Adding a simple test for output gamma.
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16
examples/rt-gamma-test/Makefile
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16
examples/rt-gamma-test/Makefile
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TARGET = rt-gamma-test.img
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APP_SOURCES = main.c
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LIB_DIR = ../../lib
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include $(LIB_DIR)/Makefile.rules
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.PHONY: shaders
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shaders: cube_vs.h cube_ps.h
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cube_vs.h: cube.fx
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wine fxc.exe /T vs_2_0 /E MyVertexShader /Fh cube_vs.h cube.fx
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cube_ps.h: cube.fx
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wine fxc.exe /T ps_2_0 /E MyPixelShader /Fh cube_ps.h cube.fx
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36
examples/rt-gamma-test/cube.fx
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examples/rt-gamma-test/cube.fx
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float4x4 matView, matProj;
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struct VS_Input
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{
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float4 Pos : POSITION;
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float4 Color : COLOR0;
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};
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struct VS_Output
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{
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float4 Pos : POSITION;
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float4 Color : COLOR0;
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};
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VS_Output
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MyVertexShader(VS_Input Input)
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{
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VS_Output Output;
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Output.Pos = mul(mul(Input.Pos, matView), matProj);
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Output.Color = Input.Color;
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return Output;
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}
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struct PS_Input
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{
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float4 Color : COLOR0;
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};
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float4
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MyPixelShader(PS_Input Input) : COLOR
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{
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return Input.Color;
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}
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21
examples/rt-gamma-test/cube_ps.h
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21
examples/rt-gamma-test/cube_ps.h
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#if 0
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//
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// Generated by Microsoft (R) D3DX9 Shader Compiler
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//
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// fxc /T ps_2_0 /E MyPixelShader /Fh cube_ps.h cube.fx
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//
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ps_2_0
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dcl v0
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mov oC0, v0
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// approximately 1 instruction slot used
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#endif
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const DWORD g_ps20_MyPixelShader[] =
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{
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0xffff0200, 0x0013fffe, 0x42415443, 0x0000001c, 0x00000023, 0xffff0200,
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0x00000000, 0x00000000, 0x20000100, 0x0000001c, 0x325f7370, 0x4d00305f,
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0x6f726369, 0x74666f73, 0x29522820, 0x44334420, 0x53203958, 0x65646168,
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0x6f432072, 0x6c69706d, 0x00207265, 0x0200001f, 0x80000000, 0x900f0000,
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0x02000001, 0x800f0800, 0x90e40000, 0x0000ffff
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};
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54
examples/rt-gamma-test/cube_vs.h
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54
examples/rt-gamma-test/cube_vs.h
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#if 0
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//
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// Generated by Microsoft (R) D3DX9 Shader Compiler
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//
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// fxc /T vs_2_0 /E MyVertexShader /Fh cube_vs.h cube.fx
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//
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//
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// Parameters:
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//
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// float4x4 matProj;
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// float4x4 matView;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// matView c0 4
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// matProj c4 4
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//
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vs_2_0
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dcl_position v0
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dcl_color v1
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dp4 r0.x, v0, c0
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dp4 r0.y, v0, c1
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dp4 r0.z, v0, c2
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dp4 r0.w, v0, c3
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dp4 oPos.x, r0, c4
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dp4 oPos.y, r0, c5
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dp4 oPos.z, r0, c6
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dp4 oPos.w, r0, c7
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mov oD0, v1
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// approximately 9 instruction slots used
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#endif
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const DWORD g_vs20_MyVertexShader[] =
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{
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0xfffe0200, 0x0025fffe, 0x42415443, 0x0000001c, 0x0000006b, 0xfffe0200,
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0x00000002, 0x0000001c, 0x20000100, 0x00000064, 0x00000044, 0x00040002,
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0x00000004, 0x0000004c, 0x00000000, 0x0000005c, 0x00000002, 0x00000004,
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0x0000004c, 0x00000000, 0x5074616d, 0x006a6f72, 0x00030003, 0x00040004,
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0x00000001, 0x00000000, 0x5674616d, 0x00776569, 0x325f7376, 0x4d00305f,
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0x6f726369, 0x74666f73, 0x29522820, 0x44334420, 0x53203958, 0x65646168,
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0x6f432072, 0x6c69706d, 0x00207265, 0x0200001f, 0x80000000, 0x900f0000,
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0x0200001f, 0x8000000a, 0x900f0001, 0x03000009, 0x80010000, 0x90e40000,
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0xa0e40000, 0x03000009, 0x80020000, 0x90e40000, 0xa0e40001, 0x03000009,
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0x80040000, 0x90e40000, 0xa0e40002, 0x03000009, 0x80080000, 0x90e40000,
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0xa0e40003, 0x03000009, 0xc0010000, 0x80e40000, 0xa0e40004, 0x03000009,
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0xc0020000, 0x80e40000, 0xa0e40005, 0x03000009, 0xc0040000, 0x80e40000,
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0xa0e40006, 0x03000009, 0xc0080000, 0x80e40000, 0xa0e40007, 0x02000001,
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0xd00f0000, 0x90e40001, 0x0000ffff
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};
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204
examples/rt-gamma-test/main.c
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examples/rt-gamma-test/main.c
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/*
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* Test SVGA3D_RS_OUTPUTGAMMA.
