1 /* Display a cleared blue window. This demo has no dependencies on
2 * any utility code, just the graw interface and gallium.
6 #include "state_tracker/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"
16 enum pipe_format formats
[] = {
17 PIPE_FORMAT_R8G8B8A8_UNORM
,
18 PIPE_FORMAT_B8G8R8A8_UNORM
,
22 static const int WIDTH
= 300;
23 static const int HEIGHT
= 300;
25 static struct pipe_screen
*screen
= NULL
;
26 static struct pipe_context
*ctx
= NULL
;
27 static struct pipe_surface
*surf
= NULL
;
28 static struct pipe_resource
*tex
= NULL
;
29 static void *window
= NULL
;
36 static struct vertex vertices
[4] =
38 { { 0.0f
, -0.9f
, 0.0f
, 1.0f
},
39 { 1.0f
, 0.0f
, 0.0f
, 1.0f
}
41 { { -0.9f
, 0.9f
, 0.0f
, 1.0f
},
42 { 0.0f
, 1.0f
, 0.0f
, 1.0f
}
44 { { 0.9f
, 0.9f
, 0.0f
, 1.0f
},
45 { 0.0f
, 0.0f
, 1.0f
, 1.0f
}
52 static void set_viewport( float x
, float y
,
53 float width
, float height
,
54 float near
, float far
)
57 float half_width
= (float)width
/ 2.0f
;
58 float half_height
= (float)height
/ 2.0f
;
59 float half_depth
= ((float)far
- (float)near
) / 2.0f
;
60 struct pipe_viewport_state vp
;
62 vp
.scale
[0] = half_width
;
63 vp
.scale
[1] = half_height
;
64 vp
.scale
[2] = half_depth
;
67 vp
.translate
[0] = half_width
+ x
;
68 vp
.translate
[1] = half_height
+ y
;
69 vp
.translate
[2] = half_depth
+ z
;
70 vp
.translate
[3] = 0.0f
;
72 ctx
->set_viewport_state( ctx
, &vp
);
75 static void set_vertices( void )
77 struct pipe_vertex_element ve
[2];
78 struct pipe_vertex_buffer vbuf
;
81 memset(ve
, 0, sizeof ve
);
83 ve
[0].src_offset
= Offset(struct vertex
, position
);
84 ve
[0].src_format
= PIPE_FORMAT_R32G32B32A32_FLOAT
;
85 ve
[1].src_offset
= Offset(struct vertex
, color
);
86 ve
[1].src_format
= PIPE_FORMAT_R32G32B32A32_FLOAT
;
88 handle
= ctx
->create_vertex_elements_state(ctx
, 2, ve
);
89 ctx
->bind_vertex_elements_state(ctx
, handle
);
91 memset(&vbuf
, 0, sizeof vbuf
);
93 vbuf
.stride
= sizeof( struct vertex
);
94 vbuf
.buffer_offset
= 0;
95 vbuf
.buffer
= pipe_buffer_create_with_data(ctx
,
96 PIPE_BIND_VERTEX_BUFFER
,
101 ctx
->set_vertex_buffers(ctx
, 0, 1, &vbuf
);
104 static void set_vertex_shader( void )
111 "DCL OUT[0], POSITION\n"
112 "DCL OUT[1], COLOR\n"
113 " 0: MOV OUT[1], IN[1]\n"
114 " 1: MOV OUT[0], IN[0]\n"
117 handle
= graw_parse_vertex_shader(ctx
, text
);
118 ctx
->bind_vs_state(ctx
, handle
);
121 static void set_fragment_shader( void )
126 "DCL IN[0], COLOR, LINEAR\n"
127 "DCL OUT[0], COLOR\n"
128 " 0: MOV OUT[0], IN[0]\n"
131 handle
= graw_parse_fragment_shader(ctx
, text
);
132 ctx
->bind_fs_state(ctx
, handle
);
136 static void set_geometry_shader( void )
141 "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
142 "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
143 "DCL IN[][0], POSITION, CONSTANT\n"
144 "DCL IN[][1], COLOR, CONSTANT\n"
145 "DCL OUT[0], POSITION, CONSTANT\n"
146 "DCL OUT[1], COLOR, CONSTANT\n"
