static void nv50_clear_render_target(struct pipe_context *pipe, struct pipe_surface *dst, const union pipe_color_union *color, unsigned dstx, unsigned dsty, unsigned width, unsigned height) { struct nv50_context *nv50 = nv50_context(pipe); struct nouveau_pushbuf *push = nv50->base.pushbuf; struct nv50_miptree *mt = nv50_miptree(dst->texture); struct nv50_surface *sf = nv50_surface(dst); struct nouveau_bo *bo = mt->base.bo; BEGIN_NV04(push, NV50_3D(CLEAR_COLOR(0)), 4); PUSH_DATAf(push, color->f[0]); PUSH_DATAf(push, color->f[1]); PUSH_DATAf(push, color->f[2]); PUSH_DATAf(push, color->f[3]); #if 0 if (MARK_RING(chan, 18, 2)) return; #endif BEGIN_NV04(push, NV50_3D(RT_CONTROL), 1); PUSH_DATA (push, 1); BEGIN_NV04(push, NV50_3D(RT_ADDRESS_HIGH(0)), 5); PUSH_DATAh(push, bo->offset + sf->offset); PUSH_DATA (push, bo->offset + sf->offset); PUSH_DATA (push, nv50_format_table[dst->format].rt); PUSH_DATA (push, mt->level[sf->base.u.tex.level].tile_mode); PUSH_DATA (push, 0); BEGIN_NV04(push, NV50_3D(RT_HORIZ(0)), 2); if (nouveau_bo_memtype(bo)) PUSH_DATA(push, sf->width); else PUSH_DATA(push, NV50_3D_RT_HORIZ_LINEAR | mt->level[0].pitch); PUSH_DATA (push, sf->height); BEGIN_NV04(push, NV50_3D(RT_ARRAY_MODE), 1); PUSH_DATA (push, 1); if (!nouveau_bo_memtype(bo)) { BEGIN_NV04(push, NV50_3D(ZETA_ENABLE), 1); PUSH_DATA (push, 0); } /* NOTE: only works with D3D clear flag (5097/0x143c bit 4) */ BEGIN_NV04(push, NV50_3D(VIEWPORT_HORIZ(0)), 2); PUSH_DATA (push, (width << 16) | dstx); PUSH_DATA (push, (height << 16) | dsty); BEGIN_NV04(push, NV50_3D(CLEAR_BUFFERS), 1); PUSH_DATA (push, 0x3c); nv50->dirty |= NV50_NEW_FRAMEBUFFER; }
void nv50_clear(struct pipe_context *pipe, unsigned buffers, const float *rgba, double depth, unsigned stencil) { struct nv50_context *nv50 = nv50_context(pipe); struct nouveau_channel *chan = nv50->screen->base.channel; struct pipe_framebuffer_state *fb = &nv50->framebuffer; unsigned i; const unsigned dirty = nv50->dirty; uint32_t mode = 0; /* don't need NEW_BLEND, COLOR_MASK doesn't affect CLEAR_BUFFERS */ nv50->dirty &= NV50_NEW_FRAMEBUFFER; if (!nv50_state_validate(nv50, 9 + (fb->nr_cbufs * 2))) return; if (buffers & PIPE_CLEAR_COLOR && fb->nr_cbufs) { BEGIN_RING(chan, RING_3D(CLEAR_COLOR(0)), 4); OUT_RINGf (chan, rgba[0]); OUT_RINGf (chan, rgba[1]); OUT_RINGf (chan, rgba[2]); OUT_RINGf (chan, rgba[3]); mode = NV50_3D_CLEAR_BUFFERS_R | NV50_3D_CLEAR_BUFFERS_G | NV50_3D_CLEAR_BUFFERS_B | NV50_3D_CLEAR_BUFFERS_A; } if (buffers & PIPE_CLEAR_DEPTH) { BEGIN_RING(chan, RING_3D(CLEAR_DEPTH), 1); OUT_RING (chan, fui(depth)); mode |= NV50_3D_CLEAR_BUFFERS_Z; } if (buffers & PIPE_CLEAR_STENCIL) { BEGIN_RING(chan, RING_3D(CLEAR_STENCIL), 1); OUT_RING (chan, stencil & 0xff); mode |= NV50_3D_CLEAR_BUFFERS_S; } BEGIN_RING(chan, RING_3D(CLEAR_BUFFERS), 1); OUT_RING (chan, mode); for (i = 1; i < fb->nr_cbufs; i++) { BEGIN_RING(chan, RING_3D(CLEAR_BUFFERS), 1); OUT_RING (chan, (i << 6) | 0x3c); } nv50->dirty = dirty & ~NV50_NEW_FRAMEBUFFER; }
