Leaked source code of windows server 2003
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8.2 KiB

/*++
Copyright (c) 1990-1997 Microsoft Corporation
Module Name:
vga.h
Author:
Erick Smith (ericks) Oct. 1997
Environment:
kernel mode only
Revision History:
--*/
//
// VGA register definitions
//
#define CRTC_ADDRESS_PORT_MONO 0x03b4 // CRT Controller Address and
#define CRTC_DATA_PORT_MONO 0x03b5 // Data registers in mono mode
#define FEAT_CTRL_WRITE_PORT_MONO 0x03bA // Feature Control write port
// in mono mode
#define INPUT_STATUS_1_MONO 0x03bA // Input Status 1 register read
// port in mono mode
#define ATT_INITIALIZE_PORT_MONO INPUT_STATUS_1_MONO
// Register to read to reset
// Attribute Controller index/data
#define ATT_ADDRESS_PORT 0x03c0 // Attribute Controller Address and
#define ATT_DATA_WRITE_PORT 0x03c0 // Data registers share one port
// for writes, but only Address is
// readable at 0x3C0
#define ATT_DATA_READ_PORT 0x03c1 // Attribute Controller Data reg is
// readable here
#define MISC_OUTPUT_REG_WRITE_PORT 0x03c2 // Miscellaneous Output reg write
// port
#define INPUT_STATUS_0_PORT 0x03c2 // Input Status 0 register read
// port
#define VIDEO_SUBSYSTEM_ENABLE_PORT 0x03c3 // Bit 0 enables/disables the
// entire VGA subsystem
#define SEQ_ADDRESS_PORT 0x03c4 // Sequence Controller Address and
#define SEQ_DATA_PORT 0x03c5 // Data registers
#define DAC_PIXEL_MASK_PORT 0x03c6 // DAC pixel mask reg
#define DAC_ADDRESS_READ_PORT 0x03c7 // DAC register read index reg,
// write-only
#define DAC_STATE_PORT 0x03c7 // DAC state (read/write),
// read-only
#define DAC_ADDRESS_WRITE_PORT 0x03c8 // DAC register write index reg
#define DAC_DATA_REG_PORT 0x03c9 // DAC data transfer reg
#define FEAT_CTRL_READ_PORT 0x03cA // Feature Control read port
#define MISC_OUTPUT_REG_READ_PORT 0x03cC // Miscellaneous Output reg read
// port
#define GRAPH_ADDRESS_PORT 0x03cE // Graphics Controller Address
#define GRAPH_DATA_PORT 0x03cF // and Data registers
#define CRTC_ADDRESS_PORT_COLOR 0x03d4 // CRT Controller Address and
#define CRTC_DATA_PORT_COLOR 0x03d5 // Data registers in color mode
#define FEAT_CTRL_WRITE_PORT_COLOR 0x03dA // Feature Control write port
#define INPUT_STATUS_1_COLOR 0x03dA // Input Status 1 register read
// port in color mode
#define ATT_INITIALIZE_PORT_COLOR INPUT_STATUS_1_COLOR
// Register to read to reset
// Attribute Controller index/data
// toggle in color mode
//
// VGA indexed register indexes.
//
#define IND_CURSOR_START 0x0A // index in CRTC of the Cursor Start
#define IND_CURSOR_END 0x0B // and End registers
#define IND_CURSOR_HIGH_LOC 0x0E // index in CRTC of the Cursor Location
#define IND_CURSOR_LOW_LOC 0x0F // High and Low Registers
#define IND_VSYNC_END 0x11 // index in CRTC of the Vertical Sync
// End register, which has the bit
// that protects/unprotects CRTC
// index registers 0-7
#define IND_SET_RESET_ENABLE 0x01 // index of Set/Reset Enable reg in GC
#define IND_DATA_ROTATE 0x03 // index of Data Rotate reg in GC
#define IND_READ_MAP 0x04 // index of Read Map reg in Graph Ctlr
#define IND_GRAPH_MODE 0x05 // index of Mode reg in Graph Ctlr
#define IND_GRAPH_MISC 0x06 // index of Misc reg in Graph Ctlr
#define IND_BIT_MASK 0x08 // index of Bit Mask reg in Graph Ctlr
#define IND_SYNC_RESET 0x00 // index of Sync Reset reg in Seq
#define IND_MAP_MASK 0x02 // index of Map Mask in Sequencer
#define IND_MEMORY_MODE 0x04 // index of Memory Mode reg in Seq
#define IND_CRTC_PROTECT 0x11 // index of reg containing regs 0-7 in
// CRTC
#define START_SYNC_RESET_VALUE 0x01 // value for Sync Reset reg to start
// synchronous reset
#define END_SYNC_RESET_VALUE 0x03 // value for Sync Reset reg to end
// synchronous reset
//
// Values for Attribute Controller Index register to turn video off
// and on, by setting bit 5 to 0 (off) or 1 (on).
