graw: add quad-tex graw test for basic texturing

This commit is contained in:
Keith Whitwell 2010-05-14 12:17:08 +01:00
parent 15321a55e5
commit c7ac03d396
2 changed files with 406 additions and 1 deletions

View File

@ -13,7 +13,8 @@ env.Prepend(LIBS = ['graw'])
progs = [
'clear',
'tri'
'tri',
'quad-tex',
]
for prog in progs:

View File

@ -0,0 +1,404 @@
/* Display a cleared blue window. This demo has no dependencies on
* any utility code, just the graw interface and gallium.
*/
#include "state_tracker/graw.h"
#include "pipe/p_screen.h"
#include "pipe/p_context.h"
#include "pipe/p_shader_tokens.h"
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include <unistd.h> /* for sleep() */
#include "util/u_debug.h" /* debug_dump_surface_bmp() */
#include "util/u_inlines.h"
#include "util/u_memory.h" /* Offset() */
#include "util/u_box.h"
enum pipe_format formats[] = {
PIPE_FORMAT_R8G8B8A8_UNORM,
PIPE_FORMAT_B8G8R8A8_UNORM,
PIPE_FORMAT_NONE
};
static const int WIDTH = 300;
static const int HEIGHT = 300;
static struct pipe_screen *screen = NULL;
static struct pipe_context *ctx = NULL;
static struct pipe_resource *rttex = NULL;
static struct pipe_resource *samptex = NULL;
static struct pipe_surface *surf = NULL;
static struct pipe_sampler_view *sv = NULL;
static void *sampler = NULL;
static void *window = NULL;
struct vertex {
float position[4];
float color[4];
};
static struct vertex vertices[] =
{
{ { 0.9, -0.9, 0.0, 1.0 },
{ 1, 0, 0, 1 } },
{ { 0.9, 0.9, 0.0, 1.0 },
{ 1, 1, 0, 1 } },
{ {-0.9, 0.9, 0.0, 1.0 },
{ 0, 1, 0, 1 } },
{ {-0.9, -0.9, 0.0, 1.0 },
{ 0, 0, 0, 1 } },
};
static void set_viewport( float x, float y,
float width, float height,
float near, float far)
{
float z = far;
float half_width = (float)width / 2.0f;
float half_height = (float)height / 2.0f;
float half_depth = ((float)far - (float)near) / 2.0f;
struct pipe_viewport_state vp;
vp.scale[0] = half_width;
vp.scale[1] = half_height;
vp.scale[2] = half_depth;
vp.scale[3] = 1.0f;
vp.translate[0] = half_width + x;
vp.translate[1] = half_height + y;
vp.translate[2] = half_depth + z;
vp.translate[3] = 0.0f;
ctx->set_viewport_state( ctx, &vp );
}
static void set_vertices( void )
{
struct pipe_vertex_element ve[2];
struct pipe_vertex_buffer vbuf;
void *handle;
memset(ve, 0, sizeof ve);
ve[0].src_offset = Offset(struct vertex, position);
ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
ve[1].src_offset = Offset(struct vertex, color);
ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
handle = ctx->create_vertex_elements_state(ctx, 2, ve);
ctx->bind_vertex_elements_state(ctx, handle);
vbuf.stride = sizeof( struct vertex );
vbuf.max_index = sizeof(vertices) / vbuf.stride;
vbuf.buffer_offset = 0;
vbuf.buffer = screen->user_buffer_create(screen,
vertices,
sizeof(vertices),
PIPE_BIND_VERTEX_BUFFER);
ctx->set_vertex_buffers(ctx, 1, &vbuf);
}
static void set_vertex_shader( void )
{
void *handle;
const char *text =
"VERT\n"
"DCL IN[0]\n"
"DCL IN[1]\n"
"DCL OUT[0], POSITION\n"
"DCL OUT[1], GENERIC[0]\n"
" 0: MOV OUT[1], IN[1]\n"
" 1: MOV OUT[0], IN[0]\n"
" 2: END\n";
