r500/src/matrix_cubesphere_tiled.cpp
2025-11-06 17:12:40 -06:00

820 lines
22 KiB
C++

#include <assert.h>
#include <errno.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdio.h>
#include <unistd.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <fcntl.h>
#include <sys/mman.h>
#include "r500/3d_registers.h"
#include "r500/3d_registers_undocumented.h"
#include "r500/3d_registers_bits.h"
#include "r500/indirect_buffer.h"
#include "r500/shader.h"
#include "r500/display_controller.h"
#include "drm/buffer.h"
#include "drm/drm.h"
#include "math/float_types.hpp"
#include "math/transform.hpp"
#include "math/constants.hpp"
#include "../model/model2.h"
#include "../model/cubesphere.h"
#define CLEAR_SHADER 0
#define CUBESPHERE_SHADER 1
#define LIGHT_SHADER 2
#define TEXTURE_TILE_SHADER 3
const char * vertex_shader_paths[] = {
"clear.vs.bin",
"matrix_cubesphere.vs.bin",
"light.vs.bin",
"texture_tile.vs.bin",
};
const int vertex_shader_paths_length = (sizeof (vertex_shader_paths)) / (sizeof (vertex_shader_paths[0]));
const char * fragment_shader_paths[] = {
"clear.fs.bin",
"matrix_cubesphere.fs.bin",
"light.fs.bin",
"texture_tile.fs.bin",
};
const int fragment_shader_paths_length = (sizeof (fragment_shader_paths)) / (sizeof (fragment_shader_paths[0]));
struct shaders {
struct shader_offset * vertex;
struct shader_offset * fragment;
int vertex_length;
int fragment_length;
};
void _3d_clear(const shaders& shaders)
{
ib_rs_instructions(0);
//////////////////////////////////////////////////////////////////////////////
// VAP OUT
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_OUT_VTX_FMT_0
, VAP_OUT_VTX_FMT_0__VTX_POS_PRESENT(1));
T0V(VAP_OUT_VTX_FMT_1
, 0);
//
ib_zbuffer(ZBUFFER_RELOC_INDEX, 1600, 7); // always
ib_texture__0();
ib_vap_stream_cntl__2();
// shaders
T0V(US_PIXSIZE
, US_PIXSIZE__PIX_SIZE(1)
);
ib_ga_us(&shaders.fragment[CLEAR_SHADER]);
ib_vap_pvs(&shaders.vertex[CLEAR_SHADER]);
//////////////////////////////////////////////////////////////////////////////
// VAP INDEX
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_INDEX_OFFSET, 0);
T0V(VAP_VF_MAX_VTX_INDX
, VAP_VF_MAX_VTX_INDX__MAX_INDX(0)
);
T0V(VAP_VF_MIN_VTX_INDX
, VAP_VF_MIN_VTX_INDX__MIN_INDX(0)
);
//////////////////////////////////////////////////////////////////////////////
// VAP
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_CLIP_CNTL
, VAP_CLIP_CNTL__CLIP_DISABLE(1)
);
T0V(VAP_VTE_CNTL
, VAP_VTE_CNTL__VTX_XY_FMT(1) // disable W division
| VAP_VTE_CNTL__VTX_Z_FMT(1) // disable W division
);
T0V(VAP_CNTL_STATUS
, VAP_CNTL_STATUS__PVS_BYPASS(0)
);
//////////////////////////////////////////////////////////////////////////////
// GA POINT SIZE
//////////////////////////////////////////////////////////////////////////////
