1 /* Display a cleared blue window. This demo has no dependencies on
2 * any utility code, just the graw interface and gallium.
5 #include "state_tracker/graw.h"
6 #include "pipe/p_screen.h"
7 #include "pipe/p_context.h"
8 #include "pipe/p_shader_tokens.h"
9 #include "pipe/p_state.h"
10 #include "pipe/p_defines.h"
12 #include "util/u_debug.h" /* debug_dump_surface_bmp() */
13 #include "util/u_memory.h" /* Offset() */
15 enum pipe_format formats
[] = {
16 PIPE_FORMAT_R8G8B8A8_UNORM
,
17 PIPE_FORMAT_B8G8R8A8_UNORM
,
21 static const int WIDTH
= 300;
22 static const int HEIGHT
= 300;
24 static struct pipe_screen
*screen
= NULL
;
25 static struct pipe_context
*ctx
= NULL
;
26 static struct pipe_surface
*surf
= NULL
;
27 static void *window
= NULL
;
34 static struct vertex vertices
[4] =
36 { { 0.0f
, -0.9f
, 0.0f
, 1.0f
},
37 { 1.0f
, 0.0f
, 0.0f
, 1.0f
}
39 { { -0.9f
, 0.9f
, 0.0f
, 1.0f
},
40 { 0.0f
, 1.0f
, 0.0f
, 1.0f
}
42 { { 0.9f
, 0.9f
, 0.0f
, 1.0f
},
43 { 0.0f
, 0.0f
, 1.0f
, 1.0f
}
50 static void set_viewport( float x
, float y
,
51 float width
, float height
,
52 float near
, float far
)
55 float half_width
= (float)width
/ 2.0f
;
56 float half_height
= (float)height
/ 2.0f
;
57 float half_depth
= ((float)far
- (float)near
) / 2.0f
;
58 struct pipe_viewport_state vp
;
60 vp
.scale
[0] = half_width
;
61 vp
.scale
[1] = half_height
;
62 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
;
68 vp
.translate
[3] = 0.0f
;
70 ctx
->set_viewport_state( ctx
, &vp
);
73 static void set_vertices( void )
75 struct pipe_vertex_element ve
[2];
76 struct pipe_vertex_buffer vbuf
;
79 memset(ve
, 0, sizeof ve
);
81 ve
[0].src_offset
= Offset(struct vertex
, position
);
82 ve
[0].src_format
= PIPE_FORMAT_R32G32B32A32_FLOAT
;
83 ve
[1].src_offset
= Offset(struct vertex
, color
);
84 ve
[1].src_format
= PIPE_FORMAT_R32G32B32A32_FLOAT
;
86 handle
= ctx
->create_vertex_elements_state(ctx
, 2, ve
);
87 ctx
->bind_vertex_elements_state(ctx
, handle
);
90 vbuf
.stride
= sizeof( struct vertex
);
91 vbuf
.max_index
= sizeof(vertices
) / vbuf
.stride
;
92 vbuf
.buffer_offset
= 0;
93 vbuf
.buffer
= screen
->user_buffer_create(screen
,
96 PIPE_BIND_VERTEX_BUFFER
);
98 ctx
->set_vertex_buffers(ctx
, 1, &vbuf
);
101 static void set_vertex_shader( void )
108 "DCL OUT[0], POSITION\n"
109 "DCL OUT[1], COLOR\n"
110 " 0: MOV OUT[1], IN[1]\n"
111 " 1: MOV OUT[0], IN[0]\n"
114 handle
= graw_parse_vertex_shader(ctx
, text
);
115 ctx
->bind_vs_state(ctx
, handle
);
118 static void set_fragment_shader( void )
123 "DCL IN[0], COLOR, LINEAR\n"
124 "DCL OUT[0], COLOR\n"
125 " 0: MOV OUT[0], IN[0]\n"
128 handle
= graw_parse_fragment_shader(ctx
, text
);
129 ctx
->bind_fs_state(ctx
, handle
);
