22 KiB
| title | author | date | identifier | publisher | category | chapter | pages | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Michael Abrash's Graphics Programming Black Book, Special Edition | Michael Abrash | 1997-07-01 |
|
The Coriolis Group | Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development | 24 | 449-460 |
Chapter 24 -- Parallel Processing with the VGA
Taking on Graphics Memory Four Bytes at a Time
This heading refers to the ability of the VGA chip to manipulate up to four bytes of display memory at once. In particular, the VGA provides four ALUs (Arithmetic Logic Units) to assist the CPU during display memory writes, and this hardware is a tremendous resource in the task of manipulating the VGA's sizable frame buffer. The ALUs are actually only one part of the surprisingly complex data flow architecture of the VGA, but since they're involved in almost all memory access operations, they're a good place to begin.
VGA Programming: ALUs and Latches
I'm going to begin our detailed tour of the VGA at the heart of the flow of data through the VGA: the four ALUs built into the VGA's Graphics Controller (GC) circuitry. The ALUs (one for each display memory plane) are capable of ORing, ANDing, and XORing CPU data and display memory data together, as well as masking off some or all of the bits in the data from affecting the final result. All the ALUs perform the same logical operation at any given time, but each ALU operates on a different display memory byte.
Recall that the VGA has four display memory planes, with one byte in
each plane at any given display memory address. All four display memory
bytes operated on are read from and written to the same address, but
each ALU operates on a byte that was read from a different plane and
writes the result to that plane. This arrangement allows four display
memory bytes to be modified by a single CPU write (which must often be
preceded by a single CPU read, as we will see). The benefit is vastly
improved performance; if the CPU had to select each of the four planes
in turn via OUTs and perform the four logical operations itself, VGA
performance would slow to a crawl.
Figure 24.1 is a simplified depiction of data flow around the ALUs. Each ALU has a matching latch, which holds the byte read from the corresponding plane during the last CPU read from display memory, even if that particular plane wasn't the plane that the CPU actually read on the last read access. (Only one byte can be read by the CPU with a single display memory read; the plane supplying the byte is selected by the Read Map register. However, the bytes at the specified address in all four planes are always read when the CPU reads display memory, and those four bytes are stored in their respective latches.)
Each ALU logically combines the byte written by the CPU and the byte stored in the matching latch, according to the settings of bits 3 and 4 of the Data Rotate register (and the Bit Mask register as well, which I'll cover next time), and then writes the result to display memory. It is most important to understand that neither ALU operand comes directly from display memory. The temptation is to think of the ALUs as combining CPU data and the contents of the display memory address being written to, but they actually combine CPU data and the contents of the last display memory location read, which need not be the location being modified. The most common application of the ALUs is indeed to modify a given display memory location, but doing so requires a read from that location to load the latches before the write that modifies it. Omission of the read results in a write operation that logically combines CPU data n with whatever data happens to be in the latches from the last read, which is normally undesirable.
Occasionally, however, the independence of the latches from the display memory location being written to can be used to great advantage. The latches can be used to perform 4-byte-at-a-time (one byte from each plane) block copying; in this application, the latches are loaded with a read from the source area and written unmodified to the destination area. The latches can be written unmodified in one of two ways: By selecting write mode 1 (for an example of this, see the last chapter), or by setting the Bit Mask register to 0 so only the latched bits are written.
The latches can also be used to draw a fairly complex area fill pattern, with a different bit pattern used to fill each plane. The mechanism for this is as follows: First, generate the desired pattern across all planes at any display memory address. Generating the pattern requires a separate write operation for each plane, so that each plane's byte will be unique. Next, read that memory address to store the pattern in the latches. The contents of the latches can now be written to memory any number of times by using either write mode 1 or the bit mask, since they will not change until a read is performed. If the fill pattern does not require a different bit pattern for each plane—that is, if the pattern is black and white—filling can be performed more easily by simply fanning the CPU byte out to all four planes with write mode 0. The set/reset registers can be used in conjunction with fanning out the data to support a variety of two-color patterns. More on this in Chapter 25.