T0V(GA_POINT_SIZE
, GA_POINT_SIZE__HEIGHT(600 * 12)
| GA_POINT_SIZE__WIDTH(800 * 12)
);
//////////////////////////////////////////////////////////////////////////////
// 3D_DRAW
//////////////////////////////////////////////////////////////////////////////
const int dwords_per_vtx = 2;
T0V(VAP_VTX_SIZE
, VAP_VTX_SIZE__DWORDS_PER_VTX(dwords_per_vtx)
);
const float center[] = {
800.0f, 600.0f,
};
const int vertex_count = 1;
T3(_3D_DRAW_IMMD_2, (1 + vertex_count * dwords_per_vtx) - 1);
TU( VAP_VF_CNTL__PRIM_TYPE(1) // point list
| VAP_VF_CNTL__PRIM_WALK(3)
| VAP_VF_CNTL__INDEX_SIZE(0)
| VAP_VF_CNTL__VTX_REUSE_DIS(0)
| VAP_VF_CNTL__DUAL_INDEX_MODE(0)
| VAP_VF_CNTL__USE_ALT_NUM_VERTS(0)
| VAP_VF_CNTL__NUM_VERTICES(vertex_count)
);
for (int i = 0; i < 2; i++) {
TF(center[i]);
}
}
mat4x4 perspective(float low1, float high1,
float low2, float high2,
float low3, float high3)
{
float scale2 = (high2 - low2) / (high1 - low1);
float scale3 = (high3 - low3) / (high1 - low1);
mat4x4 m1 = mat4x4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, -low1,
0, 0, 0, 1
);
mat4x4 m2 = mat4x4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, scale2, low2,
0, 0, scale3, low3
);
return m2 * m1;
}
void _3d_cube_inner(mat4x4 trans,
mat4x4 world_trans,
vec4 light_pos)
{
T0V(VAP_PVS_STATE_FLUSH_REG, 0x00000000);
//////////////////////////////////////////////////////////////////////////////
// VAP_PVS
//////////////////////////////////////////////////////////////////////////////
const float consts[] = {
// 0
trans[0][0], trans[0][1], trans[0][2], trans[0][3],
trans[1][0], trans[1][1], trans[1][2], trans[1][3],
trans[2][0], trans[2][1], trans[2][2], trans[2][3],
trans[3][0], trans[3][1], trans[3][2], trans[3][3],
// 4
world_trans[0][0], world_trans[0][1], world_trans[0][2], world_trans[0][3],
world_trans[1][0], world_trans[1][1], world_trans[1][2], world_trans[1][3],
world_trans[2][0], world_trans[2][1], world_trans[2][2], world_trans[2][3],
world_trans[3][0], world_trans[3][1], world_trans[3][2], world_trans[3][3],
// 8
light_pos.x, light_pos.y, light_pos.z, light_pos.w,
};
ib_vap_pvs_const_cntl(consts, (sizeof (consts)));
//////////////////////////////////////////////////////////////////////////////
// 3D_DRAW
//////////////////////////////////////////////////////////////////////////////
const model * model = &cubesphere_model;
const object * obj = model->object[0];
const int triangle_count = obj->triangle_count;
const int vertex_count = triangle_count * 3;
const int dwords_per_vtx = 8;
T0V(VAP_VTX_SIZE
, VAP_VTX_SIZE__DWORDS_PER_VTX(dwords_per_vtx)
);
T3(_3D_DRAW_IMMD_2, (1 + vertex_count * dwords_per_vtx) - 1);
TU( VAP_VF_CNTL__PRIM_TYPE(4)
| VAP_VF_CNTL__PRIM_WALK(3)
| VAP_VF_CNTL__INDEX_SIZE(0)
