vmware-svga/examples/screen-render-test/main.c
2011-09-19 13:21:29 +00:00

632 lines
17 KiB
C

/*
* This is a test which demonstrates many features of the Screen
* Object rendering model:
*
* - GMR-to-screen blits from multiple GMRFBs onto multiple screens
* - SVGA3D-to-screen blits, with scaling, onto multiple screens
* - screen-to-GMR blits
* - Video Overlay with GMRs and Screen Objects
*
* For a complete test of Screen Object, several other tests are also
* necessary:
*
* - Per-screen cursors (screen-multimon test)
* - Screen creation, destruction, and redefinition (screen-multimon)
* - Checkpointing
*
* This example requires SVGA Screen Object and SVGA3D support.
*/
#include "svga.h"
#include "svga3d.h"
#include "svga3dutil.h"
#include "matrix.h"
#include "math.h"
#include "gmr.h"
#include "screen.h"
#include "intr.h"
#include "screendraw.h"
#include "datafile.h"
/*
* 3D Rendering Definitions
*/
typedef struct {
float position[3];
uint32 color;
} MyVertex;
uint32 vertexSid, indexSid;
const int surfWidth = 1024;
const int surfHeight = 512;
SVGA3dSurfaceImageId colorImage;
SVGA3dSurfaceImageId depthImage;
static const MyVertex vertexData[] = {
{ {-1, -1, -1}, 0xFFFFFFFF },
{ {-1, -1, 1}, 0xFFFFFF00 },
{ {-1, 1, -1}, 0xFFFF00FF },
{ {-1, 1, 1}, 0xFFFF0000 },
{ { 1, -1, -1}, 0xFF00FFFF },
{ { 1, -1, 1}, 0xFF00FF00 },
{ { 1, 1, -1}, 0xFF0000FF },
{ { 1, 1, 1}, 0xFF000000 },
};
#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 = arraysize(indexData) / 3;
/*
* initScreens --
*
* Set up our Screen Objects, and label them.
*/
void
initScreens(void)
{
int i;
/*
* Define two screens:
*
* +-------+
* |0 |
* | |
* +--+----+-+
* |1 |
* +------+
*
* The screen 0 is 799x405, the screen 1 is 600x200.
* Neither screen is rooted at 0,0.
*/
SVGAScreenObject screens[] = {
{
.structSize = sizeof(SVGAScreenObject),
.id = 0,
.flags = SVGA_SCREEN_HAS_ROOT | SVGA_SCREEN_IS_PRIMARY,
.size = { 799, 405 },
.root = { -1234, 5678 },
},
{
.structSize = sizeof(SVGAScreenObject),
.id = 1,
.flags = SVGA_SCREEN_HAS_ROOT,
.size = { 600, 200 },
.root = { -1234 + 302, 5678 + 405 },
},
};
for (i = 0; i < arraysize(screens); i++) {
SVGAScreenObject *screen = &screens[i];
Screen_Create(screen);
ScreenDraw_SetScreen(screen->id, screen->size.width, screen->size.height);
Console_Clear();
Console_MoveTo(5, screen->size.height - 20);
Console_Format("Screen #%d\n", screen->id);
ScreenDraw_Border(0, 0, screen->size.width, screen->size.height, 0xFF0000, 1);
}
}
/*
* initOverlays --
*
* Set up a video overlay using a non-default screen ID and a
* system memory GMR. These are both new features included in
* the Screen Object extension.
*/
void
initOverlays(void)
{
/*
* A video test card, in UYVY format.
*
* It's a 720x576 pixel 4:3 aspect test card designed by Barney
* Wol. (http://www.barney-wol.net/testpatterns)
*
* Decompress it into a new system memory GMR.
*/
DECLARE_DATAFILE(testCardFile, wols4x3_yuv_z);
const uint32 gmrId = 1;
const int videoWidth = 720;
const int videoHeight = 576;
const int videoBytes = videoWidth * videoHeight * 2;
const int videoPages = (videoBytes + PAGE_MASK) / PAGE_SIZE;
PPN videoFirstPage = GMR_DefineContiguous(gmrId, videoPages);
DataFile_Decompress(testCardFile, PPN_POINTER(videoFirstPage), videoBytes);
/*
* Display the video using Screen 1's coordinate system, but
* actually have it overlap the right edge of the line segment that
* screens 0 and 1 share.
