From: Brad M. <bra...@us...> - 2002-05-29 03:15:04
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Update of /cvsroot/linuxconsole/ruby/docs In directory usw-pr-cvs1:/tmp/cvs-serv26199/docs Modified Files: FB-Driver-HOWTO console.txt Log Message: typos, unbalanced <ul> Index: FB-Driver-HOWTO =================================================================== RCS file: /cvsroot/linuxconsole/ruby/docs/FB-Driver-HOWTO,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- FB-Driver-HOWTO 24 Apr 2002 04:52:32 -0000 1.2 +++ FB-Driver-HOWTO 29 May 2002 03:15:01 -0000 1.3 @@ -72,7 +72,7 @@ Much of this information came from the new framebuffer internal API being developed by me for the upcoming next series of kernels. Originally this was based on a patch by Fabrice Bellard. I learned of this patch and - was impressed by it. Later I toke over it development and improved even + was impressed by it. Later I took over development and improved it even more. Much thanks goes to Fabrice for getting the ball rolling. This API is a natural extension of the original API developed by Martin Schaller and now maintained by Geert Uytterhoeven (ge...@li...). Thanks @@ -159,7 +159,7 @@ 2.1 Monitor First lets discribe one of the biggest but often overlooked components, - the monitor. Today there exist many types of monitors. Flat screen to LED + the monitor. Today there are many types of monitors. Flat screen to LED and so on. For all the many types the basic principle behind the monitor is the same. Basically a monitor builds an image sequentially from the data it gets on its input lines. To achieve this a beam scans over the screen in a @@ -525,15 +525,15 @@ 3.7 Colors - There exist an endless number of colors but colors have a special property. + There is an endless number of colors but colors have a special property. If you take two colors and mix them together you get a different color. - There exist many models to represent colors but fbdev is based on what is - known as the RGB color model. Out of all the colors there exist three colors + There are many models to represent colors but fbdev is based on what is + known as the RGB color model. Out of all the colors there are three colors in this model which when mixed in different amounts can produce any color. - These colors are known as primary colors. There does exist a physical limit - to mixing colors. If you take and mix red, green, and blue in equal amounts + These colors are known as primary colors. There is a physical limit + to mixing colors. If you mix red, green, and blue in equal amounts you get gray. Now if you make each color component equally brighter the final - color will become white. Now there reaches a point where making each component + color will become white. Now there is a point where making each component brighter and brighter you will still end up with white. You can increase the intensity of a color component by any amount from some inital value up to this physical limit. This is where the image depth comes in. As you know on @@ -566,7 +566,7 @@ The way fbdev tells what this video memory to pixel mapping is, is with the type field in fb_fix_screeninfo. Here I'm going to describe the - FB_TYPE_PACKED_PIXELS layout since it is the most common. Here there exists + FB_TYPE_PACKED_PIXELS layout since it is the most common. Here there is a direct mapping from video memory to pixel value. If you place a 5 in video memory then the pixel value at that position will be 5. This is important when you have memory mapped the video memory to userland. Next we consider @@ -588,7 +588,7 @@ colors needed. If your application needs a specific set of colors it would switch the color maps and you would get the needed colors. Of course this also switches the other colors in the applications. That was the trade off. - This became what was known as pseudocolor mode. In fbdev API there exist two + This became what was known as pseudocolor mode. In fbdev API there are two types of pseudocolor mappings. A static one and a dynamic one. FB_VISUAL_STATIC_PSEUDOCOLOR defines a video card that has a non programmable color map. What colors you get are what you are stuck with. The other type @@ -596,9 +596,9 @@ colors but this required having a larger color map. Also video memory prices started to drop and video cards begain to sell with more of it. To properly support 256 color intensity levels for each color component you would need a - color map of 16 million colors. So new mappings where developed in which - specific fields of a pixel where directly proportional to the intensity of a - color component. Two types of mappings were developed. One being truecolor + color map of 16 million colors. So new mappings were developed in which + specific fields of a pixel were directly proportional to the intensity of a + color component. Two types of mappings were developed. One was truecolor and the other directcolor. In truecolor you cannot change the mappings from the pixel value to color intensities. Setting a value of 64 to the red component of the pixel will result in a red intensity of 64. How bright of a @@ -634,7 +634,7 @@ fb_fix_screeninfo, fb_monospecs, and fb_info. The first three can be made available to and from userland. First let me describe what each means and how they are used. Fb_var_screeninfo is used to describe the features of - a video card you normally can set. Its with fb_var_screeninfo you can define + a video card you normally can set. It's with fb_var_screeninfo you can define such things as depth and the resolution you want. The next structure is fb_fix_screeninfo. This defines the properties of a card that are created when you set a mode and can't be changed otherwise. A good example is the @@ -643,11 +643,11 @@ you. In this case the video hardware tells you the memory location and you have no say about it. The third structure is fb_monospecs. In the old API the importance of fb_monospecs was very little. This allowed for forbidden - things such as setting a mode of 800x600 on a fix frequency monitor. With + things such as setting a mode of 800x600 on a fixed-frequency monitor. With the new API fb_monospecs prevents such things and if used correctly can prevent a monitor from being cooked. The final data structure is fb_info. This defines the current state of the video card. Fb_info is only visible - from the kernel. Inside of fb_info there exists a fb_ops which is a collection + from the kernel. Inside of fb_info there is a fb_ops which is a collection of needed functions to make fbdev and fbcon work. 4.2 Driver layout @@ -894,7 +894,7 @@ into xxxfb_setcolreg. Now for truecolor and directcolor mode it's a little different. In this case we simulate a psuedo color map. The reason for this is the console system always has a color map which has 16 entries. In fb_info - there exists the pseudo_palette which gives a mapping from a non color map + there is the pseudo_palette which gives a mapping from a non color map mode to a color map based system. The pseudo_palette always has 17 entries. The first 16 for the console colors and the last one for the cursor. So if we wanted to display the 4 entry in the color map of the console we would Index: console.txt =================================================================== RCS file: /cvsroot/linuxconsole/ruby/docs/console.txt,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- console.txt 22 Apr 2002 10:21:52 -0000 1.3 +++ console.txt 29 May 2002 03:15:01 -0000 1.4 @@ -21,7 +21,7 @@ As linux is ported to more and more different flavors of hardware we are beginning to see the need to redesign many parts of the kernel. The reason is that linux was originally done on the 32 bit intel platform. Thus many -parts of the kernel design was ix86 centeric. Over time this has changed and +parts of the kernel design were ix86 centeric. Over time this has changed and still continues to change. The console redesign is another such a change to support the needs of these many new devices to linux. |