I am creating a little bootloader+kernel and till now I managed to read disk, load second sector, load GDT, open A20 and enable pmode.
I jumped to the 32-bits function that show me a character on the screen, using the video memory for textual content (0x000B0000 - 0x000B7777)
pusha
mov edi, 0xB8000
mov bl, '.'
mov dl, bl
mov dh, 63
mov word [edi], dx
popa
Now, I would like to go a little further and draw a single pixel on the screen. As I read on some website, if I want to use the graphics mode of the VGA, I have to write my pixel at location 0x000A0000. Is that right?
Now, what is the format of a single pixel? For a single character you need ASCII code and attribute, but what do you need to define a pixel (if it works the same way as the textual mode)?
Unfortunately, it's a little more than a little further.
The rules for writing to video memory depend on the graphics mode. Among traditional video modes, VGA mode 320x200 (8bpp) is the only one where video memory behaves like a normal kind of memory: you write a byte corresponding to a pixel you want to the video buffer starting from 0xA000:0000 (or 0xA0000 linear), and that's all.
For other VGA (pre-SVGA) modes, the rules are more complicated: when you write a byte to video memory, you address a group of pixels, and some VGA registers which I have long since forgotten specify which planes of those pixels are updated and how the old value of them is used. It's not just memory any more.
There are SVGA modes (starting with 800x600x8bpp); you can switch to them in a hardware-independent way using VESA Video Bios Extensions. In those modes, video memory behaves like memory again, with 1,2,3 or 4 bytes per pixel and no VGA-like 8-pixel groups which you touch with one byte access. The problem is that the real-mode video buffer is not large enough any more to address the whole screen.
VESA VBE 1.2 addressed this problem by providing functions to modify the memory window base: in any particular moment, the segment at linear 0xA0000 is addressing 64Kb region of video memory, but you can control which 64Kb of the whole framebuffer are available at this address (minimal unit of base address adjustment, a.k.a window granularity, depends on the hardware, but you can rely on the ability to map N*64Kb offset at 0xA0000). The downside is that it requires VBE BIOS call each time when you start working with different 64Kb chunk.
VESA VBE 2.0 added flat framebuffer, available at some high address in protected mode (also in unreal mode). Thus VBE BIOS call is required for entering video mode, but not for drawing pixels.
VESA VBE 3.0, which might not be portable enough yet, provides a way to call VBE functions in protected mode. (I didn't have a chance to try it, it was not there during my "OS in assembly" age).
Anyway, you have to switch to graphics mode first. There are several variants of doing that:
It depends on the graphics mode in use, and there are a lot a differences. BIOS VGA video mode 13h
(320x200 at 8 bits/pixel) is probably the easiest to get started with (and it's the only BIOS VGA video mode with 256 colors, however you can create your own modes by writing directly to the ports of the video card): in BIOS video mode 13h the video memory mapped to screen begins at 0x0A0000
and it runs continuosly 1 byte for each pixel, and only 1 bit plane, so each coordinate's memory address is 0x0A000 + 320*y + x
:
To change to BIOS video mode 13h (320 x 200 at 8 bits/pixel) while in real mode:
mov ax,0x13
int 0x10
To draw a pixel in the upper left corner (in video mode 13h) while in protected mode:
mov edi,0x0A0000
mov al,0x0F ; the color of the pixel
mov [edi],al
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