vmware-svga/examples/screen-present-clip/main.c

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/*
* Test clipping for Present and Surface-to-Screen blits.
*
* This example requires SVGA Screen Object and SVGA3D support.
*/
#include "svga.h"
#include "svga3d.h"
#include "svga3dutil.h"
#include "matrix.h"
#include "math.h"
#include "gmr.h"
#include "screen.h"
#include "intr.h"
#include "screendraw.h"
#include "console_vga.h"
/*
* 3D Rendering Definitions
*/
typedef struct {
float position[3];
uint32 color;
} MyVertex;
typedef struct {
int numRects;
SVGASignedRect rects[2048];
} ClipBuffer;
uint32 vertexSid, indexSid;
ClipBuffer circles[2];
const int surfWidth = 224;
const int surfHeight = 168;
SVGA3dSurfaceImageId colorImage;
SVGA3dSurfaceImageId depthImage;
static const MyVertex vertexData[] = {
{ {-1, -1, -1}, 0xffffff },
{ {-1, -1, 1}, 0xffff00 },
{ {-1, 1, -1}, 0xff00ff },
{ {-1, 1, 1}, 0xff0000 },
{ { 1, -1, -1}, 0x00ffff },
{ { 1, -1, 1}, 0x00ff00 },
{ { 1, 1, -1}, 0x0000ff },
{ { 1, 1, 1}, 0x000000 },
};
static const uint16 indexData[] = {
0, 1, 1, 3, 3, 2, 2, 0, // -X
4, 5, 5, 7, 7, 6, 6, 4, // +X
0, 4,
1, 5,
2, 6,
3, 7,
};
const uint32 numLines = arraysize(indexData) / 2;
/*
* initScreens --
*
* Set up our Screen Objects, and label them.
*/
static void
initScreens(void)
{
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static SVGAScreenObject screen = {
.structSize = sizeof(SVGAScreenObject),
.id = 0,
.flags = SVGA_SCREEN_HAS_ROOT | SVGA_SCREEN_IS_PRIMARY,
.size = { 1024, 768 },
.root = { 1000, 2000 },
};
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Screen_Create(&screen);
ScreenDraw_SetScreen(screen.id, screen.size.width, screen.size.height);
Console_Clear();
Console_Format("Surface-to-Screen Blit Clipping Test\n");
ScreenDraw_Border(0, 0, screen.size.width, screen.size.height, 0xFF0000, 1);
Console_MoveTo(20, 45);
Console_Format("Stair-step clipping (small tiles)");
Console_MoveTo(20, 245);
Console_Format("Top/bottom halves swapped");
Console_MoveTo(20, 445);
Console_Format("Scaled bottom half, with hole");
Console_MoveTo(350, 65);
Console_Format("Zoomed to 1.5x full screen, two circular clip regions");
Console_MoveTo(5, 660);
Console_Format("Stair-step, clipped against screen edges");
}
/*
* presentWithClipBuf --
*
* Present our surface to the screen, with clipping data from a ClipBuffer.
*
* The supplied ClipBuffer is always in screen coordinates. We
* convert them into dest-relative coordinates for the
* surface-to-screen blit.
*/
static void
presentWithClipBuf(ClipBuffer *buf, int dstL, int dstT, int dstR, int dstB)
{
SVGASignedRect srcRect = { 0, 0, surfWidth, surfHeight };
SVGASignedRect dstRect = { dstL, dstT, dstR, dstB };
SVGASignedRect *clip;
int i;
SVGA3D_BeginBlitSurfaceToScreen(&colorImage, &srcRect, 0,
&dstRect, &clip, buf->numRects);
for (i = 0; i < buf->numRects; i++) {
clip->left = buf->rects[i].left - dstL;
clip->top = buf->rects[i].top - dstT;
clip->right = buf->rects[i].right - dstL;
clip->bottom = buf->rects[i].bottom - dstT;
clip++;
}
SVGA_FIFOCommitAll();
}
/*
* prepareCircle --
*
* Prepare a ClipBuffer with a circular clip region, and draw an
* outline around the region.
*/
static void
prepareCircle(ClipBuffer *buf, int centerX, int centerY, int radius)
{
int r, i;
i = 0;
for (r = -radius; r <= radius; r++) {
int chordRadius = __builtin_sqrtf(radius * radius - r * r) + 0.5f;
SVGASignedRect *rect = &buf->rects[i++];
rect->left = centerX - chordRadius;
rect->top = centerY - r;
rect->right = centerX + chordRadius;
rect->bottom = centerY - r + 1;
ScreenDraw_Rectangle(rect->left - 1, rect->top - 1,
rect->right + 1, rect->bottom + 1,
0xffffff);
}
buf->numRects = i;
}
/*
* presentStairStep --
*
* Use a non-scaled Present to draw many small square tiles, and
* clip the edge to a stair-step pattern. This tests performance
* for large numbers of clip rectangles, and it will make any edge
* artifacts very noticeable.