147 "0:MOV OUT[0], IN[0][0]\n"
148 "1:MOV OUT[1], IN[0][1]\n"
150 "3:MOV OUT[0], IN[1][0]\n"
151 "4:MOV OUT[1], IN[0][1]\n" /* copy color from input vertex 0 */
153 "6:MOV OUT[0], IN[2][0]\n"
154 "7:MOV OUT[1], IN[2][1]\n"
159 handle
= graw_parse_geometry_shader(ctx
, text
);
160 ctx
->bind_gs_state(ctx
, handle
);
163 static void draw( void )
165 union pipe_color_union clear_color
= { {1,0,1,1} };
167 ctx
->clear(ctx
, PIPE_CLEAR_COLOR
, &clear_color
, 0, 0);
168 util_draw_arrays(ctx
, PIPE_PRIM_TRIANGLES
, 0, 3);
169 ctx
->flush(ctx
, NULL
);
171 screen
->flush_frontbuffer(screen
, tex
, 0, 0, window
);
175 static void init( void )
177 struct pipe_framebuffer_state fb
;
178 struct pipe_resource templat
;
179 struct pipe_surface surf_tmpl
;
182 /* It's hard to say whether window or screen should be created
183 * first. Different environments would prefer one or the other.
185 * Also, no easy way of querying supported formats if the screen
186 * cannot be created first.
188 for (i
= 0; formats
[i
] != PIPE_FORMAT_NONE
; i
++) {
189 screen
= graw_create_window_and_screen(0, 0, 300, 300,
192 if (window
&& screen
)
195 if (!screen
|| !window
) {
196 fprintf(stderr
, "Unable to create window\n");
200 ctx
= screen
->context_create(screen
, NULL
);
204 templat
.target
= PIPE_TEXTURE_2D
;
205 templat
.format
= formats
[i
];
206 templat
.width0
= WIDTH
;
207 templat
.height0
= HEIGHT
;
209 templat
.array_size
= 1;
210 templat
.last_level
= 0;
211 templat
.nr_samples
= 1;
212 templat
.bind
= (PIPE_BIND_RENDER_TARGET
|
213 PIPE_BIND_DISPLAY_TARGET
);
215 tex
= screen
->resource_create(screen
,
220 surf_tmpl
.format
= templat
.format
;
221 surf_tmpl
.usage
= PIPE_BIND_RENDER_TARGET
;
222 surf_tmpl
.u
.tex
.level
= 0;
223 surf_tmpl
.u
.tex
.first_layer
= 0;
224 surf_tmpl
.u
.tex
.last_layer
= 0;
225 surf
= ctx
->create_surface(ctx
, tex
, &surf_tmpl
);
229 memset(&fb
, 0, sizeof fb
);
235 ctx
->set_framebuffer_state(ctx
, &fb
);
238 struct pipe_blend_state blend
;
240 memset(&blend
, 0, sizeof blend
);
241 blend
.rt
[0].colormask
= PIPE_MASK_RGBA
;
242 handle
= ctx
->create_blend_state(ctx
, &blend
);
243 ctx
->bind_blend_state(ctx
, handle
);
247 struct pipe_depth_stencil_alpha_state depthstencil
;
249 memset(&depthstencil
, 0, sizeof depthstencil
);
250 handle
= ctx
->create_depth_stencil_alpha_state(ctx
, &depthstencil
);
251 ctx
->bind_depth_stencil_alpha_state(ctx
, handle
);
255 struct pipe_rasterizer_state rasterizer
;
257 memset(&rasterizer
, 0, sizeof rasterizer
);
258 rasterizer
.cull_face
= PIPE_FACE_NONE
;
259 rasterizer
.gl_rasterization_rules
= 1;
260 rasterizer
.depth_clip
= 1;
261 handle
= ctx
->create_rasterizer_state(ctx
, &rasterizer
);
262 ctx
->bind_rasterizer_state(ctx
, handle
);
265 set_viewport(0, 0, WIDTH
, HEIGHT
, 30, 1000);
268 set_fragment_shader();
269 set_geometry_shader();
273 int main( int argc
, char *argv
[] )
277 graw_set_display_func( draw
);