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/**
* Create shaders in a loop to test memory usage.
*/
#include <stdio.h>
#include "state_tracker/graw.h"
#include "pipe/p_screen.h"
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include "util/u_memory.h" /* Offset() */
#include "util/u_draw_quad.h"
static int num_iters = 100;
enum pipe_format formats[] = {
PIPE_FORMAT_R8G8B8A8_UNORM,
PIPE_FORMAT_B8G8R8A8_UNORM,
PIPE_FORMAT_NONE
};
static const int WIDTH = 300;
static const int HEIGHT = 300;
static struct pipe_screen *screen = NULL;
static struct pipe_context *ctx = NULL;
static struct pipe_surface *surf = NULL;
static void *window = NULL;
struct vertex {
float position[4];
float color[4];
};
static struct vertex vertices[1] =
{
{
{ 0.0f, -0.9f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f }
}
};
static void set_viewport( float x, float y,
float width, float height,
float near, float far)
{
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;
struct pipe_viewport_state vp;
vp.scale[0] = half_width;
vp.scale[1] = half_height;
vp.scale[2] = half_depth;
vp.scale[3] = 1.0f;
vp.translate[0] = half_width + x;
vp.translate[1] = half_height + y;
vp.translate[2] = half_depth + z;
vp.translate[3] = 0.0f;
ctx->set_viewport_state( ctx, &vp );
}
static void set_vertices( void )
{
struct pipe_vertex_element ve[2];
struct pipe_vertex_buffer vbuf;
void *handle;
memset(ve, 0, sizeof ve);
ve[0].src_offset = Offset(struct vertex, position);
ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
ve[1].src_offset = Offset(struct vertex, color);
ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
handle = ctx->create_vertex_elements_state(ctx, 2, ve);
ctx->bind_vertex_elements_state(ctx, handle);
vbuf.stride = sizeof(struct vertex);
vbuf.max_index = sizeof(vertices) / vbuf.stride;
vbuf.buffer_offset = 0;
vbuf.buffer = screen->user_buffer_create(screen,
vertices,
sizeof(vertices),
PIPE_BIND_VERTEX_BUFFER);
ctx->set_vertex_buffers(ctx, 1, &vbuf);
}
static void set_vertex_shader( void )
{
void *handle;
const char *text =
"VERT\n"
"DCL IN[0]\n"
"DCL IN[1]\n"
"DCL OUT[0], POSITION\n"
"DCL OUT[1], COLOR\n"
" 0: MOV OUT[1], IN[1]\n"
" 1: MOV OUT[0], IN[0]\n"
" 2: END\n";
handle = graw_parse_vertex_shader(ctx, text);
ctx->bind_vs_state(ctx, handle);
}
static void *
set_fragment_shader( void )
{
void *handle;
const char *text =
"FRAG\n"
"DCL IN[0], COLOR, LINEAR\n"
"DCL OUT[0], COLOR\n"
"DCL TEMP[0..1]\n"
" 0: MUL TEMP[0], IN[0], IN[0]\n"
" 1: ADD TEMP[1], IN[0], IN[0]\n"
" 2: SUB OUT[0], TEMP[0], TEMP[1]\n"
" 3: END\n";
handle = graw_parse_fragment_shader(ctx, text);
return handle;
}
static void draw( void )
{
float clear_color[4] = {0, 0, 0, 1};
int i;
printf("Creating %d shaders\n", num_iters);
for (i = 0; i < num_iters; i++) {
void *fs = set_fragment_shader();
ctx->bind_fs_state(ctx, fs);
ctx->clear(ctx, PIPE_CLEAR_COLOR, clear_color, 0, 0);
util_draw_arrays(ctx, PIPE_PRIM_POINTS, 0, 1);
ctx->flush(ctx, PIPE_FLUSH_RENDER_CACHE, NULL);
ctx->bind_fs_state(ctx, NULL);
ctx->delete_fs_state(ctx, fs);
}
screen->flush_frontbuffer(screen, surf, window);
ctx->destroy(ctx);
exit(0);
}
static void init( void )
{
struct pipe_framebuffer_state fb;
struct pipe_resource *tex, templat;
int i;
/* It's hard to say whether window or screen should be created
* first. Different environments would prefer one or the other.
*
* Also, no easy way of querying supported formats if the screen
* cannot be created first.
*/
for (i = 0;
window == NULL && formats[i] != PIPE_FORMAT_NONE;
i++) {
screen = graw_create_window_and_screen(0,0,300,300,
formats[i],
&window);
}
ctx = screen->context_create(screen, NULL);
if (ctx == NULL)
exit(3);
templat.target = PIPE_TEXTURE_2D;
templat.format = formats[i];
templat.width0 = WIDTH;
templat.height0 = HEIGHT;
templat.depth0 = 1;
templat.last_level = 0;
templat.nr_samples = 1;
templat.bind = (PIPE_BIND_RENDER_TARGET |
PIPE_BIND_DISPLAY_TARGET);
tex = screen->resource_create(screen, &templat);
if (tex == NULL) {
fprintf(stderr, "Unable to create screen texture!\n");
exit(4);
}
surf = screen->get_tex_surface(screen, tex, 0, 0, 0,
PIPE_BIND_RENDER_TARGET |
PIPE_BIND_DISPLAY_TARGET);
if (surf == NULL)
exit(5);
memset(&fb, 0, sizeof fb);
fb.nr_cbufs = 1;
fb.width = WIDTH;
fb.height = HEIGHT;
fb.cbufs[0] = surf;
ctx->set_framebuffer_state(ctx, &fb);
{
struct pipe_blend_state blend;
void *handle;
memset(&blend, 0, sizeof blend);
blend.rt[0].colormask = PIPE_MASK_RGBA;
handle = ctx->create_blend_state(ctx, &blend);
ctx->bind_blend_state(ctx, handle);
}
{
struct pipe_depth_stencil_alpha_state depthstencil;
void *handle;
memset(&depthstencil, 0, sizeof depthstencil);
handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil);
ctx->bind_depth_stencil_alpha_state(ctx, handle);
}
{
struct pipe_rasterizer_state rasterizer;
void *handle;
memset(&rasterizer, 0, sizeof rasterizer);
rasterizer.cull_face = PIPE_FACE_NONE;
rasterizer.gl_rasterization_rules = 1;
handle = ctx->create_rasterizer_state(ctx, &rasterizer);
ctx->bind_rasterizer_state(ctx, handle);
}
set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000);
set_vertices();
set_vertex_shader();
if (0)
set_fragment_shader();
}
int main( int argc, char *argv[] )
{
if (argc > 1)
num_iters = atoi(argv[1]);
init();
graw_set_display_func( draw );
graw_main_loop();
return 0;
}
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