*
* This is a set of copyrects where all of the sources line up,
* so it is also expressable as a clip rectangle.
*/
static void
presentStairStep(int xOffset, int yOffset)
{
const int gridSize = 16;
const int numRects = (gridSize + 1) * gridSize / 2;
const int squareWidth = surfWidth / gridSize;
const int squareHeight = surfHeight / gridSize;
int x, y, i;
SVGA3dCopyRect *cr;
SVGA3D_BeginPresent(colorImage.sid, &cr, numRects);
i = 0;
for (x = 0; x < gridSize; x++) {
for (y = 0; y < gridSize; y++) {
if (x + y < gridSize) {
cr[i].srcx = x * squareWidth;
cr[i].srcy = y * squareHeight;
cr[i].x = cr[i].srcx + xOffset;
cr[i].y = cr[i].srcy + yOffset;
cr[i].w = squareWidth;
cr[i].h = squareHeight;
i++;
}
}
}
if (i != numRects) {
SVGA_Panic("Incorrect numRects in present()");
}
SVGA_FIFOCommitAll();
}
/*
* present --
*
* Copy our rendered cube to the screen. This is where we test clipping.
*/
static void
present(void)
{
/*
* Main stair-step unscaled present test.
*/
presentStairStep(1020, 2065);
/*
* Another non-scaled present, this time using the copyrects in a
* way which is not also expressable as a clip rectangle. In this
* case, we're using one Present to split the image in half (top
* and bottom) and reverse the two halves.
*/
{
SVGA3dCopyRect *cr;
SVGA3D_BeginPresent(colorImage.sid, &cr, 2);
cr[0].srcx = 0;
cr[0].srcy = surfHeight / 2;
cr[0].x = 1020;
cr[0].y = 2265;
cr[0].w = surfWidth;
cr[0].h = surfHeight / 2;
cr[1].srcx = 0;
cr[1].srcy = 0;
cr[1].x = 1020;
cr[1].y = 2265 + surfHeight / 2;
cr[1].w = surfWidth;
cr[1].h = surfHeight / 2;
SVGA_FIFOCommitAll();
}
/*
* A fairly normal scaled blit. This one is only slightly scaled, unlike the
* large one below- so it may be easier to see a different class of bugs.
* For clipping, we remove a hole from the center of the image.
*
* We also test source clipping by displaying the bottom half.
*/
{
SVGASignedRect *clip;
SVGASignedRect srcRect = { 0, surfHeight/2, surfWidth, surfHeight };
SVGASignedRect dstRect = { 20, 465, 325, 655 };
SVGA3D_BeginBlitSurfaceToScreen(&colorImage, &srcRect, 0,
&dstRect, &clip, 4);
// Top
clip[0].left = 0;
clip[0].top = 0;
clip[0].right = 445;
clip[0].bottom = 75;
// Bottom
clip[1].left = 0;
clip[1].top = 115;
clip[1].right = 445;
clip[1].bottom = 330;
// Left
clip[2].left = 0;
clip[2].top = 75;
clip[2].right = 63;
clip[2].bottom = 115;
// Right
clip[3].left = 242;
clip[3].top = 75;
clip[3].right = 305;
clip[3].bottom = 115;
SVGA_FIFOCommitAll();
}
/*
* Stair-step, clipped against the bottom and left sides of the screen.
*/
presentStairStep(1000 - surfHeight/2, 2000 + 768 - surfHeight/2);
/*
* Scaled circles. We scale these asymmetrically, to about 1.5x the
* size of the screen.
*/
{
int i;
for (i = 0; i < arraysize(circles); i++) {
presentWithClipBuf(&circles[i], -500, -300, 1300, 1000);
}
}
}
/*
* setup3D --
*
* Allocate 3D resources.
*/
static void
setup3D(void)
{
colorImage.sid = SVGA3DUtil_DefineSurface2D(surfWidth, surfHeight, SVGA3D_X8R8G8B8);
depthImage.sid = SVGA3DUtil_DefineSurface2D(surfWidth, surfHeight, SVGA3D_Z_D16);
SVGA3D_DefineContext(CID);
vertexSid = SVGA3DUtil_DefineStaticBuffer(vertexData, sizeof vertexData);
indexSid = SVGA3DUtil_DefineStaticBuffer(indexData, sizeof indexData);
}
/*
* drawCube --
*
* Draw a spinning wireframe cube.