The sample program in Listing 24.1 fills the screen with horizontal bars, then illustrates the operation of each of the four ALU logical functions by writing a vertical 80-pixel-wide box filled with solid, empty, and vertical and horizontal bar patterns over that background using each of the functions in turn. When observing the output of the sample program, it is important to remember that all four vertical boxes are drawn with exactly the same code—only the logical function that is in effect differs from box to box.
All graphics in the sample program are done in black-and-white by writing to all planes, in order to show the operation of the ALUs most clearly. Selective enabling of planes via the Map Mask register and/or set/reset would produce color effects; in that case, the operation of the logical functions must be evaluated on a plane-by-plane basis, since only the enabled planes would be affected by each operation.
LISTING 24.1 L24-1.ASM
; Program to illustrate operation of ALUs and latches of the VGA's
; Graphics Controller. Draws a variety of patterns against
; a horizontally striped background, using each of the 4 available
; logical functions (data unmodified, AND, OR, XOR) in turn to combine
; the images with the background.
; By Michael Abrash.
;
stack segment para stack ‘STACK'
db 512 dup(?)
stack ends
;
VGA_VIDEO_SEGMENT equ 0a000h ;VGA display memory segment
SCREEN_HEIGHT equ 350
SCREEN_WIDTH_IN_BYTES equ 80
DEMO_AREA_HEIGHT equ 336 ;# of scan lines in area
; logical function operation
; is demonstrated in
DEMO_AREA_WIDTH_IN_BYTES equ 40 ;width in bytes of area
; logical function operation
; is demonstrated in
VERTICAL_BOX_WIDTH_IN_BYTES equ 10 ;width in bytes of the box used to
; demonstrate each logical function
;
; VGA register equates.
;
GC_INDEX equ 3ceh ;GC index register
GC_ROTATE equ 3 ;GC data rotate/logical function
; register index
GC_MODE equ 5 ;GC mode register index
;
dseg segment para common ‘DATA'
;
; String used to label logical functions.
;
LabelString label byte
db ‘UNMODIFIED AND OR XOR '
LABEL_STRING_LENGTH equ $-LabelString
;
; Strings used to label fill patterns.
;
FillPatternFF db ‘Fill Pattern: 0FFh'
FILL_PATTERN_FF_LENGTH equ $ - FillPatternFF
FillPattern00 db ‘Fill Pattern: 000h'
FILL_PATTERN_00_LENGTH equ $ - FillPattern00
FillPatternVert db ‘Fill Pattern: Vertical Bar'
FILL_PATTERN_VERT_LENGTH equ $ - FillPatternVert
FillPatternHorz db ‘Fill Pattern: Horizontal Bar'
FILL_PATTERN_HORZ_LENGTH equ $ - FillPatternHorz
;
dseg ends
;
; Macro to set indexed register INDEX of GC chip to SETTING.
;
SETGC macro INDEX, SETTING
mov dx,GC_INDEX
mov ax,(SETTING SHL 8) OR INDEX
out dx,ax
endm
;
;
; Macro to call BIOS write string function to display text string
; TEXT_STRING, of length TEXT_LENGTH, at location ROW,COLUMN.
;
TEXT_UP macro TEXT_STRING, TEXT_LENGTH, ROW, COLUMN
mov ah,13h ;BIOS write string function
mov bp,offset TEXT_STRING ;ES:BP points to string
mov cx,TEXT_LENGTH
mov dx,(ROW SHL 8) OR COLUMN ;position
sub al,al ;string is chars only, cursor not moved
mov bl,7 ;text attribute is white (light gray)
int 10h
endm
;
cseg segment para public ‘CODE'
assume cs:cseg, ds:dseg
start proc near
mov ax,dseg
mov ds,ax
;
; Select 640x350 graphics mode.
