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This is where it gets a little complicated. In write mode 3 (which incidentally is not available on the EGA), each byte value that the CPU writes to the VGA does not get written to display memory. Instead, it turns into the bit mask. (Actually, its ANDed with the Bit Mask register, and the result becomes the bit mask, but well leave the Bit Mask register set to 0xFF, so the CPU value will become the bit mask.) The bit mask selects, on a bit-by-bit basis, between the data in the latches for each plane (the previously loaded background color, in this case) and the foreground color. Where does the foreground color come from, if not from the CPU? From the Set/Reset register, as shown in Figure 55.3. Thus, each byte written by the CPU (font data, presumably) selects foreground or background color for each of eight pixels, all done with a single write to display memory.

Figure 55.3 The data path in write mode 3.
I know this sounds pretty esoteric, but think of it this way: The latches hold the background color in a form suitable for writing eight background pixels (one full byte) at a pop. Write mode 3 allows each CPU byte to punch holes in the background color provided by the latches, holes through which the foreground color from the Set/Reset register can flow. The result is that a single write draws exactly the combination of foreground and background pixels described by each font byte written by the CPU. It may help to look at Listing 55.4, which shows The BitMans technique in action. And yes, this technique is absolutely worth the trouble; its about three times faster than the fill-then-draw approach described above, and about twice as fast as transparent text. So far as I know, there is no faster way to draw text on a VGA.
Its important to note that the BitMans technique only works on full bytes of display memory. Theres no way to clip to finer precision; the background color will inevitably flood all of the eight destination pixels that arent selected as foreground pixels. This makes The BitMans technique most suitable for monospaced fonts with characters that are multiples of eight pixels in width, and for drawing to byte-aligned addresses; the technique can be used in other situations, but is considerably more difficult to apply.
LISTING 55.4 L55-4.ASM
; Demonstrates drawing solid text on the VGA, using the BitMans write mode
; 3-based, one-pass technique.
CHAR_HEIGHT equ 8 ;# of scan lines per character (must be <256)
SCREEN_HEIGHT equ 480 ;# of scan lines per screen
SCREEN_SEGMENT equ 0a000h ;where screen memory is
FG_COLOR equ 14 ;text color
BG_COLOR equ 1 ;background box color
GC_INDEX equ 3ceh ;Graphics Controller (GC) Index reg I/O port
SET_RESET equ 0 ;Set/Reset register index in GC
G_MODE equ 5 ;Graphics Mode register index in GC
BIT_MASK equ 8 ;Bit Mask register index in GC
.model small
.stack 200h
.data
Line dw ? ;current line #
CharHeight dw ? ;# of scan lines in each character (must be <256)
MaxLines dw ? ;max # of scan lines of text that will fit on screen
LineWidthBytes dw ? ;offset from one scan line to the next
FontPtr dd ? ;pointer to font with which to draw
SampleString label byte
db ABCDEFGHIJKLMNOPQRSTUVWXYZ
db abcdefghijklmnopqrstuvwxyz
db 0123456789!@#$%^&*(),<.>/?;:,0
.code
start:
mov ax,@data
mov ds,ax
mov ax,12h
int 10h ;select 640x480 16-color mode
mov ah,11h ;BIOS character generator function
mov al,30h ;BIOS get font pointer subfunction
mov bh,3 ;get 8x8 ROM font subsubfunction
int 10h ;get the pointer to the BIOS 8x8 font
mov word ptr [FontPtr],bp
mov word ptr [FontPtr+2],es
mov bx,CHAR_HEIGHT
mov [CharHeight],bx ;# of scan lines per character
mov ax,SCREEN_HEIGHT
sub dx,dx
div bx
mul bx ;max # of full scan lines of text that
mov [MaxLines],ax ; will fit on the screen
mov ah,0fh ;BIOS video status function
int 10h ;get # of columns (bytes) per row
mov al,ah ;convert byte columns variable in
sub ah,ah ; AH to word in AX
mov [LineWidthBytes],ax ;width of scan line in bytes
;now draw the text
sub bx,bx
mov [Line],bx ;start at scan line 0
LineLoop:
sub ax,ax ;start at column 0; must be a multiple of 8
mov ch,FG_COLOR ;color in which to draw text
mov cl,BG_COLOR ;color in which to draw background box
mov si,offset SampleString ;text to draw
call DrawTextString ;draw the sample text
mov bx,[Line]
add bx,[CharHeight] ;# of next scan line to draw on
mov [Line],bx
cmp bx,[MaxLines] ;done yet?
