enum pipe_error SVGA3D_ClearRect(struct svga_winsys_context *swc, SVGA3dClearFlag flags, // IN uint32 color, // IN float depth, // IN uint32 stencil, // IN uint32 x, // IN uint32 y, // IN uint32 w, // IN uint32 h) // IN { SVGA3dRect *rect; enum pipe_error ret; ret = SVGA3D_BeginClear(swc, flags, color, depth, stencil, &rect, 1); if(ret != PIPE_OK) return PIPE_ERROR_OUT_OF_MEMORY; memset(rect, 0, sizeof *rect); rect->x = x; rect->y = y; rect->w = w; rect->h = h; swc->commit(swc); return PIPE_OK; }
void SVGA3DUtil_ClearFullscreen(uint32 cid, // IN SVGA3dClearFlag flags, // IN uint32 color, // IN float depth, // IN uint32 stencil) // IN { SVGA3dRect *rect; SVGA3D_BeginClear(cid, flags, color, depth, stencil, &rect, 1); memset(rect, 0, sizeof *rect); rect->w = gSVGA.width; rect->h = gSVGA.height; SVGA_FIFOCommitAll(); }
static void drawCube(void) { static float angle = 0.5f; SVGA3dRect *rect; Matrix perspectiveMat; SVGA3dTextureState *ts; SVGA3dRenderState *rs; SVGA3dRect viewport = { 0, 0, surfWidth, surfHeight }; 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(); /* * Draw a red border around the render target, to test edge * accuracy in Present. */ SVGA3D_BeginClear(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH, 0xFF0000, 1.0f, 0, &rect, 1); *rect = viewport; SVGA_FIFOCommitAll(); /* * Draw the background color */ SVGA3D_BeginClear(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH, 0x336699, 1.0f, 0, &rect, 1); rect->x = viewport.x + 1; rect->y = viewport.y + 1; rect->w = viewport.w - 2; rect->h = viewport.h - 2; 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, 2.2); angle += 0.02; 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_LINELIST; ranges[0].primitiveCount = numLines; ranges[0].indexArray.surfaceId = indexSid; ranges[0].indexArray.stride = sizeof(uint16); ranges[0].indexWidth = sizeof(uint16); } SVGA_FIFOCommitAll(); }