| VAP_VF_CNTL__VTX_REUSE_DIS(0)
| VAP_VF_CNTL__DUAL_INDEX_MODE(0)
| VAP_VF_CNTL__USE_ALT_NUM_VERTS(0)
| VAP_VF_CNTL__NUM_VERTICES(vertex_count)
);
for (int i = 0; i < triangle_count; i++) {
for (int j = 0; j < 3; j++) {
vec3 p = model->position[obj->triangle[i][j].position];
vec2 t = model->texture[obj->triangle[i][j].texture];
vec3 n = model->normal[obj->triangle[i][j].normal];
TF(p.x);
TF(p.y);
TF(p.z);
TF(t.x);
TF(t.y);
TF(n.x);
TF(n.y);
TF(n.z);
}
}
}
void _3d_light_inner(mat4x4 trans)
{
T0V(VAP_PVS_STATE_FLUSH_REG, 0x00000000);
//////////////////////////////////////////////////////////////////////////////
// VAP_PVS
//////////////////////////////////////////////////////////////////////////////
const vec4 color = {1, 1, 0, 1};
const float consts[] = {
// 0
trans[0][0], trans[0][1], trans[0][2], trans[0][3],
trans[1][0], trans[1][1], trans[1][2], trans[1][3],
trans[2][0], trans[2][1], trans[2][2], trans[2][3],
trans[3][0], trans[3][1], trans[3][2], trans[3][3],
// 4
color[0], color[1], color[2], color[2],
};
ib_vap_pvs_const_cntl(consts, (sizeof (consts)));
//////////////////////////////////////////////////////////////////////////////
// 3D_DRAW
//////////////////////////////////////////////////////////////////////////////
const model * model = &cubesphere_model;
const object * obj = model->object[0];
const int triangle_count = obj->triangle_count;
const int vertex_count = triangle_count * 3;
int dwords_per_vtx = 3;
T0V(VAP_VTX_SIZE
, VAP_VTX_SIZE__DWORDS_PER_VTX(dwords_per_vtx)
);
T3(_3D_DRAW_IMMD_2, (1 + vertex_count * dwords_per_vtx) - 1);
TU( VAP_VF_CNTL__PRIM_TYPE(4)
| VAP_VF_CNTL__PRIM_WALK(3)
| VAP_VF_CNTL__INDEX_SIZE(0)
| VAP_VF_CNTL__VTX_REUSE_DIS(0)
| VAP_VF_CNTL__DUAL_INDEX_MODE(0)
| VAP_VF_CNTL__USE_ALT_NUM_VERTS(0)
| VAP_VF_CNTL__NUM_VERTICES(vertex_count)
);
for (int i = 0; i < triangle_count; i++) {
for (int j = 0; j < 3; j++) {
vec3 p = model->position[obj->triangle[i][j].position];
TF(p.x);
TF(p.y);
TF(p.z);
}
}
}
vec3 _3d_light(const shaders& shaders,
const mat4x4& view_to_clip,
float theta)
{
ib_rs_instructions(1);
//////////////////////////////////////////////////////////////////////////////
// VAP OUT
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_OUT_VTX_FMT_0
, VAP_OUT_VTX_FMT_0__VTX_POS_PRESENT(1));
T0V(VAP_OUT_VTX_FMT_1
, VAP_OUT_VTX_FMT_1__TEX_0_COMP_CNT(4));
//
ib_zbuffer(ZBUFFER_RELOC_INDEX, 1600, 1); // less
ib_texture__0();
ib_vap_stream_cntl__3();
// shaders
T0V(US_PIXSIZE
, US_PIXSIZE__PIX_SIZE(1)
);
ib_ga_us(&shaders.fragment[LIGHT_SHADER]);
ib_vap_pvs(&shaders.vertex[LIGHT_SHADER]);
//////////////////////////////////////////////////////////////////////////////
// VAP
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_CLIP_CNTL
