还是要补充点,下面是/linux/fb.h的部分注释,加粗的是常用的,红色是关键的,一般不可少。旁边没有汉字,要么很简单没必要加注,要么就用不到!
#ifndef _LINUX_FB_H
#define _LINUX_FB_H
#include
#include
/* Definitions of frame buffers
*/
#define FB_MAJOR 29 /*主设备号*/
#define FB_MAX 32 /* sufficient for now
*/
/* ioctls
0x46 is 'F'
*/
#define FBIOGET_VSCREENINFO 0x4600
#define FBIOPUT_VSCREENINFO 0x4601
#define FBIOGET_FSCREENINFO 0x4602
#define FBIOGETCMAP 0x4604
#define FBIOPUTCMAP 0x4605
#define FBIOPAN_DISPLAY 0x4606
/* 0x4607-0x460B are defined below */
/* #define FBIOGET_MONITORSPEC 0x460C */
/* #define FBIOPUT_MONITORSPEC 0x460D */
/* #define FBIOSWITCH_MONIBIT 0x460E */
#define FBIOGET_CON2FBMAP 0x460F
#define FBIOPUT_CON2FBMAP 0x4610
#define FBIOBLANK 0x4611 /* arg: 0 or vesa
level + 1 */
#define FBIOGET_VBLANK _IOR('F', 0x12, struct
fb_vblank)
#define FBIO_ALLOC 0x4613
#define FBIO_FREE 0x4614
#define FBIOGET_GLYPH 0x4615
#define FBIOGET_HWCINFO 0x4616
#define FBIOPUT_MODEINFO 0x4617
#define FBIOGET_DISPINFO 0x4618
#define FB_TYPE_PACKED_PIXELS 0 /* Packed
Pixels */
#define FB_TYPE_PLANES 1 /* Non interleaved
planes */
#define FB_TYPE_INTERLEAVED_PLANES 2 /* Interleaved
planes */
#define FB_TYPE_TEXT 3 /*
Text/attributes */
#define FB_TYPE_VGA_PLANES 4 /* EGA/VGA
planes */
#define FB_AUX_TEXT_MDA 0 /* Monochrome text
*/
#define FB_AUX_TEXT_CGA 1 /* CGA/EGA/VGA Color
text */
#define FB_AUX_TEXT_S3_MMIO 2 /* S3 MMIO fasttext
*/
#define FB_AUX_TEXT_MGA_STEP16 3 /* MGA Millenium
I: text, attr, 14 reserved bytes */
#define FB_AUX_TEXT_MGA_STEP8 4 /* other
MGAs: text, attr, 6 reserved bytes */
#define FB_AUX_VGA_PLANES_VGA4 0 /* 16 color
planes (EGA/VGA) */
#define FB_AUX_VGA_PLANES_CFB4 1 /* CFB4 in
planes (VGA) */
#define FB_AUX_VGA_PLANES_CFB8 2 /* CFB8 in
planes (VGA) */
#define FB_VISUAL_MONO01 0 /* Monochr.
1=Black 0=White */
#define FB_VISUAL_MONO10 1 /* Monochr.
1=White 0=Black */
#define FB_VISUAL_TRUECOLOR 2 /* True color
*/
#define FB_VISUAL_PSEUDOCOLOR 3 /* Pseudo
color (like atari) */
#define FB_VISUAL_DIRECTCOLOR 4 /* Direct
color */
#define FB_VISUAL_STATIC_PSEUDOCOLOR 5 /* Pseudo
color readonly */
#define FB_ACCEL_NONE 0 /* no hardware
accelerator */
#define FB_ACCEL_ATARIBLITT 1 /* Atari
Blitter */
#define FB_ACCEL_AMIGABLITT 2 /* Amiga Blitter
*/
#define FB_ACCEL_S3_TRIO64 3 /* Cybervision64 (S3
Trio64) */
#define FB_ACCEL_NCR_77C32BLT 4 /* RetinaZ3 (NCR
77C32BLT) */
#define FB_ACCEL_S3_VIRGE 5 /* Cybervision64/3D
(S3 ViRGE) */
#define FB_ACCEL_ATI_MACH64GX 6 /* ATI Mach 64GX
family */
#define FB_ACCEL_DEC_TGA 7 /* DEC 21030
TGA */
#define FB_ACCEL_ATI_MACH64CT 8 /* ATI Mach 64CT
family */
#define FB_ACCEL_ATI_MACH64VT 9 /* ATI Mach 64CT
family VT class */
#define FB_ACCEL_ATI_MACH64GT 10 /* ATI Mach 64CT
family GT class */
#define FB_ACCEL_SUN_CREATOR 11 /* Sun
Creator/Creator3D */
#define FB_ACCEL_SUN_CGSIX 12 /* Sun cg6
*/
#define FB_ACCEL_SUN_LEO 13 /* Sun
leo/zx */
#define FB_ACCEL_IMS_TWINTURBO 14 /* IMS Twin
Turbo */
#define FB_ACCEL_3DLABS_PERMEDIA2 15 /* 3Dlabs
Permedia 2 */
#define FB_ACCEL_MATROX_MGA2064W 16 /* Matrox MGA2064W
(Millenium) */
#define FB_ACCEL_MATROX_MGA1064SG 17 /* Matrox
MGA1064SG (Mystique) */
#define FB_ACCEL_MATROX_MGA2164W 18 /* Matrox MGA2164W
(Millenium II) */
#define FB_ACCEL_MATROX_MGA2164W_AGP 19 /* Matrox
MGA2164W (Millenium II) */
#define FB_ACCEL_MATROX_MGAG100 20 /* Matrox G100
