VGLDisplay->Bitmap = VGLMem;
VGLDisplay->Xsize = VGLModeInfo.vi_width;
VGLDisplay->Ysize = VGLModeInfo.vi_height;
VGLSetVScreenSize(VGLDisplay, VGLDisplay->VXsize, VGLDisplay->VYsize);
VGLRestoreBlank();
VGLRestoreBorder();
VGLMouseRestore();
VGLPanScreen(VGLDisplay, VGLDisplay->Xorigin, VGLDisplay->Yorigin);
Use a shadow buffer and never read from the frame buffer. Remove large slow code for reading from the frame buffer. Reading from the frame buffer is usually much slower than writing to the frame buffer. Typically 10 to 100 times slower. It old modes, it takes many more PIOs, and in newer modes with no PIOs writes are often write-combined while reads remain uncached. Reading from the frame buffer is not very common, so this change doesn't give speedups of 10 to 100 times. My main test case is a floodfill() function that reads about as many pixels as it writes. The speedups are typically a factor of 2 to 4. Duplicating writes to the shadow buffer is slower when no reads from the frame buffer are done, but reads are often done for the pixels under the mouse cursor, and doing these reads from the shadow buffer more than compensates for the overhead of writing the shadow buffer in at least the slower modes. Management of the mouse cursor also becomes simpler. The shadow buffer doesn't take any extra memory, except twice as much in old 4-plane modes. A buffer for holding a copy of the frame buffer was allocated up front for use in the screen switching signal handler. This wasn't changed when the handler was made async-signal safe. Use the same buffer the shadow (but make it twice as large in the 4-plane modes), and remove large special code for writing it as well as large special code for reading ut. It used to have a rawer format in the 4-plane modes. Now it has a bitmap format which takes twice as much memory but can be written almost as fast without special code. VIDBUFs that are not the whole frame buffer were never supported, and the change depends on this. Check for invalid VIDBUFs in some places and do nothing. The removed code did something not so good.
2019-04-21 16:17:35 +00:00
VGLBitmapCopy(&VGLVDisplay, 0, 0, VGLDisplay, 0, 0,
VGLDisplay->VXsize, VGLDisplay->VYsize);
VGLRestorePalette();
ioctl(0, VT_RELDISP, VT_ACKACQ);
}
else {
VGLMem = MAP_FAILED;
munmap(VGLDisplay->Bitmap, VGLAdpInfo.va_window_size);
ioctl(0, VGLOldMode, 0);
ioctl(0, KDSETMODE, KD_TEXT);
if (VGLModeInfo.vi_mem_model != V_INFO_MM_DIRECT)
ioctl(0, KDDISABIO, 0);
ioctl(0, VT_RELDISP, VT_TRUE);
VGLDisplay->Bitmap = VGLBuf;
VGLDisplay->Type = MEMBUF;
VGLDisplay->Xsize = VGLDisplay->VXsize;
VGLDisplay->Ysize = VGLDisplay->VYsize;
while (!VGLOnDisplay) pause();
}
}
}
int
VGLSetSegment(unsigned int offset)
{
if (offset/VGLAdpInfo.va_window_size != VGLCurWindow) {
ioctl(0, CONS_SETWINORG, offset); /* FBIO_SETWINORG */
VGLCurWindow = offset/VGLAdpInfo.va_window_size;
}
return (offset%VGLAdpInfo.va_window_size);
}
int
VGLSetVScreenSize(VGLBitmap *object, int VXsize, int VYsize)
{
Fix buffer overruns in modes with color depth more than 8. Support for 16-bit and 32-bit Truecolor modes was supposed to be complete in r70991 of main.c and in nearby revisions for other files, but it was broken by the overruns in most cases (all cases were the mouse is enabled, and most cases where bitmaps are used). r70991 also uninintentionally added support for depths 9-15, 17-23 and 25-31. Depth 24 was more obviously broken and its support is ifdefed out. In the other ranges, only depth 15 is common. It was broken by buffer overruns in all cases. bitmap.c: - the static buffer was used even when it was too small (but it was large enough to often work accidentally in depth 16) - the size of the dynamically allocated buffer was too small - the sizing info bitmap->PixelBytes was not inititialzed in the bitmap constructor. It often ended up as 0 for MEMBUFs, so using it in more places gave more null pointer accesses. (It is per-bitmap, but since conversion between bitmaps of different depths is not supported (except from 4 bits by padding to 8), it would work better if it were global.) main.c: - depths were rounded down instead of up to a multiple of 8, so PixelBytes was 1 too small for depths above 8 except 16, 24 and 32. - PixelBytes was not initialized for 4-bit planar modes. It isn't really used for frame buffer accesses in these modes, but needs to be 1 in MEMBUF images. mouse.c: - the mouse cursor buffers were too small. vgl.h: - PixelBytes was not initialized in the static bitmap constructor. It should be initialized to the value for the current mode, but that is impossible in a static constructor. Initialize it to -1 so as to fail if it is used without further initialization. All modes that are supposed to be supported now don't crash in nontrivial tests, and almost work. Missing uses of PixelBytes now give in-bounds wrong pointers instead of overruns. Misconversions of bitmaps give multiple miscolored mouse cursors instead of 1 white one, and similarly for bitmaps copied through a MEMBUF.
