Assignment 6: Graphics Library and Console


Assignment written by Philip Levis, updated by Julie Zelenski

Due: Tuesday, February 24 at 5:00 pm

Wargames Console

A console provides a command-line text interface for entering commands and seeing output. Today we have fancy shell programs that support scripts, process control, and output redirection. But simpler consoles can be powerful too. One famous console from popular culture is Joshua in WarGames.

Goals

In this assignment, you will add graphics capability to your system and use it to create a snazzy graphical display for your shell. This will unleash your Mango Pi from the shackles of its laptop minder and elevate it into a standalone personal computer running a console that allows the user to enter and execute commands. Neat!

In completing this assignment you will:

  • learn how a framebuffer is used as a bitmap to drive a video display
  • implement simple drawing routines
  • gain greater proficiency with C pointers and multi-dimensioned arrays

After finishing this assignment, the functionality of your system is complete. All that remains for assignment 7 is to apply a final touch of usability polish so you can type faster without dropping keystrokes. This system is all bare-metal code you wrote yourself – what a great achievement and sense of satisfaction you have earned with all your hard work!

Get starter files

Change to your local mycode repo and pull in the assignment starter code:

$ cd ~/cs107e_home/mycode
$ git checkout dev
$ git pull code-mirror assign6-starter

In the assign6 directory, you will find these files:

  • fb.c, gl.c, console.c: library modules
  • test_gl_console.c: test program with your unit tests
  • console_shell.c: application program that runs your shell, reading input from the PS/2 keyboard and displaying output to the console. You will use this program unchanged.
  • Makefile: rules to build console_shell application (make run) and unit test program (make test)
  • README.md: edit this text file to communicate with us about your submission
  • style_reflection.txt: a text file that you will edit for your responses to the style reflection prompts
  • gl_mine.h, extension.c: edit these files if doing the extension

The make run target builds and runs the sample application console_shell.bin. Use this target as a final step to confirm the full integration of your fb, gl, and console modules. The make test target builds and run the test program test_gl_console.bin. This test program is where you will add unit tests. You will make heavy use of this target throughout your development.

As with the previous assignment, there is no make debug option as the simulator does not implement the necessary keyboard and monitor peripherals.

You can edit the MY_MODULE_SOURCES list in the Makefile to choose which of your modules to build on. (See instructions for use of MY_MODULE_SOURCES in Assign 3) Configuring your Makefile to build on all your past modules is a great way to get a preview of your progress toward achieving the full system bonus.

Core functionality

1) Framebuffer

The base layer of graphics support is implemented in the fb module.

Start by reviewing the header file fb.h (available in $CS107E/include or browse fb.h).

  • void fb_init(int width, int height, fb_mode_t mode)
  • void* fb_get_draw_buffer(void)
  • void fb_swap_buffer(void)
  • simple getters for fb settings: fb_get_width, fb_get_height, fb_get_depth

The fb module allocates and manages the framebuffer memory and coordinates with the lower-level de and hdmi modules to display the framebuffer on an HDMI monitor.

The starter version of fb_init contains the code from lab6. It allocates the framebuffer memory for the requested width and height and fixed 32-bit depth that supports a 4-byte BGRA color for each pixel. This version of fb_init assumes single-buffered mode, in which there is only one buffer into which all drawing takes place. This buffer is always active and on-screen; any changes to the pixel data are immediately displayed.

You will extend fb_init to support configuring the framebuffer in double-buffered mode. In this mode, two separate framebuffers are allocated. The active buffer is the one currently displayed on-screen; the other buffer that is off-screen is used as the 'draw' buffer. In double-buffered mode, all drawing is done to the off-screen draw buffer. When drawing is complete, the client calls fb_swap_buffer to swap the two buffers. The off-screen draw buffer becomes the active on-screen buffer in a single smooth transition.

A second or subsequent call to fb_init should perform a re-initialization. Any previous memory is deallocated and the framebuffer is reset for the requested configuration.