;
mov ax,010h
int 10h
;
; ES points to VGA memory.
;
mov ax,VGA_VIDEO_SEGMENT
mov es,ax
;
; Draw background of horizontal bars.
;
mov dx,SCREEN_HEIGHT/4
;# of bars to draw (each 4 pixels high)
sub di,di ;start at offset 0 in display memory
mov ax,0ffffh ;fill pattern for light areas of bars
mov bx,DEMO_AREA_WIDTH_IN_BYTES / 2 ;length of each bar
mov si,SCREEN_WIDTH_IN_BYTES - DEMO_AREA_WIDTH_IN_BYTES
mov bp,(SCREEN_WIDTH_IN_BYTES * 3) - DEMO_AREA_WIDTH_IN_BYTES
BackgroundLoop:
mov cx,bx ;length of bar
rep stosw ;draw top half of bar
add di,si ;point to start of bottom half of bar
mov cx,bx ;length of bar
rep stosw ;draw bottom half of bar
add di,bp ;point to start of top of next bar
dec dx
jnz BackgroundLoop
;
; Draw vertical boxes filled with a variety of fill patterns
; using each of the 4 logical functions in turn.
;
SETGC GC_ROTATE, 0 ;select data unmodified
; logical function...
mov di,0
call DrawVerticalBox ;...and draw box
;
SETGC GC_ROTATE, 08h ;select AND logical function...
mov di,10
call DrawVerticalBox ;...and draw box
;
SETGC GC_ROTATE, 10h ;select OR logical function...
mov di,20
call DrawVerticalBox ;...and draw box
;
SETGC GC_ROTATE, 18h ;select XOR logical function...
mov di,30
call DrawVerticalBox ;...and draw box
;
; Reset the logical function to data unmodified, the default state.
;
SETGC GC_ROTATE, 0
;
; Label the screen.
;
push ds
pop es ;strings we'll display are passed to BIOS
; by pointing ES:BP to them
;
; Label the logical functions, using the VGA BIOS's
; write string function.
;
TEXT_UP LabelString, LABEL_STRING_LENGTH, 24, 0
;
; Label the fill patterns, using the VGA BIOS's
; write string function.
;
TEXT_UP FillPatternFF, FILL_PATTERN_FF_LENGTH, 3, 42
TEXT_UP FillPattern00, FILL_PATTERN_00_LENGTH, 9, 42
TEXT_UP FillPatternVert, FILL_PATTERN_VERT_LENGTH, 15, 42
TEXT_UP FillPatternHorz, FILL_PATTERN_HORZ_LENGTH, 21, 42
;
; Wait until a key's been hit to reset screen mode & exit.
;
WaitForKey:
mov ah,1
int 16h
jz WaitForKey
;
; Finished. Clear key, reset screen mode and exit.
;
Done:
mov ah,0 ;clear key that we just detected
int 16h
;
mov ax,3 ;reset to text mode
int 10h
;
mov ah,4ch ;exit to DOS
int 21h
;
start endp
;
; Subroutine to draw a box 80x336 in size, using currently selected
; logical function, with upper left corner at the display memory offset
; in DI. Box is filled with four patterns. Top quarter of area is
; filled with 0FFh (solid) pattern, next quarter is filled with 00h
; (empty) pattern, next quarter is filled with 33h (double pixel wide
; vertical bar) pattern, and bottom quarter is filled with double pixel
; high horizontal bar pattern.
;
; Macro to draw a column of the specified width in bytes, one-quarter
; of the height of the box, with the specified fill pattern.
