2
* Create shaders in a loop to test memory usage.
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"
12
#include "util/u_memory.h" /* Offset() */
13
#include "util/u_draw_quad.h"
14
#include "util/u_inlines.h"
17
static int num_iters = 100;
20
enum pipe_format formats[] = {
21
PIPE_FORMAT_RGBA8888_UNORM,
22
PIPE_FORMAT_BGRA8888_UNORM,
26
static const int WIDTH = 300;
27
static const int HEIGHT = 300;
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;
40
static struct vertex vertices[1] =
43
{ 0.0f, -0.9f, 0.0f, 1.0f },
44
{ 1.0f, 0.0f, 0.0f, 1.0f }
51
static void set_viewport( float x, float y,
52
float width, float height,
53
float zNear, float 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;
61
vp.scale[0] = half_width;
62
vp.scale[1] = half_height;
63
vp.scale[2] = half_depth;
65
vp.translate[0] = half_width + x;
66
vp.translate[1] = half_height + y;
67
vp.translate[2] = half_depth + z;
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;
74
ctx->set_viewport_states( ctx, 0, 1, &vp );
77
static void set_vertices( void )
79
struct pipe_vertex_element ve[2];
80
struct pipe_vertex_buffer vbuf;
83
memset(ve, 0, sizeof ve);
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;
90
handle = ctx->create_vertex_elements_state(ctx, 2, ve);
91
ctx->bind_vertex_elements_state(ctx, handle);
93
memset(&vbuf, 0, sizeof vbuf);
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,
103
ctx->set_vertex_buffers(ctx, 0, 1, 0, false, &vbuf);
106
static void set_vertex_shader( void )
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"
119
handle = graw_parse_vertex_shader(ctx, text);
120
ctx->bind_vs_state(ctx, handle);
126
set_fragment_shader( void )
131
"DCL IN[0], COLOR, LINEAR\n"
132
"DCL OUT[0], COLOR\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"
139
handle = graw_parse_fragment_shader(ctx, text);
144
static void draw( void )
146
union pipe_color_union clear_color = { {0,0,0,1} };
149
printf("Creating %d shaders\n", num_iters);
151
for (i = 0; i < num_iters; i++) {
152
void *fs = set_fragment_shader();
154
ctx->bind_fs_state(ctx, fs);
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);
160
ctx->bind_fs_state(ctx, NULL);
161
ctx->delete_fs_state(ctx, fs);
164
screen->flush_frontbuffer(screen, ctx, tex, 0, 0, window, NULL);
171
static void init( void )
173
struct pipe_framebuffer_state fb;
174
struct pipe_resource templat;
175
struct pipe_surface surf_tmpl;
178
/* It's hard to say whether window or screen should be created
179
* first. Different environments would prefer one or the other.
181
* Also, no easy way of querying supported formats if the screen
182
* cannot be created first.
184
for (i = 0; formats[i] != PIPE_FORMAT_NONE; i++) {
185
screen = graw_create_window_and_screen(0, 0, 300, 300,
188
if (window && screen)
191
if (!screen || !window) {
192
fprintf(stderr, "Unable to create window\n");
196
ctx = screen->context_create(screen, NULL, 0);
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;
206
templat.last_level = 0;
207
templat.bind = (PIPE_BIND_RENDER_TARGET |
208
PIPE_BIND_DISPLAY_TARGET);
210
tex = screen->resource_create(screen, &templat);
212
fprintf(stderr, "Unable to create screen texture!\n");
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);
222
fprintf(stderr, "Unable to create tex surface!\n");
226
memset(&fb, 0, sizeof fb);
232
ctx->set_framebuffer_state(ctx, &fb);
235
struct pipe_blend_state blend;
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);
244
struct pipe_depth_stencil_alpha_state depthstencil;
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);
252
struct pipe_rasterizer_state rasterizer;
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);
264
set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000);
268
set_fragment_shader();
272
int main( int argc, char *argv[] )
275
num_iters = atoi(argv[1]);
279
graw_set_display_func( draw );