[U-Boot] Uboot bitmap utility

Hi, It seems that UBoot needs two data structures to display a bitmap in the framebuffer. Is there a utility that converts a Windows bitmap (BMP?) file and creates the 2 data structures that I can embedd in my code?
Thanks, Steve

I'm referring to the palatte and bitmap structs. thanks again, Steve
Steven Zedeck wrote:
Hi, It seems that UBoot needs two data structures to display a bitmap in the framebuffer. Is there a utility that converts a Windows bitmap (BMP?) file and creates the 2 data structures that I can embedd in my code?
Thanks, Steve

Dear Steven Zedeck,
In message 23217700.post@talk.nabble.com you wrote:
I'm referring to the palatte and bitmap structs. thanks again,
Are you talking about the logo support? Noite that this is different from plain bitmap support.
It seems that UBoot needs two data structures to display a bitmap in the framebuffer. Is there a utility that converts a Windows bitmap (BMP?) file and creates the 2 data structures that I can embedd in my code?
Did you have a look at what U-Boot is doing? For example, how it uses the tools in the (he!) tools/ directory, for example tools/bmp_logo ?
Best regards,
Wolfgang Denk

Wolfgang, Yes, I do see what U-boot is doing. I looked at bmp_logo.c and its output. It seems that the color palette entries are all 16 bits (unsigned short). For my application, I have 24 bit color, which expects each pixel to be 32 bits, of which only 24 bits are used. So the palette, I assume, should be unsigned longs for each color entry. Correct or am I missing something?
Did I interpret the code correctly? Does it expect 16 bits per color? Thanks, Steve -----
wd wrote:
Dear Steven Zedeck,
In message 23217700.post@talk.nabble.com you wrote:
I'm referring to the palatte and bitmap structs. thanks again,
Are you talking about the logo support? Noite that this is different from plain bitmap support.
It seems that UBoot needs two data structures to display a bitmap in
the
framebuffer. Is there a utility that converts a Windows bitmap (BMP?)
file
and creates the 2 data structures that I can embedd in my code?
Did you have a look at what U-Boot is doing? For example, how it uses the tools in the (he!) tools/ directory, for example tools/bmp_logo ?
Best regards,
Wolfgang Denk
-- DENX Software Engineering GmbH, MD: Wolfgang Denk & Detlev Zundel HRB 165235 Munich, Office: Kirchenstr.5, D-82194 Groebenzell, Germany Phone: (+49)-8142-66989-10 Fax: (+49)-8142-66989-80 Email: wd@denx.de HR Manager to job candidate "I see you've had no computer training. Although that qualifies you for upper management, it means you're under-qualified for our entry level positions." _______________________________________________ U-Boot mailing list U-Boot@lists.denx.de http://lists.denx.de/mailman/listinfo/u-boot

Hi Steven,
Yes, I do see what U-boot is doing. I looked at bmp_logo.c and its output. It seems that the color palette entries are all 16 bits (unsigned short).
To synch up - you are trying to use the 'logo_plot' code from drivers/video/cfb_console.c, right?
For my application, I have 24 bit color, which expects each pixel to be 32 bits, of which only 24 bits are used. So the palette, I assume, should be unsigned longs for each color entry. Correct or am I missing something?
Rather than changing this code, why don't you switch to the bmp routines (common/cmd_bmp.c + (one option) common/lcd.c) which recently got support for 16bpp displays? It may be easier to add 32-bit support here...
Did I interpret the code correctly? Does it expect 16 bits per color?
It seems so..
Cheers Detlev

Wolfgang, I resolved my issue. I am now able to write bitmaps to the framebuffer. Thanks, Steve -----
Steven Zedeck wrote:
Wolfgang, Yes, I do see what U-boot is doing. I looked at bmp_logo.c and its output. It seems that the color palette entries are all 16 bits (unsigned short). For my application, I have 24 bit color, which expects each pixel to be 32 bits, of which only 24 bits are used. So the palette, I assume, should be unsigned longs for each color entry. Correct or am I missing something?
Did I interpret the code correctly? Does it expect 16 bits per color? Thanks, Steve
wd wrote:
Dear Steven Zedeck,
In message 23217700.post@talk.nabble.com you wrote:
I'm referring to the palatte and bitmap structs. thanks again,
Are you talking about the logo support? Noite that this is different from plain bitmap support.
It seems that UBoot needs two data structures to display a bitmap in
the
framebuffer. Is there a utility that converts a Windows bitmap (BMP?)
file
and creates the 2 data structures that I can embedd in my code?
Did you have a look at what U-Boot is doing? For example, how it uses the tools in the (he!) tools/ directory, for example tools/bmp_logo ?
Best regards,
Wolfgang Denk
-- DENX Software Engineering GmbH, MD: Wolfgang Denk & Detlev Zundel HRB 165235 Munich, Office: Kirchenstr.5, D-82194 Groebenzell, Germany Phone: (+49)-8142-66989-10 Fax: (+49)-8142-66989-80 Email: wd@denx.de HR Manager to job candidate "I see you've had no computer training. Although that qualifies you for upper management, it means you're under-qualified for our entry level positions." _______________________________________________ U-Boot mailing list U-Boot@lists.denx.de http://lists.denx.de/mailman/listinfo/u-boot

Dear Steven Zedeck,
In message 23217619.post@talk.nabble.com you wrote:
It seems that UBoot needs two data structures to display a bitmap in the framebuffer. Is there a utility that converts a Windows bitmap (BMP?) file and creates the 2 data structures that I can embedd in my code?
What are you talking about? The "bmp" cpmmand takes a standard bitmap file and displays it. No separate "two data structures" are needed.
Best regards,
Wolfgang Denk
participants (3)
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Detlev Zundel
-
Steven Zedeck
-
Wolfgang Denk