/fb.c
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May 4, 2013 05:50
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,77 @@ #include <unistd.h> #include <stdio.h> #include <fcntl.h> #include <linux/fb.h> #include <sys/mman.h> int main() { int fbfd = 0; struct fb_var_screeninfo vinfo; struct fb_fix_screeninfo finfo; long int screensize = 0; char *fbp = 0; int x = 0, y = 0; long int location = 0; // Open the file for reading and writing fbfd = open("/dev/fb0", O_RDWR); if (!fbfd) { printf("Error: cannot open framebuffer device.\n"); exit(1); } printf("The framebuffer device was opened successfully.\n"); // Get fixed screen information if (ioctl(fbfd, FBIOGET_FSCREENINFO, &finfo)) { printf("Error reading fixed information.\n"); exit(2); } // Get variable screen information if (ioctl(fbfd, FBIOGET_VSCREENINFO, &vinfo)) { printf("Error reading variable information.\n"); exit(3); } printf("%dx%d, %dbpp\n", vinfo.xres, vinfo.yres, vinfo.bits_per_pixel ); // Figure out the size of the screen in bytes screensize = vinfo.xres * vinfo.yres * vinfo.bits_per_pixel / 8; // Map the device to memory fbp = (char *)mmap(0, screensize, PROT_READ | PROT_WRITE, MAP_SHARED, fbfd, 0); if ((int)fbp == -1) { printf("Error: failed to map framebuffer device to memory.\n"); exit(4); } printf("The framebuffer device was mapped to memory successfully.\n"); x = 100; y = 100; // Where we are going to put the pixel // Figure out where in memory to put the pixel for ( y = 100; y < 300; y++ ) for ( x = 100; x < 300; x++ ) { location = (x+vinfo.xoffset) * (vinfo.bits_per_pixel/8) + (y+vinfo.yoffset) * finfo.line_length; if ( vinfo.bits_per_pixel == 32 ) { *(fbp + location) = 100; // Some blue *(fbp + location + 1) = 15+(x-100)/2; // A little green *(fbp + location + 2) = 200-(y-100)/5; // A lot of red *(fbp + location + 3) = 0; // No transparency } else { //assume 16bpp int b = 10; int g = (x-100)/6; // A little green int r = 31-(y-100)/16; // A lot of red unsigned short int t = r<<11 | g << 5 | b; *((unsigned short int*)(fbp + location)) = t; } } munmap(fbp, screensize); close(fbfd); return 0; }