*/
static void
drawCube(void)
{
static float angle = 0.5f;
SVGA3dRect *rect;
Matrix perspectiveMat;
SVGA3dTextureState *ts;
SVGA3dRenderState *rs;
SVGA3dRect viewport = { 0, 0, surfWidth, surfHeight };
SVGA3D_SetRenderTarget(CID, SVGA3D_RT_COLOR0, &colorImage);
SVGA3D_SetRenderTarget(CID, SVGA3D_RT_DEPTH, &depthImage);
SVGA3D_SetViewport(CID, &viewport);
SVGA3D_SetZRange(CID, 0.0f, 1.0f);
SVGA3D_BeginSetRenderState(CID, &rs, 5);
{
rs[0].state = SVGA3D_RS_BLENDENABLE;
rs[0].uintValue = FALSE;
rs[1].state = SVGA3D_RS_ZENABLE;
rs[1].uintValue = TRUE;
rs[2].state = SVGA3D_RS_ZWRITEENABLE;
rs[2].uintValue = TRUE;
rs[3].state = SVGA3D_RS_ZFUNC;
rs[3].uintValue = SVGA3D_CMP_LESS;
rs[4].state = SVGA3D_RS_LIGHTINGENABLE;
rs[4].uintValue = FALSE;
}
SVGA_FIFOCommitAll();
SVGA3D_BeginSetTextureState(CID, &ts, 4);
{
ts[0].stage = 0;
ts[0].name = SVGA3D_TS_BIND_TEXTURE;
ts[0].value = SVGA3D_INVALID_ID;
ts[1].stage = 0;
ts[1].name = SVGA3D_TS_COLOROP;
ts[1].value = SVGA3D_TC_SELECTARG1;
ts[2].stage = 0;
ts[2].name = SVGA3D_TS_COLORARG1;
ts[2].value = SVGA3D_TA_DIFFUSE;
ts[3].stage = 0;
ts[3].name = SVGA3D_TS_ALPHAARG1;
ts[3].value = SVGA3D_TA_DIFFUSE;
}
SVGA_FIFOCommitAll();
/*
* Draw a red border around the render target, to test edge
* accuracy in Present.
*/
SVGA3D_BeginClear(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
0xFF0000, 1.0f, 0, &rect, 1);
*rect = viewport;
SVGA_FIFOCommitAll();
/*
* Draw the background color
*/
SVGA3D_BeginClear(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
0x336699, 1.0f, 0, &rect, 1);
rect->x = viewport.x + 1;
rect->y = viewport.y + 1;
rect->w = viewport.w - 2;
rect->h = viewport.h - 2;
SVGA_FIFOCommitAll();
SVGA3dVertexDecl *decls;
SVGA3dPrimitiveRange *ranges;
Matrix view;
Matrix_Copy(view, gIdentityMatrix);
Matrix_Scale(view, 0.5, 0.5, 0.5, 1.0);
Matrix_RotateX(view, 30.0 * M_PI / 180.0);
Matrix_RotateY(view, angle);
Matrix_Translate(view, 0, 0, 2.2);
angle += 0.02;
Matrix_Perspective(perspectiveMat, 45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_WORLD, gIdentityMatrix);
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_PROJECTION, perspectiveMat);
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_VIEW, view);
SVGA3D_BeginDrawPrimitives(CID, &decls, 2, &ranges, 1);
{
decls[0].identity.type = SVGA3D_DECLTYPE_FLOAT3;
decls[0].identity.usage = SVGA3D_DECLUSAGE_POSITION;
decls[0].array.surfaceId = vertexSid;
decls[0].array.stride = sizeof(MyVertex);
decls[0].array.offset = offsetof(MyVertex, position);
decls[1].identity.type = SVGA3D_DECLTYPE_D3DCOLOR;
decls[1].identity.usage = SVGA3D_DECLUSAGE_COLOR;
decls[1].array.surfaceId = vertexSid;
decls[1].array.stride = sizeof(MyVertex);
decls[1].array.offset = offsetof(MyVertex, color);
ranges[0].primType = SVGA3D_PRIMITIVE_LINELIST;
ranges[0].primitiveCount = numLines;
ranges[0].indexArray.surfaceId = indexSid;
ranges[0].indexArray.stride = sizeof(uint16);
ranges[0].indexWidth = sizeof(uint16);
}
SVGA_FIFOCommitAll();
}
/*
* main --
*
* Initialization, main loop.
*/
int
main(void)
{
static FPSCounterState fps;
uint32 frameFence = 0;
uint32 nextFence;
Intr_Init();
Intr_SetFaultHandlers(SVGA_DefaultFaultHandler);
SVGA_Init();
GMR_Init();
Heap_Reset();
SVGA_SetMode(0, 0, 32);
SVGA3D_Init();
Screen_Init();
ScreenDraw_Init(0);
initScreens();
setup3D();
/*
* One big circle, and a smaller one that overlaps the top-right
* corner. (This tests positive and negative clipping extremes.)
*/
prepareCircle(&circles[0], 650, 400, 300);
prepareCircle(&circles[1], 1000, 50, 250);
while (1) {
if (SVGA3DUtil_UpdateFPSCounter(&fps)) {
Console_MoveTo(900, 730);
Console_Format("%s ", fps.text);
}
drawCube();
/*
* Flow control- one frame in the FIFO at a time.
*/
nextFence = SVGA_InsertFence();
SVGA_SyncToFence(frameFence);
frameFence = nextFence;
present();
}
return 0;
}