*/
SVGAOverlayUnit overlay = {
.enabled = TRUE,
.format = VMWARE_FOURCC_UYVY,
.flags = SVGA_VIDEO_FLAG_COLORKEY,
.colorKey = 0x000000,
.width = videoWidth,
.height = videoHeight,
.srcWidth = videoWidth,
.srcHeight = videoHeight,
.pitches[0] = videoWidth * 2,
.dataGMRId = gmrId,
.dataOffset = 0,
.dstX = 220,
.dstY = -100,
.dstWidth = 320,
.dstHeight = 240,
.dstScreenId = 1,
};
SVGA_VideoSetAllRegs(0, &overlay, SVGA_VIDEO_DST_SCREEN_ID);
/*
* XXX: Flush twice, to work around a bug in legacy backends.
* New SWB backends don't have this problem, but it's harmless.
*/
SVGA_VideoFlush(0);
SVGA_VideoFlush(0);
/*
* Draw a border around the video
*/
ScreenDraw_SetScreen(1, 0, 0);
ScreenDraw_Border(overlay.dstX - 1, overlay.dstY - 1,
overlay.dstX + overlay.dstWidth + 1,
overlay.dstY + overlay.dstHeight + 1,
0xFFFF00, 1);
/*
* Some text to explain the video
*/
Console_MoveTo(overlay.dstX, overlay.dstY + overlay.dstHeight + 5);
Console_Format("Video overlay on Screen 1, sysmem GMR");
}
/*
* setup3D --
*
* Allocate 3D resources that are used by draw3D() and cubeLoop().
*/
void
setup3D(void)
{
/*
* Set up some 3D resources: A color buffer, depth buffer, vertex
* buffer, and index buffer. Load the VB and IB with data for a
* cube with unique vertex colors.
*/
colorImage.sid = SVGA3DUtil_DefineSurface2D(surfWidth, surfHeight, SVGA3D_X8R8G8B8);
depthImage.sid = SVGA3DUtil_DefineSurface2D(surfWidth, surfHeight, SVGA3D_Z_D16);
SVGA3D_DefineContext(CID);
vertexSid = SVGA3DUtil_DefineStaticBuffer(vertexData, sizeof vertexData);
indexSid = SVGA3DUtil_DefineStaticBuffer(indexData, sizeof indexData);
}
/*
* drawCube --
*
* Draw a cube with the specified viewport and background color.
* Every time we draw a cube, it rotates a little.
*/
void
drawCube(SVGA3dRect *viewport, uint32 bgColor)
{
static float angle = 0.5f;
SVGA3dRect *rect;
Matrix perspectiveMat;
SVGA3dTextureState *ts;
SVGA3dRenderState *rs;
SVGA3D_SetRenderTarget(CID, SVGA3D_RT_COLOR0, &colorImage);
SVGA3D_SetRenderTarget(CID, SVGA3D_RT_DEPTH, &depthImage);
SVGA3D_SetViewport(CID, viewport);
SVGA3D_SetZRange(CID, 0.0f, 1.0f);
SVGA3D_BeginSetRenderState(CID, &rs, 5);
{
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;
rs[4].state = SVGA3D_RS_LIGHTINGENABLE;
rs[4].uintValue = FALSE;
}
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();
/*
* Clear unused areas of the surface to white
*/
SVGA3D_BeginClear(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
0xFFFFFFFF, 1.0f, 0, &rect, 1);
rect->x = 0;
rect->y = 0;
rect->w = surfWidth;
rect->w = surfHeight;
SVGA_FIFOCommitAll();
/*
* Draw the background color
*/
SVGA3D_BeginClear(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
bgColor | 0x42000000, 1.0f, 0, &rect, 1);
*rect = *viewport;
SVGA_FIFOCommitAll();
SVGA3dVertexDecl *decls;
SVGA3dPrimitiveRange *ranges;
Matrix view;
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, angle);
Matrix_Translate(view, 0, 0, 2.5);
angle += 0.01;
Matrix_Perspective(perspectiveMat, 45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_WORLD, gIdentityMatrix);
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_PROJECTION, perspectiveMat);
SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_VIEW, view);
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();
}
/*
* draw3D --
*
* Set up some 3D resources, and draw a simple cube scene to
* several places on the frontbuffer. Each cube is drawn using a
* distinct background color.
