/* * CDDL HEADER START * * The contents of this file are subject to the terms of the * Common Development and Distribution License (the "License"). * You may not use this file except in compliance with the License. * * You can obtain a copy of the license at usr/src/OPENSOLARIS.LICENSE * or http://www.opensolaris.org/os/licensing. * See the License for the specific language governing permissions * and limitations under the License. * * When distributing Covered Code, include this CDDL HEADER in each * file and include the License file at usr/src/OPENSOLARIS.LICENSE. * If applicable, add the following below this CDDL HEADER, with the * fields enclosed by brackets "[]" replaced with your own identifying * information: Portions Copyright [yyyy] [name of copyright owner] * * CDDL HEADER END */ /* * Copyright 2008 Sun Microsystems, Inc. All rights reserved. * Use is subject to license terms. */ /* * Copyright 2017 Toomas Soome */ /* * Generic font related data and functions shared by early boot console * in dboot, kernel startup and full kernel. */ #include #include #include #include #include #include /* * To simplify my life, I am "temporarily" collecting the commonly used * color bits here. The bits shared between loader, dboot, early boot, tem. * This data would need some sort of API, but I am in no condition to figure * something out right now. */ /* ANSI color to sun color translation. */ /* BEGIN CSTYLED */ /* Bk Rd Gr Br Bl Mg Cy Wh */ const uint8_t dim_xlate[] = { 1, 5, 3, 7, 2, 6, 4, 8 }; const uint8_t brt_xlate[] = { 9, 13, 11, 15, 10, 14, 12, 0 }; const uint8_t solaris_color_to_pc_color[16] = { pc_brt_white, /* 0 - brt_white */ pc_black, /* 1 - black */ pc_blue, /* 2 - blue */ pc_green, /* 3 - green */ pc_cyan, /* 4 - cyan */ pc_red, /* 5 - red */ pc_magenta, /* 6 - magenta */ pc_brown, /* 7 - brown */ pc_white, /* 8 - white */ pc_grey, /* 9 - gery */ pc_brt_blue, /* 10 - brt_blue */ pc_brt_green, /* 11 - brt_green */ pc_brt_cyan, /* 12 - brt_cyan */ pc_brt_red, /* 13 - brt_red */ pc_brt_magenta, /* 14 - brt_magenta */ pc_yellow /* 15 - yellow */ }; /* 4-bit to 24-bit color translation. */ const text_cmap_t cmap4_to_24 = { /* 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Wh+ Bk Bl Gr Cy Rd Mg Br Wh Bk+ Bl+ Gr+ Cy+ Rd+ Mg+ Yw */ .red = { 0xff,0x00,0x00,0x00,0x00,0x80,0x80,0x80,0x80,0x40,0x00,0x00,0x00,0xff,0xff,0xff }, .green = { 0xff,0x00,0x00,0x80,0x80,0x00,0x00,0x80,0x80,0x40,0x00,0xff,0xff,0x00,0x00,0xff }, .blue = { 0xff,0x00,0x80,0x00,0x80,0x00,0x80,0x00,0x80,0x40,0xff,0x00,0xff,0x00,0xff,0x00 } }; /* END CSTYLED */ static uint32_t rgb_to_color(const rgb_t *rgb, uint8_t r, uint8_t g, uint8_t b) { uint32_t color; int pos, size; pos = rgb->red.pos; size = rgb->red.size; color = ((r >> (8 - size)) & ((1 << size) - 1)) << pos; pos = rgb->green.pos; size = rgb->green.size; color |= ((g >> (8 - size)) & ((1 << size) - 1)) << pos; pos = rgb->blue.pos; size = rgb->blue.size; color |= ((b >> (8 - size)) & ((1 << size) - 1)) << pos; return (color); } uint32_t rgb_color_map(const rgb_t *rgb, uint8_t index) { uint32_t color, code, gray, level; if (index < 16) { color = rgb_to_color(rgb, cmap4_to_24.red[index], cmap4_to_24.green[index], cmap4_to_24.blue[index]); return (color); } /* 6x6x6 color cube */ if (index > 15 && index < 232) { uint32_t red, green, blue; for (red = 0; red < 6; red++) { for (green = 0; green < 6; green++) { for (blue = 0; blue < 6; blue++) { code = 16 + (red * 36) + (green * 6) + blue; if (code != index) continue; red = red ? (red * 40 + 55) : 0; green = green ? (green * 40 + 55) : 0; blue = blue ? (blue * 40 + 55) : 0; color = rgb_to_color(rgb, red, green, blue); return (color); } } } } /* colors 232-255 are a grayscale ramp */ for (gray = 0; gray < 24; gray++) { level = (gray * 10) + 8; code = 232 + gray; if (code == index) break; } return (rgb_to_color(rgb, level, level, level)); } /* * Fonts are statically linked with this module. At some point an * RFE might be desireable to allow dynamic font loading. The * original intention to facilitate dynamic fonts can be seen * by examining the data structures and set_font(). As much of * the original code is retained but modified to be suited for * traversing a list of static fonts. */ /* * Must be sorted by font size in descending order */ font_list_t fonts = STAILQ_HEAD_INITIALIZER(fonts); /* * Reset font flags to FONT_AUTO. */ void reset_font_flags(void) { struct fontlist *fl; STAILQ_FOREACH(fl, &fonts, font_next) { fl->font_flags = FONT_AUTO; } } bitmap_data_t * set_font(short *rows, short *cols, short h, short w) { bitmap_data_t *font = NULL; struct fontlist *fl; unsigned height = h; unsigned width = w; /* * First check for manually loaded font. */ STAILQ_FOREACH(fl, &fonts, font_next) { if (fl->font_flags == FONT_MANUAL || fl->font_flags == FONT_BOOT) { font = fl->font_data; if (font->font == NULL && fl->font_load != NULL && fl->font_name != NULL) { font = fl->font_load(fl->font_name); } if (font == NULL || font->font == NULL) font = NULL; break; } } if (font != NULL) { *rows = (height - BORDER_PIXELS) / font->height; *cols = (width - BORDER_PIXELS) / font->width; return (font); } /* * Find best font for these dimensions, or use default * * A 1 pixel border is the absolute minimum we could have * as a border around the text window (BORDER_PIXELS = 2), * however a slightly larger border not only looks better * but for the fonts currently statically built into the * emulator causes much better font selection for the * normal range of screen resolutions. */ STAILQ_FOREACH(fl, &fonts, font_next) { font = fl->font_data; if ((((*rows * font->height) + BORDER_PIXELS) <= height) && (((*cols * font->width) + BORDER_PIXELS) <= width)) { if (font->font == NULL) { if (fl->font_load != NULL && fl->font_name != NULL) { font = fl->font_load(fl->font_name); } if (font == NULL) continue; } *rows = (height - BORDER_PIXELS) / font->height; *cols = (width - BORDER_PIXELS) / font->width; break; } font = NULL; } if (font == NULL) { /* * We have fonts sorted smallest last, try it before * falling back to builtin. */ fl = STAILQ_LAST(&fonts, fontlist, font_next); if (fl != NULL && fl->font_load != NULL && fl->font_name != NULL) { font = fl->font_load(fl->font_name); } if (font == NULL) font = &DEFAULT_FONT_DATA; *rows = (height - BORDER_PIXELS) / font->height; *cols = (width - BORDER_PIXELS) / font->width; } return (font); } /* Binary search for the glyph. Return 0 if not found. */ static uint16_t font_bisearch(const struct font_map *map, uint32_t len, uint32_t src) { unsigned min, mid, max; min = 0; max = len - 1; /* Empty font map. */ if (len == 0) return (0); /* Character below minimal entry. */ if (src < map[0].font_src) return (0); /* Optimization: ASCII characters occur very often. */ if (src <= map[0].font_src + map[0].font_len) return (src - map[0].font_src + map[0].font_dst); /* Character above maximum entry. */ if (src > map[max].font_src + map[max].font_len) return (0); /* Binary search. */ while (max >= min) { mid = (min + max) / 2; if (src < map[mid].font_src) max = mid - 1; else if (src > map[mid].font_src + map[mid].font_len) min = mid + 1; else return (src - map[mid].font_src + map[mid].font_dst); } return (0); } /* * Return glyph bitmap. If glyph is not found, we will return bitmap * for the first (offset 0) glyph. */ const uint8_t * font_lookup(const struct font *vf, uint32_t c) { uint32_t src; uint16_t dst; size_t stride; src = TEM_CHAR(c); /* Substitute bold with normal if not found. */ if (TEM_CHAR_ATTR(c) & TEM_ATTR_BOLD) { dst = font_bisearch(vf->vf_map[VFNT_MAP_BOLD], vf->vf_map_count[VFNT_MAP_BOLD], src); if (dst != 0) goto found; } dst = font_bisearch(vf->vf_map[VFNT_MAP_NORMAL], vf->vf_map_count[VFNT_MAP_NORMAL], src); found: stride = howmany(vf->vf_width, 8) * vf->vf_height; return (&vf->vf_bytes[dst * stride]); } /* * bit_to_pix4 is for 4-bit frame buffers. It will write one output byte * for each 2 bits of input bitmap. It inverts the input bits before * doing the output translation, for reverse video. * * Assuming foreground is 0001 and background is 0000... * An input data byte of 0x53 will output the bit pattern * 00000001 00000001 00000000 00010001. */ void font_bit_to_pix4( struct font *f, uint8_t *dest, uint32_t c, uint8_t fg_color, uint8_t bg_color) { uint32_t row; int byte; int i; const uint8_t *cp, *ul; uint8_t data; uint8_t nibblett; int bytes_wide; if (TEM_CHAR_ATTR(c) & TEM_ATTR_UNDERLINE) ul = font_lookup(f, 0x0332); /* combining low line */ else ul = NULL; cp = font_lookup(f, c); bytes_wide = (f->vf_width + 7) / 8; for (row = 0; row < f->vf_height; row++) { for (byte = 0; byte < bytes_wide; byte++) { if (ul == NULL) data = *cp++; else data = *cp++ | *ul++; for (i = 0; i < 4; i++) { nibblett = (data >> ((3-i) * 2)) & 0x3; switch (nibblett) { case 0x0: *dest++ = bg_color << 4 | bg_color; break; case 0x1: *dest++ = bg_color << 4 | fg_color; break; case 0x2: *dest++ = fg_color << 4 | bg_color; break; case 0x3: *dest++ = fg_color << 4 | fg_color; break; } } } } } /* * bit_to_pix8 is for 8-bit frame buffers. It will write one output byte * for each bit of input bitmap. It inverts the input bits before * doing the output translation, for reverse video. * * Assuming foreground is 00000001 and background is 00000000... * An input data byte of 0x53 will output the bit pattern * 0000000 000000001 00000000 00000001 00000000 00000000 00000001 00000001. */ void font_bit_to_pix8( struct font *f, uint8_t *dest, uint32_t c, uint8_t fg_color, uint8_t bg_color) { uint32_t row; int byte; int i; const uint8_t *cp, *ul; uint8_t data; int bytes_wide; uint8_t mask; int bitsleft, nbits; if (TEM_CHAR_ATTR(c) & TEM_ATTR_UNDERLINE) ul = font_lookup(f, 0x0332); /* combining low line */ else ul = NULL; cp = font_lookup(f, c); bytes_wide = (f->vf_width + 7) / 8; for (row = 0; row < f->vf_height; row++) { bitsleft = f->vf_width; for (byte = 0; byte < bytes_wide; byte++) { if (ul == NULL) data = *cp++; else data = *cp++ | *ul++; mask = 0x80; nbits = MIN(8, bitsleft); bitsleft -= nbits; for (i = 0; i < nbits; i++) { *dest++ = (data & mask ? fg_color: bg_color); mask = mask >> 1; } } } } /* * bit_to_pix16 is for 16-bit frame buffers. It will write two output bytes * for each bit of input bitmap. It inverts the input bits before * doing the output translation, for reverse video. * * Assuming foreground is 11111111 11111111 * and background is 00000000 00000000 * An input data byte of 0x53 will output the bit pattern * * 00000000 00000000 * 11111111 11111111 * 00000000 00000000 * 11111111 11111111 * 00000000 00000000 * 00000000 00000000 * 11111111 11111111 * 11111111 11111111 * */ void font_bit_to_pix16( struct