360 lines
10 KiB
C
360 lines
10 KiB
C
/**************************************************************************
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*
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* Copyright © 2010 Jakob Bornecrantz
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#define USE_TRACE 0
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#define WIDTH 300
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#define HEIGHT 300
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#define NEAR 0
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#define FAR 1
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#define FLIP 0
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/* pipe_*_state structs */
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#include "pipe/p_state.h"
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/* pipe_context */
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#include "pipe/p_context.h"
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/* pipe_screen */
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#include "pipe/p_screen.h"
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/* PIPE_* */
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#include "pipe/p_defines.h"
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/* TGSI_SEMANTIC_{POSITION|GENERIC} */
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#include "pipe/p_shader_tokens.h"
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/* pipe_buffer_* helpers */
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#include "util/u_inlines.h"
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/* constant state object helper */
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#include "cso_cache/cso_context.h"
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#include "util/macros.h"
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/* u_sampler_view_default_template */
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#include "util/u_sampler.h"
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/* debug_dump_surface_bmp */
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#include "util/u_debug_image.h"
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/* util_draw_vertex_buffer helper */
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#include "util/u_draw_quad.h"
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/* FREE & CALLOC_STRUCT */
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#include "util/u_memory.h"
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/* util_make_[fragment|vertex]_passthrough_shader */
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#include "util/u_simple_shaders.h"
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/* to get a hardware pipe driver */
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#include "pipe-loader/pipe_loader.h"
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struct program
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{
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struct pipe_loader_device *dev;
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struct pipe_screen *screen;
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struct pipe_context *pipe;
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struct cso_context *cso;
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struct pipe_blend_state blend;
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struct pipe_depth_stencil_alpha_state depthstencil;
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struct pipe_rasterizer_state rasterizer;
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struct pipe_sampler_state sampler;
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struct pipe_viewport_state viewport;
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struct pipe_framebuffer_state framebuffer;
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struct cso_velems_state velem;
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void *vs;
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void *fs;
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union pipe_color_union clear_color;
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struct pipe_resource *vbuf;
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struct pipe_resource *target;
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struct pipe_resource *tex;
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struct pipe_sampler_view *view;
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};
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static void init_prog(struct program *p)
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{
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struct pipe_surface surf_tmpl;
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ASSERTED int ret;
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/* find a hardware device */
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ret = pipe_loader_probe(&p->dev, 1);
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assert(ret);
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/* init a pipe screen */
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p->screen = pipe_loader_create_screen(p->dev);
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assert(p->screen);
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/* create the pipe driver context and cso context */
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p->pipe = p->screen->context_create(p->screen, NULL, 0);
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p->cso = cso_create_context(p->pipe, 0);
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/* set clear color */
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p->clear_color.f[0] = 0.3;
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p->clear_color.f[1] = 0.1;
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p->clear_color.f[2] = 0.3;
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p->clear_color.f[3] = 1.0;
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/* vertex buffer */
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{
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float vertices[4][2][4] = {
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{
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{ 0.9f, 0.9f, 0.0f, 1.0f },
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{ 1.0f, 1.0f, 0.0f, 1.0f }
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},
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{
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{ -0.9f, 0.9f, 0.0f, 1.0f },
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{ 0.0f, 1.0f, 0.0f, 1.0f }
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},
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{
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{ -0.9f, -0.9f, 0.0f, 1.0f },
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{ 0.0f, 0.0f, 1.0f, 1.0f }
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},
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{
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{ 0.9f, -0.9f, 0.0f, 1.0f },
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{ 1.0f, 0.0f, 1.0f, 1.0f }
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}
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};
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p->vbuf = pipe_buffer_create(p->screen, PIPE_BIND_VERTEX_BUFFER,
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PIPE_USAGE_DEFAULT, sizeof(vertices));
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pipe_buffer_write(p->pipe, p->vbuf, 0, sizeof(vertices), vertices);
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}
