/**************************************************************************
*
* Copyright © 2010 Jakob Bornecrantz
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#define USE_TRACE 0
#define WIDTH 300
#define HEIGHT 300
#define NEAR 30
#define FAR 1000
#define FLIP 0
/* pipe_*_state structs */
#include "pipe/p_state.h"
/* pipe_context */
#include "pipe/p_context.h"
/* pipe_screen */
#include "pipe/p_screen.h"
/* PIPE_* */
#include "pipe/p_defines.h"
/* TGSI_SEMANTIC_{POSITION|GENERIC} */
#include "pipe/p_shader_tokens.h"
/* pipe_buffer_* helpers */
#include "util/u_inlines.h"
/* constant state object helper */
#include "cso_cache/cso_context.h"
/* u_sampler_view_default_template */
#include "util/u_sampler.h"
/* debug_dump_surface_bmp */
#include "util/u_debug_image.h"
/* util_draw_vertex_buffer helper */
#include "util/u_draw_quad.h"
/* FREE & CALLOC_STRUCT */
#include "util/u_memory.h"
/* util_make_[fragment|vertex]_passthrough_shader */
#include "util/u_simple_shaders.h"
/* to get a hardware pipe driver */
#include "pipe-loader/pipe_loader.h"
struct program
{
struct pipe_loader_device *dev;
struct pipe_screen *screen;
struct pipe_context *pipe;
struct cso_context *cso;
struct pipe_blend_state blend;
struct pipe_depth_stencil_alpha_state depthstencil;
struct pipe_rasterizer_state rasterizer;
struct pipe_sampler_state sampler;
struct pipe_viewport_state viewport;
struct pipe_framebuffer_state framebuffer;
struct pipe_vertex_element velem[2];
void *vs;
void *fs;
union pipe_color_union clear_color;
struct pipe_resource *vbuf;
struct pipe_resource *target;
struct pipe_resource *tex;
struct pipe_sampler_view *view;
};
static void init_prog(struct program *p)
{
struct pipe_surface surf_tmpl;
int ret;
/* find a hardware device */
ret = pipe_loader_probe(&p->dev, 1);
assert(ret);
/* init a pipe screen */
p->screen = pipe_loader_create_screen(p->dev);
assert(p->screen);
/* create the pipe driver context and cso context */
p->pipe = p->screen->context_create(p->screen, NULL, 0);
p->cso = cso_create_context(p->pipe, 0);
/* set clear color */
p->clear_color.f[0] = 0.3;
p->clear_color.f[1] = 0.1;
p->clear_color.f[2] = 0.3;
p->clear_color.f[3] = 1.0;
/* vertex buffer */
{
float vertices[4][2][4] = {
{
{ 0.9f, 0.9f, 0.0f, 1.0f },
{ 1.0f, 1.0f, 0.0f, 1.0f }
},
{
{ -0.9f, 0.9f, 0.0f, 1.0f },
{ 0.0f, 1.0f, 0.0f, 1.0f }
},
{
{ -0.9f, -0.9f, 0.0f, 1.0f },
{ 0.0f, 0.0f, 1.0f, 1.0f }
},
{
{ 0.9f, -0.9f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 1.0f, 1.0f }
}
};
p->vbuf = pipe_buffer_create(p->screen, PIPE_BIND_VERTEX_BUFFER,
PIPE_USAGE_DEFAULT, sizeof(vertices));
pipe_buffer_write(p->pipe, p->vbuf, 0, sizeof(vertices), vertices);
}
/* render target texture */
{
struct pipe_resource tmplt;
memset(&tmplt, 0, sizeof(tmplt));
tmplt.target = PIPE_TEXTURE_2D;
tmplt.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */
tmplt.width0 = WIDTH;
tmplt.height0 = HEIGHT;
tmplt.depth0 = 1;
tmplt.array_size = 1;
tmplt.last_level = 0;
tmplt.bind = PIPE_BIND_RENDER_TARGET;
p->target = p->screen->resource_create(p->screen, &tmplt);
}
/* sampler texture */
{
uint32_t *ptr;
struct pipe_transfer *t;
struct pipe_resource t_tmplt;
struct pipe_sampler_view v_tmplt;
struct pipe_box box;
memset(&t_tmplt, 0, sizeof(t_tmplt));
t_tmplt.target = PIPE_TEXTURE_2D;
t_tmplt.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */
t_tmplt.width0 = 2;
t_tmplt.height0 = 2;
t_tmplt.depth0 = 1;
t_tmplt.array_size = 1;
t_tmplt.last_level = 0;
t_tmplt.bind = PIPE_BIND_RENDER_TARGET;
p->tex = p->screen->resource_create(p->screen, &t_tmplt);
memset(&box, 0, sizeof(box));
box.width = 2;
box.height = 2;
ptr = p->pipe->transfer_map(p->pipe, p->tex, 0, PIPE_TRANSFER_WRITE, &box, &t);
ptr[0] = 0xffff0000;
ptr[1] = 0xff0000ff;
ptr[2] = 0xff00ff00;
ptr[3] = 0xffffff00;
p->pipe->transfer_unmap(p->pipe, t);
u_sampler_view_default_template(&v_tmplt, p->tex, p->tex->format);
p->view = p->pipe->create_sampler_view(p->pipe, p->tex, &v_tmplt);
}
/* disabled blending/masking */
memset(&p->blend, 0, sizeof(p->blend));
p->blend.rt[0].colormask = PIPE_MASK_RGBA;
/* no-op depth/stencil/alpha */
