Messages in this thread | | | Date | Thu, 9 Jan 2003 18:09:58 +0000 (GMT) | From | James Simmons <> | Subject | Re: [Linux-fbdev-devel] [PATCH][FBDEV]: fb_putcs() and fb_setfont() methods |
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> :-) I did not want prolong the discussion, but... > > Geert is correct that the functions are generic. The fb_putcs() and > fb_setfont() can be compared to Tile blitting. Tile blitting is a > common operation in some games such as Warcraft, Starcraft, and most > RPG's. I'm think there is Tile Blitting support in DirectFB. > > In a tile-based game, the basic unit is a Tile which is just a bitmap > with a predefined width and height. The game has several tiles stored in > memory each with it's own unique id. To draw the background/layer, a > TileMap is constructed which is basically another array. Its format is > something like this - TileMap[x] = y which means draw Tile y at screen > position x. > > In the fbcon perspective, we can think of each character as a Tile, and > fontdata as the collection of tiles. fb_char.data is basically a > TileMap. Of course, tile blitting in games is more complicated than > this, since games have multiple layers for the background, so layer > position, transparency, etc has to be considered. > > So maybe if we can rename fb_putcs() to fb_tileblit(), fb_setfont() to > fb_loadtiles(), struct fb_chars to struct fb_tilemap and struct > fb_fontdata to struct fb_tiledata, maybe it will be more acceptable? > > It can be even be expanded by including fb_tiledata.depth > fb_tiledata.cmap so we can support multi-colored tiled blitting.
This I have no problem with. I'm willing to accept this. As long as data from the console layer is not touched. As for loadtiles one thing I like to address is memory allocation. It probable is good idea to do things like place the tile data in buffers allocated by pci_alloc_consistent. The other fear is it will only support so many tiles.
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