;
DRAW_BOX_QUARTER macro FILL, WIDTH
local RowLoop, ColumnLoop
mov al,FILL ;fill pattern
mov dx,DEMO_AREA_HEIGHT / 4 ;1/4 of the full box height
RowLoop:
mov cx,WIDTH
ColumnLoop:
mov ah,es:[di] ;load display memory contents into
; GC latches (we don't actually care
; about value read into AH)
stosb ;write pattern, which is logically
; combined with latch contents for each
; plane and then written to display
; memory
loop ColumnLoop
add di,SCREEN_WIDTH_IN_BYTES - WIDTH
;point to start of next line down in box
dec dx
jnz RowLoop
endm
;
DrawVerticalBox proc near
DRAW_BOX_QUARTER 0ffh, VERTICAL_BOX_WIDTH_IN_BYTES
;first fill pattern: solid fill
DRAW_BOX_QUARTER 0, VERTICAL_BOX_WIDTH_IN_BYTES
;second fill pattern: empty fill
DRAW_BOX_QUARTER 033h, VERTICAL_BOX_WIDTH_IN_BYTES
;third fill pattern: double-pixel
; wide vertical bars
mov dx,DEMO_AREA_HEIGHT / 4 / 4
;fourth fill pattern: horizontal bars in
; sets of 4 scan lines
sub ax,ax
mov si,VERTICAL_BOX_WIDTH_IN_BYTES ;width of fill area
HorzBarLoop:
dec ax ;0ffh fill (smaller to do word than byte DEC)
mov cx,si ;width to fill
HBLoop1:
mov bl,es:[di] ;load latches (don't care about value)
stosb ;write solid pattern, through ALUs
loop HBLoop1
add di,SCREEN_WIDTH_IN_BYTES - VERTICAL_BOX_WIDTH_IN_BYTES
mov cx,si ;width to fill
HBLoop2:
mov bl,es:[di] ;load latches
stosb ;write solid pattern, through ALUs
loop HBLoop2
add di,SCREEN_WIDTH_IN_BYTES - VERTICAL_BOX_WIDTH_IN_BYTES
inc ax ;0 fill (smaller to do word than byte DEC)
mov cx,si ;width to fill
HBLoop3:
mov bl,es:[di] ;load latches
stosb ;write empty pattern, through ALUs
loop HBLoop3
add di,SCREEN_WIDTH_IN_BYTES - VERTICAL_BOX_WIDTH_IN_BYTES
mov cx,si ;width to fill
HBLoop4:
mov bl,es:[di] ;load latches
stosb ;write empty pattern, through ALUs
loop HBLoop4
add di,SCREEN_WIDTH_IN_BYTES - VERTICAL_BOX_WIDTH_IN_BYTES
dec dx
jnz HorzBarLoop
;
ret
DrawVerticalBox endp
cseg ends
end start
Logical function 0, which writes the CPU data unmodified, is the standard mode of operation of the ALUs. In this mode, the CPU data is combined with the latched data by ignoring the latched data entirely. Expressed as a logical function, this could be considered CPU data ANDed with 1 (or ORed with 0). This is the mode to use whenever you want to place CPU data into display memory, replacing the previous contents entirely. It may occur to you that there is no need to latch display memory at all when the data unmodified function is selected. In the sample program, that is true, but if the bit mask is being used, the latches must be loaded even for the data unmodified function, as I'll discuss in the next chapter.
Logical functions 1 through 3 cause the CPU data to be ANDed, ORed, and XORed with the latched data, respectively. Of these, XOR is the most useful, since exclusive-ORing is a traditional way to perform animation. The uses of the AND and OR logical functions are less obvious. AND can be used to mask a blank area into display memory, or to mask off those portions of a drawing operation that don't overlap an existing display memory image. OR could conceivably be used to force an image into display memory over an existing image. To be honest, I haven't encountered any particularly valuable applications for AND and OR, but they're the sort of building-block features that could come in handy in just the right context, so keep them in mind.
Notes on the ALU/Latch Demo Program
VGA settings such as the logical function select should be restored to their default condition before the BIOS is called to output text or draw pixels. The VGA BIOS does not guarantee that it will set most VGA registers except on mode sets, and there are so many compatible BIOSes around that the code of the IBM BIOS is not a reliable guide. For instance, when the BIOS is called to draw text, it's likely that the result will be illegible if the Bit Mask register is not in its default state. Similarly, a mode set should generally be performed before exiting a program that tinkers with VGA settings.
