vmware-svga/examples/present-readback/main.c

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2009-04-13 02:05:42 -05:00
/*
* SVGA3D example: Present Reaback example. This example tests the 3d
* and 2d syncronization presentReadback command. This example draws
* a spinning cube using 3d. After every frame parts of the 2d
* framebuffer are updated with present readback with a 2d update
* following. Parts of the 3d region are cleared before the present
* readback command testing that the last presented 3d data is what is
* copied to the 2d framebuffer. This cube should spin with no
* flicker.
*
* Copyright (C) 2008-2009 VMware, Inc. Licensed under the MIT
* License, please see the README.txt. All rights reserved.
*/
#include "svga3dutil.h"
#include "svga3dtext.h"
#include "matrix.h"
#include "math.h"
typedef struct {
float position[3];
uint32 color;
} MyVertex;
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 },
};
#define QUAD(a,b,c,d) a, b, d, d, c, a
static const uint16 indexData[] = {
QUAD(0,1,2,3), // -X
QUAD(4,5,6,7), // +X
QUAD(0,1,4,5), // -Y
QUAD(2,3,6,7), // +Y
QUAD(0,2,4,6), // -Z
QUAD(1,3,5,7), // +Z
};
#undef QUAD
const uint32 numTriangles = sizeof indexData / sizeof indexData[0] / 3;
uint32 vertexSid, indexSid;
Matrix perspectiveMat;
FPSCounterState gFPS;
VMMousePacket lastMouseState;
/*
* render --
*
* Set up render state, and draw our cube scene from static index
* and vertex buffers.
*
* This render state only needs to be set each frame because
* SVGA3DText_Draw() changes it.
*/
void
render(void)
{
SVGA3dTextureState *ts;
SVGA3dRenderState *rs;
SVGA3dVertexDecl *decls;
SVGA3dPrimitiveRange *ranges;
static Matrix view;
Matrix_Copy(view, gIdentityMatrix);
Matrix_Scale(view, 0.5, 0.5, 0.5, 1.0);
if (lastMouseState.buttons & VMMOUSE_LEFT_BUTTON) {
Matrix_RotateX(view, lastMouseState.y * 0.0001);
Matrix_RotateY(view, lastMouseState.x * -0.0001);
} else {
Matrix_RotateX(view, 30.0 * M_PI / 180.0);
Matrix_RotateY(view, gFPS.frame * 0.01f);
}
Matrix_Translate(view, 0, 0, 3);
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_VIEW, view);
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_WORLD, gIdentityMatrix);
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_PROJECTION, perspectiveMat);
SVGA3D_BeginSetRenderState(CID, &rs, 4);
{
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;
}
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();
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_TRIANGLELIST;
ranges[0].primitiveCount = numTriangles;
ranges[0].indexArray.surfaceId = indexSid;
ranges[0].indexArray.stride = sizeof(uint16);
ranges[0].indexWidth = sizeof(uint16);
}
SVGA_FIFOCommitAll();
}
/*
* main --
*
* Our example's entry point, invoked directly by the bootloader.
*/
int
main(void)
{
SVGAGuestPtr ptr;
SVGA3DUtil_InitFullscreen(CID, 800, 600);
SVGA3DUtil_AllocDMABuffer(gSVGA.width * gSVGA.height * 4, &ptr);
SVGA3DText_Init();
vertexSid = SVGA3DUtil_DefineStaticBuffer(vertexData, sizeof vertexData);
indexSid = SVGA3DUtil_DefineStaticBuffer(indexData, sizeof indexData);
Matrix_Perspective(perspectiveMat, 45.0f,
gSVGA.width / (float)gSVGA.height, 0.1f, 100.0f);
while (1) {
SVGA3dRect *rects;
int halfWidth = gSVGA.width / 2;
int halfHeight = gSVGA.height / 2;
if (SVGA3DUtil_UpdateFPSCounter(&gFPS)) {
Console_Clear();
Console_Format("VMware SVGA3D Example:\n"
"Present Readback:\n"
" - upper left quadrant:\n"
" present\n"
" - lower right quadrant:\n"
" present -> presentReadback -> update\n"
" - upper right and lower left quadrants:\n"
" present -> clear -> presentReadback -> update\n"
"\n"
"The cube should appear to be smothly spinning \n"
"with all quadrants of the screen in sync.\n\n%s",
gFPS.text);
SVGA3DText_Update();
VMBackdoor_VGAScreenshot();
}
while (VMBackdoor_MouseGetPacket(&lastMouseState));
SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
0x113366, 1.0f, 0);
render();
SVGA3DText_Draw();
SVGA3DUtil_PresentFullscreen();
SVGA3D_BeginPresentReadback(&rects, 1);
rects[0].x = halfWidth;
rects[0].y = halfHeight;
rects[0].w = halfWidth;
rects[0].h = halfHeight;
SVGA_FIFOCommitAll();
SVGA_SyncToFence(SVGA_InsertFence());
SVGA_Update(halfWidth,halfHeight,halfWidth,halfHeight);
SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
0xff00ff, 1.0f, 0);
SVGA3D_BeginPresentReadback(&rects, 2);
rects[0].x = halfWidth;
rects[0].y = 0;
rects[0].w = halfWidth;
rects[0].h = halfHeight;
rects[1].x = 0;
rects[1].y = halfHeight;
rects[1].w = halfWidth;
rects[1].h = halfHeight;
SVGA_FIFOCommitAll();
SVGA_SyncToFence(SVGA_InsertFence());
SVGA_Update(halfWidth, 0, halfWidth, halfHeight);
SVGA_Update(0, halfHeight, halfWidth, halfHeight);
}
return 0;
}