vmware-svga/examples/blit-cube/main.c

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2009-04-13 02:05:42 -05:00
/*
* SVGA3D example: Spinning cube, with various blit operations.
*
* 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];
float texcoord[2];
float color[3];
} MyVertex;
static const MyVertex vertexData[] = {
{ {-1, -1, -1}, { 0, 0 }, {0.5, 0.5, 0.5} }, /* -X */
{ {-1, -1, 1}, { 0, 1 }, {1.0, 1.0, 1.0} },
{ {-1, 1, -1}, { 1, 0 }, {0.5, 0.5, 0.5} },
{ {-1, 1, 1}, { 1, 1 }, {1.0, 1.0, 1.0} },
{ { 1, -1, -1}, { 0, 0 }, {0.5, 0.5, 0.5} }, /* +X */
{ { 1, -1, 1}, { 0, 1 }, {1.0, 1.0, 1.0} },
{ { 1, 1, -1}, { 1, 0 }, {0.5, 0.5, 0.5} },
{ { 1, 1, 1}, { 1, 1 }, {1.0, 1.0, 1.0} },
{ {-1, -1, -1}, { 0, 0 }, {0.5, 0.5, 0.5} }, /* -Y */
{ {-1, -1, 1}, { 0, 1 }, {1.0, 1.0, 1.0} },
{ { 1, -1, -1}, { 1, 0 }, {0.5, 0.5, 0.5} },
{ { 1, -1, 1}, { 1, 1 }, {1.0, 1.0, 1.0} },
{ {-1, 1, -1}, { 0, 0 }, {0.5, 0.5, 0.5} }, /* +Y */
{ {-1, 1, 1}, { 0, 1 }, {1.0, 1.0, 1.0} },
{ { 1, 1, -1}, { 1, 0 }, {0.5, 0.5, 0.5} },
{ { 1, 1, 1}, { 1, 1 }, {1.0, 1.0, 1.0} },
{ {-1, -1, -1}, { 0, 0 }, {0.5, 0.5, 0.5} }, /* -Z */
{ {-1, 1, -1}, { 0, 1 }, {1.0, 1.0, 1.0} },
{ { 1, -1, -1}, { 1, 0 }, {0.5, 0.5, 0.5} },
{ { 1, 1, -1}, { 1, 1 }, {1.0, 1.0, 1.0} },
{ {-1, -1, 1}, { 0, 0 }, {0.5, 0.5, 0.5} }, /* +Z */
{ {-1, 1, 1}, { 0, 1 }, {1.0, 1.0, 1.0} },
{ { 1, -1, 1}, { 1, 0 }, {0.5, 0.5, 0.5} },
{ { 1, 1, 1}, { 1, 1 }, {1.0, 1.0, 1.0} },
};
#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(8, 9, 10, 11), // -Y
QUAD(12, 13, 14, 15), // +Y
QUAD(16, 17, 18, 19), // -Z
QUAD(20, 21, 22, 23), // +Z
};
#undef QUAD
const uint32 numTriangles = sizeof indexData / sizeof indexData[0] / 3;
uint32 vertexSid, indexSid, textureSid;
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, 2);
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, 10);
{
ts[0].stage = 0;
ts[0].name = SVGA3D_TS_BIND_TEXTURE;
ts[0].value = textureSid;
ts[1].stage = 0;
ts[1].name = SVGA3D_TS_COLOROP;
ts[1].value = SVGA3D_TC_MODULATE;
ts[2].stage = 0;
ts[2].name = SVGA3D_TS_COLORARG1;
ts[2].value = SVGA3D_TA_TEXTURE;
ts[3].stage = 0;
ts[3].name = SVGA3D_TS_COLORARG2;
ts[3].value = SVGA3D_TA_DIFFUSE;
ts[4].stage = 0;
ts[4].name = SVGA3D_TS_ALPHAOP;
ts[4].value = SVGA3D_TC_SELECTARG1;
ts[5].stage = 0;
ts[5].name = SVGA3D_TS_ALPHAARG1;
ts[5].value = SVGA3D_TA_DIFFUSE;
ts[6].stage = 0;
ts[6].name = SVGA3D_TS_MINFILTER;
ts[6].value = SVGA3D_TEX_FILTER_LINEAR;
ts[7].stage = 0;
ts[7].name = SVGA3D_TS_MAGFILTER;
ts[7].value = SVGA3D_TEX_FILTER_LINEAR;
ts[8].stage = 0;
ts[8].name = SVGA3D_TS_ADDRESSU;
ts[8].value = SVGA3D_TEX_ADDRESS_WRAP;
ts[9].stage = 0;
ts[9].name = SVGA3D_TS_ADDRESSV;
ts[9].value = SVGA3D_TEX_ADDRESS_WRAP;
}
SVGA_FIFOCommitAll();
SVGA3D_BeginDrawPrimitives(CID, &decls, 3, &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_FLOAT2;
decls[1].identity.usage = SVGA3D_DECLUSAGE_TEXCOORD;
decls[1].array.surfaceId = vertexSid;
decls[1].array.stride = sizeof(MyVertex);
decls[1].array.offset = offsetof(MyVertex, texcoord);
decls[2].identity.type = SVGA3D_DECLTYPE_FLOAT3;
decls[2].identity.usage = SVGA3D_DECLUSAGE_COLOR;
decls[2].array.surfaceId = vertexSid;
decls[2].array.stride = sizeof(MyVertex);
decls[2].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();
}
/*
* defineCheckerboard --
*
* Create a new checkerboard texture of the specified size.