memset(&p->depthstencil, 0, sizeof(p->depthstencil));
/* rasterizer */
memset(&p->rasterizer, 0, sizeof(p->rasterizer));
p->rasterizer.cull_face = PIPE_FACE_NONE;
p->rasterizer.half_pixel_center = 1;
p->rasterizer.bottom_edge_rule = 1;
p->rasterizer.depth_clip = 1;
/* sampler */
memset(&p->sampler, 0, sizeof(p->sampler));
p->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
p->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
p->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
p->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
p->sampler.min_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
p->sampler.mag_img_filter = PIPE_TEX_MIPFILTER_LINEAR;
p->sampler.normalized_coords = 1;
surf_tmpl.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */
surf_tmpl.u.tex.level = 0;
surf_tmpl.u.tex.first_layer = 0;
surf_tmpl.u.tex.last_layer = 0;
/* drawing destination */
memset(&p->framebuffer, 0, sizeof(p->framebuffer));
p->framebuffer.width = WIDTH;
p->framebuffer.height = HEIGHT;
p->framebuffer.nr_cbufs = 1;
p->framebuffer.cbufs[0] = p->pipe->create_surface(p->pipe, p->target, &surf_tmpl);
/* viewport, depth isn't really needed */
{
float x = 0;
float y = 0;
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;
float scale, bias;
if (FLIP) {
scale = -1.0f;
bias = (float)HEIGHT;
} else {
scale = 1.0f;
bias = 0.0f;
}
p->viewport.scale[0] = half_width;
p->viewport.scale[1] = half_height * scale;
p->viewport.scale[2] = half_depth;
p->viewport.translate[0] = half_width + x;
p->viewport.translate[1] = (half_height + y) * scale + bias;
p->viewport.translate[2] = half_depth + z;
}
/* vertex elements state */
memset(p->velem, 0, sizeof(p->velem));
p->velem[0].src_offset = 0 * 4 * sizeof(float); /* offset 0, first element */
p->velem[0].instance_divisor = 0;
p->velem[0].vertex_buffer_index = 0;
p->velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
p->velem[1].src_offset = 1 * 4 * sizeof(float); /* offset 16, second element */
p->velem[1].instance_divisor = 0;
p->velem[1].vertex_buffer_index = 0;
p->velem[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
/* vertex shader */
{
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_GENERIC };
const uint semantic_indexes[] = { 0, 0 };
p->vs = util_make_vertex_passthrough_shader(p->pipe, 2, semantic_names, semantic_indexes, FALSE);
}
/* fragment shader */
p->fs = util_make_fragment_tex_shader(p->pipe, TGSI_TEXTURE_2D,
TGSI_INTERPOLATE_LINEAR,
TGSI_RETURN_TYPE_FLOAT,
TGSI_RETURN_TYPE_FLOAT, false,
false);
}
static void close_prog(struct program *p)
{
cso_destroy_context(p->cso);
p->pipe->delete_vs_state(p->pipe, p->vs);
p->pipe->delete_fs_state(p->pipe, p->fs);
pipe_surface_reference(&p->framebuffer.cbufs[0], NULL);
pipe_sampler_view_reference(&p->view, NULL);
pipe_resource_reference(&p->target, NULL);
pipe_resource_reference(&p->tex, NULL);
pipe_resource_reference(&p->vbuf, NULL);
p->pipe->destroy(p->pipe);
p->screen->destroy(p->screen);
pipe_loader_release(&p->dev, 1);
FREE(p);
}
static void draw(struct program *p)
{
const struct pipe_sampler_state *samplers[] = {&p->sampler};
/* set the render target */
cso_set_framebuffer(p->cso, &p->framebuffer);
/* clear the render target */
p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0);
/* set misc state we care about */
cso_set_blend(p->cso, &p->blend);
cso_set_depth_stencil_alpha(p->cso, &p->depthstencil);
cso_set_rasterizer(p->cso, &p->rasterizer);
cso_set_viewport(p->cso, &p->viewport);
/* sampler */
cso_set_samplers(p->cso, PIPE_SHADER_FRAGMENT, 1, samplers);
/* texture sampler view */
cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);
/* shaders */
cso_set_fragment_shader_handle(p->cso, p->fs);
cso_set_vertex_shader_handle(p->cso, p->vs);
/* vertex element data */
cso_set_vertex_elements(p->cso, 2, p->velem);
util_draw_vertex_buffer(p->pipe, p->cso,
p->vbuf, 0, 0,
PIPE_PRIM_QUADS,
4, /* verts */
2); /* attribs/vert */
p->pipe->flush(p->pipe, NULL, 0);
debug_dump_surface_bmp(p->pipe, "result.bmp", p->framebuffer.cbufs[0]);
}
int main(int argc, char** argv)
{
struct program *p = CALLOC_STRUCT(program);
init_prog(p);
draw(p);
close_prog(p);
return 0;
}