(Productiva G100) */
#define FB_ACCEL_MATROX_MGAG200 21 /* Matrox G200
(Myst, Mill, ...) */
#define FB_ACCEL_SUN_CG14 22 /* Sun
cgfourteen */
#define FB_ACCEL_SUN_BWTWO 23 /* Sun
bwtwo */
#define FB_ACCEL_SUN_CGTHREE 24 /* Sun
cgthree */
#define FB_ACCEL_SUN_TCX 25 /* Sun tcx
*/
#define FB_ACCEL_MATROX_MGAG400 26 /* Matrox
G400 */
#define FB_ACCEL_NV3 27 /* nVidia RIVA
128 */
#define FB_ACCEL_NV4 28 /* nVidia RIVA
TNT */
#define FB_ACCEL_NV5 29 /* nVidia RIVA
TNT2 */
#define FB_ACCEL_CT_6555x 30 /* C&T
6555x */
#define FB_ACCEL_3DFX_BANSHEE 31 /* 3Dfx
Banshee */
#define FB_ACCEL_ATI_RAGE128 32 /* ATI Rage128
family */
#define FB_ACCEL_IGS_CYBER2000 33 /* CyberPro
2000 */
#define FB_ACCEL_IGS_CYBER2010 34 /* CyberPro
2010 */
#define FB_ACCEL_IGS_CYBER5000 35 /* CyberPro
5000 */
#define FB_ACCEL_SIS_GLAMOUR 36 /* SiS
300/630/540 */
#define FB_ACCEL_3DLABS_PERMEDIA3 37 /* 3Dlabs
Permedia 3 */
/*上面的宏定义不用关心*/
/*不可修改的屏幕信息,用户空间可见*/
struct fb_fix_screeninfo
{
char id[16]; /* identification
string eg "TT Builtin" */
unsigned long smem_start; /* Start of
frame buffer mem 显存的起始地址*/
/* (physical address)
*/
__u32 smem_len; /* Length of
frame buffer mem 显存的大小 */
__u32 type; /* see FB_TYPE_*
*/
__u32 type_aux; /* Interleave
for interleaved Planes */
__u32 visual; /* see
FB_VISUAL_* */
__u16 xpanstep; /* zero if no
hardware panning */
__u16 ypanstep; /* zero if no
hardware panning */
__u16 ywrapstep; /* zero if no
hardware ywrap */
__u32 line_length; /* length of a
line in bytes 每行的字节数 */
unsigned long mmio_start; /* Start of
Memory Mapped I/O */
/* (physical address)
*/
__u32 mmio_len; /* Length of
Memory Mapped I/O */
__u32 accel; /* Type of
acceleration available */
__u16 reserved[3]; /* Reserved for
future compatibility */
};
/* Interpretation of offset for color fields: All
offsets are from the right,
* inside a "pixel" value, which is exactly
'bits_per_pixel' wide (means: you
* can use the offset as right argument to <<).
A pixel afterwards is a bit
* stream and is written to video memory as that
unmodified. This implies
* big-endian byte order if bits_per_pixel is greater
than 8.
*/
/*像素所占字节内,各个颜色的位分配比如RGB=888,565,555等等,*/
struct fb_bitfield {
__u32 offset; /* beginning of
bitfield */
__u32 length; /* length of
bitfield */
__u32 msb_right; /* != 0 : Most
significant bit is */
/* right */
};
/*下面的宏也不常用*/
#define FB_NONSTD_HAM 1 /* Hold-And-Modify
(HAM) */
#define FB_ACTIVATE_NOW 0 /* set values
immediately (or vbl)*/
#define FB_ACTIVATE_NXTOPEN 1 /* activate on next
open */
#define FB_ACTIVATE_TEST 2 /* don't set, round up
impossible */
#define FB_ACTIVATE_MASK 15
/* values
*/
#define FB_ACTIVATE_VBL 16 /* activate values
on next vbl */
#define FB_CHANGE_CMAP_VBL 32 /* change colormap
on vbl */
#define FB_ACTIVATE_ALL 64 /* change all VCs
on this fb */
#define FB_ACCELF_TEXT 1 /* text mode
acceleration */
#define FB_SYNC_HOR_HIGH_ACT 1 /* horizontal sync
high active */
#define FB_SYNC_VERT_HIGH_ACT 2
#define FB_SYNC_EXT 4 /* external sync
*/
#define FB_SYNC_COMP_HIGH_ACT 8 /* composite sync
high active */
#define FB_SYNC_BROADCAST 16 /* broadcast video
timings
Framebuffer驱动程序模型
下图会向你展示目前的framebuffer设备驱动的结构,最常用的是非标准驱动。很明显他所处的层次最高,程序编写是最容易的。
理解了这个图的,你已经很轻松的去完成一个fb驱动,比如给sa1100,s2410,s2440系列的ARM的LCD控制器写驱动。
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