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