Time to test! The test_gl_console.c test program provides a simple test_fb. Our provided sample unit test configures the framebuffer and uses a few asserts to confirm the initial state. To test drawing, the unit test writes to the framebuffer. There is no assert-based test that confirms what is drawn to the display, you have to do your own visual inspection. Read over the provided test code and work out what should be displayed if working correctly. Then run the test program and confirm what is drawn to the display matches the expected.

2) Graphics

The graphics library module layers on the framebuffer and provides higher-level drawing primitives to set and get the color of a pixel, draw filled rectangles, and display text.

Start by reviewing the header file gl.h (available in $CS107E/include or browse gl.h) to see the documentation of the basic drawing functions:

  • void gl_init(int width, int height, gl_mode_t mode)
  • void gl_draw_pixel(int x, int y, color_t c)
  • color_t gl_read_pixel(int x, int y)
  • void gl_draw_rect(int x, int y, int w, int h, color_t c)
  • void gl_clear(color_t c)
  • color_t gl_color(uint8_t r, uint8_t g, uint8_t b)
  • simple getters for gl settings: gl_get_width, gl_get_height

Review the provided gl_init code that calls on the fb module to initialize the framebuffer.

Start by writing the simple getter functions that provide a consistent gl interface to the client. The gl versions just turn around and call into fb, but the client doesn't need to know this. The client calls gl_init, gl_draw_m gl_etc..., without any direct use of fb.

Next implement the drawing functions gl_clear, gl_draw_pixel and gl_draw_rect. Mapping from a pixel's x,y coordinate to the appropriate location within the framebuffer memory is made easier when you access the memory as a multi-dimensioned array. For a refresher on that syntax, review the framebuffer lecture and the exercises of Lab 6.

When accessing the pixel data, be mindful that C does no bounds-checking on array indexes. If you write to an index outside the array bounds, you step on other neighboring memory with various sad consequences to follow. Take care to access only valid memory! Your public functions must vet the locations requested by the client and clip drawing as necessary. For example, a call to gl_draw_pixel should ignore a request to draw at an x,y location that is outside the framebuffer bounds. If asked to draw a rectangle that is partially/fully out of bounds, gl_draw_rect should clip the drawing to only those pixels that are in bounds. One way for gl_draw_rect to enforce clipping is iterate over all locations and call the public function gl_draw_pixel for each and depend on gl_draw_pxiel to discard/ignore the invalid ones. This simple approach is easy to get correct, but will be quite slow because of the repeated checks and function call overhead. The faster alternative for gl_draw_rect is to first compute the clipped bounds (i.e. by intersecting requested rectangle with framebuffer bounds) and then directly set only those pixels that are now known to be in bounds.

Time to test! The test_gl_console.c test program defines a simple test_gl to get you started. The provided tests are quite basic, you will need to supplement with additional tests to confirm the full range of functionality. One possibility is to rig up assert-based unit tests that make a gl_draw_xxx call followed by calls to gl_read_pixel to confirm the pixel color at a location. Such tests confirm a consistent round-trip between draw and read, however you must also visually confirm the result that is drawn on the display – that's the real deal! Be sure to also include test cases that confirm the correct clipping behavior.

Use your gl module to draw something that makes you happy: a favorite flag, SMPTE color bars, the Mandelbrot set, Sierpinski's carpet, …

3) Text-drawing

The final two functions to implement for the graphics library are:

  • void gl_draw_char(int x, int y, char ch, color_t c)
  • void gl_draw_string(int x, int y, const char *str, color_t c)

The last exercise of lab 6 introduced you to the font module that manages the font image data. A font is represented as a bitmap containing all glyphs. To get the glyph for a requested character, the call font_get_glyph extracts the associated glpyh from the bitmap.

gl_draw_char uses the font glyph as a stencil to draw each 'on' pixel.

gl_draw_string is simply a loop that calls gl_draw_char for each character in the string.

Just as you did previously, ensure that you clip all text drawing to the bounds of the framebuffer.

