/************************************************************************** * * Copyright © 2010 Jakob Bornecrantz * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. * **************************************************************************/ #define USE_TRACE 0 #define WIDTH 300 #define HEIGHT 300 #define NEAR 30 #define FAR 1000 #define FLIP 0 /* pipe_*_state structs */ #include "pipe/p_state.h" /* pipe_context */ #include "pipe/p_context.h" /* pipe_screen */ #include "pipe/p_screen.h" /* PIPE_* */ #include "pipe/p_defines.h" /* TGSI_SEMANTIC_{POSITION|GENERIC} */ #include "pipe/p_shader_tokens.h" /* pipe_buffer_* helpers */ #include "util/u_inlines.h" /* constant state object helper */ #include "cso_cache/cso_context.h" /* u_sampler_view_default_template */ #include "util/u_sampler.h" /* debug_dump_surface_bmp */ #include "util/u_debug.h" /* util_draw_vertex_buffer helper */ #include "util/u_draw_quad.h" /* FREE & CALLOC_STRUCT */ #include "util/u_memory.h" /* util_make_[fragment|vertex]_passthrough_shader */ #include "util/u_simple_shaders.h" /* to get a hardware pipe driver */ #include "pipe-loader/pipe_loader.h" struct program { struct pipe_loader_device *dev; struct pipe_screen *screen; struct pipe_context *pipe; struct cso_context *cso; struct pipe_blend_state blend; struct pipe_depth_stencil_alpha_state depthstencil; struct pipe_rasterizer_state rasterizer; struct pipe_sampler_state sampler; struct pipe_viewport_state viewport; struct pipe_framebuffer_state framebuffer; struct pipe_vertex_element velem[2]; void *vs; void *fs; union pipe_color_union clear_color; struct pipe_resource *vbuf; struct pipe_resource *target; struct pipe_resource *tex; struct pipe_sampler_view *view; }; static void init_prog(struct program *p) { struct pipe_surface surf_tmpl; int ret; /* find a hardware device */ ret = pipe_loader_probe(&p->dev, 1); assert(ret); /* init a pipe screen */ p->screen = pipe_loader_create_screen(p->dev, PIPE_SEARCH_DIR); assert(p->screen); /* create the pipe driver context and cso context */ p->pipe = p->screen->context_create(p->screen, NULL); p->cso = cso_create_context(p->pipe); /* set clear color */ p->clear_color.f[0] = 0.3; p->clear_color.f[1] = 0.1; p->clear_color.f[2] = 0.3; p->clear_color.f[3] = 1.0; /* vertex buffer */ { float vertices[4][2][4] = { { { 0.9f, 0.9f, 0.0f, 1.0f }, { 1.0f, 1.0f, 0.0f, 1.0f } }, { { -0.9f, 0.9f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } }, { { -0.9f, -0.9f, 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } }, { { 0.9f, -0.9f, 0.0f, 1.0f }, { 1.0f, 0.0f, 1.0f, 1.0f } } }; p->vbuf = pipe_buffer_create(p->screen, PIPE_BIND_VERTEX_BUFFER, PIPE_USAGE_DEFAULT, sizeof(vertices)); pipe_buffer_write(p->pipe, p->vbuf, 0, sizeof(vertices), vertices); } /* render target texture */ { struct pipe_resource tmplt; memset(&tmplt, 0, sizeof(tmplt)); tmplt.target = PIPE_TEXTURE_2D; tmplt.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */ tmplt.width0 = WIDTH; tmplt.height0 = HEIGHT; tmplt.depth0 = 1; tmplt.array_size = 1; tmplt.last_level = 0; tmplt.bind = PIPE_BIND_RENDER_TARGET; p->target = p->screen->resource_create(p->screen, &tmplt); } /* sampler texture */ { uint32_t *ptr; struct pipe_transfer *t; struct pipe_resource t_tmplt; struct pipe_sampler_view v_tmplt; struct pipe_box box; memset(&t_tmplt, 0, sizeof(t_tmplt)); t_tmplt.target = PIPE_TEXTURE_2D; t_tmplt.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */ t_tmplt.width0 = 2; t_tmplt.height0 = 2; t_tmplt.depth0 = 1; t_tmplt.array_size = 1; t_tmplt.last_level = 0; t_tmplt.bind = PIPE_BIND_RENDER_TARGET; p->tex = p->screen->resource_create(p->screen, &t_tmplt); memset(&box, 0, sizeof(box)); box.width = 2; box.height = 2; ptr = p->pipe->transfer_map(p->pipe, p->tex, 0, PIPE_TRANSFER_WRITE, &box, &t); ptr[0] = 0xffff0000; ptr[1] = 0xff0000ff; ptr[2] = 0xff00ff00; ptr[3] = 0xffffff00; p->pipe->transfer_unmap(p->pipe, t); u_sampler_view_default_template(&v_tmplt, p->tex, p->tex->format); p->view = p->pipe->create_sampler_view(p->pipe, p->tex, &v_tmplt); } /* disabled blending/masking */ memset(&p->blend, 0, sizeof(p->blend)); p->blend.rt[0].colormask = PIPE_MASK_RGBA; /* no-op depth/stencil/alpha */ memset(&p->depthstencil, 0, sizeof(p->depthstencil)); /* rasterizer */ memset(&p->rasterizer, 0, sizeof(p->rasterizer)); p->rasterizer.cull_face = PIPE_FACE_NONE; p->rasterizer.half_pixel_center = 1; p->rasterizer.bottom_edge_rule = 1; p->rasterizer.depth_clip = 1; /* sampler */ memset(&p->sampler, 0, sizeof(p->sampler)); p->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; p->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; p->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; p->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; p->sampler.min_img_filter = PIPE_TEX_MIPFILTER_LINEAR; p->sampler.mag_img_filter = PIPE_TEX_MIPFILTER_LINEAR; p->sampler.normalized_coords = 1; surf_tmpl.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */ surf_tmpl.u.tex.level = 0; surf_tmpl.u.tex.first_layer = 0; surf_tmpl.u.tex.last_layer = 0; /* drawing destination */ memset(&p->framebuffer, 0, sizeof(p->framebuffer)); p->framebuffer.width = WIDTH; p->framebuffer.height = HEIGHT; p->framebuffer.nr_cbufs = 1; p->framebuffer.cbufs[0] = p->pipe->create_surface(p->pipe, p->target, &surf_tmpl); /* viewport, depth isn't really needed */ { float x = 0; float y = 0; float z = FAR; float half_width = (float)WIDTH / 2.0f; float half_height = (float)HEIGHT / 2.0f; float half_depth = ((float)FAR - (float)NEAR) / 2.0f; float scale, bias; if (FLIP) { scale = -1.0f; bias = (float)HEIGHT; } else { scale = 1.0f; bias = 0.0f; } p->viewport.scale[0] = half_width; p->viewport.scale[1] = half_height * scale; p->viewport.scale[2] = half_depth; p->viewport.translate[0] = half_width + x; p->viewport.translate[1] = (half_height + y) * scale + bias; p->viewport.translate[2] = half_depth + z; } /* vertex elements state */ memset(p->velem, 0, sizeof(p->velem)); p->velem[0].src_offset = 0 * 4 * sizeof(float); /* offset 0, first element */ p->velem[0].instance_divisor = 0; p->velem[0].vertex_buffer_index = 0; p->velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; p->velem[1].src_offset = 1 * 4 * sizeof(float); /* offset 16, second element */ p->velem[1].instance_divisor = 0; p->velem[1].vertex_buffer_index = 0; p->velem[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; /* vertex shader */ { const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, TGSI_SEMANTIC_GENERIC }; const uint semantic_indexes[] = { 0, 0 }; p->vs = util_make_vertex_passthrough_shader(p->pipe, 2, semantic_names, semantic_indexes, FALSE); } /* fragment shader */ p->fs = util_make_fragment_tex_shader(p->pipe, TGSI_TEXTURE_2D, TGSI_INTERPOLATE_LINEAR, TGSI_RETURN_TYPE_FLOAT); } static void close_prog(struct program *p) { cso_destroy_context(p->cso); p->pipe->delete_vs_state(p->pipe, p->vs); p->pipe->delete_fs_state(p->pipe, p->fs); pipe_surface_reference(&p->framebuffer.cbufs[0], NULL); pipe_sampler_view_reference(&p->view, NULL); pipe_resource_reference(&p->target, NULL); pipe_resource_reference(&p->tex, NULL); pipe_resource_reference(&p->vbuf, NULL); p->pipe->destroy(p->pipe); p->screen->destroy(p->screen); pipe_loader_release(&p->dev, 1); FREE(p); } static void draw(struct program *p) { const struct pipe_sampler_state *samplers[] = {&p->sampler}; /* set the render target */ cso_set_framebuffer(p->cso, &p->framebuffer); /* clear the render target */ p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0); /* set misc state we care about */ cso_set_blend(p->cso, &p->blend); cso_set_depth_stencil_alpha(p->cso, &p->depthstencil); cso_set_rasterizer(p->cso, &p->rasterizer); cso_set_viewport(p->cso, &p->viewport); /* sampler */ cso_set_samplers(p->cso, PIPE_SHADER_FRAGMENT, 1, samplers); /* texture sampler view */ cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view); /* shaders */ cso_set_fragment_shader_handle(p->cso, p->fs); cso_set_vertex_shader_handle(p->cso, p->vs); /* vertex element data */ cso_set_vertex_elements(p->cso, 2, p->velem); util_draw_vertex_buffer(p->pipe, p->cso, p->vbuf, 0, 0, PIPE_PRIM_QUADS, 4, /* verts */ 2); /* attribs/vert */ p->pipe->flush(p->pipe, NULL, 0); debug_dump_surface_bmp(p->pipe, "result.bmp", p->framebuffer.cbufs[0]); } int main(int argc, char** argv) { struct program *p = CALLOC_STRUCT(program); init_prog(p); draw(p); close_prog(p); return 0; }