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