font *f, uint16_t *dest, uint32_t c, uint16_t fg_color16, uint16_t bg_color16) { uint32_t row; int byte; int i; const uint8_t *cp, *ul; uint16_t data, d; int bytes_wide; int bitsleft, nbits; if (TEM_CHAR_ATTR(c) & TEM_ATTR_UNDERLINE) ul = font_lookup(f, 0x0332); /* combining low line */ else ul = NULL; cp = font_lookup(f, c); bytes_wide = (f->vf_width + 7) / 8; for (row = 0; row < f->vf_height; row++) { bitsleft = f->vf_width; for (byte = 0; byte < bytes_wide; byte++) { if (ul == NULL) data = *cp++; else data = *cp++ | *ul++; nbits = MIN(8, bitsleft); bitsleft -= nbits; for (i = 0; i < nbits; i++) { d = ((data << i) & 0x80 ? fg_color16 : bg_color16); *dest++ = d; } } } } /* * bit_to_pix24 is for 24-bit frame buffers. It will write three output bytes * for each bit of input bitmap. It inverts the input bits before * doing the output translation, for reverse video. * * Assuming foreground is 11111111 11111111 11111111 * and background is 00000000 00000000 00000000 * An input data byte of 0x53 will output the bit pattern * * 00000000 00000000 00000000 * 11111111 11111111 11111111 * 00000000 00000000 00000000 * 11111111 11111111 11111111 * 00000000 00000000 00000000 * 00000000 00000000 00000000 * 11111111 11111111 11111111 * 11111111 11111111 11111111 * */ void font_bit_to_pix24( struct font *f, uint8_t *dest, uint32_t c, uint32_t fg_color32, uint32_t bg_color32) { uint32_t row; int byte; int i; const uint8_t *cp, *ul; uint32_t data, d; int bytes_wide; int bitsleft, nbits; if (TEM_CHAR_ATTR(c) & TEM_ATTR_UNDERLINE) ul = font_lookup(f, 0x0332); /* combining low line */ else ul = NULL; cp = font_lookup(f, c); bytes_wide = (f->vf_width + 7) / 8; for (row = 0; row < f->vf_height; row++) { bitsleft = f->vf_width; for (byte = 0; byte < bytes_wide; byte++) { if (ul == NULL) data = *cp++; else data = *cp++ | *ul++; nbits = MIN(8, bitsleft); bitsleft -= nbits; for (i = 0; i < nbits; i++) { d = ((data << i) & 0x80 ? fg_color32 : bg_color32); *dest++ = d & 0xff; *dest++ = (d >> 8) & 0xff; *dest++ = (d >> 16) & 0xff; } } } } /* * bit_to_pix32 is for 32-bit frame buffers. It will write four output bytes * for each bit of input bitmap. It inverts the input bits before * doing the output translation, for reverse video. Note that each * 24-bit RGB value is finally stored in a 32-bit unsigned int, with the * high-order byte set to zero. * * Assuming foreground is 00000000 11111111 11111111 11111111 * and background is 00000000 00000000 00000000 00000000 * An input data byte of 0x53 will output the bit pattern * * 00000000 00000000 00000000 00000000 * 00000000 11111111 11111111 11111111 * 00000000 00000000 00000000 00000000 * 00000000 11111111 11111111 11111111 * 00000000 00000000 00000000 00000000 * 00000000 00000000 00000000 00000000 * 00000000 11111111 11111111 11111111 * 00000000 11111111 11111111 11111111 * */ void font_bit_to_pix32( struct font *f, uint32_t *dest, uint32_t c, uint32_t fg_color32, uint32_t bg_color32) { uint32_t row; int byte; int i; const uint8_t *cp, *ul; uint32_t data; int bytes_wide; int bitsleft, nbits; if (TEM_CHAR_ATTR(c) & TEM_ATTR_UNDERLINE) ul = font_lookup(f, 0x0332); /* combining low line */ else ul = NULL; cp = font_lookup(f, c); bytes_wide = (f->vf_width + 7) / 8; for (row = 0; row < f->vf_height; row++) { bitsleft = f->vf_width; for (byte = 0; byte < bytes_wide; byte++) { if (ul == NULL) data = *cp++; else data = *cp++ | *ul++; nbits = MIN(8, bitsleft); bitsleft -= nbits; for (i = 0; i < nbits; i++) { *dest++ = ((data << i) & 0x80 ? fg_color32 : bg_color32); } } } }