Edit the test program to draw a congratulatory message. To test character drawing, visual inspection is probably your best option. Be sure to have test cases that confirm that character drawing is correctly clipped.

You're now ready to tackle the console!

4) Console

The console module manages the console text contents (i.e. rows of text) and uses the text-drawing functions of the graphics library to draw the text contents on the display.

Review the header file console.h (available in $CS107E/include or browse console.h). The console has these public functions:

  • void console_init(int nrows, int ncols, color_t foreground, color_t background)
  • void console_clear(void)
  • int console_printf(const char *format, ...)

console_init initializes the text contents to empty, console_printf adds text at the cursor position, and console_clear resets the text contents to empty.

The console_printf function should call use your vsnprintf to prepare the formatted output. It then processes the characters in the formatted output one-by-one to update the text contents. An ordinary character is inserted at the cursor position and the cursor advances. There are three special characters that require specific processing:

  • \b : backspace (move cursor backwards one position)
  • \n : newline (move cursor down to first column of next row)
  • \f : form feed (clear contents and move cursor to home position in upper left)

When processing characters, the console must also handle:

  • Horizontal wrapping: if the character to be inserted does not fit on the current row, automatically wrap the overflow to the next row. It is a nice touch for backspace to work correctly on a wrapped row, but we won't test this specific case in grading.
  • Vertical scrolling: filling the bottommost row and starting a new one moves the text contents upwards, that is, all rows are shifted up by one. The top row scrolls off and the bottommost row now contains the text just added.

Console drawing operates in double-buffer mode. After console_printf has prepared the formatted string and processed the characters to update the text contents, the last step is to redraw. In the back buffer, clear the screen and draw the updated text contents. A final single call to gl_swap_buffer brings the new contents on-screen in a single smooth transition.

We provide a very basic console test in test_gl_console.c. You will need to add test cases for backspace, form feed, line wrap and scrolling. There is a lot to test! The ultimate goal is for console to work as the output device for the shell, but we recommend postponing that final integration test to the end. Trying to debug your console within context of the full shell program makes your job much more difficult, instead write targeted test cases using console_printf in test_gl_console.c.

Designing your console

The external interface of the console must match the specification as given in console.h but the internal design of module implementation is left to you as a creative and open-ended task.

Past students have been successful applying the software design pattern "Model-View-Controller" MVC, and we agree that it works well here. MVC separates the data (the model) from the interactions that change the data (the controller) and the ability to display the data (the view). The model for the console is the text contents. The controller is the already-completed shell module. The shell receives characters typed by the user and adds them to the text contents by calling console_printf. console_printf updates the model in response and then redraws the view , i.e. the graphical display, to show the updated text contents. Redrawing the view as a separate task after updating the model nicely decouples the two operations. The anti-pattern of attempting to make console_printf update the text contents while simultaneously drawing to the screen makes for a messy implementation.

The console model manages the text contents and tracks the cursor position. You might choose to store the text contents as a 1-D array of char * or instead as a 2-D array of char or something else entirely. Be sure to consider the implications in terms of the code require to manage it. Some ways of structuring the data can simplify the implementation tasks or have less opportunity for error. Make choices that make your life easier!

When ready to implement, take it one small step at a time. The code for the console is structurally complex and has some nuanced interactions to manage (adding text, managing cursor, wrap, scrolling, backspace). Your best bet is to decompose into small parts that you can incrementally write, test, then build on. For example, you can start by handling only a single line, then backspace, then multiple rows, then scrolling. For unit tests, we recommend you sequence together calls to console_printf and confirm the visual results on screen. Start with simple outputs and work your way up to correct handling of special characters, wrapping, and scrolling.

5) Shell + console = magic!

The final step is an easy but very satisfying conclusion: use your console as the output display for your shell. The make run target builds the application program console_shell.c. This program calls your shell_init passing console_printf in place of the uart printf. Simply by changing which function pointer is supplied, the shell you wrote in assignment 5 now springs to life in graphical form! You don't need to write any new code for this, just run the console_shell program and enjoy seeing your modules all work together in harmony.

