The console is now a display controller as well as a port: it owns a font, keeps a cursor, handles newline, carriage return, backspace and wrapping, and scrolls. That is an ordinary kind of chip - it is what a video terminal's character generator did - and it is the reason this rung needed no changes to CosmOS at all. CosmOS already writes bytes to port 0x00. It writes to BOTH the screen and standard output, which is deliberate. A machine with a screen and a serial line is an ordinary machine, the emulator's standard output is that serial line, and one console drives both. It is also what keeps all 165 recorded results passing under Voyager, and what makes --screen work on the plain SplitBit: there is one console and it drives everything it has. Scrolling moves the video device's origin and no memory. The row arriving at the bottom is cleared because the map is a ring and it holds what was there 128 rows ago; the rows going off the top are not, and that is a hundred rows of scrollback nothing had to keep. The test reads the register back rather than looking at the screen, because a console blitting rows instead would look identical and cost twelve percent of a frame for every line printed. The font is vendored from Hatchet-GPU with a note saying where it came from, since that repository is not part of this one. 135 glyphs in ASCII order, which is the thing that makes it worth keeping - PETSCII's whole inconvenience was that its order was not ASCII's, so a machine using it needed a translation table in front of every string. Here the machine subtracts 32. It is stored one bit a pixel and expanded into tile memory at reset: 1,088 bytes against 16 kilobytes. Voyager gets a keyboard. A window has no standard input, and a machine blocking on it inside a frame would stop drawing and stop answering, so a front end with a window installs a hook that the console calls while it has nothing: it keeps the window alive and hands back a key. The hook has to tell "nobody has typed yet", which happens sixty times a second, apart from "the window has gone", which is the end of input - one value for both would have made the first keystroke look like a closed machine. In line mode the console echoes what it is given, because there is no terminal behind a window to do it and that was always the terminal's job. Tests/video.sh grew from 14 checks to 26, half of them about the console rather than the device: those programs ask the video device for nothing and write bytes to port 0x00 like every SplitBit program always has. Verified by breaking two things - removing the scroll failed exactly the two checks about scrolling, and removing the cursor advance failed exactly the three that depend on it. Two video checks had quietly depended on palette entry 0 being black, which stopped being true the moment a machine woke up able to show text. They now set what they are about to look at, and a new check pins the waking state itself. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
127 lines
5.0 KiB
C
127 lines
5.0 KiB
C
// video.h
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// The Voyager's video device.
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// Written by Anachronaut
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#ifndef VIDEO_H
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#define VIDEO_H
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#include <stdint.h>
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// ---- What this is ----
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//
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// A tile engine. The CPU writes cell indices and the device expands them into pixels, which
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// is the difference between a screen costing 2,000 bytes a frame and 64,000 - and at a
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// megahertz that is the difference between a screen and no screen at all.
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//
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// It follows that COLOUR DEPTH IS FREE AT FRAME TIME. The map is the same size whether the
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// tiles behind it are one bit deep or eight, because the depth lives in tile memory, which
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// is written once when a program loads and not sixty times a second. So the tiles are eight
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// bits: an 8x8 cell is 64 pixels and each one picks independently out of 256 colours, with
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// no per-cell limit of the kind that made a Spectrum two and C64 multicolour four.
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//
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// ---- The device brings memory ----
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//
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// One bank, registered the way the disk's buffer is, so it costs a program nothing in Data
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// Memory and keeps what is in it between frames. A program blits the region that changed
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// and the rest stays as it was, which is the whole reason this is a bank rather than a
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// window onto a port.
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#define VIDEO_MEMORY_BYTES 0x10000
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// Tile memory: 256 tiles of 8x8, one byte a pixel.
