/**
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* Create shaders in a loop to test memory usage.
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*/
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#include <stdio.h>
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#include "state_tracker/graw.h"
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#include "pipe/p_screen.h"
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#include "pipe/p_context.h"
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#include "pipe/p_state.h"
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#include "pipe/p_defines.h"
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#include "util/u_memory.h" /* Offset() */
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#include "util/u_draw_quad.h"
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#include "util/u_inlines.h"
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static int num_iters = 100;
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enum pipe_format formats[] = {
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PIPE_FORMAT_RGBA8888_UNORM,
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PIPE_FORMAT_BGRA8888_UNORM,
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PIPE_FORMAT_NONE
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};
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static const int WIDTH = 300;
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static const int HEIGHT = 300;
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static struct pipe_screen *screen = NULL;
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static struct pipe_context *ctx = NULL;
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static struct pipe_surface *surf = NULL;
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static struct pipe_resource *tex = NULL;
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static void *window = NULL;
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struct vertex {
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float position[4];
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float color[4];
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};
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static struct vertex vertices[1] =
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{
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{
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{ 0.0f, -0.9f, 0.0f, 1.0f },
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{ 1.0f, 0.0f, 0.0f, 1.0f }
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}
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};
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static void set_viewport( float x, float y,
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float width, float height,
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float zNear, float zFar)
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{
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float z = zFar;
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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)zFar - (float)zNear) / 2.0f;
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struct pipe_viewport_state vp;
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vp.scale[0] = half_width;
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vp.scale[1] = half_height;
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vp.scale[2] = half_depth;
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vp.translate[0] = half_width + x;
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vp.translate[1] = half_height + y;
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vp.translate[2] = half_depth + z;
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ctx->set_viewport_states( ctx, 0, 1, &vp );
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}
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static void set_vertices( void )
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{
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struct pipe_vertex_element ve[2];
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struct pipe_vertex_buffer vbuf;
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void *handle;
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memset(ve, 0, sizeof ve);
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ve[0].src_offset = Offset(struct vertex, position);
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ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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ve[1].src_offset = Offset(struct vertex, color);
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ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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handle = ctx->create_vertex_elements_state(ctx, 2, ve);
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ctx->bind_vertex_elements_state(ctx, handle);
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memset(&vbuf, 0, sizeof vbuf);
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vbuf.stride = sizeof(struct vertex);
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vbuf.buffer_offset = 0;
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vbuf.buffer.resource = pipe_buffer_create_with_data(ctx,
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PIPE_BIND_VERTEX_BUFFER,
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PIPE_USAGE_DEFAULT,
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sizeof(vertices),
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vertices);
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ctx->set_vertex_buffers(ctx, 0, 1, &vbuf);
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}
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static void set_vertex_shader( void )
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{
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void *handle;
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const char *text =
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"VERT\n"
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"DCL IN[0]\n"
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"DCL IN[1]\n"
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"DCL OUT[0], POSITION\n"
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"DCL OUT[1], COLOR\n"
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" 0: MOV OUT[1], IN[1]\n"
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" 1: MOV OUT[0], IN[0]\n"
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" 2: END\n";
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handle = graw_parse_vertex_shader(ctx, text);
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ctx->bind_vs_state(ctx, handle);
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}
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static void *
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set_fragment_shader( void )
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{
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void *handle;
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const char *text =
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"FRAG\n"
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"DCL IN[0], COLOR, LINEAR\n"
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"DCL OUT[0], COLOR\n"
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"DCL TEMP[0..1]\n"
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" 0: MUL TEMP[0], IN[0], IN[0]\n"
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" 1: ADD TEMP[1], IN[0], IN[0]\n"
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" 2: SUB OUT[0], TEMP[0], TEMP[1]\n"
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" 3: END\n";
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handle = graw_parse_fragment_shader(ctx, text);
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return handle;
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}
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static void draw( void )
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{
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union pipe_color_union clear_color = { {0,0,0,1} };
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int i;
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printf("Creating %d shaders\n", num_iters);
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for (i = 0; i < num_iters; i++) {
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void *fs = set_fragment_shader();
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ctx->bind_fs_state(ctx, fs);
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ctx->clear(ctx, PIPE_CLEAR_COLOR, &clear_color, 0, 0);
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util_draw_arrays(ctx, PIPE_PRIM_POINTS, 0, 1);
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ctx->flush(ctx, NULL, 0);
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ctx->bind_fs_state(ctx, NULL);
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ctx->delete_fs_state(ctx, fs);
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}
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screen->flush_frontbuffer(screen, tex, 0, 0, window, NULL);
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ctx->destroy(ctx);
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exit(0);
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}
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static void init( void )
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{
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struct pipe_framebuffer_state fb;
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struct pipe_resource templat;
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struct pipe_surface surf_tmpl;
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int i;
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/* It's hard to say whether window or screen should be created
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* first. Different environments would prefer one or the other.