, VAP_CLIP_CNTL__PS_UCP_MODE(3)
);
T0V(VAP_VTE_CNTL
, VAP_VTE_CNTL__VPORT_X_SCALE_ENA(1)
| VAP_VTE_CNTL__VPORT_X_OFFSET_ENA(1)
| VAP_VTE_CNTL__VPORT_Y_SCALE_ENA(1)
| VAP_VTE_CNTL__VPORT_Y_OFFSET_ENA(1)
| VAP_VTE_CNTL__VPORT_Z_SCALE_ENA(0)
| VAP_VTE_CNTL__VPORT_Z_OFFSET_ENA(0)
| VAP_VTE_CNTL__VTX_XY_FMT(0) // enable W division
| VAP_VTE_CNTL__VTX_Z_FMT(1) // disable W division
| VAP_VTE_CNTL__VTX_W0_FMT(1)
| VAP_VTE_CNTL__SERIAL_PROC_ENA(0)
);
T0V(VAP_CNTL_STATUS
, VAP_CNTL_STATUS__PVS_BYPASS(0)
);
//////////////////////////////////////////////////////////////////////////////
// VAP INDEX
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_INDEX_OFFSET, 0);
T0V(VAP_VF_MAX_VTX_INDX
, VAP_VF_MAX_VTX_INDX__MAX_INDX(0)
);
T0V(VAP_VF_MIN_VTX_INDX
, VAP_VF_MIN_VTX_INDX__MIN_INDX(0)
);
// light
mat4x4 t1 = translate(vec3(1, 0, 0));
mat4x4 s = scale(0.1f);
mat4x4 rz = rotate_y(theta * 2.f);
mat4x4 world_trans = rz * t1 * s;
mat4x4 trans = view_to_clip * world_trans;
_3d_light_inner(trans);
vec3 light_pos = world_trans * light_pos;
return light_pos;
}
void _3d_cube(const shaders& shaders,
const mat4x4& view_to_clip,
float theta,
const vec3& light_pos)
{
ib_rs_instructions(4);
//////////////////////////////////////////////////////////////////////////////
// VAP OUT
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_OUT_VTX_FMT_0
, VAP_OUT_VTX_FMT_0__VTX_POS_PRESENT(1));
T0V(VAP_OUT_VTX_FMT_1
, VAP_OUT_VTX_FMT_1__TEX_0_COMP_CNT(4)
| VAP_OUT_VTX_FMT_1__TEX_1_COMP_CNT(4)
| VAP_OUT_VTX_FMT_1__TEX_2_COMP_CNT(4)
| VAP_OUT_VTX_FMT_1__TEX_3_COMP_CNT(4));
//
ib_zbuffer(ZBUFFER_RELOC_INDEX, 1600, 1); // less
int width = 1024;
int height = 1024;
int macrotile = 0;
int microtile = 0;
int clamp = 0; // wrap/repeat
ib_texture__1(TEXTUREBUFFER_RELOC_INDEX,
width, height,
macrotile, microtile,
clamp);
ib_vap_stream_cntl__323();
// shaders
T0V(US_PIXSIZE
, US_PIXSIZE__PIX_SIZE(4)
);
ib_ga_us(&shaders.fragment[CUBESPHERE_SHADER]);
ib_vap_pvs(&shaders.vertex[CUBESPHERE_SHADER]);
//////////////////////////////////////////////////////////////////////////////
// VAP
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_CLIP_CNTL
, VAP_CLIP_CNTL__PS_UCP_MODE(3)
);
T0V(VAP_VTE_CNTL
, VAP_VTE_CNTL__VPORT_X_SCALE_ENA(1)
| VAP_VTE_CNTL__VPORT_X_OFFSET_ENA(1)
| VAP_VTE_CNTL__VPORT_Y_SCALE_ENA(1)
| VAP_VTE_CNTL__VPORT_Y_OFFSET_ENA(1)
| VAP_VTE_CNTL__VPORT_Z_SCALE_ENA(0)
| VAP_VTE_CNTL__VPORT_Z_OFFSET_ENA(0)
| VAP_VTE_CNTL__VTX_XY_FMT(0) // enable W division
| VAP_VTE_CNTL__VTX_Z_FMT(1) // disable W division
| VAP_VTE_CNTL__VTX_W0_FMT(1)
| VAP_VTE_CNTL__SERIAL_PROC_ENA(0)
);
T0V(VAP_CNTL_STATUS
, VAP_CNTL_STATUS__PVS_BYPASS(0)
);
//////////////////////////////////////////////////////////////////////////////
// VAP INDEX
