int main(void) { static FPSCounterState fps; uint32 frameFence = 0; uint32 nextFence; 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(); /* * One big circle, and a smaller one that overlaps the top-right * corner. (This tests positive and negative clipping extremes.) */ prepareCircle(&circles[0], 650, 400, 300); prepareCircle(&circles[1], 1000, 50, 250); while (1) { if (SVGA3DUtil_UpdateFPSCounter(&fps)) { Console_MoveTo(900, 730); Console_Format("%s ", fps.text); } drawCube(); /* * Flow control- one frame in the FIFO at a time. */ nextFence = SVGA_InsertFence(); SVGA_SyncToFence(frameFence); frameFence = nextFence; present(); } return 0; }
int main(void) { SVGA3DUtil_InitFullscreen(CID, 800, 600); SVGA3DText_Init(); vertexSid = SVGA3DUtil_DefineStaticBuffer(vertexData, sizeof vertexData); indexSid = SVGA3DUtil_DefineStaticBuffer(indexData, sizeof indexData); SVGA3D_DefineShader(CID, MY_VSHADER_ID, SVGA3D_SHADERTYPE_VS, g_vs20_MyVertexShader, sizeof g_vs20_MyVertexShader); SVGA3D_DefineShader(CID, MY_PSHADER_ID, SVGA3D_SHADERTYPE_PS, g_ps20_MyPixelShader, sizeof g_ps20_MyPixelShader); Matrix_Perspective(perspectiveMat, 45.0f, gSVGA.width / (float)gSVGA.height, 10.0f, 100.0f); while (1) { if (SVGA3DUtil_UpdateFPSCounter(&gFPS)) { Console_Clear(); Console_Format("Half-precision floating point test.\n" "You should see four identical cubes.\n" "\n" "Top row: Fixed function, Bottom row: Shaders.\n" "Left column: 32-bit float, Right column: 16-bit float.\n" "\n%s", gFPS.text); SVGA3DText_Update(); VMBackdoor_VGAScreenshot(); } SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH, 0x113366, 1.0f, 0); renderCube(-2, 2, FALSE, FALSE); /* Top-left */ renderCube(2, 2, FALSE, TRUE); /* Top-right */ renderCube(-2, -2, TRUE, FALSE); /* Bottom-left */ renderCube(2, -2, TRUE, TRUE); /* Bottom-right */ SVGA3DText_Draw(); SVGA3DUtil_PresentFullscreen(); } return 0; }
void task2_main(void) { uint32 counter = 0; while (1) { counter++; /* * Disable interrupts while using the console, since it isn't re-entrant. */ Intr_Disable(); Console_Format("Task 2 (counter: %d)\n", counter); Console_Flush(); Intr_Enable(); } }
int main(void) { SVGA3DUtil_InitFullscreen(CID, 800, 600); SVGA3DText_Init(); Keyboard_Init(); APM_Init(); vertexSid = SVGA3DUtil_DefineStaticBuffer(vertexData, sizeof vertexData); indexSid = SVGA3DUtil_DefineStaticBuffer(indexData, sizeof indexData); Matrix_Perspective(perspectiveMat, 45.0f, gSVGA.width / (float)gSVGA.height, 0.1f, 100.0f); while (!Keyboard_IsKeyPressed(KEY_ESCAPE)) { if (SVGA3DUtil_UpdateFPSCounter(&gFPS)) { Console_Clear(); Console_Format("VMware SVGA3D Example:\n" "Spinning cube with static vertex and index buffer.\n" "Drag with left mouse button to rotate.\n" "Press ESC to exit.\n" "\n%s", gFPS.text); SVGA3DText_Update(); VMBackdoor_VGAScreenshot(); } while (VMBackdoor_MouseGetPacket(&lastMouseState)); SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH, 0x113366, 1.0f, 0); render(); SVGA3DText_Draw(); SVGA3DUtil_PresentFullscreen(); } APM_SetPowerState(POWER_OFF); return 0; }
int main(void) { SVGA3DUtil_InitFullscreen(CID, 800, 600); SVGA3DText_Init(); vertexSid = SVGA3DUtil_DefineSurface2D(MESH_NUM_BYTES, 1, SVGA3D_BUFFER); indexSid = createIndexBuffer(); SVGA3DUtil_AllocDMAPool(&vertexDMA, MESH_NUM_BYTES, 16); Matrix_Perspective(perspectiveMat, 45.0f, gSVGA.width / (float)gSVGA.height, 0.1f, 100.0f); while (1) { if (SVGA3DUtil_UpdateFPSCounter(&gFPS)) { Console_Clear(); Console_Format("VMware SVGA3D Example:\n" "Dynamic vertex buffer stress-test.\n" "This example performs a separate DMA and " "Draw for each row of the mesh.\n\n%s", gFPS.text); SVGA3DText_Update(); } SVGA3DUtil_ClearFullscreen(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH, 0x113366, 1.0f, 0); setupFrame(); render(); SVGA3DText_Draw(); SVGA3DUtil_PresentFullscreen(); } return 0; }
static void initScreens(void) { static const SVGAScreenObject screen = { .structSize = sizeof(SVGAScreenObject), .id = 0, .flags = SVGA_SCREEN_HAS_ROOT | SVGA_SCREEN_IS_PRIMARY, .size = { 1024, 768 }, .root = { 1000, 2000 }, }; Screen_Define(&screen); ScreenDraw_SetScreen(screen.id, screen.size.width, screen.size.height); Console_Clear(); Console_Format("Surface-to-Screen Blit Clipping Test\n"); ScreenDraw_Border(0, 0, screen.size.width, screen.size.height, 0xFF0000, 1); Console_MoveTo(20, 45); Console_Format("Stair-step clipping (small tiles)"); Console_MoveTo(20, 245); Console_Format("Top/bottom halves swapped"); Console_MoveTo(20, 445); Console_Format("Scaled bottom half, with hole"); Console_MoveTo(350, 65); Console_Format("Zoomed to 1.5x full screen, two circular clip regions"); Console_MoveTo(5, 660); Console_Format("Stair-step, clipped against screen edges"); } /* * presentWithClipBuf -- * * Present our surface to the screen, with clipping data from a ClipBuffer. * * The supplied ClipBuffer is always in screen coordinates. We * convert them into dest-relative coordinates for the * surface-to-screen blit. */ static void presentWithClipBuf(ClipBuffer *buf, int dstL, int dstT, int dstR, int dstB) { SVGASignedRect srcRect = { 0, 0, surfWidth, surfHeight }; SVGASignedRect dstRect = { dstL, dstT, dstR, dstB }; SVGASignedRect *clip; int i; SVGA3D_BeginBlitSurfaceToScreen(&colorImage, &srcRect, 0, &dstRect, &clip, buf->numRects); for (i = 0; i < buf->numRects; i++) { clip->left = buf->rects[i].left - dstL; clip->top = buf->rects[i].top - dstT; clip->right = buf->rects[i].right - dstL; clip->bottom = buf->rects[i].bottom - dstT; clip++; } SVGA_FIFOCommitAll(); }