handle = graw_parse_vertex_shader(ctx, text);
ctx->bind_vs_state(ctx, handle);
}
static void set_fragment_shader( void )
{
void *handle;
const char *text =
"FRAG\n"
"DCL IN[0], GENERIC[0], PERSPECTIVE\n"
"DCL OUT[0], COLOR\n"
"DCL TEMP[0]\n"
"DCL SAMP[0]\n"
" 0: TXP TEMP[0], IN[0], SAMP[0], 2D\n"
" 1: MOV OUT[0], TEMP[0]\n"
" 2: END\n";
handle = graw_parse_fragment_shader(ctx, text);
ctx->bind_fs_state(ctx, handle);
}
static void draw( void )
{
float clear_color[4] = {.5,.5,.5,1};
ctx->clear(ctx, PIPE_CLEAR_COLOR, clear_color, 0, 0);
ctx->draw_arrays(ctx, PIPE_PRIM_QUADS, 0, 4);
ctx->flush(ctx, PIPE_FLUSH_RENDER_CACHE, NULL);
#if 0
/* At the moment, libgraw leaks out/makes available some of the
* symbols from gallium/auxiliary, including these debug helpers.
* Will eventually want to bless some of these paths, and lock the
* others down so they aren't accessible from test programs.
*
* This currently just happens to work on debug builds - a release
* build will probably fail to link here:
*/
debug_dump_surface_bmp(ctx, "result.bmp", surf);
#endif
screen->flush_frontbuffer(screen, surf, window);
}
#define SIZE 16
static void init_tex( void )
{
struct pipe_sampler_view sv_template;
struct pipe_sampler_state sampler_desc;
struct pipe_resource templat;
struct pipe_box box;
ubyte tex2d[SIZE][SIZE][4];
int s, t;
#if (SIZE != 2)
for (s = 0; s < SIZE; s++) {
for (t = 0; t < SIZE; t++) {
if (0) {
int x = (s ^ t) & 1;
tex2d[t][s][0] = (x) ? 0 : 63;
tex2d[t][s][1] = (x) ? 0 : 128;
tex2d[t][s][2] = 0;
tex2d[t][s][3] = 0xff;
}
else {
int x = ((s ^ t) >> 2) & 1;
tex2d[t][s][0] = s*255/(SIZE-1);
tex2d[t][s][1] = t*255/(SIZE-1);
tex2d[t][s][2] = (x) ? 0 : 128;
tex2d[t][s][3] = 0xff;
}
}
}
#else
tex2d[0][0][0] = 0;
tex2d[0][0][1] = 255;
tex2d[0][0][2] = 255;
tex2d[0][0][3] = 0;
tex2d[0][1][0] = 0;
tex2d[0][1][1] = 0;
tex2d[0][1][2] = 255;
tex2d[0][1][3] = 255;
tex2d[1][0][0] = 255;
tex2d[1][0][1] = 255;
tex2d[1][0][2] = 0;
tex2d[1][0][3] = 255;
tex2d[1][1][0] = 255;
tex2d[1][1][1] = 0;
tex2d[1][1][2] = 0;
tex2d[1][1][3] = 255;
#endif
templat.target = PIPE_TEXTURE_2D;
templat.format = PIPE_FORMAT_B8G8R8A8_UNORM;
templat.width0 = SIZE;
templat.height0 = SIZE;
templat.depth0 = 1;
templat.last_level = 0;
templat.nr_samples = 1;
templat.bind = PIPE_BIND_SAMPLER_VIEW;
samptex = screen->resource_create(screen,
&templat);
if (samptex == NULL)
exit(4);
u_box_2d(0,0,SIZE,SIZE, &box);
ctx->transfer_inline_write(ctx,
samptex,
u_subresource(0,0),
PIPE_TRANSFER_WRITE,
&box,
tex2d,
sizeof tex2d[0],
sizeof tex2d);
/* Possibly read back & compare against original data:
*/
if (0)
{
struct pipe_transfer *t;
uint32_t *ptr;
t = pipe_get_transfer(ctx, samptex,
0, 0, 0, /* face, level, zslice */
PIPE_TRANSFER_READ,
0, 0, SIZE, SIZE); /* x, y, width, height */
ptr = ctx->transfer_map(ctx, t);
if (memcmp(ptr, tex2d, sizeof tex2d) != 0) {
assert(0);
exit(9);
}
ctx->transfer_unmap(ctx, t);
ctx->transfer_destroy(ctx, t);
}
memset(&sv_template, 0, sizeof sv_template);
sv_template.format = samptex->format;
sv_template.texture = samptex;
sv_template.first_level = 0;