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_INDEX_OFFSET, 0);
T0V(VAP_VF_MAX_VTX_INDX
, VAP_VF_MAX_VTX_INDX__MAX_INDX(0)
);
T0V(VAP_VF_MIN_VTX_INDX
, VAP_VF_MIN_VTX_INDX__MIN_INDX(0)
);
//////////////////////////////////////////////////////////////////////////////
// matrix
//////////////////////////////////////////////////////////////////////////////
// cube
mat4x4 rx = rotate_x(1 * theta * 0.5f);
mat4x4 ry = rotate_y(0 * theta * 0.8f + 1.4f);
mat4x4 s = scale(0.9f);
mat4x4 world_trans = rx * ry * s;
mat4x4 trans = view_to_clip * world_trans;
_3d_cube_inner(trans, world_trans, light_pos);
}
int indirect_buffer(const shaders& shaders,
float theta)
{
int width = 1600;
int height = 1200;
int pitch = width;
ib_ix = 0;
ib_generic_initialization();
T0V(RB3D_BLENDCNTL, 0);
T0V(RB3D_ABLENDCNTL, 0);
ib_viewport(width, height);
ib_colorbuffer(COLORBUFFER_RELOC_INDEX, pitch, 0, 0);
T0V(GB_ENABLE, 0);
T0V(US_OUT_FMT_0
, US_OUT_FMT__OUT_FMT(0) // C4_8
| US_OUT_FMT__C0_SEL__BLUE
| US_OUT_FMT__C1_SEL__GREEN
| US_OUT_FMT__C2_SEL__RED
| US_OUT_FMT__C3_SEL__ALPHA
| US_OUT_FMT__OUT_SIGN(0)
);
T0V(US_OUT_FMT_1
, US_OUT_FMT__OUT_FMT(15) // render target is not used
);
T0V(US_OUT_FMT_2
, US_OUT_FMT__OUT_FMT(15) // render target is not used
);
T0V(US_OUT_FMT_3
, US_OUT_FMT__OUT_FMT(15) // render target is not used
);
load_pvs_shaders(shaders.vertex, shaders.vertex_length);
load_us_shaders(shaders.fragment, shaders.fragment_length);
//////////////////////////////////////////////////////////////////////////////
// DRAW
//////////////////////////////////////////////////////////////////////////////
mat4x4 aspect = scale(vec3(3.0f/4.0f, 1, 1));
mat4x4 p = perspective(0.01f, 5.0f,
0.001f, 0.999f,
0.5f, 2.0f);
mat4x4 t = translate(vec3(0, 0, 3));
mat4x4 view_to_clip = aspect * p * t;
_3d_clear(shaders);
vec3 light_pos = _3d_light(shaders, view_to_clip, theta);
_3d_cube(shaders, view_to_clip, theta, light_pos);
//////////////////////////////////////////////////////////////////////////////
// padding
//////////////////////////////////////////////////////////////////////////////
while ((ib_ix % 8) != 0) {
TU(0x80000000);
}
return ib_ix;
}
int _tile_texture(const shaders& shaders,
int input_reloc_index,
int output_reloc_index)
{
int width = 1024;
int height = 1024;
int pitch = width;
float x = (float)width * 0.5f;
float y = (float)height * 0.5f;
ib_ix = 0;
ib_generic_initialization();
ib_viewport(width, height);
ib_colorbuffer(output_reloc_index, pitch, 1, 1); // macrotile, microtile
T0V(US_OUT_FMT_0
, US_OUT_FMT__OUT_FMT(0) // C4_8
| US_OUT_FMT__C0_SEL__RED
| US_OUT_FMT__C1_SEL__GREEN
| US_OUT_FMT__C2_SEL__BLUE
| US_OUT_FMT__C3_SEL__ALPHA
| US_OUT_FMT__OUT_SIGN(0)
);
T0V(US_OUT_FMT_1
, US_OUT_FMT__OUT_FMT(15) // render target is not used
