GOP: Difference between revisions

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=== Detecting GOP ===
=== Detecting GOP ===
As with other UEFI protocols, you have to locate a structure with the function pointers first using the protocol's GUID.
As with other UEFI protocols, you have to locate a structure with the function pointers first using the protocol's GUID.
<source lang="c">
<syntaxhighlight lang="c">
EFI_GUID gopGuid = EFI_GRAPHICS_OUTPUT_PROTOCOL_GUID;
EFI_GUID gopGuid = EFI_GRAPHICS_OUTPUT_PROTOCOL_GUID;
EFI_GRAPHICS_OUTPUT_PROTOCOL *gop;
EFI_GRAPHICS_OUTPUT_PROTOCOL *gop;
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if(EFI_ERROR(status))
if(EFI_ERROR(status))
PrintLn(L"Unable to locate GOP");
PrintLn(L"Unable to locate GOP");
</syntaxhighlight>
</source>
GOP is the default protocol, so you should be able to locate it on all UEFI firmware. It can probably only fail if you're on an old EFI (pre-UEFI) machine, like an Itanium-based computer or a Mac released before 2009.
GOP is the default protocol, so you should be able to locate it on all UEFI firmware. It can probably only fail if you're on an old EFI (pre-UEFI) machine, like an Itanium-based computer or a Mac released before 2009.


=== Get the Current Mode ===
=== Get the Current Mode ===
In order to get the mode code for the current video mode, you must set the mode as well to circumvent some buggy UEFI firmware. Otherwise this is done using the QueryMode function, and then gop->Mode->Mode will contain the code.
In order to get the mode code for the current video mode, you must set the mode as well to circumvent some buggy UEFI firmware. Otherwise this is done using the QueryMode function, and then gop->Mode->Mode will contain the code.
<source lang="c">
<syntaxhighlight lang="c">
EFI_GRAPHICS_OUTPUT_MODE_INFORMATION *info;
EFI_GRAPHICS_OUTPUT_MODE_INFORMATION *info;
UINTN SizeOfInfo, numModes, nativeMode;
UINTN SizeOfInfo, numModes, nativeMode;
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numModes = gop->Mode->MaxMode;
numModes = gop->Mode->MaxMode;
}
}
</syntaxhighlight>
</source>


=== Query Available Video Modes ===
=== Query Available Video Modes ===
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=== Set Video Mode and Get the Framebuffer ===
=== Set Video Mode and Get the Framebuffer ===
This is pretty easy. The mode argument is between 0 and numModes.
This is pretty easy. The mode argument is between 0 and numModes.
<source lang="c">
<syntaxhighlight lang="c">
status = uefi_call_wrapper(gop->SetMode, 2, gop, mode);
status = uefi_call_wrapper(gop->SetMode, 2, gop, mode);
if(EFI_ERROR(status)) {
if(EFI_ERROR(status)) {
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);
);
}
}
</syntaxhighlight>
</source>
To get the same value as scanline in VESA (also commonly called pitch in many graphics libraries), you have to multiply PixelsPerScanLine by the number of bytes per pixel. That can be detected by examining the gop->Mode->Info->PixelFormat field. For example with 32 bit packed pixel formats,
To get the same value as scanline in VESA (also commonly called pitch in many graphics libraries), you have to multiply PixelsPerScanLine by the number of bytes per pixel. That can be detected by examining the gop->Mode->Info->PixelFormat field. For example with 32 bit packed pixel formats,
<source lang="c">
<syntaxhighlight lang="c">
pitch = 4 * gop->Mode->Info->PixelsPerScanLine;
pitch = 4 * gop->Mode->Info->PixelsPerScanLine;
</syntaxhighlight>
</source>


=== Plotting Pixels ===
=== Plotting Pixels ===
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Now you can use the returned framebuffer exactly the same way as you would with VESA, there's absolutely no difference.
Now you can use the returned framebuffer exactly the same way as you would with VESA, there's absolutely no difference.
To calculate the offset for an (X,Y) coordinate on screen, do pitch*Y+pixelbytes*X. For example for 32 bit true-color (where pixelbytes is 4):
To calculate the offset for an (X,Y) coordinate on screen, do pitch*Y+pixelbytes*X. For example for 32 bit true-color (where pixelbytes is 4):
<source lang="c">
<syntaxhighlight lang="c">
static inline void PlotPixel_32bpp(int x, int y, uint32_t pixel)
static inline void PlotPixel_32bpp(int x, int y, uint32_t pixel)
{
{
*((uint32_t*)(gop->Mode->FrameBufferBase + 4 * gop->Mode->Info->PixelsPerScanLine * y + 4 * x)) = pixel;
*((uint32_t*)(gop->Mode->FrameBufferBase + 4 * gop->Mode->Info->PixelsPerScanLine * y + 4 * x)) = pixel;
}
}
</syntaxhighlight>
</source>
For drawing characters, you can use the same method described in [[VGA Fonts]].
For drawing characters, you can use the same method described in [[VGA Fonts]].