*/
void
draw3D(void)
{
/*
* Scenes to render
*/
const int dstWidth = 160;
const int dstHeight = 120;
struct {
uint32 screenId;
SVGA3dRect viewport;
int x, y;
uint32 bgColor;
const char *label;
} scenes[] = {
/*
* These scenes all use different but overlapping parts of the
* render target, so it's quite obvious if the wrong image is
* being displayed- either you'll see part of the frame
* overwritten by a different frame, or the image will be
* misaligned.
*/
{ 0, { 123, 65, 160, 120 }, 320, 20 + 145 * 0, 0x800000, "Red" }, // Non-scaled
{ 0, { 150, 82, 320, 240 }, 320, 20 + 145 * 1, 0x008000, "Green" }, // Scaled
{ 0, { 85, 32, 400, 300 }, 320, 20 + 145 * 2, 0x000080, "Blue" }, // Scaled
{ 0, { 160, 40, 160, 120 }, 320, 20 + 145 * 3, 0xae3aff, "Purple" }, // Non-scaled
};
int i;
for (i = 0; i < arraysize(scenes); i++) {
drawCube(&scenes[i].viewport, scenes[i].bgColor);
SVGASignedRect srcRect = { scenes[i].viewport.x,
scenes[i].viewport.y,
scenes[i].viewport.x + scenes[i].viewport.w,
scenes[i].viewport.y + scenes[i].viewport.h };
SVGASignedRect dstRect = { scenes[i].x,
scenes[i].y,
scenes[i].x + dstWidth,
scenes[i].y + dstHeight };
/*
* Draw some text underneath the Present. If you can see this
* text, something is wrong.
*/
ScreenDraw_SetScreen(scenes[i].screenId, 0, 0);
Console_MoveTo(dstRect.left + 10, (dstRect.top + dstRect.bottom) / 2);
Console_WriteString("XXX: 2D!");
/*
* Present our scene to the front buffer using the new surface-to-screen blit.
*/
SVGA3D_BlitSurfaceToScreen(&colorImage, &srcRect,
scenes[i].screenId, &dstRect);
/*
* Draw on the frontbuffer to label this scene, and draw
* a border around it.
*/
ScreenDraw_SetScreen(scenes[i].screenId, 0, 0);
Console_MoveTo(dstRect.left, dstRect.top);
Console_WriteString(scenes[i].label);
ScreenDraw_Border(dstRect.left - 1, dstRect.top - 1,
dstRect.right + 1, dstRect.bottom + 1,
0xFFFF00, 1);
}
}
/*
* cubeLoop --
*
* Draw a spinning cube in an infinite loop, using the same
* backbuffer and other resources that we used on the earlier
* cubes.
*/
void
cubeLoop(void)
{
/* Draw a label */
ScreenDraw_SetScreen(1, 0, 0);
Console_MoveTo(230, -265);
Console_WriteString("Spinning, Orange:");
while (1) {
SVGA3dRect viewport = { 0, 0, 160, 120 };
SVGASignedRect srcRect = { 0, 0, 160, 120 };
SVGASignedRect dstRect = { 230, -245, 230+160, -245+120 };
drawCube(&viewport, 0xd9a54a);
SVGA3D_BlitSurfaceToScreen(&colorImage, &srcRect, 1, &dstRect);
}
}
/*
* complementBytes --
*
* For a range of bytes, do an in-place complement. Every bit is inverted.
*/
void
complementBytes(uint8 *ptr, uint32 count)
{
while (count) {
*ptr ^= 0xFF;
ptr++;
count--;
}
}
/*
* doBlits --
*
* Use screen-to-GMR and GMR-to-screen blits in order to copy from
* one part of the screen to another. To prove that the guest can
* access the GMR data, we invert part of the image.