);
T0V(US_OUT_FMT_2
, US_OUT_FMT__OUT_FMT(15) // render target is not used
);
T0V(US_OUT_FMT_3
, US_OUT_FMT__OUT_FMT(15) // render target is not used
);
// shaders
load_pvs_shaders(shaders.vertex, shaders.vertex_length);
load_us_shaders(shaders.fragment, shaders.fragment_length);
// GA
T0V(GB_ENABLE
, GB_ENABLE__POINT_STUFF_ENABLE(1)
| GB_ENABLE__TEX0_SOURCE(2) // stuff with source texture coordinates s,t
);
T0Vf(GA_POINT_S0, 0.0f);
T0Vf(GA_POINT_T0, 1.0f);
T0Vf(GA_POINT_S1, 1.0f);
T0Vf(GA_POINT_T1, 0.0f);
//////////////////////////////////////////////////////////////////////////////
// RS
//////////////////////////////////////////////////////////////////////////////
int rs_instructions = 1;
ib_rs_instructions(0);
T0V(RS_IP_0
, RS_IP__TEX_PTR_S(0)
| RS_IP__TEX_PTR_T(1)
| RS_IP__TEX_PTR_R(62) // constant 0.0
| RS_IP__TEX_PTR_Q(63) // constant 1.0
);
T0V(RS_COUNT
, RS_COUNT__IT_COUNT(2)
| RS_COUNT__IC_COUNT(0)
| RS_COUNT__W_ADDR(0)
| RS_COUNT__HIRES_EN(1)
);
T0V(RS_INST_COUNT
, RS_INST_COUNT__INST_COUNT(rs_instructions - 1));
T0V(RS_INST_0
, RS_INST__TEX_ID(0)
| RS_INST__TEX_CN(1)
| RS_INST__TEX_ADDR(0)
);
//////////////////////////////////////////////////////////////////////////////
// VAP OUT
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_OUT_VTX_FMT_0
, VAP_OUT_VTX_FMT_0__VTX_POS_PRESENT(1)
);
T0V(VAP_OUT_VTX_FMT_1
, 0
);
//
T0V(ZB_CNTL, 0);
T0V(ZB_ZSTENCILCNTL, 0);
//
int macrotile = 1;
int microtile = 1;
int clamp = 2; // clamp to [0.0, 1.0]
ib_texture__1(input_reloc_index,
width, height,
macrotile, microtile,
clamp);
ib_vap_stream_cntl__2();
T0V(US_PIXSIZE
, US_PIXSIZE__PIX_SIZE(1)
);
ib_ga_us(&shaders.fragment[TEXTURE_TILE_SHADER]);
ib_vap_pvs(&shaders.vertex[TEXTURE_TILE_SHADER]);
//////////////////////////////////////////////////////////////////////////////
// VAP
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_CLIP_CNTL
, VAP_CLIP_CNTL__CLIP_DISABLE(1)
);
T0V(VAP_VTE_CNTL
, VAP_VTE_CNTL__VTX_XY_FMT(1) // disable W division
| VAP_VTE_CNTL__VTX_Z_FMT(1) // disable W division
);
T0V(VAP_CNTL_STATUS
, VAP_CNTL_STATUS__PVS_BYPASS(0)
);
//////////////////////////////////////////////////////////////////////////////
// GA POINT SIZE
//////////////////////////////////////////////////////////////////////////////
T0V(GA_POINT_SIZE
, GA_POINT_SIZE__HEIGHT((int)(x * 12.0f))
| GA_POINT_SIZE__WIDTH((int)(y * 12.0f))
);
//////////////////////////////////////////////////////////////////////////////
// 3D_DRAW
//////////////////////////////////////////////////////////////////////////////
const int dwords_per_vtx = 2;
T0V(VAP_VTX_SIZE
, VAP_VTX_SIZE__DWORDS_PER_VTX(dwords_per_vtx)
);
const float center[] = {
x, y,
};
const int vertex_count = 1;