sv_template.last_level = 0;
sv_template.swizzle_r = 0;
sv_template.swizzle_g = 1;
sv_template.swizzle_b = 2;
sv_template.swizzle_a = 3;
sv = ctx->create_sampler_view(ctx, samptex, &sv_template);
if (sv == NULL)
exit(5);
ctx->set_fragment_sampler_views(ctx, 1, &sv);
memset(&sampler_desc, 0, sizeof sampler_desc);
sampler_desc.wrap_s = PIPE_TEX_WRAP_REPEAT;
sampler_desc.wrap_t = PIPE_TEX_WRAP_REPEAT;
sampler_desc.wrap_r = PIPE_TEX_WRAP_REPEAT;
sampler_desc.min_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler_desc.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
sampler_desc.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler_desc.compare_mode = PIPE_TEX_COMPARE_NONE;
sampler_desc.compare_func = 0;
sampler_desc.normalized_coords = 1;
sampler_desc.max_anisotropy = 0;
sampler = ctx->create_sampler_state(ctx, &sampler_desc);
if (sampler == NULL)
exit(6);
ctx->bind_fragment_sampler_states(ctx, 1, &sampler);
}
static void init( void )
{
struct pipe_framebuffer_state fb;
struct pipe_resource templat;
int i;
/* It's hard to say whether window or screen should be created
* first. Different environments would prefer one or the other.
*
* Also, no easy way of querying supported formats if the screen
* cannot be created first.
*/
for (i = 0;
window == NULL && formats[i] != PIPE_FORMAT_NONE;
i++) {
screen = graw_create_window_and_screen(0,0,300,300,
formats[i],
&window);
}
ctx = screen->context_create(screen, NULL);
if (ctx == NULL)
exit(3);
templat.target = PIPE_TEXTURE_2D;
templat.format = formats[i];
templat.width0 = WIDTH;
templat.height0 = HEIGHT;
templat.depth0 = 1;
templat.last_level = 0;
templat.nr_samples = 1;
templat.bind = (PIPE_BIND_RENDER_TARGET |
PIPE_BIND_DISPLAY_TARGET);
rttex = screen->resource_create(screen,
&templat);
if (rttex == NULL)
exit(4);
surf = screen->get_tex_surface(screen, rttex, 0, 0, 0,
PIPE_BIND_RENDER_TARGET |
PIPE_BIND_DISPLAY_TARGET);
if (surf == NULL)
exit(5);
memset(&fb, 0, sizeof fb);
fb.nr_cbufs = 1;
fb.width = WIDTH;
fb.height = HEIGHT;
fb.cbufs[0] = surf;
ctx->set_framebuffer_state(ctx, &fb);
{
struct pipe_blend_state blend;
void *handle;
memset(&blend, 0, sizeof blend);
blend.rt[0].colormask = PIPE_MASK_RGBA;
handle = ctx->create_blend_state(ctx, &blend);
ctx->bind_blend_state(ctx, handle);
}
{
struct pipe_depth_stencil_alpha_state depthstencil;
void *handle;
memset(&depthstencil, 0, sizeof depthstencil);
handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil);
ctx->bind_depth_stencil_alpha_state(ctx, handle);
}
{
struct pipe_rasterizer_state rasterizer;
void *handle;
memset(&rasterizer, 0, sizeof rasterizer);
rasterizer.front_winding = PIPE_WINDING_CW;
rasterizer.cull_mode = PIPE_WINDING_NONE;
rasterizer.gl_rasterization_rules = 1;
handle = ctx->create_rasterizer_state(ctx, &rasterizer);
ctx->bind_rasterizer_state(ctx, handle);
}
set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000);
init_tex();
set_vertices();
set_vertex_shader();
set_fragment_shader();
}
int main( int argc, char *argv[] )
{
init();
graw_set_display_func( draw );
graw_main_loop();
return 0;
}