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/**************************************************************************
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* Copyright © 2010 Jakob Bornecrantz
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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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* 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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* 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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/* pipe_*_state structs */
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#include "pipe/p_state.h"
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#include "pipe/p_context.h"
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#include "pipe/p_screen.h"
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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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/* 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.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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/* sw_screen_create: to get a software pipe driver */
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#include "target-helpers/inline_sw_helper.h"
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/* debug_screen_wrap: to wrap with debug pipe drivers */
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#include "target-helpers/inline_debug_helper.h"
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/* null software winsys */
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#include "sw/null/null_sw_winsys.h"
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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 pipe_vertex_element velem[2];
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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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static void init_prog(struct program *p)
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/* create the software rasterizer */
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p->screen = sw_screen_create(null_sw_create());
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/* wrap the screen with any debugger */
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p->screen = debug_screen_wrap(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);
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p->cso = cso_create_context(p->pipe);
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/* set clear color */
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p->clear_color[0] = 0.3;
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p->clear_color[1] = 0.1;
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p->clear_color[2] = 0.3;
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p->clear_color[3] = 1.0;
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float vertices[4][2][4] = {
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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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{ -0.9f, 0.9f, 0.0f, 1.0f },
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{ 0.0f, 1.0f, 0.0f, 1.0f }
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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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{ 0.9f, -0.9f, 0.0f, 1.0f },
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{ 1.0f, 0.0f, 1.0f, 1.0f }
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p->vbuf = pipe_buffer_create(p->screen, PIPE_BIND_VERTEX_BUFFER, sizeof(vertices));
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pipe_buffer_write(p->pipe, p->vbuf, 0, sizeof(vertices), vertices);
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/* render target texture */
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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.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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/* sampler texture */
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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_subresource sub;
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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.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(&sub, 0, sizeof(sub));
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memset(&box, 0, sizeof(box));
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t = p->pipe->get_transfer(p->pipe, p->tex, sub, PIPE_TRANSFER_WRITE, &box);
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ptr = p->pipe->transfer_map(p->pipe, t);
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p->pipe->transfer_unmap(p->pipe, t);
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p->pipe->transfer_destroy(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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/* 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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memset(&p->rasterizer, 0, sizeof(p->rasterizer));
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p->rasterizer.cull_face = PIPE_FACE_NONE;
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p->rasterizer.gl_rasterization_rules = 1;
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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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/* 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->screen->get_tex_surface(p->screen, p->target, 0, 0, 0, PIPE_BIND_RENDER_TARGET);
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/* viewport, depth isn't really needed */
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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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bias = (float)HEIGHT;
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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.scale[3] = 1.0f;
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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.translate[3] = 0.0f;
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/* vertex elements state */
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memset(p->velem, 0, sizeof(p->velem));
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p->velem[0].src_offset = 0 * 4 * sizeof(float); /* offset 0, first element */
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p->velem[0].instance_divisor = 0;
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p->velem[0].vertex_buffer_index = 0;
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p->velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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p->velem[1].src_offset = 1 * 4 * sizeof(float); /* offset 16, second element */
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p->velem[1].instance_divisor = 0;
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p->velem[1].vertex_buffer_index = 0;
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p->velem[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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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);
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/* fragment shader */
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p->fs = util_make_fragment_tex_shader(p->pipe, TGSI_TEXTURE_2D, TGSI_INTERPOLATE_LINEAR);
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static void close_prog(struct program *p)
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/* unset bound textures as well */
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cso_set_fragment_sampler_views(p->cso, 0, NULL);
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/* unset all state */
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cso_release_all(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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cso_destroy_context(p->cso);
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p->pipe->destroy(p->pipe);
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p->screen->destroy(p->screen);
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static void draw(struct program *p)
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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, 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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cso_single_sampler(p->cso, 0, &p->sampler);
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cso_single_sampler_done(p->cso);
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/* texture sampler view */
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cso_set_fragment_sampler_views(p->cso, 1, &p->view);
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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, 2, p->velem);
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util_draw_vertex_buffer(p->pipe,
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2); /* attribs/vert */
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p->pipe->flush(p->pipe, PIPE_FLUSH_RENDER_CACHE, NULL);
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debug_dump_surface_bmp(p->pipe, "result.bmp", p->framebuffer.cbufs[0]);
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int main(int argc, char** argv)
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struct program *p = CALLOC_STRUCT(program);