jb LineLoop ;not yet
mov ah,7
int 21h ;wait for a key press, without echo
mov ax,03h
int 10h ;back to text mode
mov ah,4ch
int 21h ;exit to DOS
; Draws a text string.
; Input: AX = X coordinate at which to draw upper-left corner of first char
; BX = Y coordinate at which to draw upper-left corner of first char
; CH = foreground (text) color
; CL = background (box) color
; DS:SI = pointer to string to draw, zero terminated
; CharHeight must be set to the height of each character
; FontPtr must be set to the font with which to draw
; LineWidthBytes must be set to the scan line width in bytes
; Dont count on any registers other than DS, SS, and SP being preserved.
; The X coordinate is truncated to a multiple of 8. Characters are
; assumed to be 8 pixels wide.
align 2
DrawTextString proc near
cld
shr ax,1 ;byte address of starting X within scan line
shr ax,1
shr ax,1
mov di,ax
mov ax,[LineWidthBytes]
mul bx ; start offset of initial scan line
add di,ax ;start offset of initial byte
mov ax,SCREEN_SEGMENT
mov es,ax ;ES:DI = offset of initial characters
; first scan line
;set up the VGAs hardware so that we can
; fill the latches with the background color
mov dx,GC_INDEX
mov ax,(0ffh SHL 8) + BIT_MASK
out dx,ax ;set Bit Mask register to 0xFF (thats the
; default, but Im doing this just to make sure
; you understand that Bit Mask register and
; CPU data are ANDed in write mode 3)
mov ax,(003h SHL 8) + G_MODE
out dx,ax ;select write mode 3
mov ah,cl ;background color
mov al,SET_RESET
out dx,ax ;set the drawing color to background color
mov byte ptr es:[0ffffh],0ffh
;write 8 pixels of the background
; color to unused off-screen memory
mov cl,es:[0ffffh] ;read the background color back into the
; latches; the latches are now filled with
; the background color. The value in CL
; doesnt matter, we just needed a target
; for the read, so we could load the latches
mov ah,ch ;foreground color
out dx,ax ;set the Set/Reset (drawing) color to the
; foreground color
;were ready to draw!
DrawTextLoop:
lodsb ;next character to draw
and al,al ;end of string?
jz DrawTextDone ;yes
push ds ;remember strings segment
push si ;remember offset of next character in string
push di ;remember drawing offset
;load these variables before we wipe out DS
mov dx,[LineWidthBytes] ;offset from one line to next
dec dx ;compensate for STOSB
mov cx,[CharHeight];
mul cl ;offset of character in font table
lds si,[FontPtr] ;point to font table
add si,ax ;point to start of character to draw
;the following loop should be unrolled for
; maximum performance!
DrawCharLoop: ;draw all lines of the character
mov sb ;getthe next byte of the character and draw
; character; data is ANDed with Bit Mask
; register to become bit mask, and selects
; between latch (containing the background
; color) and Set/Reset register (containing
; foreground color)
add di,dx ;point to next line of destination
loop DrawCharLoop
pop di ;retrieve initial drawing offset
inc di ;drawing offset for next char
pop si ;retrieve offset of next character in string
pop ds ;retrieve strings segment
jmp DrawTextLoop ;draw next character, if any
align2
DrawTextDone: ;restore the Graphics Mode register to its
; default state of write mode 0
mov dx,GC_INDEX
mov ax,(000h SHL 8) + G_MODE
out dx,ax ;select write mode 0
ret
DrawTextString endp
end start
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