236 lines
6.7 KiB
C
236 lines
6.7 KiB
C
|
/*
|
||
|
* Cubemark, a microbenchmark which renders a very large number of
|
||
|
* very simple objects. This stresses the throughput of the SVGA3D
|
||
|
* command pipeline and API layers.
|
||
|
*
|
||
|
* Half of the cubes are rendered using fixed-function, and half of
|
||
|
* them are rendered using shaders. This helps hilight any performance
|
||
|
* differences between per-draw setup for FFP vs. for shaders.
|
||
|
*
|
||
|
* 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 uint32 DWORD;
|
||
|
#include "cube_vs.h"
|
||
|
#include "cube_ps.h"
|
||
|
|
||
|
#define MY_VSHADER_ID 0
|
||
|
#define MY_PSHADER_ID 0
|
||
|
|
||
|
#define CONST_MAT_VIEW 0
|
||
|
#define CONST_MAT_PROJ 4
|
||
|
|
||
|
typedef struct {
|
||
|
float position[3];
|
||
|
uint32 color;
|
||
|
} MyVertex;
|
||
|
|
||
|
/*
|
||
|
* Two colors for the cubes, so we can see them rotate more easily.
|
||
|
*/
|
||
|
#define COLOR1 0x8080FF
|
||
|
#define COLOR2 0x000080
|
||
|
|
||
|
/*
|
||
|
* This defines the grid spacing, as well as the total number of cubes we draw.
|
||
|
*/
|
||
|
#define GRID_X_MIN (-35)
|
||
|
#define GRID_X_MAX 35
|
||
|
#define GRID_Y_MIN (-20)
|
||
|
#define GRID_Y_MAX 20
|
||
|
#define GRID_STEP 2
|
||
|
|
||
|
static const MyVertex vertexData[] = {
|
||
|
{ {-1, -1, -1}, COLOR1 },
|
||
|
{ {-1, -1, 1}, COLOR1 },
|
||
|
{ {-1, 1, -1}, COLOR1 },
|
||
|
{ {-1, 1, 1}, COLOR1 },
|
||
|
{ { 1, -1, -1}, COLOR2 },
|
||
|
{ { 1, -1, 1}, COLOR2 },
|
||
|
{ { 1, 1, -1}, COLOR2 },
|
||
|
{ { 1, 1, 1}, COLOR2 },
|
||
|
};
|
||
|
|
||
|
#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 common render state and matrices, then enter a loop
|
||
|
* drawing many cubes with individual draw commands.
|
||
|
*
|
||
|
* 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, instance;
|
||
|
float x, y;
|
||
|
Bool useShaders = FALSE;
|
||
|
|
||
|
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, gFPS.frame * 0.1f);
|
||
|
Matrix_Translate(view, 0, 0, 75);
|
||
|
|
||
|
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_WORLD, gIdentityMatrix);
|
||
|
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_PROJECTION, perspectiveMat);
|
||
|
|
||
|
SVGA3DUtil_SetShaderConstMatrix(CID, CONST_MAT_PROJ,
|
||
|
SVGA3D_SHADERTYPE_VS, 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();
|
||
|
|
||
|
for (x = GRID_X_MIN; x <= GRID_X_MAX; x += GRID_STEP) {
|
||
|
for (y = GRID_Y_MIN; y <= GRID_Y_MAX; y += GRID_STEP) {
|
||
|
|
||
|
Matrix_Copy(instance, view);
|
||
|
Matrix_Translate(instance, x, y, 0);
|
||
|
|
||
|
if (useShaders) {
|
||
|
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_VS, MY_VSHADER_ID);
|
||
|
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_PS, MY_PSHADER_ID);
|
||
|
SVGA3DUtil_SetShaderConstMatrix(CID, CONST_MAT_VIEW,
|
||
|
SVGA3D_SHADERTYPE_VS, instance);
|
||
|
} else {
|
||
|
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_VS, SVGA3D_INVALID_ID);
|
||
|
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_PS, SVGA3D_INVALID_ID);
|
||
|
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_VIEW, instance);
|
||
|
}
|
||
|
|
||
|
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();
|
||
|
}
|
||
|
|
||
|
useShaders = !useShaders;
|
||
|
}
|
||
|
|
||
|
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_VS, SVGA3D_INVALID_ID);
|
||
|
SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_PS, SVGA3D_INVALID_ID);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* main --
|
||
|
*
|
||
|
* Our example's entry point, invoked directly by the bootloader.
|
||
|
*/
|
||
|
|
||
|
int
|
||
|
main(void)
|
||
|
{
|
||
|
SVGA3DUtil_InitFullscreen(CID, 800, 600);
|
||
|
SVGA3DText_Init();
|
||
|
|
||
|
vertexSid = SVGA3DUtil_DefineStaticBuffer(vertexData, sizeof vertexData);
|
||
|
indexSid = SVGA3DUtil_DefineStaticBuffer(indexData, sizeof indexData);
|
||
|
|
||
|
SVGA3D_DefineShader(CID, MY_VSHADER_ID, SVGA3D_SHADERTYPE_VS,
|
||
|
g_vs20_MyVertexShader, sizeof g_vs20_MyVertexShader);
|
||
|
SVGA3D_DefineShader(CID, MY_PSHADER_ID, SVGA3D_SHADERTYPE_PS,
|
||
|
g_ps20_MyPixelShader, sizeof g_ps20_MyPixelShader);
|
||
|
|
||
|
Matrix_Perspective(perspectiveMat, 45.0f,
|
||
|
gSVGA.width / (float)gSVGA.height, 10.0f, 100.0f);
|
||
|
|
||
|
while (1) {
|
||
|
if (SVGA3DUtil_UpdateFPSCounter(&gFPS)) {
|
||
|
Console_Clear();
|
||
|
Console_Format("Cubemark microbenchmark\n\n%s", gFPS.text);
|
||
|
SVGA3DText_Update();
|
||
|
VMBackdoor_VGAScreenshot();
|
||
|
}
|
||
|
|
||
|
SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
|
||
|
0x000000, 1.0f, 0);
|
||
|
render();
|
||
|
SVGA3DText_Draw();
|
||
|
SVGA3DUtil_PresentFullscreen();
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|