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*
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* Copyright (C) 2008-2009 VMware, Inc. Licensed under the MIT
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* License, please see the README.txt. All rights reserved.
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*/
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#include "svga3dutil.h"
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#include "matrix.h"
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#include "math.h"
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typedef uint32 DWORD;
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#include "cube_vs.h"
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#include "cube_ps.h"
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#define MY_VSHADER_ID 0
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#define MY_PSHADER_ID 0
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#define CONST_MAT_VIEW 0
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#define CONST_MAT_PROJ 4
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typedef struct {
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float position[3];
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uint32 color;
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} MyVertex;
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/*
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* Cubes are drawn with a gradient from black to white.
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*/
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#define COLOR1 0x000000
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#define COLOR2 0xFFFFFF
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/*
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* This defines the grid spacing, as well as the total number of cubes we draw.
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*/
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#define GRID_STEP 2
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#define GAMMA_STEP 0.1f
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#define GRID_X_COUNT 5
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#define GRID_Y_COUNT 5
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static const MyVertex vertexData[] = {
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{ {-1, -1, -1}, COLOR1 },
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{ {-1, -1, 1}, COLOR1 },
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{ {-1, 1, -1}, COLOR1 },
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{ {-1, 1, 1}, COLOR1 },
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{ { 1, -1, -1}, COLOR2 },
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{ { 1, -1, 1}, COLOR2 },
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{ { 1, 1, -1}, COLOR2 },
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{ { 1, 1, 1}, COLOR2 },
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};
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#define QUAD(a,b,c,d) a, b, d, d, c, a
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static const uint16 indexData[] = {
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QUAD(0,1,2,3), // -X
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QUAD(4,5,6,7), // +X
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QUAD(0,1,4,5), // -Y
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QUAD(2,3,6,7), // +Y
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QUAD(0,2,4,6), // -Z
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QUAD(1,3,5,7), // +Z
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};
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#undef QUAD
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const uint32 numTriangles = sizeof indexData / sizeof indexData[0] / 3;
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uint32 vertexSid, indexSid;
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Matrix perspectiveMat;
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VMMousePacket lastMouseState;
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/*
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* render --
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*
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* Set up common render state and matrices, then enter a loop
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* drawing many cubes with individual draw commands.