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*
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* Also, no easy way of querying supported formats if the screen
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* cannot be created first.
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*/
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for (i = 0; formats[i] != PIPE_FORMAT_NONE; i++) {
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screen = graw_create_window_and_screen(0, 0, 300, 300,
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formats[i],
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&window);
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if (window && screen)
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break;
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}
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if (!screen || !window) {
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fprintf(stderr, "Unable to create window\n");
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exit(1);
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}
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ctx = screen->context_create(screen, NULL, 0);
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if (ctx == NULL)
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exit(3);
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memset(&templat, 0, sizeof(templat));
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templat.target = PIPE_TEXTURE_2D;
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templat.format = formats[i];
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templat.width0 = WIDTH;
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templat.height0 = HEIGHT;
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templat.depth0 = 1;
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templat.last_level = 0;
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templat.nr_samples = 1;
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templat.bind = (PIPE_BIND_RENDER_TARGET |
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PIPE_BIND_DISPLAY_TARGET);
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tex = screen->resource_create(screen, &templat);
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if (tex == NULL) {
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fprintf(stderr, "Unable to create screen texture!\n");
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exit(4);
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}
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surf_tmpl.format = templat.format;
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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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surf = ctx->create_surface(ctx, tex, &surf_tmpl);
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if (surf == NULL) {
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fprintf(stderr, "Unable to create tex surface!\n");
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exit(5);
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}
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memset(&fb, 0, sizeof fb);
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fb.nr_cbufs = 1;
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fb.width = WIDTH;
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fb.height = HEIGHT;
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fb.cbufs[0] = surf;
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ctx->set_framebuffer_state(ctx, &fb);
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{
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struct pipe_blend_state blend;
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void *handle;
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memset(&blend, 0, sizeof blend);
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blend.rt[0].colormask = PIPE_MASK_RGBA;
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handle = ctx->create_blend_state(ctx, &blend);
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ctx->bind_blend_state(ctx, handle);
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}
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{
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struct pipe_depth_stencil_alpha_state depthstencil;
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void *handle;
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memset(&depthstencil, 0, sizeof depthstencil);
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handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil);
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ctx->bind_depth_stencil_alpha_state(ctx, handle);
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}
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{
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struct pipe_rasterizer_state rasterizer;
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void *handle;
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memset(&rasterizer, 0, sizeof rasterizer);
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rasterizer.cull_face = PIPE_FACE_NONE;
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rasterizer.half_pixel_center = 1;
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rasterizer.bottom_edge_rule = 1;
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rasterizer.depth_clip = 1;
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handle = ctx->create_rasterizer_state(ctx, &rasterizer);
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ctx->bind_rasterizer_state(ctx, handle);
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}
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set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000);
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set_vertices();
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set_vertex_shader();
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if (0)
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set_fragment_shader();
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}
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int main( int argc, char *argv[] )
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{
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if (argc > 1)
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num_iters = atoi(argv[1]);
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init();
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graw_set_display_func( draw );
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graw_main_loop();
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return 0;
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}
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