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Index > OS Construction > How to set a single pixel without interrupt?

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ivan_tux



Joined: 23 Jun 2012
Posts: 27
Location: Indonesia
ivan_tux 30 Jun 2012, 11:42
thanks be4.....
Post 30 Jun 2012, 11:42
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me239



Joined: 06 Jan 2011
Posts: 200
me239 30 Jun 2012, 22:14
well if you can get to mode 13h, then you can write to the video memory at 0xA000.
Code:
mov ax, 0013h
int 10h
push 0xa000
pop es
xor di, di
mov al, 04
stosb
int 20h
    

this should place a red pixel in the right corner.
Post 30 Jun 2012, 22:14
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Stephen



Joined: 13 Aug 2011
Posts: 30
Stephen 01 Jul 2012, 05:44
That depends mostly on two things 1) are you in 16, 32 or 64 bit mode, 2) what video mode are you in, text, a vga type mode or a vesa mode. If you are in vesa mode are you using a lfb.

The basic answer is simple. the screen is a memory location and you simply write to that location. If it's vga and not text or mode 13h you likely also need to play with io ports and use paged memory. If it's vesa you need to find out where the lfb is in memory and write to that area. It also gets a bit complicated and depending on the video card, each pixel might be as few bits as 1 and as many as 32. Mode 13 is nice, in that it's 8 bits and the vesa modes you are likely to use are likely 32, but your card might only support 24 bit pixels.

I don't think there is a video card that doesn't support mode 3 text and mode 13h graphics. The address would be 0xA0000, 0xA000 or 0xB8000, 0xB800 for text. Unless you've been playing with your segment registers Smile
Post 01 Jul 2012, 05:44
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ivan_tux



Joined: 23 Jun 2012
Posts: 27
Location: Indonesia
ivan_tux 09 Jul 2012, 01:50
How about VESA?
When i try to run code from some tutorials, it doesnt display anything... Sad
I'm using Bochs
Post 09 Jul 2012, 01:50
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freecrac



Joined: 19 Oct 2011
Posts: 117
Location: Germany Hamburg
freecrac 10 Jul 2012, 09:59
ivan_tux wrote:
How about VESA?
When i try to run code from some tutorials, it doesnt display anything... Sad
I'm using Bochs

I never used Bochs, but maybe you forget to enable VESA by setting the vga option to vbe?

Or the tutorial use a unsupported resolution (current limitation)?

http://bochs.sourceforge.net/doc/docbook/user/vesa-notes.html
Quote:

In order to use VESA VBE, you need to enable it in your bochsrc by setting the vga option to vbe. Finally, you need to use the LGPL'd VGABIOS as vgaromimage option for applications to correctly detect VESA support.

Note: The VGABIOS is already included in the Bochs release, so no separate download is necessary.

Note: To take advantage of the VBE, you must tell Bochs to use the LGPL'd VGA BIOS version 0.4c or higher. A current version of the VGA BIOS will work.

Current limitations:

4bpp modes support is incomplete (8, 15, 16, 24 and 32bpp should work)

banked mode is very slow (if you can, just use Linear Frame Buffering instead!)

only 320x200, 640x400, 640x480, 800x600, 1024x768 are currently supported

Running under pure DOS there is no limitation, so we can use all resolution that come within our vesa-bios, if our monitor provide those resolutions too, checking the capacity by getting the EDID via DDC.
With my Nvidia GTX 295 card i can use the native widescreen resolution of my 28" LCD in 1920x1200x32.
Using this VBE-mode i can set a single pixel by writing a dword to the linear framebuffer.

Dirk
Post 10 Jul 2012, 09:59
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ivan_tux



Joined: 23 Jun 2012
Posts: 27
Location: Indonesia
ivan_tux 11 Jul 2012, 00:44
@freecrac. hey, you're right...
the mode that i chose is not supported by Bochs.. thanks friend Smile

And my last question is :
how to set a pixel in 24bpp mode?
a. store 3 bytes color to lfb
or
b. store 4 bytes color(1st byte unused).

i have tried A. it work work on bochs, but B not works perfectly..

i know A works perfectly on bochs, but i"m still doubt...

[sorry, bad English]
Post 11 Jul 2012, 00:44
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freecrac



Joined: 19 Oct 2011
Posts: 117
Location: Germany Hamburg
freecrac 11 Jul 2012, 06:50
ivan_tux wrote:
@freecrac. hey, you're right...
the mode that i chose is not supported by Bochs.. thanks friend Smile

And my last question is :
how to set a pixel in 24bpp mode?
a. store 3 bytes color to lfb
or
b. store 4 bytes color(1st byte unused).

i have tried A. it work work on bochs, but B not works perfectly..

i know A works perfectly on bochs, but i"m still doubt...

[sorry, bad English]

No problem, i try to use some simple english words.

With 24bpp we have to write three single bytes, or at minimum one word and one byte for to set one pixel.