*/
void
doBlits()
{
struct {
SVGAGMRImageFormat format;
int screenId;
int srcx, srcy;
int dstx, dsty;
int labelx, labely;
const char *label;
} blits[] = {
/*
* Copy the red image, using 24-bit color, and label the bottom
* half (inverse) as Cyan.
*/
{
{{{32, 24}}}, 0,
319, 19, // src
134, 19, // dest
1, 103, // label
"Cyan",
},
/*
* Copy the green image using 15-bit color, and label the bottom as pink.
*/
{
{{{16, 15}}}, 0,
319, 164, // src
134, 164, // dest
1, 103, // label
"Pink",
},
/*
* Try to copy the blue image. The screen-to-GMR blit will fail, since
* we don't support screen-to-GMR blits that aren't contained within one
* screen. So we'll end up drawing gray (the color we clear the buffer with)
* and a ligher gray on the bottom where we invert.
*/
{
{{{32, 24}}}, 0,
319, 309, // src
134, 309, // dest
1, 1, // label
"Gray, no cube",
},
/*
* Now try to copy part of the video overlay from Screen 2.
* We should get the text and border, but no video.
*/
{
{{{16, 16}}}, 1,
200, 70, // src
230, -400, // dest
0, 0, // label
"Frame & Text, No Video",
},
};
const int width = 162;
const int height = 122;
const SVGASignedPoint gmrOrigin = { 123, 4 };
const int maxBytesPerLine = (width + gmrOrigin.x) * 4;
const int numBytes = maxBytesPerLine * (height + gmrOrigin.y);
const int offset = 12345;
const int numPages = (offset + numBytes + PAGE_MASK) / PAGE_SIZE;
const int gmrId = 2;
PPN firstPage = GMR_DefineContiguous(gmrId, numPages);
int i;
for (i = 0; i < arraysize(blits); i++) {
/* Wait for any previous DMA to finish */
SVGA_SyncToFence(SVGA_InsertFence());
/* Clear the buffer to 0x42 (will appear dark grey) */
memset(PPN_POINTER(firstPage), 0x42, numPages * PAGE_SIZE);
SVGAGuestPtr gPtr = { gmrId, offset };
uint32 bytesPerLine = blits[i].format.bitsPerPixel * width / 8;
Screen_DefineGMRFB(gPtr, bytesPerLine, blits[i].format);
SVGASignedPoint srcPoint = { blits[i].srcx, blits[i].srcy };
SVGASignedPoint dstPoint = { blits[i].dstx, blits[i].dsty };
SVGASignedRect srcRect = { srcPoint.x, srcPoint.y,
srcPoint.x + width, srcPoint.y + height };
SVGASignedRect dstRect = { dstPoint.x, dstPoint.y,
dstPoint.x + width, dstPoint.y + height };
Screen_BlitToGMRFB(&gmrOrigin, &srcRect, blits[i].screenId);
/* Wait for the DMA to finish */
SVGA_SyncToFence(SVGA_InsertFence());
/* Invert the colors in the bottom half of the image */
uint8 *pixels = (offset +
bytesPerLine * (gmrOrigin.y + height/2) +
blits[i].format.bitsPerPixel * gmrOrigin.x / 8 +
(uint8*)PPN_POINTER(firstPage));
complementBytes(pixels, bytesPerLine * height/2);
/* Copy it back */
Screen_BlitFromGMRFB(&gmrOrigin, &dstRect, blits[i].screenId);
/* Draw a label for the bottom half */
ScreenDraw_SetScreen(blits[i].screenId, 0, 0);
Console_MoveTo(dstRect.left + blits[i].labelx, dstRect.top + blits[i].labely);
Console_WriteString(blits[i].label);
}
}
/*
* main --
*
* Initialization, main loop.
*/
int
main(void)
{
Intr_Init();
Intr_SetFaultHandlers(SVGA_DefaultFaultHandler);
SVGA_Init();
GMR_Init();
Heap_Reset();
SVGA_SetMode(0, 0, 32);
SVGA3D_Init();
Screen_Init();
ScreenDraw_Init(0);
initScreens();
setup3D();
draw3D();
initOverlays();
doBlits();
cubeLoop();
return 0;
}