133 static void set_geometry_shader( void )
138 "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
139 "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
140 "DCL IN[][0], POSITION, CONSTANT\n"
141 "DCL IN[][1], COLOR, CONSTANT\n"
142 "DCL OUT[0], POSITION, CONSTANT\n"
143 "DCL OUT[1], COLOR, CONSTANT\n"
144 "0:MOV OUT[0], IN[0][0]\n"
145 "1:MOV OUT[1], IN[0][1]\n"
147 "3:MOV OUT[0], IN[1][0]\n"
148 "4:MOV OUT[1], IN[0][1]\n" /* copy color from input vertex 0 */
150 "6:MOV OUT[0], IN[2][0]\n"
151 "7:MOV OUT[1], IN[2][1]\n"
156 handle
= graw_parse_geometry_shader(ctx
, text
);
157 ctx
->bind_gs_state(ctx
, handle
);
160 static void draw( void )
162 float clear_color
[4] = {1,0,1,1};
164 ctx
->clear(ctx
, PIPE_CLEAR_COLOR
, clear_color
, 0, 0);
165 ctx
->draw_arrays(ctx
, PIPE_PRIM_TRIANGLES
, 0, 3);
166 ctx
->flush(ctx
, PIPE_FLUSH_RENDER_CACHE
, NULL
);
168 screen
->flush_frontbuffer(screen
, surf
, window
);
172 static void init( void )
174 struct pipe_framebuffer_state fb
;
175 struct pipe_resource
*tex
, templat
;
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.
185 window
== NULL
&& formats
[i
] != PIPE_FORMAT_NONE
;
188 screen
= graw_create_window_and_screen(0,0,300,300,
193 ctx
= screen
->context_create(screen
, NULL
);
197 templat
.target
= PIPE_TEXTURE_2D
;
198 templat
.format
= formats
[i
];
199 templat
.width0
= WIDTH
;
200 templat
.height0
= HEIGHT
;
202 templat
.last_level
= 0;
203 templat
.nr_samples
= 1;
204 templat
.bind
= (PIPE_BIND_RENDER_TARGET
|
205 PIPE_BIND_DISPLAY_TARGET
);
207 tex
= screen
->resource_create(screen
,
212 surf
= screen
->get_tex_surface(screen
, tex
, 0, 0, 0,
213 PIPE_BIND_RENDER_TARGET
|
214 PIPE_BIND_DISPLAY_TARGET
);
218 memset(&fb
, 0, sizeof fb
);
224 ctx
->set_framebuffer_state(ctx
, &fb
);
227 struct pipe_blend_state blend
;
229 memset(&blend
, 0, sizeof blend
);
230 blend
.rt
[0].colormask
= PIPE_MASK_RGBA
;
231 handle
= ctx
->create_blend_state(ctx
, &blend
);
232 ctx
->bind_blend_state(ctx
, handle
);
236 struct pipe_depth_stencil_alpha_state depthstencil
;
238 memset(&depthstencil
, 0, sizeof depthstencil
);
239 handle
= ctx
->create_depth_stencil_alpha_state(ctx
, &depthstencil
);
240 ctx
->bind_depth_stencil_alpha_state(ctx
, handle
);
244 struct pipe_rasterizer_state rasterizer
;
246 memset(&rasterizer
, 0, sizeof rasterizer
);
247 rasterizer
.cull_face
= PIPE_FACE_NONE
;
248 rasterizer
.gl_rasterization_rules
= 1;
249 handle
= ctx
->create_rasterizer_state(ctx
, &rasterizer
);
250 ctx
->bind_rasterizer_state(ctx
, handle
);
253 set_viewport(0, 0, WIDTH
, HEIGHT
, 30, 1000);
256 set_fragment_shader();
257 set_geometry_shader();
261 int main( int argc
, char *argv
[] )
265 graw_set_display_func( draw
);