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
17 static int num_iters = 100;
18
19
20 enum pipe_format formats[] = {
21 PIPE_FORMAT_RGBA8888_UNORM,
22 PIPE_FORMAT_BGRA8888_UNORM,
23 PIPE_FORMAT_NONE
24 };
25
26 static const int WIDTH = 300;
27 static const int HEIGHT = 300;
28
29 static struct pipe_screen *screen = NULL;
30 static struct pipe_context *ctx = NULL;
31 static struct pipe_surface *surf = NULL;
32 static struct pipe_resource *tex = NULL;
33 static void *window = NULL;
34
35 struct vertex {
36 float position[4];
37 float color[4];
38 };
39
40 static 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
set_viewport(float x,float y,float width,float height,float zNear,float zFar)51 static 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
set_vertices(void)77 static 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
set_vertex_shader(void)106 static 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
125 static void *
set_fragment_shader(void)126 set_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
draw(void)144 static 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
init(void)171 static 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
main(int argc,char * argv[])272 int 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