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#define VIDEO_TILE_BASE 0x0000
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#define VIDEO_TILE_BYTES 64
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#define VIDEO_TILE_COUNT 256
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// ---- The map, one page a row ----
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//
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// A row is padded to exactly 256 bytes whether the mode uses all of it or not, and that is
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// not waste, it is arithmetic. THE MACHINE HAS NO MULTIPLY. On a 40 column screen every
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// cursor move would otherwise need row times 40 in software, which is a tax on the most
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// common operation in the whole system. At a page a row the address needs no arithmetic at
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// all: the row number IS the high byte and the doubled column IS the low byte.
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//
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// It also frees the geometry from having to be a power of two, which is what lets the
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// pixel resolution be whatever looks right.
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#define VIDEO_MAP_BASE 0x4000
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#define VIDEO_MAP_STRIDE 256
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#define VIDEO_MAP_ROWS 128
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#define VIDEO_MAP_COLUMNS (VIDEO_MAP_STRIDE / 2)
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// Two bytes to a cell: which tile, and how to colour it.
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#define VIDEO_CELL_BYTES 2
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// ---- The palette ----
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//
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// Four bytes an entry rather than three, for the same reason a map row is a page: entry n
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// begins at n times four, which is a shift. Three would need a multiply the machine does
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// not have. The fourth byte is unused and reads as whatever was put there.
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#define VIDEO_PALETTE_BASE 0xC000
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#define VIDEO_PALETTE_BYTES 4
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#define VIDEO_PALETTE_SIZE 256
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// ---- Modes ----
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//
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// Both are 8x8 cells over the same engine; only how many of them differ. The pixel count
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// costs the CPU nothing, because it only ever writes the map - which is why the larger mode
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// is affordable at all.
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#define VIDEO_MODE_40x25 0
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#define VIDEO_MODE_80x50 1
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#define VIDEO_MODE_COUNT 2
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#define VIDEO_CELL_PIXELS 8
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#define VIDEO_MAX_WIDTH (80 * VIDEO_CELL_PIXELS)
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#define VIDEO_MAX_HEIGHT (50 * VIDEO_CELL_PIXELS)
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// ---- Ports ----
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//
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// Sixteen, like the controller, and it interrupts on its base the way the disk established.
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// Nothing interrupts yet; the frame interrupt is the next rung.
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#define VIDEO_STATUS 0x30
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#define VIDEO_MODE 0x31
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#define VIDEO_COLUMNS 0x32
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#define VIDEO_ROWS 0x33
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#define VIDEO_SCROLL 0x34
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void videoReset(void);
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// ---- What the console needs to draw with ----
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//
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// The Voyager's console is a display controller: it takes a byte stream and puts glyphs on
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// the screen, the way a video terminal's character generator does. That is a real kind of
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// chip rather than an emulator convenience - but it does mean the console and a program
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// drawing graphics are writing one screen, because a machine has one screen.
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//
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// The font is expanded into tile memory at reset rather than stored expanded: 1,088 bytes
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// of one-bit rows against 16 kilobytes of tiles.
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void videoLoadFont(void);
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int videoColumns(void);
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int videoRows(void);
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// Screen coordinates, not map coordinates. The ring is the device's business, and a caller
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// that had to know where the origin was would have to be told every time it moved.
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void videoPutCell(int screenRow, int column, uint8_t tile, uint8_t attribute);
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// Moves the origin on by a row and clears the one that has just come into view at the
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// bottom - which is holding whatever was there 128 rows ago, since the map is a ring.
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void videoScrollUp(void);
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uint8_t *videoMemory(uint32_t *capacity);
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uint8_t videoWrite(uint8_t value, uint8_t port);
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uint8_t videoRead(uint8_t port);
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// Turns what is in video memory into pixels. A pure function of that memory, so the same
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// contents give the same picture with nobody watching - which is what lets the suite check
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// a screen on a machine that has no display.
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void videoRender(void);
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// The pixels the last render produced, three bytes each, red then green then blue.
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const uint8_t *videoPixels(int *width, int *height);
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// Renders and writes a binary PPM. Returns 0 if it worked.
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int videoWriteImage(const char *path);
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#endif // VIDEO_H
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