1fa5142093
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.
161 lines
5.5 KiB
C
161 lines
5.5 KiB
C
/*-
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* SPDX-License-Identifier: BSD-3-Clause
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*
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* Copyright (c) 1991-1997 Søren Schmidt
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer
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* in this position and unchanged.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. The name of the author may not be used to endorse or promote products
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* derived from this software without specific prior written permission
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*
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* $FreeBSD$
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*/
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#ifndef _VGL_H_
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#define _VGL_H_
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#include <stdlib.h>
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#include <unistd.h>
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#include <string.h>
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#include <machine/cpufunc.h>
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typedef unsigned char byte;
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typedef struct {
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byte Type;
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int Xsize, Ysize;
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int VXsize, VYsize;
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int Xorigin, Yorigin;
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byte *Bitmap;
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int PixelBytes;
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} VGLBitmap;
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#define VGLBITMAP_INITIALIZER(t, x, y, bits) \
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{ (t), (x), (y), (x), (y), 0, 0, (bits), -1 }
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/*
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* Defined Type's
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*/
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#define MEMBUF 0
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#define VIDBUF4 1
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#define VIDBUF8 2
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#define VIDBUF8X 3
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#define VIDBUF8S 4
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#define VIDBUF4S 5
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#define VIDBUF16 6 /* Direct Color linear buffer */
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#define VIDBUF24 7 /* Direct Color linear buffer */
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#define VIDBUF32 8 /* Direct Color linear buffer */
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#define VIDBUF16S 9 /* Direct Color segmented buffer */
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#define VIDBUF24S 10 /* Direct Color segmented buffer */
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#define VIDBUF32S 11 /* Direct Color segmented buffer */
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#define NOBUF 255
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typedef struct VGLText {
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byte Width, Height;
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byte *BitmapArray;
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} VGLText;
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typedef struct VGLObject {
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int Id;
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int Type;
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int Status;
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int Xpos, Ypos;
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int Xhot, Yhot;
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VGLBitmap *Image;
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VGLBitmap *Mask;
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int (*CallBackFunction)();
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} VGLObject;
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#define MOUSE_IMG_SIZE 16
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#define VGL_MOUSEHIDE 0
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#define VGL_MOUSESHOW 1
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#define VGL_MOUSEFREEZE 0
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#define VGL_MOUSEUNFREEZE 1
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#define VGL_DIR_RIGHT 0
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#define VGL_DIR_UP 1
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#define VGL_DIR_LEFT 2
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#define VGL_DIR_DOWN 3
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#define VGL_RAWKEYS 1
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#define VGL_CODEKEYS 2
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#define VGL_XLATEKEYS 3
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extern video_adapter_info_t VGLAdpInfo;
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extern video_info_t VGLModeInfo;
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extern VGLBitmap *VGLDisplay;
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extern VGLBitmap VGLVDisplay;
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extern byte *VGLBuf;
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/*
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* Prototypes
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*/
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/* bitmap.c */
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int __VGLBitmapCopy(VGLBitmap *src, int srcx, int srcy, VGLBitmap *dst, int dstx, int dsty, int width, int hight);
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int VGLBitmapCopy(VGLBitmap *src, int srcx, int srcy, VGLBitmap *dst, int dstx, int dsty, int width, int hight);
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VGLBitmap *VGLBitmapCreate(int type, int xsize, int ysize, byte *bits);
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void VGLBitmapDestroy(VGLBitmap *object);
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int VGLBitmapAllocateBits(VGLBitmap *object);
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/* keyboard.c */
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int VGLKeyboardInit(int mode);
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void VGLKeyboardEnd(void);
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int VGLKeyboardGetCh(void);
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/* main.c */
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void VGLEnd(void);
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int VGLInit(int mode);
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void VGLCheckSwitch(void);
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int VGLSetVScreenSize(VGLBitmap *object, int VXsize, int VYsize);
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int VGLPanScreen(VGLBitmap *object, int x, int y);
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int VGLSetSegment(unsigned int offset);
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/* mouse.c */
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void VGLMousePointerShow(void);
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void VGLMousePointerHide(void);
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void VGLMouseMode(int mode);
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void VGLMouseAction(int dummy);
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void VGLMouseSetImage(VGLBitmap *AndMask, VGLBitmap *OrMask);
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void VGLMouseSetStdImage(void);
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int VGLMouseInit(int mode);
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void VGLMouseRestore(void);
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int VGLMouseStatus(int *x, int *y, char *buttons);
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int VGLMouseFreeze(int x, int y, int width, int hight, u_long color);
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void VGLMouseUnFreeze(void);
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/* simple.c */
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void VGLSetXY(VGLBitmap *object, int x, int y, u_long color);
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u_long VGLGetXY(VGLBitmap *object, int x, int y);
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void VGLLine(VGLBitmap *object, int x1, int y1, int x2, int y2, u_long color);
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void VGLBox(VGLBitmap *object, int x1, int y1, int x2, int y2, u_long color);
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void VGLFilledBox(VGLBitmap *object, int x1, int y1, int x2, int y2, u_long color);
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void VGLEllipse(VGLBitmap *object, int xc, int yc, int a, int b, u_long color);
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void VGLFilledEllipse(VGLBitmap *object, int xc, int yc, int a, int b, u_long color);
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void VGLClear(VGLBitmap *object, u_long color);
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void VGLRestoreBlank(void);
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void VGLRestoreBorder(void);
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void VGLRestorePalette(void);
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void VGLSavePalette(void);
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void VGLSetPalette(byte *red, byte *green, byte *blue);
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void VGLSetPaletteIndex(byte color, byte red, byte green, byte blue);
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void VGLSetBorder(byte color);
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void VGLBlankDisplay(int blank);
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/* text.c */
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int VGLTextSetFontFile(char *filename);
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void VGLBitmapPutChar(VGLBitmap *Object, int x, int y, byte ch, u_long fgcol, u_long bgcol, int fill, int dir);
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void VGLBitmapString(VGLBitmap *Object, int x, int y, char *str, u_long fgcol, u_long bgcol, int fill, int dir);
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#endif /* !_VGL_H_ */
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