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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 
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    ctx->set_viewport_states( ctx, 0, 1, &vp );
70 }
71 
set_vertices(void)72 static void set_vertices( void )
73 {
74    struct pipe_vertex_element ve[2];
75    struct pipe_vertex_buffer vbuf;
76    void *handle;
77 
78    memset(ve, 0, sizeof ve);
79 
80    ve[0].src_offset = Offset(struct vertex, position);
81    ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
82    ve[1].src_offset = Offset(struct vertex, color);
83    ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
84 
85    handle = ctx->create_vertex_elements_state(ctx, 2, ve);
86    ctx->bind_vertex_elements_state(ctx, handle);
87 
88    memset(&vbuf, 0, sizeof vbuf);
89 
90    vbuf.stride = sizeof(struct vertex);
91    vbuf.buffer_offset = 0;
92    vbuf.buffer = pipe_buffer_create_with_data(ctx,
93                                               PIPE_BIND_VERTEX_BUFFER,
94                                               PIPE_USAGE_DEFAULT,
95                                               sizeof(vertices),
96                                               vertices);
97 
98    ctx->set_vertex_buffers(ctx, 0, 1, &vbuf);
99 }
100 
set_vertex_shader(void)101 static 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 
120 static void *
set_fragment_shader(void)121 set_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 
draw(void)139 static void draw( void )
140 {
141    union pipe_color_union clear_color = { {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, NULL, 0);
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, NULL);
160    ctx->destroy(ctx);
161 
162    exit(0);
163 }
164 
165 
init(void)166 static 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; formats[i] != PIPE_FORMAT_NONE; i++) {
180       screen = graw_create_window_and_screen(0, 0, 300, 300,
181                                              formats[i],
182                                              &window);
183       if (window && screen)
184          break;
185    }
186    if (!screen || !window) {
187       fprintf(stderr, "Unable to create window\n");
188       exit(1);
189    }
190 
191    ctx = screen->context_create(screen, NULL, 0);
192    if (ctx == NULL)
193       exit(3);
194 
195    memset(&templat, 0, sizeof(templat));
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.u.tex.level = 0;
214    surf_tmpl.u.tex.first_layer = 0;
215    surf_tmpl.u.tex.last_layer = 0;
216    surf = ctx->create_surface(ctx, tex, &surf_tmpl);
217    if (surf == NULL) {
218       fprintf(stderr, "Unable to create tex surface!\n");
219       exit(5);
220    }
221 
222    memset(&fb, 0, sizeof fb);
223    fb.nr_cbufs = 1;
224    fb.width = WIDTH;
225    fb.height = HEIGHT;
226    fb.cbufs[0] = surf;
227 
228    ctx->set_framebuffer_state(ctx, &fb);
229 
230    {
231       struct pipe_blend_state blend;
232       void *handle;
233       memset(&blend, 0, sizeof blend);
234       blend.rt[0].colormask = PIPE_MASK_RGBA;
235       handle = ctx->create_blend_state(ctx, &blend);
236       ctx->bind_blend_state(ctx, handle);
237    }
238 
239    {
240       struct pipe_depth_stencil_alpha_state depthstencil;
241       void *handle;
242       memset(&depthstencil, 0, sizeof depthstencil);
243       handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil);
244       ctx->bind_depth_stencil_alpha_state(ctx, handle);
245    }
246 
247    {
248       struct pipe_rasterizer_state rasterizer;
249       void *handle;
250       memset(&rasterizer, 0, sizeof rasterizer);
251       rasterizer.cull_face = PIPE_FACE_NONE;
252       rasterizer.half_pixel_center = 1;
253       rasterizer.bottom_edge_rule = 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 
main(int argc,char * argv[])267 int 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