This is not only easier to comprehend code-wise and avoids some function
overloads, but also makes resizing the board while preserving game state
*a lot* easier. We now no longer have to allocate a new board on every
resize, we just grow/shrink the individual row vectors.
Also fixes a crash when clicking the board widget outside of the drawn
board area.
These all looked out of place both when used on a regular button (e.g.
in the SoundPlayer application) and a toolbar action button (e.g. in the
GameOfLife application). This makes them a bit smaller (hand-drawn, not
scaled down).
If we create a VGACompatibleAdapter object with a preset framebuffer,
Always assign the console so we can use it.
This is useful for modesetting done by a Multiboot loader, like GRUB.
The current code is factored such that reads to the entirety of the last
byte should be dropped. This was relying on the fact that last would be
one past the end in that case. Instead of actually reading that byte
when it's completely out of bounds of the bitmask, just skip reads that
would be invalid. Add more tests to make sure that the behavior is
correct for byte aligned reads of byte aligned bitmaps.
As we removed the support of VBE modesetting that was done by GRUB early
on boot, we need to determine if we can modeset the resolution with our
drivers, and if not, we should enable text mode and ensure that
SystemServer knows about it too.
Also, SystemServer should first check if there's a framebuffer device
node, which is an indication that text mode was not even if it was
requested. Then, if it doesn't find it, it should check what boot_mode
argument the user specified (in case it's self-test). This way if we
try to use bochs-display device (which is not VGA compatible) and
request a text mode, it will not honor the request and will continue
with graphical mode.
Also try to print critical messages with mininum memory allocations
possible.
In LibVT, We make the implementation flexible for kernel-specific
methods that are implemented in ConsoleImpl class.
We used GRUB to modeset the resolution for a long time, but for good
reasons I see no point with keeping it supported in our kernel. We
support bochs-display device on QEMU (both the VGA compatible and
non-VGA compatible variants), so for QEMU we can still boot the system
in graphical mode even without GRUB help.
Also, we now have a native driver for Intel graphics and although it
doesn't support most Intel graphics cards out there yet, it's a good
starting point to support more cards. If a user wants to boot on
bare-metal in graphical mode, all he needs to do is to add the removed
flag back again, as the kernel still supports pre-set framebuffers.
This new subsystem is replacing the old code that was used to
create device nodes of framebuffer devices in /dev.
This subsystem includes for now 3 roles:
1. GraphicsManagement singleton object that is used in the boot
process to enumerate and initialize display devices.
2. GraphicsDevice(s) that are used to control the display adapter.
3. FramebufferDevice(s) that are used to control the device node in
/dev.
For now, we support the Bochs display adapter and any other
generic VGA compatible adapter that was configured by the boot
loader to a known and fixed resolution.
Two improvements in the Bochs display adapter code are that
we can support native bochs-display device (this device doesn't
expose any VGA capabilities) and also that we use the MMIO region,
to configure the device, instead of setting IO ports for such tasks.
This device is a graphics display device that is not supporting
VGA functionality.
Therefore, it exposes a MMIO region to configure it, so we use that
region to set the framebuffer resolution.
This wasn't much of a problem before because copying the ByteBuffer
merely copied the RefPtr but now that ByteBuffer behaves like Vector
this causes unnecessary allocations.
Previously ByteBuffer would internally hold a RefPtr to the byte
buffer and would behave like a reference type, i.e. copying a
ByteBuffer would not create a duplicate byte buffer, but rather
two objects which refer to the same internal buffer.
This also changes ByteBuffer so that it has some internal capacity
much like the Vector<T> type. Unlike Vector<T> however a byte
buffer's data may be uninitialized.
With this commit ByteBuffer makes use of the kmalloc_good_size()
API to pick an optimal allocation size for its internal buffer.