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/* render target texture */
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{
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struct pipe_resource tmplt;
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memset(&tmplt, 0, sizeof(tmplt));
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tmplt.target = PIPE_TEXTURE_2D;
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tmplt.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */
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tmplt.width0 = WIDTH;
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tmplt.height0 = HEIGHT;
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tmplt.depth0 = 1;
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tmplt.array_size = 1;
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tmplt.last_level = 0;
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tmplt.bind = PIPE_BIND_RENDER_TARGET;
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p->target = p->screen->resource_create(p->screen, &tmplt);
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}
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/* sampler texture */
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{
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uint32_t *ptr;
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struct pipe_transfer *t;
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struct pipe_resource t_tmplt;
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struct pipe_sampler_view v_tmplt;
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struct pipe_box box;
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memset(&t_tmplt, 0, sizeof(t_tmplt));
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t_tmplt.target = PIPE_TEXTURE_2D;
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t_tmplt.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */
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t_tmplt.width0 = 2;
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t_tmplt.height0 = 2;
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t_tmplt.depth0 = 1;
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t_tmplt.array_size = 1;
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t_tmplt.last_level = 0;
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t_tmplt.bind = PIPE_BIND_RENDER_TARGET;
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p->tex = p->screen->resource_create(p->screen, &t_tmplt);
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memset(&box, 0, sizeof(box));
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box.width = 2;
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box.height = 2;
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box.depth = 1;
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ptr = p->pipe->texture_map(p->pipe, p->tex, 0, PIPE_MAP_WRITE, &box, &t);
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ptr[0] = 0xffff0000;
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ptr[1] = 0xff0000ff;
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ptr[2] = 0xff00ff00;
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ptr[3] = 0xffffff00;
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p->pipe->texture_unmap(p->pipe, t);
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u_sampler_view_default_template(&v_tmplt, p->tex, p->tex->format);
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p->view = p->pipe->create_sampler_view(p->pipe, p->tex, &v_tmplt);
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}
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/* disabled blending/masking */
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memset(&p->blend, 0, sizeof(p->blend));
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p->blend.rt[0].colormask = PIPE_MASK_RGBA;
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/* no-op depth/stencil/alpha */
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memset(&p->depthstencil, 0, sizeof(p->depthstencil));
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/* rasterizer */
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memset(&p->rasterizer, 0, sizeof(p->rasterizer));
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p->rasterizer.cull_face = PIPE_FACE_NONE;
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p->rasterizer.half_pixel_center = 1;
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p->rasterizer.bottom_edge_rule = 1;
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p->rasterizer.depth_clip_near = 1;
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p->rasterizer.depth_clip_far = 1;
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/* sampler */
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memset(&p->sampler, 0, sizeof(p->sampler));
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p->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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p->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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p->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
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p->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
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p->sampler.min_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
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p->sampler.mag_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
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p->sampler.normalized_coords = 1;
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surf_tmpl.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */
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surf_tmpl.u.tex.level = 0;
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surf_tmpl.u.tex.first_layer = 0;
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surf_tmpl.u.tex.last_layer = 0;
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/* drawing destination */
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memset(&p->framebuffer, 0, sizeof(p->framebuffer));
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p->framebuffer.width = WIDTH;
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p->framebuffer.height = HEIGHT;
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p->framebuffer.nr_cbufs = 1;
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p->framebuffer.cbufs[0] = p->pipe->create_surface(p->pipe, p->target, &surf_tmpl);
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/* viewport, depth isn't really needed */
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{
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float x = 0;
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float y = 0;
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float z = NEAR;
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float half_width = (float)WIDTH / 2.0f;
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float half_height = (float)HEIGHT / 2.0f;
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float half_depth = ((float)FAR - (float)NEAR) / 2.0f;
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float scale, bias;
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if (FLIP) {
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scale = -1.0f;
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bias = (float)HEIGHT;
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} else {
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scale = 1.0f;
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bias = 0.0f;
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}
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p->viewport.scale[0] = half_width;