8:8:8

With regarding of the FieldPosition and the MaskSize of the colors we have to check the pixel format, so if we become a RGB-pixel format, or a BGR-pixel format.
If we found a RGB-pixel format, then we become red, green, blue, red, green, blue, .....and so on,
else if we found a BGR-pixel format, then we become blue, green, red, blue, green, red, ....with 24bpp.

;----------

Personaly i can not understand why those videomodes with 24bpp continue to be exist on modern video cards with a lot of videoram.
So i prefer modes with 32bpp, so we can write only one dword to set a single pixel.

8:8:8:8

red, green, blue, x, red, green, blue, x, ....
or
x, blue, green, red, x, blue, green, red, .... with 32bpp.

;----------------

Some words about how to calculate an address of a pixel.
The horizontal X-resolution and the vertical Y-resolution, the bits per pixel and the length of the logical scanline can be found inside of the Mode-Info-Block.
The length of the logical scanline can be longer as the X-resolution and then one part of the scanline is outside of the visible screensize.
Example: If we want to use a resolution of 640x480x8 and the length of the logical scanline is 1024,
then the second line begin at the address 1024 and not at the address 640.
The addressrange of the first line is then from 0 - 1023 and the content of the addresses between 640 - 1023 are not visible in this mode.
The same occur with all other lines of this mode, only 640 pixel per line are visible, but we have to calculate the addresses of the lines with the length of the logical scanline of the Mode-Info-Block.

...

The addresses of the beginning of every line can be calculated and be stored in a address-table before we begin to calculate an address of a pixel.
Using this table (with our pixel set routine) we can use the quadruple of the Y-position as a pointer inside of our table to get the address of the line.
Now we can simple add the X-position to become the address of the pixel.
Result: Our pixel set routine will be shorter and lost one calculation.
But the ram-access to our address-table cost some times, if the table is not fully cached inside of the first level cache of the CPU.

...

If you have some more questions, then please ask again.

Dirk
Post 11 Jul 2012, 06:50
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ivan_tux



Joined: 23 Jun 2012
Posts: 27
Location: Indonesia
ivan_tux 11 Jul 2012, 10:56
wow, you are the best Smile
By the way, where i can get vesa tutorial?
Post 11 Jul 2012, 10:56
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freecrac



Joined: 19 Oct 2011
Posts: 117
Location: Germany Hamburg
freecrac 11 Jul 2012, 13:00
ivan_tux wrote:
wow, you are the best Smile
By the way, where i can get vesa tutorial?


I never found a tutorial about all functions of VBE 3.
But in the public document vbe3.pdf we can find some information.

I download the public and cost free documents directly from vesa.org.
But the download from vesa.org need to register and/or login, because the internet adress of the download page change every time we open/enter this download page.

Beginning with VBE2 we have to use the vesa modenumbers of our vesa bios.
These numbers(Words) are stored in a modetable and the end of this table is signed with FFFF.

With function 0 we can get the vesa information in a buffer of 256(vbe3 512) bytes, if no error occur.
Inside of the buffer we can find "VbeVersion dw ?" and "VideoModePtr dd ?". Here we can find the offset, segment address to the modenumbertable.

With function 1 we can get the Mode information of each modenumber in a new buffer of 256 bytes.

If we can find a number with a resolution that we want to use, then we can switch to this mode with funnction 2.


..

In a situation that we poll the Input Status #1 Register at port 3DAh on an unbufferd screen
and we move larger objects by writing those object directly to the visible screen and make a restauration on the last position,
then the flickering and tearing will be very ugly (most shown on the top of the screen).

Address calculation using VESA hardware triple buffering
(Note: The vesa hardware triple buffering are only aviable with a VBE 3 bios and it is more usefull in combination with higher refreshrates than the default 60hz.)
The goal of using a buffering is to move very large objects across the hole screen without to become a tearing or a flickering on the screen.
(I test this function with my older geforce 4 card from MSI(AGP; 64MB) and a 19" CRT monitor from Samsung with 96khz/160hz in 1024x768x32@100hz.)

Each buffer has a size that can be calculate with (the length of the logical scanline) * (the vertical Y-resolution) * (the count of the bits per pixel).

Starting with the first buffer at the address of the LFB
second buffer
third buffer

An example of a pure DOS(without emm386 or other ems-manager) Application can be download from my homepage:
http://www.alice-dsl.net/freecracmaps/Tool/Neutrip.zip
Need to boot pure DOS without memorymanager like emm386.exe.
Need a VBE3-Bios and an analog CRT-monitor with 96khz or higher.

vbe3.pdf
EEDIDguideV1.pdf
EEDIDverifGuideRa.pdf

Dirk


Last edited by freecrac on 12 Jul 2012, 04:50; edited 1 time in total
Post 11 Jul 2012, 13:00
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ivan_tux



Joined: 23 Jun 2012
Posts: 27
Location: Indonesia
ivan_tux 12 Jul 2012, 00:08
OK, i think just that...
Thank a lot, you're helpful... Smile
Post 12 Jul 2012, 00:08
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