169 lines
6.3 KiB
Zig
169 lines
6.3 KiB
Zig
//! A framebuffer text console: draws glyphs from an embedded PSF2 font directly
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//! into the linear framebuffer the bootloader handed us. No firmware, no driver
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//! — just pixels.
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//!
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//! This is a **bootstrap / fatal-fallback** console. The driver machinery now exists — the
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//! user-space **display service** ([../services/display](../services/display/display.zig),
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//! docs/display.md) owns the framebuffer in normal operation — so this no longer paints
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//! routine status. It exists for the two cases the display service can't cover: **early
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//! boot**, before the service has claimed the framebuffer, and **fatal errors** (a kernel
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//! panic or a kernel-mode fault), which force it back on (`setSuppressed`) so a dying
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//! machine's last words reach the screen even over a live display. It is kept **separate
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//! from the diagnostic [log](log.zig)** — the log fans out to serial/debugcon/file and
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//! carries all routine kernel output; this only paints those fatal cases.
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//!
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//! The module owns a single console and a `present` flag; `write` is a no-op when
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//! the firmware handed over no framebuffer (a headless machine), so the kernel
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//! never assumes a display exists.
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const std = @import("std");
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const boot_handoff = @import("boot-handoff");
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/// The one framebuffer console, valid only when `con_present`.
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var con: Console = undefined;
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var con_present: bool = false;
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/// Set while a user-space display service owns the framebuffer: `write` falls silent so
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/// the kernel doesn't paint over the compositor. Driven by the display device's
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/// claim/release (system/kernel/process.zig). The terminal panic/exception paths clear
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/// it first (`setSuppressed(false)`) — a dying machine's message wins over any display.
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var suppressed: bool = false;
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/// Set up the console over `fb`, or mark it absent if there's no usable
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/// framebuffer. Clears the screen when present.
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pub fn init(fb: boot_handoff.Framebuffer) void {
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if (!fb.present()) {
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con_present = false;
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return;
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}
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con = Console.init(fb);
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if (con.cols == 0 or con.rows == 0) {
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con_present = false;
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return;
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}
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con.clear();
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con_present = true;
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}
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/// Whether an on-screen console is available.
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pub fn present() bool {
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return con_present;
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}
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/// Output sink: draw `bytes` on screen. A no-op when no framebuffer is present, or
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/// while a display service owns the screen (`suppressed`), so it's always safe to call.
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pub fn write(bytes: []const u8) void {
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if (!con_present or suppressed) return;
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for (bytes) |c| con.putChar(c);
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}
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/// Quiesce (or resume) the bootstrap console. Set true when a display service claims the
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/// framebuffer; set false when that claim is released, or by the panic path to force a
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/// last message onto a screen a (now-irrelevant) service was holding.
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pub fn setSuppressed(value: bool) void {
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suppressed = value;
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}
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/// The console font, embedded at compile time. cp850-8x16, PSF2 format:
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/// a 32-byte header, then 256 glyphs of 16 bytes each (one byte per 8-pixel
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/// row). We index glyphs straight by byte value, so ASCII maps 1:1.
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const font = @embedFile("font.psf");
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const glyph_w = 8;
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const glyph_h = 16;
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const glyph_bytes = glyph_h; // 8 pixels wide => 1 byte per row
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const glyph_data = 32; // PSF2 header size
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pub const Console = struct {
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fb: boot_handoff.Framebuffer,
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cols: u32,
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rows: u32,
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col: u32 = 0,
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row: u32 = 0,
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fg: u32 = 0x00c8_c8c8, // light grey
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bg: u32 = 0x0000_0000, // black
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pub fn init(fb: boot_handoff.Framebuffer) Console {
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// Reach the framebuffer through the physmap, so the pointer stays valid
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// once the low identity map is gone. The base is mapped by both the
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// loader's bootstrap tables and paging.init.
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var mapped = fb;
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if (fb.base != 0) mapped.base = boot_handoff.physicalToVirtual(fb.base);
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return .{
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.fb = mapped,
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.cols = fb.width / glyph_w,
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.rows = fb.height / glyph_h,
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};
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}
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/// Fill the whole screen with the background colour and home the cursor.
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pub fn clear(self: *Console) void {
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var y: u32 = 0;
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while (y < self.fb.height) : (y += 1) self.fillRow(y, self.bg);
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self.col = 0;
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self.row = 0;
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}
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pub fn putChar(self: *Console, ch: u8) void {
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switch (ch) {
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'\n' => self.newline(),
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'\r' => self.col = 0,
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else => {
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if (self.col >= self.cols) self.newline();
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self.drawGlyph(ch, self.col * glyph_w, self.row * glyph_h);
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self.col += 1;
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},
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}
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}
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fn newline(self: *Console) void {
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self.col = 0;
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if (self.row + 1 >= self.rows) {
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self.scroll();
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} else {
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self.row += 1;
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}
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}
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fn drawGlyph(self: *Console, ch: u8, px: u32, py: u32) void {
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const rows = font[glyph_data + @as(usize, ch) * glyph_bytes ..][0..glyph_bytes];
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var gy: u32 = 0;
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while (gy < glyph_h) : (gy += 1) {
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const bits = rows[gy];
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var gx: u32 = 0;
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while (gx < glyph_w) : (gx += 1) {
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// Leftmost pixel is the high bit.
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const on = (bits >> @as(u3, @intCast(7 - gx))) & 1 != 0;
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self.pixel(px + gx, py + gy, if (on) self.fg else self.bg);
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}
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}
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}
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/// The screen is full: start a fresh page at the top. NEVER scroll by
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/// copying pixel rows — that READS the framebuffer, and VRAM reads are
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/// uncached-slow on real hardware (measured: 16-core bring-up took ~90 s
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/// purely from boot lines each paying a whole-screen scroll copy). A page
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/// clear is writes only, and only once per screenful.
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fn scroll(self: *Console) void {
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const visible = self.rows * glyph_h;
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var y: u32 = 0;
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while (y < visible) : (y += 1) self.fillRow(y, self.bg);
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self.row = 0;
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}
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inline fn rowPtr(self: *Console, y: u32) [*]volatile u32 {
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const base: [*]volatile u8 = @ptrFromInt(self.fb.base);
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return @ptrCast(@alignCast(base + y * self.fb.pitch));
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}
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inline fn pixel(self: *Console, x: u32, y: u32, color: u32) void {
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self.rowPtr(y)[x] = color;
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}
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fn fillRow(self: *Console, y: u32, color: u32) void {
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const row = self.rowPtr(y);
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var x: u32 = 0;
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while (x < self.fb.width) : (x += 1) row[x] = color;
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}
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};
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