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The DisplayConnector class is meant to replace the FramebufferDevice class. The advantage of this class over the FramebufferDevice class is: 1. It removes the mmap interface entirely. This interface is unsafe, as multiple processes could try to use it, and when switching to and from text console mode, there's no "good" way to revoke a memory mapping from this interface, let alone when there are multiple processes that call this interface. Therefore, in the DisplayConnector class there's no implementation for this method at all. 2. The class uses a new real-world structure called ModeSetting, which takes into account the fact that real hardware requires more than width, height and pitch settings to mode-set the display resolution. 3. The class assumes all instances should supply some sort of EDID, so it facilitates such mechanism to do so. Even if a given driver does not know what is the actual EDID, it will ask to create default-generic EDID blob. 3. This class shifts the responsibilies of switching between console mode and graphical mode from a GraphicsAdapter to the DisplayConnector class, so when doing the switch, the GraphicsManagement code actually asks each DisplayConnector object to do the switch and doesn't rely on the GraphicsAdapter objects at all.
69 lines
2.1 KiB
C++
69 lines
2.1 KiB
C++
/*
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* Copyright (c) 2021-2022, Liav A. <liavalb@hotmail.co.il>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/NonnullOwnPtr.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/NonnullRefPtrVector.h>
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#include <AK/Types.h>
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#include <Kernel/Bus/PCI/Definitions.h>
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#include <Kernel/Graphics/Console/Console.h>
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#include <Kernel/Graphics/DisplayConnector.h>
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#include <Kernel/Graphics/GenericGraphicsAdapter.h>
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#include <Kernel/Graphics/VGACompatibleAdapter.h>
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#include <Kernel/Graphics/VirtIOGPU/GraphicsAdapter.h>
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#include <Kernel/Memory/Region.h>
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namespace Kernel {
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class GraphicsManagement {
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public:
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static GraphicsManagement& the();
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static bool is_initialized();
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bool initialize();
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unsigned allocate_minor_device_number() { return m_current_minor_number++; };
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GraphicsManagement();
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void attach_new_display_connector(Badge<DisplayConnector>, DisplayConnector&);
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void detach_display_connector(Badge<DisplayConnector>, DisplayConnector&);
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bool framebuffer_devices_console_only() const;
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bool framebuffer_devices_use_bootloader_framebuffer() const;
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bool framebuffer_devices_exist() const;
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void set_vga_text_mode_cursor(size_t console_width, size_t x, size_t y);
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void disable_vga_text_mode_console_cursor();
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void disable_vga_emulation_access_permanently();
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RefPtr<Graphics::Console> console() const { return m_console; }
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void set_console(Graphics::Console&);
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void deactivate_graphical_mode();
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void activate_graphical_mode();
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private:
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void enable_vga_text_mode_console_cursor();
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bool determine_and_initialize_graphics_device(PCI::DeviceIdentifier const&);
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bool determine_and_initialize_isa_graphics_device();
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NonnullRefPtrVector<GenericGraphicsAdapter> m_graphics_devices;
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RefPtr<Graphics::Console> m_console;
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// Note: there could be multiple VGA adapters, but only one can operate in VGA mode
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RefPtr<VGACompatibleAdapter> m_vga_adapter;
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unsigned m_current_minor_number { 0 };
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IntrusiveList<&DisplayConnector::m_list_node> m_display_connector_nodes;
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RecursiveSpinlock m_main_vga_lock;
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bool m_vga_access_is_disabled { false };
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};
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}
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