old-DasOS/documentation/virtual-device.md
2016-06-27 16:04:56 +02:00

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DasOS Virtual Device

DasOS emulates a virtual device that is shared between all platform implementations. This device provides a uniform environment with fixed specifications of hardware and software as well as syscalls.

Hardware

This section describes the virtual hardware components.

CPU

The virtual device uses an SPU Mark I as the main processor.

RAM

The CPU has a 32 MB RAM connected. In this RAM, both data and code resides and the RAM has no memory protection.

Screen

The screen connected to the vGPU has a resolution of 640x480 pixels and a color depth of 24 bits.

vGPU

The vGPU provides access to the Screen and allows the manipulation of its contents.

The gpu uses a double buffering system with a front and a back buffer where as the front buffer is displayed on the screen and the back buffer is modified by the CPU.

The gpu provides functions for printing text to the screen as well as drawing visual primitives and clearing or swapping the back buffer.

In addition to the features mentioned above, the back buffer is accessible by a memory mapped area in the RAM.

Persistent Storage

Two persistent storage devices are connected to the virtual device. Both storage devices behave like IDE block devices where as the first device is a fixed device and the second device is hot-pluggable.

The size and file format of the storage device is not specified.

Software

This section describes the basic software components and interfaces of the virtual device.

BIOS

Each device implementation provides a BIOS that initialized the device and provides host-dependant configuration.

Boot Sequence

The boot sequence is initiated by the BIOS of the device and can only be changed with a BIOS configuration.

  • Determine existence of persistant storage devices
    • Fixed device
    • Swappable device
  • Bootloading
    • Searching for a fitting partition
      • FAT32 formatted partition
      • /system.exp must exist
    • Exploading /system.exp into RAM
  • Clearing vGPU text screen.
  • Jump to Entry Point

Memory Areas

Memory Mapped IO

The memory between 0x200000 and 0x400000 is reserved for hardware use.

Entry Point

After successfully initialization, the virtual device jumps to the address 0x400000 which is equal to the instruction index 0x100000.

vGPU Interface

Back Buffer

The back buffer of the vGPU is organized in n RGB24 format where pixels are stored in a 24 bpp format with R as the first byte, G as the second and B as the last. It is 900 kB large and maps the full screen area of 640x480 pixels as a linear frame buffer from 0x200000 to 0x2E1000.

MMIO Registers

The vGPU also uses some registers accessible via memory mapped io.

Register Address Type Description
COLOR 0x2E1000 u32 The color used for any draw commands.
CURSORX 0x2E1004 u16 The x position of the draw cursor
CURSORY 0x2E1006 u16 The y position of the draw cursor
SPRITE 0x2E1008 ptr The address of the sprite to copy
WIDTH 0x2E100C u16 The width of the sprite.
HEIGHT 0x2E101E u16 The height of the sprite.
PITCH 0x2E1010 u32 The pitch (memory width) of the sprite.

HWIO Interface

The vGPU is controllable via the HWIO command of the SPU with the command info >= 0x10000.

Command CmdInfo Input0 Input1 Description
Clear 0x10000 y x Clears the screen and moves the cursor to (x,y)
Line 0x10001 y x Draws a line from the cursor to (x,y).
Rect 0x10002 y x Draws a rectangle between the cursor and (x,y).
Fill 0x10003 y x Fills a rectangle between the cursor and (x,y).
Copy 0x10004 y x Renders the current sprite at (x,y) and moves the cursor.
Pixel 0x10005 y x Sets the pixel at (x,y).
Move 0x10006 y x Moves the cursor to (x,y).

TODO: Text Commands