If the console shell drops keys as you're typing, don't worry. We'll fix that problem in the next assignment. Why might the console shell miss keystrokes?

The video below demonstrates of our reference console. The shell is running on the Pi, the user is typing on the PS/2 keyboard, and the output is displaying on the HDMI monitor.

Performance and dropped keys Thus far you have likely not given much thought to performance tuning as your programs have run acceptably fast without special effort. Now that you are writing graphics routines that process literally millions of pixels, you're going to notice the impact of excess code in those tight inner loops. Identifying high-traffic code passages and streamlining them is a fun task with a pleasing reward. That said, make correctness your highest priority and only turn your attention to efficiency once the functionality is solid. Our expectations for the full system are relatively modest: your console should feel reasonably responsive. For assignment 6, it is given that your console will miss keys that are typed while it is in the middle of drawing. You'll fix this in assignment 7 by employing interrupts to share the CPU during a long-running operation and queue up key events so none are missed.

Testing and debugging

Much of the graphics functionality will be tested by visually confirming correctness of what is displayed on the monitor.

To test gl drawing functions, you can write assert tests that compare gl_read_pixel with the expected color at a given pixel location, this approach doesn't scale much beyond simple cases. We do recommend asserts for edge cases or specific details (i.e. width-10 rectangle spans exactly 10 pixels) that can be hard to confirm visually.

Be sure to confirm that pixels that should have been clipped are not being drawn and that you never write outside the bounds of the framebuffer memory.

For console, construct targeted sequences of calls to console_printf that exercise a broad variety of scenarios.

After thoroughly testing the modules via your unit tests, switch to the console_shell program as a final interactive test to see that console_printf also works correctly in the context of the graphical shell. You will need to type slowly on your PS/2 keyboard to avoid missed keys.

Careful with memory! The primary source of debugging woes on this assignment are due to incorrect access to memory – uninitialized pointers, indexes out of bounds, wrong level of indirection, incorrect typecast, misunderstanding about units or layout – there be dragons here! Know the bounds on your arrays and always respect those bounds. Be conscious of the automatic scaling applied for pointer arithmetic/array access. Keep track of the units a value is expressed in (bits? bytes? pixels?). Be especially vigilant when accessing the framebuffer memory. Should you erroneously write outside the framebuffer bounds, the transgression can cause all manner of strange artifacts on the display, up to and including a crash/lockup that forces you to reset your Pi. Such symptoms are a sign you have bugs in how you access the framebuffer memory. A redzone malloc can be a lifesaver here. Use the reference libmango malloc module if you did not implement the A4 extension.

Extension: Level up your graphics module

The required feature set for gl is exactly and only what is needed by the full system console, which leaves a lot of unexplored territory. If you are eager to learn more about graphics or thinking ahead to possible projects and see a future use for fancier graphics, please consider this extension!

This quarter, we changed the extension to be more free-form to give flexibility in what you dig into and how deep you go. The basic idea is that you choose which nifty features you will implement to level up your graphics module. Here are some starting ideas to consider:

  • drawing lines
  • drawing triangles
  • drawing polygons
  • drawing ovals
  • drawing images
  • support for alternate fonts
  • gradient or pattern fills
  • or … ?? have a different idea in mind, come talk to us!

The starter code includes an empty header file gl_mine.h where you are to document the interface to your extended features. The Makefile includes the target make extension that runs the the program in extension.c. Add your tests to the extension.c file.

After implementing your chosen features, the final bit of fun is to create a "splash screen" that shows them off. Fill in the function console_startup_screen() to display a custom scene or animation that brings you joy. Dig out the passive buzzer from Assign2 extension and add a retro soundtrack while you're at it? When the user starts your console, let them know that is yours and you are proud of it!

