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Magic Lantern Firmware Wiki
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VRAM
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= Camera-specific VRAM details = * [[VRAM/550D]] * [[VRAM/60D]] * [[VRAM/500D]] and [[500d_VRAM_Info]] * [[ASM Zedbra]] See [[VRAM ADDR from code|VRAM_ADDR_from_code]] for a tentative to find VRAM addresses from code analysis. See [[DbgMgr#Find VRAM addresses|DbgMgr#Find_VRAM_addresses]] to fin them using the DebugManager See [[VRAM/Geometry]] to see how to access pixels and how to transform coordinates between image buffers. = Image VRAM = [http://en.wikipedia.org/wiki/YUV#Y.27UV422 YUV 422]; there are many buffers and many sizes. With built-in LCD, image VRAM size matches bitmap VRAM size. /********************************* * R = Y + 1.403V' * * G = Y - 0.344U' - 0.714V' * * B = Y + 1.770U' * *********************************/ = Bitmap VRAM = Overlays ontop of YUV image. Some palette entries have alpha component. LSB is across, MSB is down. (0,0) is upper left corner. This overlay is double-buffered. See [[VRAM/BMP]]. The palette is different in Play mode and normal shooting mode. The colors depend on the chosen skin. The LiveView mode does not seem to change the palette (it seems to use the last one). The first 5 rows (80 entries) are always the same. To test these hypotheses, use Debug -> Draw palette (and if you arrive to different conclusions, edit this page). Transparent entries: * 0 - seems fully transparent * 3 - semi-transparent * 20 - semi-transparent (but more opaque) * 1 - almost opaque white (just barely transparent) This is the palette for Play mode: [[Image:Palette.jpg]] This is the palette for the 550D's white skin (Screen color 1): [[Image:Palette-550d.png]]
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