*/
uint32
defineCheckerboard(uint32 width, uint32 height)
{
uint32 *buffer;
int i, j;
SVGAGuestPtr gPtr;
uint32 size = width * height * sizeof *buffer;
uint32 sid = SVGA3DUtil_DefineSurface2D(width, height, SVGA3D_A8R8G8B8);
buffer = SVGA3DUtil_AllocDMABuffer(size, &gPtr);
for (j = 0; j < height; j++) {
for (i = 0; i < width; i++) {
*buffer = (i + j) & 1 ? 0xFFFFFFFF : 0x00000000;
buffer++;
}
}
SVGA3DUtil_SurfaceDMA2D(sid, &gPtr, SVGA3D_WRITE_HOST_VRAM, width, height);
return sid;
}
/*
* main --
*
* Our example's entry point, invoked directly by the bootloader.
*/
int
main(void)
{
uint32 texSize = 256;
uint32 checkerSid;
SVGA3DUtil_InitFullscreen(CID, 1024, 768);
SVGA3DText_Init();
vertexSid = SVGA3DUtil_DefineStaticBuffer(vertexData, sizeof vertexData);
indexSid = SVGA3DUtil_DefineStaticBuffer(indexData, sizeof indexData);
textureSid = SVGA3DUtil_DefineSurface2D(texSize, texSize, SVGA3D_A8R8G8B8);
checkerSid = defineCheckerboard(texSize, texSize);
Matrix_Perspective(perspectiveMat, 45.0f,
gSVGA.width / (float)gSVGA.height, 0.1f, 100.0f);
while (1) {
if (SVGA3DUtil_UpdateFPSCounter(&gFPS)) {
Console_Clear();
Console_Format(
"VMware SVGA3D Example:\n"
"Spinning cube blitter test: \n"
" - SurfaceStretchBlt from back buffer to cube texture\n"
" - SurfaceCopy from cube texture to back buffer\n"
" - Checkerboard pattern in bottom left\n"
"\n"
"Verify performance and correctness with all blitter implementations.\n"
"\n"
"%s",
gFPS.text);
SVGA3DText_Update();
VMBackdoor_VGAScreenshot();
}
while (VMBackdoor_MouseGetPacket(&lastMouseState));
SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
0x6666dd, 1.0f, 0);
render();
SVGA3DText_Draw();
/* Surface copy from cube texture to the lower-right corner of the back buffer */
{
SVGA3dSurfaceImageId src = { textureSid };
SVGA3dCopyBox *boxes;
SVGA3D_BeginSurfaceCopy(&src, &gFullscreen.colorImage, &boxes, 1);
boxes[0].w = texSize;
boxes[0].h = texSize;
boxes[0].d = 1;
boxes[0].x = gFullscreen.screen.w - texSize;
boxes[0].y = gFullscreen.screen.h - texSize;
SVGA_FIFOCommitAll();
}
/*
* We're displaying the checkerboard texture in the lower-left
* corner of the back buffer. This tests for subpixel alignment
* errors within the blitter.
*
* Draw the top half with a regular blit, bottom half with a
* stretch blit. You should see a contiguous checkerboard.
*/
{
SVGA3dSurfaceImageId src = { checkerSid };
SVGA3dCopyBox *boxes;
SVGA3dBox boxSrc = { 0 };
SVGA3dBox boxDest = { 0 };
SVGA3D_BeginSurfaceCopy(&src, &gFullscreen.colorImage, &boxes, 1);
boxes[0].w = texSize;
boxes[0].h = texSize/2;
boxes[0].d = 1;
boxes[0].y = gFullscreen.screen.h - texSize;
SVGA_FIFOCommitAll();
boxSrc.w = texSize;
boxSrc.y = texSize/2;
boxSrc.h = texSize/2;
boxSrc.d = 1;
boxDest.w = texSize;
boxDest.y = gFullscreen.screen.h - texSize/2;
boxDest.h = texSize/2;
boxDest.d = 1;
SVGA3D_SurfaceStretchBlt(&src, &gFullscreen.colorImage, &boxSrc, &boxDest,
SVGA3D_STRETCH_BLT_LINEAR);
}
SVGA3DUtil_PresentFullscreen();
/* Stretch blit from back buffer to cube */
{
SVGA3dSurfaceImageId dest = { textureSid };
SVGA3dBox boxSrc = { 0 };
SVGA3dBox boxDest = { 0 };
boxSrc.w = gFullscreen.screen.w;
boxSrc.h = gFullscreen.screen.h;
boxSrc.d = 1;
boxDest.w = texSize;
boxDest.h = texSize;
boxDest.d = 1;
SVGA3D_SurfaceStretchBlt(&gFullscreen.colorImage, &dest, &boxSrc, &boxDest,
SVGA3D_STRETCH_BLT_LINEAR);
}
}
return 0;
}