T3(_3D_DRAW_IMMD_2, (1 + vertex_count * dwords_per_vtx) - 1);
TU( VAP_VF_CNTL__PRIM_TYPE(1) // point list
| VAP_VF_CNTL__PRIM_WALK(3)
| VAP_VF_CNTL__INDEX_SIZE(0)
| VAP_VF_CNTL__VTX_REUSE_DIS(0)
| VAP_VF_CNTL__DUAL_INDEX_MODE(0)
| VAP_VF_CNTL__USE_ALT_NUM_VERTS(0)
| VAP_VF_CNTL__NUM_VERTICES(vertex_count)
);
for (int i = 0; i < 2; i++) {
TF(center[i]);
}
return ib_ix;
}
const char * textures[] = {
"../texture/butterfly_1024x1024_argb8888.data",
};
const int textures_length = (sizeof (textures)) / (sizeof (textures[0]));
int main()
{
struct shaders shaders = {
.vertex = load_shaders(vertex_shader_paths, vertex_shader_paths_length),
.fragment = load_shaders(fragment_shader_paths, fragment_shader_paths_length),
.vertex_length = vertex_shader_paths_length,
.fragment_length = fragment_shader_paths_length,
};
void * rmmio = map_pci_resource2();
int fd = open("/dev/dri/card0", O_RDWR | O_CLOEXEC);
assert(fd != -1);
const int colorbuffer_size = 1600 * 1200 * 4;
int colorbuffer_handle[2];
int zbuffer_handle;
int * texturebuffer_handle;
int flush_handle;
int test_handle;
void * colorbuffer_ptr[2];
void * zbuffer_ptr;
void * test_ptr;
// colorbuffer
colorbuffer_handle[0] = create_buffer(fd, colorbuffer_size, &colorbuffer_ptr[0]);
colorbuffer_handle[1] = create_buffer(fd, colorbuffer_size, &colorbuffer_ptr[1]);
test_handle = create_buffer(fd, 1600 * 1200 * 4, &test_ptr);
zbuffer_handle = create_buffer(fd, colorbuffer_size, &zbuffer_ptr);
flush_handle = create_flush_buffer(fd);
texturebuffer_handle = load_textures(fd, textures, textures_length);
fprintf(stderr, "colorbuffer handle[0] %d\n", colorbuffer_handle[0]);
fprintf(stderr, "colorbuffer handle[1] %d\n", colorbuffer_handle[1]);
fprintf(stderr, "zbuffer handle %d\n", zbuffer_handle);
fprintf(stderr, "test handle %d\n", test_handle);
int colorbuffer_ix = 0;
float theta = 0;
{
int ib_dwords = _tile_texture(shaders,
TEXTUREBUFFER_RELOC_INDEX, // input
COLORBUFFER_RELOC_INDEX); // output
//int ib_dwords = indirect_buffer(shaders, theta);
printf("here2\n");
drm_radeon_cs(fd,
test_handle, // colorbuffer
zbuffer_handle, // unused
flush_handle,
texturebuffer_handle,
textures_length,
ib_dwords);
}
while (true) {
int ib_dwords = indirect_buffer(shaders, theta);
drm_radeon_cs(fd,
colorbuffer_handle[colorbuffer_ix],
zbuffer_handle,
flush_handle,
//texturebuffer_handle,
//textures_length,
&test_handle,
1,
ib_dwords);
primary_surface_address(rmmio, colorbuffer_ix);
// next state
theta += 0.01f;
colorbuffer_ix = (colorbuffer_ix + 1) & 1;
}
{
printf("test.data\n");
int out_fd = open("test.data", O_RDWR|O_CREAT, 0644);
assert(out_fd >= 0);
ssize_t write_length = write(out_fd, test_ptr, 1024 * 1024 * 4);
assert(write_length == 1024 * 1024 * 4);
close(out_fd);
}
close(fd);
}