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It seems like overly-specific classes were written for no good reason. Instead of making each adapter to have its own unique FramebufferDevice class, let's generalize everything to keep implementation more consistent.
43 lines
1.1 KiB
C++
43 lines
1.1 KiB
C++
/*
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* Copyright (c) 2021, Liav A. <liavalb@hotmail.co.il>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/String.h>
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#include <AK/Types.h>
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#include <Kernel/Devices/BlockDevice.h>
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#include <Kernel/PhysicalAddress.h>
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namespace Kernel {
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class GraphicsDevice : public RefCounted<GraphicsDevice> {
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public:
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enum class Type {
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VGACompatible,
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Bochs,
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SVGA,
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Raw
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};
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virtual ~GraphicsDevice() = default;
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virtual void initialize_framebuffer_devices() = 0;
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virtual Type type() const = 0;
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virtual void enable_consoles() = 0;
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virtual void disable_consoles() = 0;
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bool consoles_enabled() const { return m_consoles_enabled; }
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virtual bool framebuffer_devices_initialized() const = 0;
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virtual bool modesetting_capable() const = 0;
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virtual bool double_framebuffering_capable() const = 0;
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virtual bool try_to_set_resolution(size_t output_port_index, size_t width, size_t height) = 0;
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virtual bool set_y_offset(size_t output_port_index, size_t y) = 0;
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protected:
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GraphicsDevice() = default;
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bool m_consoles_enabled { false };
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};
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}
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