You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository was archived by the owner on Jul 3, 2020. It is now read-only.
Adds a graphics subsystem plus a BGA driver to provide a default renderer. Since the BGA backend has to perform calculations every time it's going to find a pixel, it's fairly slow at rendering, but it's decent enough.
Right now, graphics can be loaded with runtime.graphics.enableGraphics() and pixels can be manipulated by fetching them through runtime.graphics.screen.get(x, y) which will return a pixel from the backend. The backend should return a pixel with getters and setters for r, g, and b.
This is basically as thin as possible of a wrapper around multiple possible graphics renderers (BGA, virtio-gpu in the future), to be able to abstract direct access to the video buffers, providing the most basic functions (enabling graphics, pixel manipulation) allowing higher level functions (image drawing, printing text, shape drawing, etc.) to be implemented on top of that.
However, this should be refactored into an optional module later, along with other things.
@facekapow this looks very good, nicely abstracted interface 👍
But.. in general case I'm afraid it will be too slow for a good performance, especially on large resolutions (i.e using virtio).
Should we expose the raw buffer with the attached info about data format?
In this case drawing library (or maybe window server kinda thing here) can work directly with the buffer knowing its format and can refuse working with buffers it doesn't support.
Basically it would be abstracted at the higher level, graphics lib instead of a driver. We should get really nice performance this way and can support multiple graphic devices.
I've made the raw buffer accessible through runtime.graphics.displayBuffer. Renderers should attach an ongetbuffer method which returns the display buffer. runtime.graphics.screen now just contains information about the current display format (width, height, bitDepth, bufferFormat).
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Labels
None yet
2 participants
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Adds a
graphicssubsystem plus a BGA driver to provide a default renderer. Since the BGA backend has to perform calculations every time it's going to find a pixel, it's fairly slow at rendering, but it's decent enough.Right now, graphics can be loaded with
runtime.graphics.enableGraphics()and pixels can be manipulated by fetching them throughruntime.graphics.screen.get(x, y)which will return a pixel from the backend. The backend should return a pixel with getters and setters forr,g, andb.This is basically as thin as possible of a wrapper around multiple possible graphics renderers (BGA, virtio-gpu in the future), to be able to abstract direct access to the video buffers, providing the most basic functions (enabling graphics, pixel manipulation) allowing higher level functions (image drawing, printing text, shape drawing, etc.) to be implemented on top of that.
However, this should be refactored into an optional module later, along with other things.