1/**
2 * Create shaders in a loop to test memory usage.
3 */
4
5#include <stdio.h>
6#include "frontend/graw.h"
7#include "pipe/p_screen.h"
8#include "pipe/p_context.h"
9#include "pipe/p_state.h"
10#include "pipe/p_defines.h"
11
12#include "util/u_memory.h"      /* Offset() */
13#include "util/u_draw_quad.h"
14#include "util/u_inlines.h"
15
16
17static int num_iters = 100;
18
19
20enum pipe_format formats[] = {
21   PIPE_FORMAT_RGBA8888_UNORM,
22   PIPE_FORMAT_BGRA8888_UNORM,
23   PIPE_FORMAT_NONE
24};
25
26static const int WIDTH = 300;
27static const int HEIGHT = 300;
28
29static struct pipe_screen *screen = NULL;
30static struct pipe_context *ctx = NULL;
31static struct pipe_surface *surf = NULL;
32static struct pipe_resource *tex = NULL;
33static void *window = NULL;
34
35struct vertex {
36   float position[4];
37   float color[4];
38};
39
40static struct vertex vertices[1] =
41{
42   {
43      { 0.0f, -0.9f, 0.0f, 1.0f },
44      { 1.0f, 0.0f, 0.0f, 1.0f }
45   }
46};
47
48
49
50
51static void set_viewport( float x, float y,
52                          float width, float height,
53                          float zNear, float zFar)
54{
55   float z = zFar;
56   float half_width = (float)width / 2.0f;
57   float half_height = (float)height / 2.0f;
58   float half_depth = ((float)zFar - (float)zNear) / 2.0f;
59   struct pipe_viewport_state vp;
60
61   vp.scale[0] = half_width;
62   vp.scale[1] = half_height;
63   vp.scale[2] = half_depth;
64
65   vp.translate[0] = half_width + x;
66   vp.translate[1] = half_height + y;
67   vp.translate[2] = half_depth + z;
68
69   vp.swizzle_x = PIPE_VIEWPORT_SWIZZLE_POSITIVE_X;
70   vp.swizzle_y = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Y;
71   vp.swizzle_z = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Z;
72   vp.swizzle_w = PIPE_VIEWPORT_SWIZZLE_POSITIVE_W;
73
74   ctx->set_viewport_states( ctx, 0, 1, &vp );
75}
76
77static void set_vertices( void )
78{
79   struct pipe_vertex_element ve[2];
80   struct pipe_vertex_buffer vbuf;
81   void *handle;
82
83   memset(ve, 0, sizeof ve);
84
85   ve[0].src_offset = Offset(struct vertex, position);
86   ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
87   ve[1].src_offset = Offset(struct vertex, color);
88   ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
89
90   handle = ctx->create_vertex_elements_state(ctx, 2, ve);
91   ctx->bind_vertex_elements_state(ctx, handle);
92
93   memset(&vbuf, 0, sizeof vbuf);
94
95   vbuf.stride = sizeof(struct vertex);
96   vbuf.buffer_offset = 0;
97   vbuf.buffer.resource = pipe_buffer_create_with_data(ctx,
98                                              PIPE_BIND_VERTEX_BUFFER,
99                                              PIPE_USAGE_DEFAULT,
100                                              sizeof(vertices),
101                                              vertices);
102
103   ctx->set_vertex_buffers(ctx, 0, 1, 0, false, &vbuf);
104}
105
106static void set_vertex_shader( void )
107{
108   void *handle;
109   const char *text =
110      "VERT\n"
111      "DCL IN[0]\n"
112      "DCL IN[1]\n"
113      "DCL OUT[0], POSITION\n"
114      "DCL OUT[1], COLOR\n"
115      "  0: MOV OUT[1], IN[1]\n"
116      "  1: MOV OUT[0], IN[0]\n"
117      "  2: END\n";
118
119   handle = graw_parse_vertex_shader(ctx, text);
120   ctx->bind_vs_state(ctx, handle);
121}
122
123
124
125static void *
126set_fragment_shader( void )
127{
128   void *handle;
129   const char *text =
130      "FRAG\n"
131      "DCL IN[0], COLOR, LINEAR\n"
132      "DCL OUT[0], COLOR\n"
133      "DCL TEMP[0..1]\n"
134      "  0: MUL TEMP[0], IN[0], IN[0]\n"
135      "  1: ADD TEMP[1], IN[0], IN[0]\n"
136      "  2: SUB OUT[0], TEMP[0], TEMP[1]\n"
137      "  3: END\n";
138
139   handle = graw_parse_fragment_shader(ctx, text);
140   return handle;
141}
142
143
144static void draw( void )
145{
146   union pipe_color_union clear_color = { {0,0,0,1} };
147   int i;
148
149   printf("Creating %d shaders\n", num_iters);
150
151   for (i = 0; i < num_iters; i++) {
152      void *fs = set_fragment_shader();
153
154      ctx->bind_fs_state(ctx, fs);
155
156      ctx->clear(ctx, PIPE_CLEAR_COLOR, NULL, &clear_color, 0, 0);
157      util_draw_arrays(ctx, PIPE_PRIM_POINTS, 0, 1);
158      ctx->flush(ctx, NULL, 0);
159
160      ctx->bind_fs_state(ctx, NULL);
161      ctx->delete_fs_state(ctx, fs);
162   }
163
164   screen->flush_frontbuffer(screen, ctx, tex, 0, 0, window, NULL);
165   ctx->destroy(ctx);
166
167   exit(0);
168}
169
170
171static void init( void )
172{
173   struct pipe_framebuffer_state fb;
174   struct pipe_resource templat;
175   struct pipe_surface surf_tmpl;
176   int i;
177
178   /* It's hard to say whether window or screen should be created
179    * first.  Different environments would prefer one or the other.