//
#define VIDEO_DISABLE 0
#define VIDEO_ENABLE 0x20
#define VGA_NUM_SEQUENCER_PORTS 5
#define VGA_NUM_CRTC_PORTS 25
#define VGA_NUM_GRAPH_CONT_PORTS 9
#define VGA_NUM_ATTRIB_CONT_PORTS 21
#define VGA_NUM_DAC_ENTRIES 256
//
// Value written to the Read Map register when identifying the existence of
// a VGA in VgaInitialize. This value must be different from the final test
// value written to the Bit Mask in that routine.
//
#define READ_MAP_TEST_SETTING 0x03
//
// Masks to keep only the significant bits of the Graphics Controller and
// Sequencer Address registers. Masking is necessary because some VGAs, such
// as S3-based ones, don't return unused bits set to 0, and some SVGAs use
// these bits if extensions are enabled.
//
#define GRAPH_ADDR_MASK 0x0F
#define SEQ_ADDR_MASK 0x07
//
// Mask used to toggle Chain4 bit in the Sequencer's Memory Mode register.
//
#define CHAIN4_MASK 0x08
//
// Default text mode setting for various registers, used to restore their
// states if VGA detection fails after they've been modified.
//
#define MEMORY_MODE_TEXT_DEFAULT 0x02
#define BIT_MASK_DEFAULT 0xFF
#define READ_MAP_DEFAULT 0x00
//
// prototypes
//
#define BI_RLE4 2
#pragma pack(1)
typedef struct _BITMAPFILEHEADER {
USHORT bfType;
ULONG bfSize;
USHORT bfReserved1;
USHORT bfReserved2;
ULONG bfOffBits;
} BITMAPFILEHEADER, *PBITMAPFILEHEADER;
typedef struct _BITMAPINFOHEADER {
ULONG biSize;
LONG biWidth;
LONG biHeight;
USHORT biPlanes;
USHORT biBitCount;
ULONG biCompression;
ULONG biSizeImage;
LONG biXPelsPerMeter;
LONG biYPelsPerMeter;
ULONG biClrUsed;
ULONG biClrImportant;
} BITMAPINFOHEADER, *PBITMAPINFOHEADER;
typedef struct _RGBQUAD {
UCHAR rgbBlue;
UCHAR rgbGreen;
UCHAR rgbRed;
UCHAR rgbReserved;
} RGBQUAD, *PRGBQUAD;
typedef struct _NTLDRGRAPHICSCONTEXT {
UCHAR VgaGfxProgressBarColor;
PUCHAR BmpBuffer; // Bitmap buffer
PUCHAR DotBuffer; // Dots bitmap buffer
ULONG ColorsUsed;
RGBQUAD* Palette; // pointer to the palette in BmpBuffer (dots MUST have the same palette)
} NTLDRGRAPHICSCONTEXT;
#pragma pack()
////////////////////////////////////////////////////////////////////////////////
VOID
SetPixel(
ULONG x,
ULONG y,
ULONG color
);
VOID
BitBlt(
ULONG x,
ULONG y,
ULONG width,
ULONG height,
PUCHAR Buffer,
ULONG bpp,
LONG ScanWidth
);
VOID
SetPaletteEntryRGB(
ULONG index,
RGBQUAD rgb
);
VOID
InitPaletteConversionTable();
VOID
InitPaletteWithBlack(
VOID
);
VOID
InitPaletteWithTable(
PRGBQUAD Palette,
ULONG count
);
VOID
VidBitBlt(
PUCHAR Buffer,
ULONG x,
ULONG y
);
VOID
VidScreenToBufferBlt(
PUCHAR Buffer,
ULONG x,
ULONG y,
ULONG width,
ULONG height,
ULONG lDelta
);
void
VidBufferToScreenBlt(
PUCHAR Buffer,
ULONG x,
ULONG y,
ULONG width,
ULONG height,
ULONG lDelta
);