For this extension, we will award up to 3 credits. A feature is worth 1-2 credits depending on how involved it is and how much of the implementation is your own contribution. Even if you have only time to add one modest feature, we'd love to see it and earn a credit for it. (For a sense of calibration, in past quarters, the required extension task was a clean-room implementation of anti-aliased lines and triangles which earned 3 credits.)

Some guidance on making your features awesome:

  • Anti-aliasing
    • Drawing lines/outlines will have much nicer results if you employ anti-aliasing at the edges rather than using single-color.
      • Asking Google/LLM for help on lines and anti-aliasing will turn up extensive resources for widely-used algorithms such as Bresenham, Xiaolin Wu, Gupta-Sproull. We are totally fine with you using or adapting code, but ask that you spend time to understand the code you use rather than just blindly copypasta. If you incorporate any code from others, be sure to properly cite your sources and make clear what part(s) were your contribution.
  • Performance
    • Various approaches make somewhat different tradeoffs in quality versus speed, gathering data and running time trials wlll help you find a sweet spot where the output looks nice but doesn't take all day to draw.
    • The simplest approach to ensure correct clipping is to only ever change pixels via gl_draw_pixel, but this overhead can be a big slowdown when drawing larger regions. Consider instead how how you can exclude the clipped pixels entirely and directly write to the included pixels without repeatedly bounds-checking.
    • Review the speed exercise from lab6 for other suggestions on improving drawing performance.
  • Hardware floating point
    • Some geometric algorithms make heavy use of floating point. You will find these operations to be quite slow in our default build environment which relies on the software emulation fp routines in the gcc compiler support library. The Mango Pi has support for hardware floating point which can greatly accelerate these operations.
    • Research what needs to be changed to instead use hard-float. There will be edits to Makefile to compile for hardware fp and runtime instructions to enable the floating point unit (requires assembly). Rather than use a separate .s file, read up on gcc's support for "inline/extended assembly" and embed the necessary instructions directly into your gl_init C function.
    • Use your timer routines to measure the performance of fp-intensive code on hard-float versus soft-float and report back about the gains you were able to make!

Tag with assign6-extension to submit the extension for grading. Include the following information in your assign6 README.md:

  • tell us about the features you implemented and explain how they operate
  • indicate what references and resources you used to learn from
  • if you include code that was adapted from an outside source, please be sure to cite, also identify what code was your own contribution
  • tell us about your efforts to get nice output and good performance

Be sure that the commit tagged assign6-extension includes all of files we need to properly test your extension. We're excited to see what you will do!

Style reflection

Here are the instructions for the style reflection to be submitted with this assignment.

Submitting

The deliverables for assign6-submit are:

  • implementations of the fb.c gl.c and console.c library modules
  • unit tests for all modules in tests_gl_console.c
  • README.md (possibly empty)
  • your responses to the prompt questions in style_reflection.txt

Submit your finished code by commit, tag assign6-submit, and push to remote. The steps to follow are given in the git workflow guide.

Grading

To grade this assignment, we will:

  • Verify that your submission builds correctly, with no warnings. Clean build always!
  • Run our automated tests on your fb gland console modules.
  • Go over the tests you added to test_gl_console.c and evaluate them for thoughtfulness and completeness in coverage.
  • Review your completed style reflection.

Our highest priority tests will focus on the core features for this assignment:

  • Essential functionality of your library modules
    • fb
      • correct configuration of framebuffer
      • memory management
      • double buffering
    • gl
      • drawing pixels, rects, characters
      • correct clipping of all drawing
    • console
      • accept ordinary characters
      • handling of special chars (\n \b \f)
        • we will not test: insert tab nor backspace through tab
      • horizontal line wrap
        • we will not test: backspace through wrapped line
      • vertical scrolling
      • drawing performance should be reasonably responsive
        • not required to be scorchingly fast, but please not painfully slow!
        • ok that keys are dropped if typed during redraw (to be fixed in assign7, stay tuned!)

The additional tests of lower priority will examine less critical features, edge cases, and robustness. Make sure you thoroughly tested for a variety of scenarios!