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*/
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void
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render(void)
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{
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SVGA3dRenderState *rs;
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SVGA3dVertexDecl *decls;
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SVGA3dPrimitiveRange *ranges;
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static Matrix view, instance;
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static uint32 frame = 0;
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float x, y, gamma;
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Matrix_Copy(view, gIdentityMatrix);
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Matrix_Scale(view, 0.5, 0.5, 0.5, 1.0);
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Matrix_RotateY(view, 30.0 * M_PI / 180.0);
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Matrix_RotateX(view, ++frame * 0.001f);
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Matrix_Translate(view, 0, 0, 15);
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gamma = 0.f;
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for (y = 0; y < GRID_Y_COUNT; y++) {
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for (x = 0; x < GRID_X_COUNT; x++) {
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float gamma = (x + y * GRID_X_COUNT) * GAMMA_STEP;
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Matrix_Copy(instance, view);
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Matrix_Translate(instance,
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(x - GRID_X_COUNT / 2.0f + 0.5f) * GRID_STEP,
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-(y - GRID_Y_COUNT / 2.0f + 0.5f) * GRID_STEP,
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0);
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SVGA3DUtil_SetShaderConstMatrix(CID, CONST_MAT_VIEW,
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SVGA3D_SHADERTYPE_VS, instance);
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SVGA3D_BeginSetRenderState(CID, &rs, 4);
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{
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rs[0].state = SVGA3D_RS_OUTPUTGAMMA;
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rs[0].floatValue = gamma;
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}
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SVGA_FIFOCommitAll();
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gamma += 0.1f;
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SVGA3D_BeginDrawPrimitives(CID, &decls, 2, &ranges, 1);
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{
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decls[0].identity.type = SVGA3D_DECLTYPE_FLOAT3;
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decls[0].identity.usage = SVGA3D_DECLUSAGE_POSITION;
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decls[0].array.surfaceId = vertexSid;
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decls[0].array.stride = sizeof(MyVertex);
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decls[0].array.offset = offsetof(MyVertex, position);
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decls[1].identity.type = SVGA3D_DECLTYPE_D3DCOLOR;
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decls[1].identity.usage = SVGA3D_DECLUSAGE_COLOR;
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decls[1].array.surfaceId = vertexSid;
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decls[1].array.stride = sizeof(MyVertex);
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decls[1].array.offset = offsetof(MyVertex, color);
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ranges[0].primType = SVGA3D_PRIMITIVE_TRIANGLELIST;
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ranges[0].primitiveCount = numTriangles;
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ranges[0].indexArray.surfaceId = indexSid;
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ranges[0].indexArray.stride = sizeof(uint16);
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ranges[0].indexWidth = sizeof(uint16);
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}
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SVGA_FIFOCommitAll();
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}
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}
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}
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/*
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* main --
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*
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* Our example's entry point, invoked directly by the bootloader.
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*/
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int
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main(void)
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{
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SVGA3dRenderState *rs;
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SVGA3DUtil_InitFullscreen(CID, 800, 600);
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vertexSid = SVGA3DUtil_DefineStaticBuffer(vertexData, sizeof vertexData);
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indexSid = SVGA3DUtil_DefineStaticBuffer(indexData, sizeof indexData);
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SVGA3D_DefineShader(CID, MY_VSHADER_ID, SVGA3D_SHADERTYPE_VS,
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g_vs20_MyVertexShader, sizeof g_vs20_MyVertexShader);
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SVGA3D_DefineShader(CID, MY_PSHADER_ID, SVGA3D_SHADERTYPE_PS,
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g_ps20_MyPixelShader, sizeof g_ps20_MyPixelShader);
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Matrix_Perspective(perspectiveMat, 45.0f,
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gSVGA.width / (float)gSVGA.height, 10.0f, 100.0f);
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SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_WORLD, gIdentityMatrix);
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SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_PROJECTION, perspectiveMat);
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SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_VS, MY_VSHADER_ID);
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SVGA3D_SetShader(CID, SVGA3D_SHADERTYPE_PS, MY_PSHADER_ID);
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SVGA3DUtil_SetShaderConstMatrix(CID, CONST_MAT_PROJ,
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SVGA3D_SHADERTYPE_VS, perspectiveMat);
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SVGA3D_BeginSetRenderState(CID, &rs, 5);
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{
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rs[0].state = SVGA3D_RS_BLENDENABLE;
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rs[0].uintValue = FALSE;
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rs[1].state = SVGA3D_RS_ZENABLE;
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rs[1].uintValue = TRUE;
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rs[2].state = SVGA3D_RS_ZWRITEENABLE;
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rs[2].uintValue = TRUE;
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rs[3].state = SVGA3D_RS_ZFUNC;
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rs[3].uintValue = SVGA3D_CMP_LESS;
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rs[4].state = SVGA3D_RS_CULLMODE;
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rs[4].uintValue = SVGA3D_FACE_FRONT;
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}
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SVGA_FIFOCommitAll();
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while (1) {
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SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
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0x000000, 1.0f, 0);
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render();
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SVGA3DUtil_PresentFullscreen();
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}
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return 0;
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}
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