Merge remote branch 'origin/master' into pipe-video
[mesa.git] / src / gallium / tests / graw / shader-leak.c
1 /**
2 * Create shaders in a loop to test memory usage.
3 */
4
5 #include <stdio.h>
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"
11
12 #include "util/u_memory.h" /* Offset() */
13 #include "util/u_draw_quad.h"
14
15
16 static int num_iters = 100;
17
18
19 enum pipe_format formats[] = {
20 PIPE_FORMAT_R8G8B8A8_UNORM,
21 PIPE_FORMAT_B8G8R8A8_UNORM,
22 PIPE_FORMAT_NONE
23 };
24
25 static const int WIDTH = 300;
26 static const int HEIGHT = 300;
27
28 static struct pipe_screen *screen = NULL;
29 static struct pipe_context *ctx = NULL;
30 static struct pipe_surface *surf = NULL;
31 static void *window = NULL;
32
33 struct vertex {
34 float position[4];
35 float color[4];
36 };
37
38 static struct vertex vertices[1] =
39 {
40 {
41 { 0.0f, -0.9f, 0.0f, 1.0f },
42 { 1.0f, 0.0f, 0.0f, 1.0f }
43 }
44 };
45
46
47
48
49 static void set_viewport( float x, float y,
50 float width, float height,
51 float near, float far)
52 {
53 float z = far;
54 float half_width = (float)width / 2.0f;
55 float half_height = (float)height / 2.0f;
56 float half_depth = ((float)far - (float)near) / 2.0f;
57 struct pipe_viewport_state vp;
58
59 vp.scale[0] = half_width;
60 vp.scale[1] = half_height;
61 vp.scale[2] = half_depth;
62 vp.scale[3] = 1.0f;
63
64 vp.translate[0] = half_width + x;
65 vp.translate[1] = half_height + y;
66 vp.translate[2] = half_depth + z;
67 vp.translate[3] = 0.0f;
68
69 ctx->set_viewport_state( ctx, &vp );
70 }
71
72 static void set_vertices( void )
73 {
74 struct pipe_vertex_element ve[2];
75 struct pipe_vertex_buffer vbuf;
76 void *handle;
77
78 memset(ve, 0, sizeof ve);
79
80 ve[0].src_offset = Offset(struct vertex, position);
81 ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
82 ve[1].src_offset = Offset(struct vertex, color);
83 ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
84
85 handle = ctx->create_vertex_elements_state(ctx, 2, ve);
86 ctx->bind_vertex_elements_state(ctx, handle);
87
88
89 vbuf.stride = sizeof(struct vertex);
90 vbuf.max_index = sizeof(vertices) / vbuf.stride;
91 vbuf.buffer_offset = 0;
92 vbuf.buffer = screen->user_buffer_create(screen,
93 vertices,
94 sizeof(vertices),
95 PIPE_BIND_VERTEX_BUFFER);
96
97 ctx->set_vertex_buffers(ctx, 1, &vbuf);
98 }
99
100 static void set_vertex_shader( void )
101 {
102 void *handle;
103 const char *text =
104 "VERT\n"
105 "DCL IN[0]\n"
106 "DCL IN[1]\n"
107 "DCL OUT[0], POSITION\n"
108 "DCL OUT[1], COLOR\n"
109 " 0: MOV OUT[1], IN[1]\n"
110 " 1: MOV OUT[0], IN[0]\n"
111 " 2: END\n";
112
113 handle = graw_parse_vertex_shader(ctx, text);
114 ctx->bind_vs_state(ctx, handle);
115 }
116
117
118
119 static void *
120 set_fragment_shader( void )
121 {
122 void *handle;
123 const char *text =
124 "FRAG\n"
125 "DCL IN[0], COLOR, LINEAR\n"
126 "DCL OUT[0], COLOR\n"
127 "DCL TEMP[0..1]\n"
128 " 0: MUL TEMP[0], IN[0], IN[0]\n"
129 " 1: ADD TEMP[1], IN[0], IN[0]\n"
130 " 2: SUB OUT[0], TEMP[0], TEMP[1]\n"
131 " 3: END\n";
132
133 handle = graw_parse_fragment_shader(ctx, text);
134 return handle;
135 }
136
137
138 static void draw( void )
139 {
140 float clear_color[4] = {0, 0, 0, 1};
141 int i;
142
143 printf("Creating %d shaders\n", num_iters);
144
145 for (i = 0; i < num_iters; i++) {
146 void *fs = set_fragment_shader();
147
148 ctx->bind_fs_state(ctx, fs);
149
150 ctx->clear(ctx, PIPE_CLEAR_COLOR, clear_color, 0, 0);
151 util_draw_arrays(ctx, PIPE_PRIM_POINTS, 0, 1);
152 ctx->flush(ctx, PIPE_FLUSH_RENDER_CACHE, NULL);
153
154 ctx->bind_fs_state(ctx, NULL);
155 ctx->delete_fs_state(ctx, fs);
156 }
157
158 screen->flush_frontbuffer(screen, surf, window);
159 ctx->destroy(ctx);
160
161 exit(0);
162 }
163
164
165 static void init( void )
166 {
167 struct pipe_framebuffer_state fb;
168 struct pipe_resource *tex, templat;
169 int i;
170
171 /* It's hard to say whether window or screen should be created
172 * first. Different environments would prefer one or the other.