static void nv50_clear_render_target(struct pipe_context *pipe, struct pipe_surface *dst, const float *rgba, unsigned dstx, unsigned dsty, unsigned width, unsigned height) { struct nv50_context *nv50 = nv50_context(pipe); struct nv50_screen *screen = nv50->screen; struct nouveau_channel *chan = screen->base.channel; struct nv50_miptree *mt = nv50_miptree(dst->texture); struct nv50_surface *sf = nv50_surface(dst); struct nouveau_bo *bo = mt->base.bo; BEGIN_RING(chan, RING_3D(CLEAR_COLOR(0)), 4); OUT_RINGf (chan, rgba[0]); OUT_RINGf (chan, rgba[1]); OUT_RINGf (chan, rgba[2]); OUT_RINGf (chan, rgba[3]); if (MARK_RING(chan, 18, 2)) return; BEGIN_RING(chan, RING_3D(RT_CONTROL), 1); OUT_RING (chan, 1); BEGIN_RING(chan, RING_3D(RT_ADDRESS_HIGH(0)), 5); OUT_RELOCh(chan, bo, sf->offset, NOUVEAU_BO_VRAM | NOUVEAU_BO_WR); OUT_RELOCl(chan, bo, sf->offset, NOUVEAU_BO_VRAM | NOUVEAU_BO_WR); OUT_RING (chan, nv50_format_table[dst->format].rt); OUT_RING (chan, mt->level[sf->base.u.tex.level].tile_mode << 4); OUT_RING (chan, 0); BEGIN_RING(chan, RING_3D(RT_HORIZ(0)), 2); OUT_RING (chan, sf->width); OUT_RING (chan, sf->height); BEGIN_RING(chan, RING_3D(RT_ARRAY_MODE), 1); OUT_RING (chan, 1); /* NOTE: only works with D3D clear flag (5097/0x143c bit 4) */ BEGIN_RING(chan, RING_3D(VIEWPORT_HORIZ(0)), 2); OUT_RING (chan, (width << 16) | dstx); OUT_RING (chan, (height << 16) | dsty); BEGIN_RING(chan, RING_3D(CLEAR_BUFFERS), 1); OUT_RING (chan, 0x3c); nv50->dirty |= NV50_NEW_FRAMEBUFFER; }
static void nvc0_clear_render_target(struct pipe_context *pipe, struct pipe_surface *dst, const union pipe_color_union *color, unsigned dstx, unsigned dsty, unsigned width, unsigned height) { struct nvc0_context *nvc0 = nvc0_context(pipe); struct nouveau_pushbuf *push = nvc0->base.pushbuf; struct nv50_surface *sf = nv50_surface(dst); struct nv04_resource *res = nv04_resource(sf->base.texture); unsigned z; if (!PUSH_SPACE(push, 32 + sf->depth)) return; PUSH_REFN (push, res->bo, res->domain | NOUVEAU_BO_WR); BEGIN_NVC0(push, NVC0_3D(CLEAR_COLOR(0)), 4); PUSH_DATAf(push, color->f[0]); PUSH_DATAf(push, color->f[1]); PUSH_DATAf(push, color->f[2]); PUSH_DATAf(push, color->f[3]); BEGIN_NVC0(push, NVC0_3D(SCREEN_SCISSOR_HORIZ), 2); PUSH_DATA (push, ( width << 16) | dstx); PUSH_DATA (push, (height << 16) | dsty); BEGIN_NVC0(push, NVC0_3D(RT_CONTROL), 1); PUSH_DATA (push, 1); BEGIN_NVC0(push, NVC0_3D(RT_ADDRESS_HIGH(0)), 9); PUSH_DATAh(push, res->address + sf->offset); PUSH_DATA (push, res->address + sf->offset); if (likely(nouveau_bo_memtype(res->bo))) { struct nv50_miptree *mt = nv50_miptree(dst->texture); PUSH_DATA(push, sf->width); PUSH_DATA(push, sf->height); PUSH_DATA(push, nvc0_format_table[dst->format].rt); PUSH_DATA(push, (mt->layout_3d << 16) | mt->level[sf->base.u.tex.level].tile_mode); PUSH_DATA(push, dst->u.tex.first_layer + sf->depth); PUSH_DATA(push, mt->layer_stride >> 2); PUSH_DATA(push, dst->u.tex.first_layer); } else { if (res->base.target == PIPE_BUFFER) {
