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.
VGLMouseFreeze() now only defers mouse signals and leaves it to higher
levels to hide and unhide the mouse cursor if necessary. (It is never
necessary, but is done to simplify the implementation. It is slow and
flashes the cursor. It is still done for copying bitmaps and clearing.)
VGLMouseUnFreeze() now only undoes 1 level of freezing. Its old
optimization to reduce mouse redrawing is too hard to do with unhiding
in higher levels, and its undoing of multiple levels was a historical
mistake.
VGLMouseOverlap() determines if a region overlaps the (full) mouse region.
VGLMouseFreezeXY() is the freezing and a precise overlap check combined
for the special case of writing a single pixel. This is the single-pixel
case of the old VGLMouseFreeze() with cleanups.
Fixes:
- check in more cases that the application didn't pass an invalid VIDBUF
- check for errors from copying a bitmap to the shadow buffer
- freeze the mouse before writing to the shadow buffer in all cases. This
was not done for the case of writing a single pixel (there was a race)
- don't spell the #defined values for VGLMouseShown as 0, 1 or boolean.
worked right for white interiors and black borders was used). Advertise
this by changing the default colors to a red interior and a white
border (the same as the kernel default). Add undocumented env variables
for changing these colors. Also change to the larger and better-shaped
16x10 cursor sometimes used in the kernel. The kernel choice is
fancier, but libvgl is closer to supporting the larger cursors needed
in newer modes.
The (n)and-or logic for the cursor doesn't work right for more than 2
colors. The (n)and part only masks out all color bits for the pixel
under the cursor when all bits are set in the And mask. With more
complicated logic, the non-masked bits could be used to implement
translucent cursors, but they actually just gave strange colors
(especially in packed and planar modes where the bits are indirect
through 1 or 2 palettes so it is hard to predict the final color).
They also gave a bug for writing pixels under the cursor. The
non-masked bits under the cursor were not combined in this case.
Drop support for combining with bits under the cursor by making any nonzero
value in the And mask mean all bits set.
Convert the Or mask (which is represented as a half-initialized 256-color
bitmap) to a fully initialized bitmap with the correct number of colors.
The 256-color representation must be as in 3:3:2 direct mode iff the final
bitmap has more than 256 colors. The conversion of colors is not very
efficient, so convert at initialization time.
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.
to match the change in its declaration. Change the declaration back to
"byte color" since setting of the border color is not supported for more
than 256 colors.
VGLBitmapString() and VGLSetBorder() so as to not truncate to 8 bits.
Complete the corresponding fix for VGLGetXY() and VGLPutXY() (parts
of the man page were out of date).
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.
Mainly focus on files that use BSD 2-Clause license, however the tool I
was using mis-identified many licenses so this was mostly a manual - error
prone - task.
The Software Package Data Exchange (SPDX) group provides a specification
to make it easier for automated tools to detect and summarize well known
opensource licenses. We are gradually adopting the specification, noting
that the tags are considered only advisory and do not, in any way,
superceed or replace the license texts.
supported since it's not easy to put 3 bytes accross 64Kb windows
of memory. This should not be such a problem with linear framebuffers.
There is no major interface modification except that the color type
becomes u_long instead of byte. So one just need to recompile his
application.
Approved by: Soren Schmidt <sos@freebsd.dk>
It adds new functions and extend some structures and can handle
VESA modes.
- Update the man page.
- Bump the library version number.
(The old version will be added to compat3x.)