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This step would ideally not have been necessary (increases amount of refactoring and templates necessary, which in turn increases build times), but it gives us a couple of nice properties: - SpinlockProtected inside Singleton (a very common combination) can now obtain any lock rank just via the template parameter. It was not previously possible to do this with SingletonInstanceCreator magic. - SpinlockProtected's lock rank is now mandatory; this is the majority of cases and allows us to see where we're still missing proper ranks. - The type already informs us what lock rank a lock has, which aids code readability and (possibly, if gdb cooperates) lock mismatch debugging. - The rank of a lock can no longer be dynamic, which is not something we wanted in the first place (or made use of). Locks randomly changing their rank sounds like a disaster waiting to happen. - In some places, we might be able to statically check that locks are taken in the right order (with the right lock rank checking implementation) as rank information is fully statically known. This refactoring even more exposes the fact that Mutex has no lock rank capabilites, which is not fixed here.
73 lines
2.3 KiB
C++
73 lines
2.3 KiB
C++
/*
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* Copyright (c) 2021-2022, 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/NonnullOwnPtr.h>
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#include <AK/Platform.h>
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#include <AK/Types.h>
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#if ARCH(X86_64)
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# include <Kernel/Arch/x86_64/VGA/IOArbiter.h>
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#endif
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#include <Kernel/Bus/PCI/Definitions.h>
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#include <Kernel/Graphics/Console/Console.h>
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#include <Kernel/Graphics/DisplayConnector.h>
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#include <Kernel/Graphics/Generic/DisplayConnector.h>
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#include <Kernel/Graphics/GenericGraphicsAdapter.h>
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#include <Kernel/Graphics/VirtIOGPU/GraphicsAdapter.h>
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#include <Kernel/Library/NonnullLockRefPtr.h>
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#include <Kernel/Library/NonnullLockRefPtrVector.h>
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#include <Kernel/Memory/Region.h>
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namespace Kernel {
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class GraphicsManagement {
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public:
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static GraphicsManagement& the();
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static bool is_initialized();
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bool initialize();
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unsigned allocate_minor_device_number() { return m_current_minor_number++; };
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GraphicsManagement();
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void attach_new_display_connector(Badge<DisplayConnector>, DisplayConnector&);
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void detach_display_connector(Badge<DisplayConnector>, DisplayConnector&);
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void set_vga_text_mode_cursor(size_t console_width, size_t x, size_t y);
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void disable_vga_text_mode_console_cursor();
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void disable_vga_emulation_access_permanently();
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LockRefPtr<Graphics::Console> console() const { return m_console; }
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void set_console(Graphics::Console&);
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void deactivate_graphical_mode();
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void activate_graphical_mode();
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private:
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void enable_vga_text_mode_console_cursor();
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bool determine_and_initialize_graphics_device(PCI::DeviceIdentifier const&);
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void initialize_preset_resolution_generic_display_connector();
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NonnullLockRefPtrVector<GenericGraphicsAdapter> m_graphics_devices;
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LockRefPtr<Graphics::Console> m_console;
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// Note: This is only used when booting with kernel commandline that includes "graphics_subsystem_mode=limited"
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LockRefPtr<GenericDisplayConnector> m_preset_resolution_generic_display_connector;
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LockRefPtr<DisplayConnector> m_platform_board_specific_display_connector;
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unsigned m_current_minor_number { 0 };
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SpinlockProtected<IntrusiveList<&DisplayConnector::m_list_node>, LockRank::None> m_display_connector_nodes {};
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#if ARCH(X86_64)
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OwnPtr<VGAIOArbiter> m_vga_arbiter;
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#endif
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};
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}
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