2019-03-24 18:57:03 +00:00
int depth;
if (VXsize < object->Xsize || VYsize < object->Ysize)
return -1;
if (object->Type == MEMBUF)
return -1;
if (ioctl(0, FBIO_SETLINEWIDTH, &VXsize))
return -1;
ioctl(0, CONS_ADPINFO, &VGLAdpInfo); /* FBIO_ADPINFO */
Fix buffer overruns in modes with color depth more than 8. Support for 16-bit and 32-bit Truecolor modes was supposed to be complete in r70991 of main.c and in nearby revisions for other files, but it was broken by the overruns in most cases (all cases were the mouse is enabled, and most cases where bitmaps are used). r70991 also uninintentionally added support for depths 9-15, 17-23 and 25-31. Depth 24 was more obviously broken and its support is ifdefed out. In the other ranges, only depth 15 is common. It was broken by buffer overruns in all cases. bitmap.c: - the static buffer was used even when it was too small (but it was large enough to often work accidentally in depth 16) - the size of the dynamically allocated buffer was too small - the sizing info bitmap->PixelBytes was not inititialzed in the bitmap constructor. It often ended up as 0 for MEMBUFs, so using it in more places gave more null pointer accesses. (It is per-bitmap, but since conversion between bitmaps of different depths is not supported (except from 4 bits by padding to 8), it would work better if it were global.) main.c: - depths were rounded down instead of up to a multiple of 8, so PixelBytes was 1 too small for depths above 8 except 16, 24 and 32. - PixelBytes was not initialized for 4-bit planar modes. It isn't really used for frame buffer accesses in these modes, but needs to be 1 in MEMBUF images. mouse.c: - the mouse cursor buffers were too small. vgl.h: - PixelBytes was not initialized in the static bitmap constructor. It should be initialized to the value for the current mode, but that is impossible in a static constructor. Initialize it to -1 so as to fail if it is used without further initialization. All modes that are supposed to be supported now don't crash in nontrivial tests, and almost work. Missing uses of PixelBytes now give in-bounds wrong pointers instead of overruns. Misconversions of bitmaps give multiple miscolored mouse cursors instead of 1 white one, and similarly for bitmaps copied through a MEMBUF.
2019-03-24 18:57:03 +00:00
depth = VGLModeInfo.vi_depth;
if (depth == 15)
depth = 16;
object->VXsize = VGLAdpInfo.va_line_width
Fix buffer overruns in modes with color depth more than 8. Support for 16-bit and 32-bit Truecolor modes was supposed to be complete in r70991 of main.c and in nearby revisions for other files, but it was broken by the overruns in most cases (all cases were the mouse is enabled, and most cases where bitmaps are used). r70991 also uninintentionally added support for depths 9-15, 17-23 and 25-31. Depth 24 was more obviously broken and its support is ifdefed out. In the other ranges, only depth 15 is common. It was broken by buffer overruns in all cases. bitmap.c: - the static buffer was used even when it was too small (but it was large enough to often work accidentally in depth 16) - the size of the dynamically allocated buffer was too small - the sizing info bitmap->PixelBytes was not inititialzed in the bitmap constructor. It often ended up as 0 for MEMBUFs, so using it in more places gave more null pointer accesses. (It is per-bitmap, but since conversion between bitmaps of different depths is not supported (except from 4 bits by padding to 8), it would work better if it were global.) main.c: - depths were rounded down instead of up to a multiple of 8, so PixelBytes was 1 too small for depths above 8 except 16, 24 and 32. - PixelBytes was not initialized for 4-bit planar modes. It isn't really used for frame buffer accesses in these modes, but needs to be 1 in MEMBUF images. mouse.c: - the mouse cursor buffers were too small. vgl.h: - PixelBytes was not initialized in the static bitmap constructor. It should be initialized to the value for the current mode, but that is impossible in a static constructor. Initialize it to -1 so as to fail if it is used without further initialization. All modes that are supposed to be supported now don't crash in nontrivial tests, and almost work. Missing uses of PixelBytes now give in-bounds wrong pointers instead of overruns. Misconversions of bitmaps give multiple miscolored mouse cursors instead of 1 white one, and similarly for bitmaps copied through a MEMBUF.
2019-03-24 18:57:03 +00:00
*8/(depth/VGLModeInfo.vi_planes);
object->VYsize = VGLBufSize/VGLModeInfo.vi_planes/VGLAdpInfo.va_line_width;
if (VYsize < object->VYsize)
object->VYsize = VYsize;
#ifdef LIBVGL_DEBUG
fprintf(stderr, "new size: VGLXsize:%d, Ysize:%d, VXsize:%d, VYsize:%d\n",
object->Xsize, object->Ysize, object->VXsize, object->VYsize);
#endif
return 0;
}
int
VGLPanScreen(VGLBitmap *object, int x, int y)
{
video_display_start_t origin;
if (x < 0 || x + object->Xsize > object->VXsize
|| y < 0 || y + object->Ysize > object->VYsize)
return -1;
if (object->Type == MEMBUF)
return 0;
origin.x = x;
origin.y = y;
if (ioctl(0, FBIO_SETDISPSTART, &origin))
return -1;
object->Xorigin = x;
object->Yorigin = y;
#ifdef LIBVGL_DEBUG
fprintf(stderr, "new origin: (%d, %d)\n", x, y);
#endif
return 0;
}