/********************************************************** * Copyright 2008-2009 VMware, Inc. All rights reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * **********************************************************/ /* * svga3dtext.h -- * * Emulated text console, built on the SVGA3D protocol. This * module allows the use of VGAText in 3D mode. We convert the * ROM BIOS font into a texture, and sample character data from * the text-mode framebuffer. Text attributes are ignored. * * This is used as a debug/diagnostic facility in the example * programs, plus it's a simple but relatively efficient example * of rendering using dynamic vertex buffer data. */ #ifndef __SVGA3DTEXT_H__ #define __SVGA3DTEXT_H__ #include "console.h" void SVGA3DText_Init(void); void SVGA3DText_Update(void); void SVGA3DText_Draw(void); #endif /* __SVGA3DTEXT_H__ */