173 *
174 * Also, no easy way of querying supported formats if the screen
175 * cannot be created first.
176 */
177 for (i = 0;
178 window == NULL && formats[i] != PIPE_FORMAT_NONE;
179 i++) {
180
181 screen = graw_create_window_and_screen(0,0,300,300,
182 formats[i],
183 &window);
184 }
185
186 ctx = screen->context_create(screen, NULL);
187 if (ctx == NULL)
188 exit(3);
189
190 templat.target = PIPE_TEXTURE_2D;
191 templat.format = formats[i];
192 templat.width0 = WIDTH;
193 templat.height0 = HEIGHT;
194 templat.depth0 = 1;
195 templat.last_level = 0;
196 templat.nr_samples = 1;
197 templat.bind = (PIPE_BIND_RENDER_TARGET |
198 PIPE_BIND_DISPLAY_TARGET);
199
200 tex = screen->resource_create(screen, &templat);
201 if (tex == NULL) {
202 fprintf(stderr, "Unable to create screen texture!\n");
203 exit(4);
204 }
205
206 surf = screen->get_tex_surface(screen, tex, 0, 0, 0,
207 PIPE_BIND_RENDER_TARGET |
208 PIPE_BIND_DISPLAY_TARGET);
209 if (surf == NULL)
210 exit(5);
211
212 memset(&fb, 0, sizeof fb);
213 fb.nr_cbufs = 1;
214 fb.width = WIDTH;
215 fb.height = HEIGHT;
216 fb.cbufs[0] = surf;
217
218 ctx->set_framebuffer_state(ctx, &fb);
219
220 {
221 struct pipe_blend_state blend;
222 void *handle;
223 memset(&blend, 0, sizeof blend);
224 blend.rt[0].colormask = PIPE_MASK_RGBA;
225 handle = ctx->create_blend_state(ctx, &blend);
226 ctx->bind_blend_state(ctx, handle);
227 }
228
229 {
230 struct pipe_depth_stencil_alpha_state depthstencil;
231 void *handle;
232 memset(&depthstencil, 0, sizeof depthstencil);
233 handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil);
234 ctx->bind_depth_stencil_alpha_state(ctx, handle);
235 }
236
237 {
238 struct pipe_rasterizer_state rasterizer;
239 void *handle;
240 memset(&rasterizer, 0, sizeof rasterizer);
241 rasterizer.cull_face = PIPE_FACE_NONE;
242 rasterizer.gl_rasterization_rules = 1;
243 handle = ctx->create_rasterizer_state(ctx, &rasterizer);
244 ctx->bind_rasterizer_state(ctx, handle);
245 }
246
247 set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000);
248 set_vertices();
249 set_vertex_shader();
250 if (0)
251 set_fragment_shader();
252 }
253
254
255 int main( int argc, char *argv[] )
256 {
257 if (argc > 1)
258 num_iters = atoi(argv[1]);
259
260 init();
261
262 graw_set_display_func( draw );
263 graw_main_loop();
264 return 0;
265 }