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#include "util/u_inlines.h" 15 16 17static int num_iters = 100; 18 19 20enum pipe_format formats[] = { 21 PIPE_FORMAT_R8G8B8A8_UNORM, 22 PIPE_FORMAT_B8G8R8A8_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 near, float far) 54{ 55 float z = far; 56 float half_width = (float)width / 2.0f; 57 float half_height = (float)height / 2.0f; 58 float half_depth = ((float)far - (float)near) / 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 vp.scale[3] = 1.0f; 65 66 vp.translate[0] = half_width + x; 67 vp.translate[1] = half_height + y; 68 vp.translate[2] = half_depth + z; 69 vp.translate[3] = 0.0f; 70 71 ctx->set_viewport_state( ctx, &vp ); 72} 73 74static void set_vertices( void ) 75{ 76 struct pipe_vertex_element ve[2]; 77 struct pipe_vertex_buffer vbuf; 78 void *handle; 79 80 memset(ve, 0, sizeof ve); 81 82 ve[0].src_offset = Offset(struct vertex, position); 83 ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; 84 ve[1].src_offset = Offset(struct vertex, color); 85 ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; 86 87 handle = ctx->create_vertex_elements_state(ctx, 2, ve); 88 ctx->bind_vertex_elements_state(ctx, handle); 89 90 91 vbuf.stride = sizeof(struct vertex); 92 vbuf.buffer_offset = 0; 93 vbuf.buffer = pipe_buffer_create_with_data(ctx, 94 PIPE_BIND_VERTEX_BUFFER, 95 PIPE_USAGE_STATIC, 96 sizeof(vertices), 97 vertices); 98 99 ctx->set_vertex_buffers(ctx, 1, &vbuf); 100} 101 102static void set_vertex_shader( void ) 103{ 104 void *handle; 105 const char *text = 106 "VERT\n" 107 "DCL IN[0]\n" 108 "DCL IN[1]\n" 109 "DCL OUT[0], POSITION\n" 110 "DCL OUT[1], COLOR\n" 111 " 0: MOV OUT[1], IN[1]\n" 112 " 1: MOV OUT[0], IN[0]\n" 113 " 2: END\n"; 114 115 handle = graw_parse_vertex_shader(ctx, text); 116 ctx->bind_vs_state(ctx, handle); 117} 118 119 120 121static void * 122set_fragment_shader( void ) 123{ 124 void *handle; 125 const char *text = 126 "FRAG\n" 127 "DCL IN[0], COLOR, LINEAR\n" 128 "DCL OUT[0], COLOR\n" 129 "DCL TEMP[0..1]\n" 130 " 0: MUL TEMP[0], IN[0], IN[0]\n" 131 " 1: ADD TEMP[1], IN[0], IN[0]\n" 132 " 2: SUB OUT[0], TEMP[0], TEMP[1]\n" 133 " 3: END\n"; 134 135 handle = graw_parse_fragment_shader(ctx, text); 136 return handle; 137} 138 139 140static void draw( void ) 141{ 142 union pipe_color_union clear_color = { {0,0,0,1} }; 143 int i; 144 145 printf("Creating %d shaders\n", num_iters); 146 147 for (i = 0; i < num_iters; i++) { 148 void *fs = set_fragment_shader(); 149 150 ctx->bind_fs_state(ctx, fs); 151 152 ctx->clear(ctx, PIPE_CLEAR_COLOR, &clear_color, 0, 0); 153 util_draw_arrays(ctx, PIPE_PRIM_POINTS, 0, 1); 154 ctx->flush(ctx, NULL); 155 156 ctx->bind_fs_state(ctx, NULL); 157 ctx->delete_fs_state(ctx, fs); 158 } 159 160 screen->flush_frontbuffer(screen, tex, 0, 0, window); 161 ctx->destroy(ctx); 162 163 exit(0); 164} 165 166 167static void init( void ) 168{ 169 struct pipe_framebuffer_state fb; 170 struct pipe_resource templat; 171 struct pipe_surface surf_tmpl; 172 int i; 173 174 /* It's hard to say whether window or screen should be created 175 * first. Different environments would prefer one or the other. 176 * 177 * Also, no easy way of querying supported formats if the screen 178 * cannot be created first. 179 */ 180 for (i = 0; formats[i] != PIPE_FORMAT_NONE; i++) { 181 screen = graw_create_window_and_screen(0, 0, 300, 300, 182 formats[i], 183 &window); 184 if (window && screen) 185 break; 186 } 187 if (!screen || !window) { 188 fprintf(stderr, "Unable to create window\n"); 189 exit(1); 190 } 191 192 ctx = screen->context_create(screen, NULL); 193 if (ctx == NULL) 194 exit(3); 195 196 templat.target = PIPE_TEXTURE_2D; 197 templat.format = formats[i]; 198 templat.width0 = WIDTH; 199 templat.height0 = HEIGHT; 200 templat.depth0 = 1; 201 templat.last_level = 0; 202 templat.nr_samples = 1; 203 templat.bind = (PIPE_BIND_RENDER_TARGET | 204 PIPE_BIND_DISPLAY_TARGET); 205 206 tex = screen->resource_create(screen, &templat); 207 if (tex == NULL) { 208 fprintf(stderr, "Unable to create screen texture!\n"); 209 exit(4); 210 } 211 212 surf_tmpl.format = templat.format; 213 surf_tmpl.usage = PIPE_BIND_RENDER_TARGET; 214 surf_tmpl.u.tex.level = 0; 215 surf_tmpl.u.tex.first_layer = 0; 216 surf_tmpl.u.tex.last_layer = 0; 217 surf = ctx->create_surface(ctx, tex, &surf_tmpl); 218 if (surf == NULL) { 219 fprintf(stderr, "Unable to create tex surface!\n"); 220 exit(5); 221 } 222 223 memset(&fb, 0, sizeof fb); 224 fb.nr_cbufs = 1; 225 fb.width = WIDTH; 226 fb.height = HEIGHT; 227 fb.cbufs[0] = surf; 228 229 ctx->set_framebuffer_state(ctx, &fb); 230 231 { 232 struct pipe_blend_state blend; 233 void *handle; 234 memset(&blend, 0, sizeof blend); 235 blend.rt[0].colormask = PIPE_MASK_RGBA; 236 handle = ctx->create_blend_state(ctx, &blend); 237 ctx->bind_blend_state(ctx, handle); 238 } 239 240 { 241 struct pipe_depth_stencil_alpha_state depthstencil; 242 void *handle; 243 memset(&depthstencil, 0, sizeof depthstencil); 244 handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil); 245 ctx->bind_depth_stencil_alpha_state(ctx, handle); 246 } 247 248 { 249 struct pipe_rasterizer_state rasterizer; 250 void *handle; 251 memset(&rasterizer, 0, sizeof rasterizer); 252 rasterizer.cull_face = PIPE_FACE_NONE; 253 rasterizer.gl_rasterization_rules = 1; 254 rasterizer.depth_clip = 1; 255 handle = ctx->create_rasterizer_state(ctx, &rasterizer); 256 ctx->bind_rasterizer_state(ctx, handle); 257 } 258 259 set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000); 260 set_vertices(); 261 set_vertex_shader(); 262 if (0) 263 set_fragment_shader(); 264} 265 266 267int main( int argc, char *argv[] ) 268{ 269 if (argc > 1) 270 num_iters = atoi(argv[1]); 271 272 init(); 273 274 graw_set_display_func( draw ); 275 graw_main_loop(); 276 return 0; 277} 278