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[/] [openrisc/] [trunk/] [rtos/] [ecos-2.0/] [packages/] [services/] [gfx/] [mw/] [v2_0/] [src/] [drivers/] [asmplan4.s] - Rev 174
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; Copyright (c) 1999 Greg Haerr <greg@censoft.com> ; Copyright (c) 1991 David I. Bell ; Permission is granted to use, distribute, or modify this source, ; provided that this copyright notice remains intact. ; ; EGA/VGA Screen Driver 16 color 4 planes, higher speed MASM version ; ; Note: this file is a replacement for vgaplan4.c, when raw ; speed rather than portability is desired ; ; The algorithms for some of these routines are taken from the book: ; Programmer's Guide to PC and PS/2 Video Systems by Richard Wilton. ; ; Routines to draw pixels and lines for EGA/VGA resolutions. ; The drawing mode in the data/rotate register is not changed in this ; module, and must be changed as necessary by the callers. ; PIXBYTES = 80 ; number of bytes in scan line MSC = 1 ;__MEDIUM__ = 1 include asm.h .header .cextrn gr_mode,word ; temp kluge devdraw.c graphics draw mode .dseg mode_table: db 00h,18h,10h,08h ; vga draw modes .cseg ; ; int ega_init(PSD psd) ; .cproc ega_init mov ax,1 ; success ret .cendp ega_init ; ; Routine to draw a horizontal line. ; Called from C: ; ega_drawhine(x1, x2, y, color); ; ; works in the following EGA and VGA modes: ; 200 line 16 colors modes ; 350 line modes ; 640x480 16 color ; argument offsets from bp x1 = arg1 ; first X coordinate x2 = arg1 + 2 ; second X coordinate y = arg1 + 4 ; second Y coordinate color = arg1 + 6 ; pixel value .cproc ega_drawhline push bp ; setup stack frame and preserve registers mov bp, sp push si push di push es ; configure the graphics controller mov dx, 03ceh ; DX := Graphics Controller port address mov al, #3 ; set data rotate register lea bx, mode_table add bx, @gr_mode mov ah, [bx] out dx, ax mov ah, color[bp] ; pixel value xor al, al ; Set/Reset register number (0) out dx, ax mov ax, 0f01h ; AH := bit plane mask for Enable Set/Reset out dx, ax ; AL := Enable Set/Reset register number push ds ; preserve DS mov ax, y[bp] mov bx, x1[bp] ; compute pixel address mov dx, offset PIXBYTES ; AX := [row * PIXBYTES] mul dx mov cl, bl ; save low order column bits shr bx, 1 ; BX := [col / 8] shr bx, 1 shr bx, 1 add bx, ax ; BX := [row * PIXBYTES] + [col / 8] and cl, 07h ; CL := [col % 8] xor cl, 07h ; CL := 7 - [col % 8] mov ah, 01h ; AH := 1 << [7 - [col % 8]] [mask] mov dx, 0a000h ; ES := EGA buffer segment address mov es, dx ; AH := bit mask ; ES:BX -> video buffer ; CL := number bits to shift left mov di, bx ; ES:DI -> buffer mov dh, ah ; DH := unshifted bit mask for left byte not dh shl dh, cl ; DH := reverse bit mask for first byte not dh ; DH := bit mask for first byte mov cx, x2[bp] and cl, 7 xor cl, 7 ; CL := number of bits to shift left mov dl, 0ffh ; DL := unshifted bit mask for right byte shl dl, cl ; DL := bit mask for last byte ; determine byte offset of first and last pixel in the line mov ax, x2[bp] ; AX := x2 mov bx, x1[bp] ; BX := x1 mov cl, 3 ; bits to convert pixels to bytes shr ax, cl ; AX := byte offset of X2 shr bx, cl ; BX := byte offset of X1 mov cx, ax sub cx, bx ; CX := [number of bytes in line] - 1 ; get Graphics Controller port address into DX mov bx, dx ; BH := bit mask for first byte ; BL := bit mask for last byte mov dx, 03ceh ; DX := Graphics Controller port mov al, 8 ; AL := Bit mask Register number ; make video buffer addressable through DS:SI push es pop ds mov si, di ; DS:SI -> video buffer ; set pixels in leftmost byte of the line or bh, bh js L43 ; jump if byte-aligned [x1 is leftmost] or cx, cx jnz L42 ; jump if more than one byte in the line and bl, bh ; BL := bit mask for the line jmp short L44 L42: mov ah, bh ; AH := bit mask for first byte out dx, ax ; update graphics controller movsb ; update bit planes dec cx ; use a fast 8086 machine instruction to draw the remainder of the line L43: mov ah, 0ffh ; AH := bit mask out dx, ax ; update Bit Mask register rep movsb ; update all pixels in the line ; set pixels in the rightmost byte of the line L44: mov ah, bl ; AH := bit mask for last byte out dx, ax ; update Graphics Controller movsb ; update bit planes pop ds ; restore ds ; restore default Graphics Controller state and return to caller ;;xor ax, ax ; AH := 0, AL := 0 ;;out dx, ax ; restore Set/Reset register ;;inc ax ; AH := 0, AL := 1 ;;out dx, ax ; restore Enable Set/Reset register ;;mov ax, 0ff08h ; AH := 0xff, AL := 0 ;;out dx, ax ; restore Bit Mask register pop es pop di pop si pop bp ret .cendp ega_drawhline ; ; Routine to draw a vertical line. ; Called from C: ; ega_drawvline(x, y1, y2, color); ; ; works in the following EGA and VGA modes: ; 200 line 16 colors modes ; 350 line modes ; 640x480 16 color ; argument offsets from bp x = arg1 ; first X coordinate y1 = arg1 + 2 ; first Y coordinate y2 = arg1 + 4 ; second Y coordinate color = arg1 + 6 ; pixel value .cproc ega_drawvline push bp ; setup stack frame and preserve registers mov bp, sp push ds ; configure the graphics controller mov dx, 03ceh ; DX := Graphics Controller port address mov al, #3 ; set data rotate register lea bx, mode_table add bx, @gr_mode mov ah, [bx] out dx, ax mov ah, color[bp] ; pixel value xor al, al ; Set/Reset register number (0) out dx, ax mov ax, 0f01h ; AH := bit plane mask for Enable Set/Reset out dx, ax ; AL := Enable Set/Reset register number ; prepare to draw vertical line mov ax, y1[bp] ; AX := y1 mov cx, y2[bp] ; BX := y2 ;;mov cx, bx sub cx, ax ; CX := dy ;;jge L311 ; jump if dy >= 0 ;;neg cx ; force dy >= 0 ;;mov ax, bx ; AX := y2 L311: inc cx ; CX := number of pixels to draw mov bx, x[bp] ; BX := x push cx ; save register ; compute pixel address push dx mov dx, offset PIXBYTES ; AX := [row * PIXBYTES] mul dx mov cl, bl ; save low order column bits shr bx, 1 ; BX := [col / 8] shr bx, 1 shr bx, 1 add bx, ax ; BX := [row * PIXBYTES] + [col / 8] and cl, 07h ; CL := [col % 8] xor cl, 07h ; CL := 7 - [col % 8] mov ah, 01h ; AH := 1 << [7 - [col % 8]] [mask] mov dx, 0a000h ; DS := EGA buffer segment address mov ds, dx pop dx ; AH := bit mask ; DS:BX -> video buffer ; CL := number bits to shift left ; set up Graphics controller shl ah, cl ; AH := bit mask in proper position mov al, 08h ; AL := Bit Mask register number out dx, ax pop cx ; restore register ; draw the line mov dx, offset PIXBYTES ; increment for video buffer L1111: or [bx], al ; set pixel add bx, dx ; increment to next line loop L1111 ; restore default Graphics Controller state and return to caller ;;xor ax, ax ; AH := 0, AL := 0 ;;out dx, ax ; restore Set/Reset register ;;inc ax ; AH := 0, AL := 1 ;;out dx, ax ; restore Enable Set/Reset register ;;mov ax, 0ff08h ; AH := 0xff, AL := 0 ;;out dx, ax ; restore Bit Mask register pop ds pop bp ret .cendp ega_drawvline ; ; Routine to set an individual pixel value. ; Called from C like: ; ega_drawpixel(x, y, color); ; ; argument offsets from bp x = arg1 ; X coordinate y = arg1+2 ; Y coordinate color = arg1+4 ; pixel value .cproc ega_drawpixel push bp mov bp, sp mov dx, 03ceh ; graphics controller port address mov al, #3 ; set data rotate register lea bx, mode_table add bx, @gr_mode mov ah, [bx] out dx, ax mov cx, x[bp] ; ECX := x mov ax, y[bp] ; EAX := y mov dx, offset PIXBYTES ; AX := [y * PIXBYTES] mul dx mov bx, cx ; BX := [x / 8] shr bx, 1 shr bx, 1 shr bx, 1 add bx, ax ; BX := [y * PIXBYTES] + [x / 8] and cl, 07h ; CL := [x % 8] xor cl, 07h ; CL := 7 - [x % 8] mov ch, 01h ; CH := 1 << [7 - [x % 8]] [mask] shl ch, cl mov dx, 03ceh ; graphics controller port address ;;required for old code ;;mov ax, 0205h ; select write mode 2 ;;out dx, ax ; [load value 2 into mode register 5] ; new code xor ax,ax ; set color register 0 mov ah,[bp+8] ; color pixel value out dx,ax ; original code mov al, 08h ; set the bit mask register mov ah, ch ; [load bit mask into register 8] out dx, ax push ds mov ax, 0a000h ; DS := EGA buffer segment address mov ds, ax ; new code or [bx],al ; quick rmw to set pixel ;;the following fails under ELKS without cli/sti ;;using ES works though. Code changed to use single ;;rmw above rather than write mode 2, but the ;;reason for this failure is still unknown... ;;cli ;;mov al, [bx] ; dummy read to latch bit planes ;;mov al, color[bp] ; pixel value ;;mov [bx], al ; write pixel back to bit planes ;;sti pop ds ; restore registers and return mov ax, 0005h ; restore default write mode 0 out dx, ax ; [load value 0 into mode register 5] ;;mov ax, 0ff08h ; restore default bit mask ;;out dx, ax ; [load value ff into register 8] pop bp ret .cendp ega_drawpixel ; ; Routine to read the value of an individual pixel. ; Called from C like: ; color = ega_readpixel(x, y); ; ; argument offsets from bp x = arg1 ; X coordinate y = arg1+2 ; Y coordinate .cproc ega_readpixel push bp mov bp, sp push si push ds mov ax, y[bp] ; EAX := y mov bx, x[bp] ; EBX := x mov dx, offset PIXBYTES ; AX := [y * PIXBYTES] mul dx mov cl, bl ; save low order column bits shr bx, 1 ; BX := [x / 8] shr bx, 1 shr bx, 1 add bx, ax ; BX := [y * PIXBYTES] + [x / 8] and cl, 07h ; CL := [x % 8] xor cl, 07h ; CL := 7 - [x % 8] mov dx, 0a000h ; DS := EGA buffer segment address mov ds, dx mov ch, 01h ; CH := 1 << [7 - [col % 8]] [mask] shl ch, cl ; CH := bit mask in proper position mov si, bx ; DS:SI -> region buffer byte xor bl, bl ; BL is used to accumulate the pixel value mov dx, 03ceh ; DX := Graphics Controller port mov ax, 0304h ; AH := initial bit plane number ; AL := Read Map Select register number L112: out dx, ax ; select bit plane mov bh, [si] ; BH := byte from current bit plane and bh, ch ; mask one bit neg bh ; bit 7 of BH := 1 if masked bit = 1 ; bit 7 of BH := 0 if masked bit = 0 rol bx, 1 ; bit 0 of BL := next bit from pixel value dec ah ; AH := next bit plane number jge L112 xor ax, ax ; AL := pixel value mov al, bl pop ds pop si pop bp ret .cendp ega_readpixel .cend end