void nv50_clear(struct pipe_context *pipe, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { struct nv50_context *nv50 = nv50_context(pipe); struct nouveau_pushbuf *push = nv50->base.pushbuf; struct pipe_framebuffer_state *fb = &nv50->framebuffer; unsigned i; uint32_t mode = 0; /* don't need NEW_BLEND, COLOR_MASK doesn't affect CLEAR_BUFFERS */ if (!nv50_state_validate(nv50, NV50_NEW_FRAMEBUFFER, 9 + (fb->nr_cbufs * 2))) return; if (buffers & PIPE_CLEAR_COLOR && fb->nr_cbufs) { BEGIN_NV04(push, NV50_3D(CLEAR_COLOR(0)), 4); PUSH_DATAf(push, color->f[0]); PUSH_DATAf(push, color->f[1]); PUSH_DATAf(push, color->f[2]); PUSH_DATAf(push, color->f[3]); mode = NV50_3D_CLEAR_BUFFERS_R | NV50_3D_CLEAR_BUFFERS_G | NV50_3D_CLEAR_BUFFERS_B | NV50_3D_CLEAR_BUFFERS_A; } if (buffers & PIPE_CLEAR_DEPTH) { BEGIN_NV04(push, NV50_3D(CLEAR_DEPTH), 1); PUSH_DATA (push, fui(depth)); mode |= NV50_3D_CLEAR_BUFFERS_Z; } if (buffers & PIPE_CLEAR_STENCIL) { BEGIN_NV04(push, NV50_3D(CLEAR_STENCIL), 1); PUSH_DATA (push, stencil & 0xff); mode |= NV50_3D_CLEAR_BUFFERS_S; } BEGIN_NV04(push, NV50_3D(CLEAR_BUFFERS), 1); PUSH_DATA (push, mode); for (i = 1; i < fb->nr_cbufs; i++) { BEGIN_NV04(push, NV50_3D(CLEAR_BUFFERS), 1); PUSH_DATA (push, (i << 6) | 0x3c); } }
int main(int argc, char *argv[]) { /* initialize SDL and its subsystems */ if (SDL_Init(SDL_INIT_EVERYTHING) == -1) die(); if (TTF_Init() == -1) die(); /* set the height and width of the main window, as well as the number of bits per pixel; this needs to be done prior to initializing the main window (*screen, below) */ initWindowAttributes(); /* the frame buffer */ SDL_Surface *screen = SDL_SetVideoMode(W_WIDTH, W_HEIGHT, W_COLOR_DEPTH, SDL_HWSURFACE|SDL_FULLSCREEN); if (!screen) die(); /* hide the mouse cursor */ SDL_ShowCursor(SDL_DISABLE); /* the background color of the screen */ const Uint32 clearColor = CLEAR_COLOR(screen->format); clearScreen(screen, clearColor); /* clearColor as an SDL_Color, for use with TTF */ Uint8 r, g, b; SDL_GetRGB(clearColor, screen->format, &r, &g, &b); SDL_Color bgColor = { r: r, g: g, b: b }; /* the score font */ TTF_Font *font = TTF_OpenFont("resources/VeraMono.ttf", FONT_SIZE); if (!font) die(); SDL_Color fontColor = FONT_COLOR; /* the score text; we'll allow three digits plus the terminating '\0' */ char *lScoreStr = malloc(sizeof(char) * 4); char *rScoreStr = malloc(sizeof(char) * 4); if (!lScoreStr || !rScoreStr) die(); SDL_Surface *lScore = NULL, *rScore = NULL; SDL_Rect lScorePos = { x: C_X+FONT_SIZE, y: C_HEIGHT/5, w: F_WIDTH, h: F_HEIGHT }; SDL_Rect rScorePos = { x: (C_X+C_WIDTH)-3*FONT_SIZE, y: C_HEIGHT/5, w: F_WIDTH, h: F_HEIGHT }; /* set up the playing court */ Court *court = makeCourt(screen); if (!court) die(); /* set up the players and their paddles */ Player *lPlayer = makePlayer(screen); Player *rPlayer = makePlayer(screen); if (!lPlayer || !rPlayer) die(); rPlayer->paddle.rect.x = C_X + C_WIDTH - P_WIDTH; /* add the ball */ Ball *ball = makeBall(screen); if (!ball) die(); /* because SDL_KEY(UP|DOWN) occurs only once, not continuously while the key is pressed, we need to keep track of whether a key is (still) pressed */ bool lPlayerShouldMoveUp = false, lPlayerShouldMoveDown = false, rPlayerShouldMoveUp = false, rPlayerShouldMoveDown = false; Uint32 startTime; /* denotes the beginning of each iteration of the main event loop */ bool running = true; /* true till the application should exit */ while (running) { startTime = SDL_GetTicks(); /* clear the previous frame's paddles and ball */ SDL_FillRect(screen, &lPlayer->paddle.rect, clearColor); SDL_FillRect(screen, &rPlayer->paddle.rect, clearColor); SDL_FillRect(screen, &ball->rect, clearColor); /* clear the previous frame's score */ SDL_FillRect(screen, &lScorePos, clearColor); SDL_FillRect(screen, &rScorePos, clearColor); /* redraw the walls in case they were clipped by the ball in a previous frame */ SDL_FillRect(screen, &court->upperWall, court->color); SDL_FillRect(screen, &court->lowerWall, court->color); /* get the current state of the players' controls */ readPlayerInput(&running, &lPlayerShouldMoveUp, &lPlayerShouldMoveDown, &rPlayerShouldMoveUp, &rPlayerShouldMoveDown); /* save the current position of the paddles */ lPlayer->paddle.prevY = lPlayer->paddle.rect.y; rPlayer->paddle.prevY = rPlayer->paddle.rect.y; /* move the paddles if appropriate */ if (lPlayerShouldMoveUp) movePaddle(court, &lPlayer->paddle, UP); else if (lPlayerShouldMoveDown) movePaddle(court, &lPlayer->paddle, DOWN); if (rPlayerShouldMoveUp) movePaddle(court, &rPlayer->paddle, UP); else if (rPlayerShouldMoveDown) movePaddle(court, &rPlayer->paddle, DOWN); /* move the ball */ moveBall(court, ball, lPlayer, rPlayer); /* update the score */ updateScore(ball, lPlayer, rPlayer); /* update the on-screen score */ if (lScore) SDL_FreeSurface(lScore); snprintf(lScoreStr, 4, "%2d", lPlayer->points); lScore = TTF_RenderText_Shaded(font, lScoreStr, fontColor, bgColor); if (rScore) SDL_FreeSurface(rScore); snprintf(rScoreStr, 4, "%2d", rPlayer->points); rScore = TTF_RenderText_Shaded(font, rScoreStr, fontColor, bgColor); /* draw the score */ SDL_BlitSurface(lScore, NULL, screen, &lScorePos); SDL_BlitSurface(rScore, NULL, screen, &rScorePos); /* draw the paddles */ SDL_FillRect(screen, &lPlayer->paddle.rect, lPlayer->paddle.color); SDL_FillRect(screen, &rPlayer->paddle.rect, rPlayer->paddle.color); /* draw the ball */ SDL_FillRect(screen, &ball->rect, ball->color); /* render frame to screen */ SDL_Flip(screen); /* keep a steady frame rate */ Uint8 elapsedTime = SDL_GetTicks() - startTime; if (elapsedTime < FRAME_DURATION) SDL_Delay(FRAME_DURATION - elapsedTime); } /* free resources */ free(lScoreStr); free(rScoreStr); free(court); free(lPlayer); free(rPlayer); free(ball); TTF_CloseFont(font); TTF_Quit(); SDL_FreeSurface(lScore); SDL_FreeSurface(rScore); SDL_Quit(); return EXIT_SUCCESS; }