Along the same lines, the sample program does not explicitly set the Map Mask register to ensure that all planes are enabled for writing. The mode set for mode 10H leaves all planes enabled, so I did not bother to program the Map Mask register, or any other register besides the Data Rotate register, for that matter. However, the profusion of compatible BIOSes means there is some small risk in relying on the BIOS to leave registers set properly. For the highly safety-conscious, the best course would be to program data control registers such as the Map Mask and Read Mask explicitly before relying on their contents.
On the other hand, any function the BIOS provides explicitly—as part of the interface specification—such as setting the palette RAM, should be used in preference to programming the hardware directly whenever possible, because the BIOS may mask hardware differences between VGA implementations.
The code that draws each vertical box in the sample program reads from
display memory immediately before writing to display memory. The read
operation loads the VGA latches. The value that is read is irrelevant as
far as the sample program is concerned. The read operation is present
only because it is necessary to perform a read to load the latches, and
there is no way to read without placing a value in a register. This is a
bit of a nuisance, since it means that the value of some 8-bit register
must be destroyed. Under certain circumstances, a single logical
instruction such as XOR or AND can be used to perform both the
read to load the latches and then write to modify display memory without
affecting any CPU registers, as we'll see later on.
All text in the sample program is drawn by VGA BIOS function 13H, the write string function. This function is also present in the AT's BIOS, but not in the XT's or PC's, and as a result is rarely used; the function is always available if a VGA is installed, however. Text drawn with this function is relatively slow. If speed is important, a program can draw text directly into display memory much faster in any given display mode. The great virtue of the BIOS write string function in the case of the VGA is that it provides an uncomplicated way to get text on the screen reliably in any mode and color, over any background.
The expression used to load DX in the TEXT_UP macro in the sample
program may seem strange, but it's a convenient way to save a byte of
program code and a few cycles of execution time. DX is being loaded with
a word value that's composed of two independent immediate byte values.
The obvious way to implement this would be with
MOV DL,VALUE1
MOV DH,VALUE2
which requires four instruction bytes. By shifting the value destined
for the high byte into the high byte with MASM's shift-left operator,
SHL (*100H would work also), and then logically combining the
values with MASM's OR operator (or the ADD operator), both
halves of DX can be loaded with a single instruction, as in
MOV DX,(VALUE2 SHL 8) OR VALUE1
which takes only three bytes and is faster, being a single instruction.
(Note, though, that in 32-bit protected mode, there's a size and
performance penalty for 16-bit instructions such as the MOV above;
see the first part of this book for details.) As shown, a macro is an
ideal place to use this technique; the macro invocation can refer to two
separate byte values, making matters easier for the programmer, while
the macro itself can combine the values into a single word-sized
constant.
A minor optimization tip illustrated in the listing is the use of
INC AXandDEC AXin theDrawVerticalBoxsubroutine when only AL actually needs to be modified. Word-sized register increment and decrement instructions (or dword-sized instructions in 32-bit protected mode) are only one byte long, while byte-size register increment and decrement instructions are two bytes long. Consequently, when size counts, it is worth using a whole 16-bit (or 32-bit) register instead of the low 8 bits of that register forINCandDEC—if you don't need the upper portion of the register for any other purpose, or if you can be sure that theINCorDECwon't affect the upper part of the register.
The latches and ALUs are central to high-performance VGA code, since
they allow programs to process across all four memory planes without a
series of OUTs and read/write operations. It is not always easy to
arrange a program to exploit this power, however, because the ALUs are
far more limited than a CPU. In many instances, however, additional
hardware in the VGA, including the bit mask, the set/reset features, and
the barrel shifter, can assist the ALUs in controlling data, as we'll
see in the next few chapters.