180    *
181    * Also, no easy way of querying supported formats if the screen
182    * cannot be created first.
183    */
184   for (i = 0; formats[i] != PIPE_FORMAT_NONE; i++) {
185      screen = graw_create_window_and_screen(0, 0, 300, 300,
186                                             formats[i],
187                                             &window);
188      if (window && screen)
189         break;
190   }
191   if (!screen || !window) {
192      fprintf(stderr, "Unable to create window\n");
193      exit(1);
194   }
195
196   ctx = screen->context_create(screen, NULL, 0);
197   if (ctx == NULL)
198      exit(3);
199
200   memset(&templat, 0, sizeof(templat));
201   templat.target = PIPE_TEXTURE_2D;
202   templat.format = formats[i];
203   templat.width0 = WIDTH;
204   templat.height0 = HEIGHT;
205   templat.depth0 = 1;
206   templat.last_level = 0;
207   templat.bind = (PIPE_BIND_RENDER_TARGET |
208                   PIPE_BIND_DISPLAY_TARGET);
209
210   tex = screen->resource_create(screen, &templat);
211   if (tex == NULL) {
212      fprintf(stderr, "Unable to create screen texture!\n");
213      exit(4);
214   }
215
216   surf_tmpl.format = templat.format;
217   surf_tmpl.u.tex.level = 0;
218   surf_tmpl.u.tex.first_layer = 0;
219   surf_tmpl.u.tex.last_layer = 0;
220   surf = ctx->create_surface(ctx, tex, &surf_tmpl);
221   if (surf == NULL) {
222      fprintf(stderr, "Unable to create tex surface!\n");
223      exit(5);
224   }
225
226   memset(&fb, 0, sizeof fb);
227   fb.nr_cbufs = 1;
228   fb.width = WIDTH;
229   fb.height = HEIGHT;
230   fb.cbufs[0] = surf;
231
232   ctx->set_framebuffer_state(ctx, &fb);
233
234   {
235      struct pipe_blend_state blend;
236      void *handle;
237      memset(&blend, 0, sizeof blend);
238      blend.rt[0].colormask = PIPE_MASK_RGBA;
239      handle = ctx->create_blend_state(ctx, &blend);
240      ctx->bind_blend_state(ctx, handle);
241   }
242
243   {
244      struct pipe_depth_stencil_alpha_state depthstencil;
245      void *handle;
246      memset(&depthstencil, 0, sizeof depthstencil);
247      handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil);
248      ctx->bind_depth_stencil_alpha_state(ctx, handle);
249   }
250
251   {
252      struct pipe_rasterizer_state rasterizer;
253      void *handle;
254      memset(&rasterizer, 0, sizeof rasterizer);
255      rasterizer.cull_face = PIPE_FACE_NONE;
256      rasterizer.half_pixel_center = 1;
257      rasterizer.bottom_edge_rule = 1;
258      rasterizer.depth_clip_near = 1;
259      rasterizer.depth_clip_far = 1;
260      handle = ctx->create_rasterizer_state(ctx, &rasterizer);
261      ctx->bind_rasterizer_state(ctx, handle);
262   }
263
264   set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000);
265   set_vertices();
266   set_vertex_shader();
267   if (0)
268      set_fragment_shader();
269}
270
271
272int main( int argc, char *argv[] )
273{
274   if (argc > 1)
275      num_iters = atoi(argv[1]);
276
277   init();
278
279   graw_set_display_func( draw );
280   graw_main_loop();
281   return 0;
282}
283