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p->viewport.scale[1] = half_height * scale;
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p->viewport.scale[2] = half_depth;
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p->viewport.translate[0] = half_width + x;
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p->viewport.translate[1] = (half_height + y) * scale + bias;
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p->viewport.translate[2] = half_depth + z;
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p->viewport.swizzle_x = PIPE_VIEWPORT_SWIZZLE_POSITIVE_X;
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p->viewport.swizzle_y = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Y;
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p->viewport.swizzle_z = PIPE_VIEWPORT_SWIZZLE_POSITIVE_Z;
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p->viewport.swizzle_w = PIPE_VIEWPORT_SWIZZLE_POSITIVE_W;
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}
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/* vertex elements state */
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memset(&p->velem, 0, sizeof(p->velem));
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p->velem.count = 2;
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p->velem.velems[0].src_offset = 0 * 4 * sizeof(float); /* offset 0, first element */
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p->velem.velems[0].instance_divisor = 0;
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p->velem.velems[0].vertex_buffer_index = 0;
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p->velem.velems[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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p->velem.velems[1].src_offset = 1 * 4 * sizeof(float); /* offset 16, second element */
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p->velem.velems[1].instance_divisor = 0;
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p->velem.velems[1].vertex_buffer_index = 0;
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p->velem.velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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/* vertex shader */
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{
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const enum tgsi_semantic semantic_names[] =
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{ TGSI_SEMANTIC_POSITION, TGSI_SEMANTIC_GENERIC };
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const uint semantic_indexes[] = { 0, 0 };
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p->vs = util_make_vertex_passthrough_shader(p->pipe, 2, semantic_names, semantic_indexes, FALSE);
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}
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/* fragment shader */
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p->fs = util_make_fragment_tex_shader(p->pipe, TGSI_TEXTURE_2D,
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TGSI_INTERPOLATE_LINEAR,
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TGSI_RETURN_TYPE_FLOAT,
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TGSI_RETURN_TYPE_FLOAT, false,
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false);
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}
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static void close_prog(struct program *p)
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{
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cso_destroy_context(p->cso);
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p->pipe->delete_vs_state(p->pipe, p->vs);
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p->pipe->delete_fs_state(p->pipe, p->fs);
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pipe_surface_reference(&p->framebuffer.cbufs[0], NULL);
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pipe_sampler_view_reference(&p->view, NULL);
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pipe_resource_reference(&p->target, NULL);
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pipe_resource_reference(&p->tex, NULL);
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pipe_resource_reference(&p->vbuf, NULL);
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p->pipe->destroy(p->pipe);
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p->screen->destroy(p->screen);
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pipe_loader_release(&p->dev, 1);
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FREE(p);
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}
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static void draw(struct program *p)
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{
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const struct pipe_sampler_state *samplers[] = {&p->sampler};
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/* set the render target */
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cso_set_framebuffer(p->cso, &p->framebuffer);
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/* clear the render target */
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p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, NULL, &p->clear_color, 0, 0);
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/* set misc state we care about */
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cso_set_blend(p->cso, &p->blend);
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cso_set_depth_stencil_alpha(p->cso, &p->depthstencil);
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cso_set_rasterizer(p->cso, &p->rasterizer);
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cso_set_viewport(p->cso, &p->viewport);
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/* sampler */
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cso_set_samplers(p->cso, PIPE_SHADER_FRAGMENT, 1, samplers);
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/* texture sampler view */
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p->pipe->set_sampler_views(p->pipe, PIPE_SHADER_FRAGMENT, 0, 1, 0, false, &p->view);
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/* shaders */
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cso_set_fragment_shader_handle(p->cso, p->fs);
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cso_set_vertex_shader_handle(p->cso, p->vs);
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/* vertex element data */
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cso_set_vertex_elements(p->cso, &p->velem);
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util_draw_vertex_buffer(p->pipe, p->cso,
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p->vbuf, 0, 0,
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PIPE_PRIM_QUADS,
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4, /* verts */
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2); /* attribs/vert */
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p->pipe->flush(p->pipe, NULL, 0);
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debug_dump_surface_bmp(p->pipe, "result.bmp", p->framebuffer.cbufs[0]);
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}
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int main(int argc, char** argv)
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{
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struct program *p = CALLOC_STRUCT(program);
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init_prog(p);
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draw(p);
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close_prog(p);
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return 0;
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}
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