shader-leak.c revision 4c7001462607e6e99e474d6271dd481d3f8f201c
1/** 2 * Create shaders in a loop to test memory usage. 3 */ 4 5#include <stdio.h> 6#include "state_tracker/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 15 16static int num_iters = 100; 17 18 19enum pipe_format formats[] = { 20 PIPE_FORMAT_R8G8B8A8_UNORM, 21 PIPE_FORMAT_B8G8R8A8_UNORM, 22 PIPE_FORMAT_NONE 23}; 24 25static const int WIDTH = 300; 26static const int HEIGHT = 300; 27 28static struct pipe_screen *screen = NULL; 29static struct pipe_context *ctx = NULL; 30static struct pipe_surface *surf = NULL; 31static struct pipe_resource *tex = NULL; 32static void *window = NULL; 33 34struct vertex { 35 float position[4]; 36 float color[4]; 37}; 38 39static struct vertex vertices[1] = 40{ 41 { 42 { 0.0f, -0.9f, 0.0f, 1.0f }, 43 { 1.0f, 0.0f, 0.0f, 1.0f } 44 } 45}; 46 47 48 49 50static void set_viewport( float x, float y, 51 float width, float height, 52 float near, float far) 53{ 54 float z = far; 55 float half_width = (float)width / 2.0f; 56 float half_height = (float)height / 2.0f; 57 float half_depth = ((float)far - (float)near) / 2.0f; 58 struct pipe_viewport_state vp; 59 60 vp.scale[0] = half_width; 61 vp.scale[1] = half_height; 62 vp.scale[2] = half_depth; 63 vp.scale[3] = 1.0f; 64 65 vp.translate[0] = half_width + x; 66 vp.translate[1] = half_height + y; 67 vp.translate[2] = half_depth + z; 68 vp.translate[3] = 0.0f; 69 70 ctx->set_viewport_state( ctx, &vp ); 71} 72 73static void set_vertices( void ) 74{ 75 struct pipe_vertex_element ve[2]; 76 struct pipe_vertex_buffer vbuf; 77 void *handle; 78 79 memset(ve, 0, sizeof ve); 80 81 ve[0].src_offset = Offset(struct vertex, position); 82 ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; 83 ve[1].src_offset = Offset(struct vertex, color); 84 ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; 85 86 handle = ctx->create_vertex_elements_state(ctx, 2, ve); 87 ctx->bind_vertex_elements_state(ctx, handle); 88 89 90 vbuf.stride = sizeof(struct vertex); 91 vbuf.max_index = sizeof(vertices) / vbuf.stride; 92 vbuf.buffer_offset = 0; 93 vbuf.buffer = screen->user_buffer_create(screen, 94 vertices, 95 sizeof(vertices), 96 PIPE_BIND_VERTEX_BUFFER); 97 98 ctx->set_vertex_buffers(ctx, 1, &vbuf); 99} 100 101static void set_vertex_shader( void ) 102{ 103 void *handle; 104 const char *text = 105 "VERT\n" 106 "DCL IN[0]\n" 107 "DCL IN[1]\n" 108 "DCL OUT[0], POSITION\n" 109 "DCL OUT[1], COLOR\n" 110 " 0: MOV OUT[1], IN[1]\n" 111 " 1: MOV OUT[0], IN[0]\n" 112 " 2: END\n"; 113 114 handle = graw_parse_vertex_shader(ctx, text); 115 ctx->bind_vs_state(ctx, handle); 116} 117 118 119 120static void * 121set_fragment_shader( void ) 122{ 123 void *handle; 124 const char *text = 125 "FRAG\n" 126 "DCL IN[0], COLOR, LINEAR\n" 127 "DCL OUT[0], COLOR\n" 128 "DCL TEMP[0..1]\n" 129 " 0: MUL TEMP[0], IN[0], IN[0]\n" 130 " 1: ADD TEMP[1], IN[0], IN[0]\n" 131 " 2: SUB OUT[0], TEMP[0], TEMP[1]\n" 132 " 3: END\n"; 133 134 handle = graw_parse_fragment_shader(ctx, text); 135 return handle; 136} 137 138 139static void draw( void ) 140{ 141 float clear_color[4] = {0, 0, 0, 1}; 142 int i; 143 144 printf("Creating %d shaders\n", num_iters); 145 146 for (i = 0; i < num_iters; i++) { 147 void *fs = set_fragment_shader(); 148 149 ctx->bind_fs_state(ctx, fs); 150 151 ctx->clear(ctx, PIPE_CLEAR_COLOR, clear_color, 0, 0); 152 util_draw_arrays(ctx, PIPE_PRIM_POINTS, 0, 1); 153 ctx->flush(ctx, PIPE_FLUSH_RENDER_CACHE, NULL); 154 155 ctx->bind_fs_state(ctx, NULL); 156 ctx->delete_fs_state(ctx, fs); 157 } 158 159 screen->flush_frontbuffer(screen, tex, 0, 0, window); 160 ctx->destroy(ctx); 161 162 exit(0); 163} 164 165 166static void init( void ) 167{ 168 struct pipe_framebuffer_state fb; 169 struct pipe_resource templat; 170 struct pipe_surface surf_tmpl; 171 int i; 172 173 /* It's hard to say whether window or screen should be created 174 * first. Different environments would prefer one or the other. 175 * 176 * Also, no easy way of querying supported formats if the screen 177 * cannot be created first. 178 */ 179 for (i = 0; 180 window == NULL && formats[i] != PIPE_FORMAT_NONE; 181 i++) { 182 183 screen = graw_create_window_and_screen(0,0,300,300, 184 formats[i], 185 &window); 186 } 187 188 ctx = screen->context_create(screen, NULL); 189 if (ctx == NULL) 190 exit(3); 191 192 templat.target = PIPE_TEXTURE_2D; 193 templat.format = formats[i]; 194 templat.width0 = WIDTH; 195 templat.height0 = HEIGHT; 196 templat.depth0 = 1; 197 templat.last_level = 0; 198 templat.nr_samples = 1; 199 templat.bind = (PIPE_BIND_RENDER_TARGET | 200 PIPE_BIND_DISPLAY_TARGET); 201 202 tex = screen->resource_create(screen, &templat); 203 if (tex == NULL) { 204 fprintf(stderr, "Unable to create screen texture!\n"); 205 exit(4); 206 } 207 208 surf_tmpl.format = templat.format; 209 surf_tmpl.usage = PIPE_BIND_RENDER_TARGET; 210 surf_tmpl.u.tex.level = 0; 211 surf_tmpl.u.tex.first_layer = 0; 212 surf_tmpl.u.tex.last_layer = 0; 213 surf = ctx->create_surface(ctx, tex, &surf_tmpl); 214 if (surf == NULL) { 215 fprintf(stderr, "Unable to create tex surface!\n"); 216 exit(5); 217 } 218 219 memset(&fb, 0, sizeof fb); 220 fb.nr_cbufs = 1; 221 fb.width = WIDTH; 222 fb.height = HEIGHT; 223 fb.cbufs[0] = surf; 224 225 ctx->set_framebuffer_state(ctx, &fb); 226 227 { 228 struct pipe_blend_state blend; 229 void *handle; 230 memset(&blend, 0, sizeof blend); 231 blend.rt[0].colormask = PIPE_MASK_RGBA; 232 handle = ctx->create_blend_state(ctx, &blend); 233 ctx->bind_blend_state(ctx, handle); 234 } 235 236 { 237 struct pipe_depth_stencil_alpha_state depthstencil; 238 void *handle; 239 memset(&depthstencil, 0, sizeof depthstencil); 240 handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil); 241 ctx->bind_depth_stencil_alpha_state(ctx, handle); 242 } 243 244 { 245 struct pipe_rasterizer_state rasterizer; 246 void *handle; 247 memset(&rasterizer, 0, sizeof rasterizer); 248 rasterizer.cull_face = PIPE_FACE_NONE; 249 rasterizer.gl_rasterization_rules = 1; 250 handle = ctx->create_rasterizer_state(ctx, &rasterizer); 251 ctx->bind_rasterizer_state(ctx, handle); 252 } 253 254 set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000); 255 set_vertices(); 256 set_vertex_shader(); 257 if (0) 258 set_fragment_shader(); 259} 260 261 262int main( int argc, char *argv[] ) 263{ 264 if (argc > 1) 265 num_iters = atoi(argv[1]); 266 267 init(); 268 269 graw_set_display_func( draw ); 270 graw_main_loop(); 271 return 0; 272} 273