1 /* Display a cleared blue window.  This demo has no dependencies on
2  * any utility code, just the graw interface and gallium.
3  */
4 
5 #include <stdio.h>
6 #include "frontend/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 #include "util/u_inlines.h"
15 
16 enum pipe_format formats[] = {
17    PIPE_FORMAT_RGBA8888_UNORM,
18    PIPE_FORMAT_BGRA8888_UNORM,
19    PIPE_FORMAT_NONE
20 };
21 
22 static const int WIDTH = 300;
23 static const int HEIGHT = 300;
24 
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;
30 
31 struct vertex {
32    float position[4];
33    float color[4];
34 };
35 
36 static struct vertex vertices[4] =
37 {
38    { { 0.0f, -0.9f, 0.0f, 1.0f },
39      { 1.0f, 0.0f, 0.0f, 1.0f }
40    },
41    { { -0.9f, 0.9f, 0.0f, 1.0f },
42      { 0.0f, 1.0f, 0.0f, 1.0f }
43    },
44    { { 0.9f, 0.9f, 0.0f, 1.0f },
45      { 0.0f, 0.0f, 1.0f, 1.0f }
46    }
47 };
48 
49 
50 
51 
set_viewport(float x,float y,float width,float height,float zNear,float zFar)52 static void set_viewport( float x, float y,
53                           float width, float height,
54                           float zNear, float zFar)
55 {
56    float z = zFar;
57    float half_width = (float)width / 2.0f;
58    float half_height = (float)height / 2.0f;
59    float half_depth = ((float)zFar - (float)zNear) / 2.0f;
60    struct pipe_viewport_state vp;
61 
62    vp.scale[0] = half_width;
63    vp.scale[1] = half_height;
64    vp.scale[2] = half_depth;
65 
66    vp.translate[0] = half_width + x;
67    vp.translate[1] = half_height + y;
68    vp.translate[2] = half_depth + z;
69 
70    ctx->set_viewport_states( ctx, 0, 1, &vp );
71 }
72 
set_vertices(void)73 static void set_vertices( void )
74 {
75    struct pipe_vertex_element ve[2];
76    struct pipe_vertex_buffer vbuf;
77    void *handle;
78 
79    memset(ve, 0, sizeof ve);
80 
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;
85 
86    handle = ctx->create_vertex_elements_state(ctx, 2, ve);
87    ctx->bind_vertex_elements_state(ctx, handle);
88 
89    memset(&vbuf, 0, sizeof vbuf);
90 
91    vbuf.stride = sizeof( struct vertex );
92    vbuf.buffer_offset = 0;
93    vbuf.buffer.resource = pipe_buffer_create_with_data(ctx,
94                                               PIPE_BIND_VERTEX_BUFFER,
95                                               PIPE_USAGE_DEFAULT,
96                                               sizeof(vertices),
97                                               vertices);
98 
99    ctx->set_vertex_buffers(ctx, 0, 1, &vbuf);
100 }
101 
set_vertex_shader(void)102 static void set_vertex_shader( void )
103 {
104    void *handle;
105    const char *text =
106       "VERT\n"
107       "DCL IN[0]\n"
108       "DCL IN[1]\n"
109       "DCL OUT[0], POSITION\n"
110       "DCL OUT[1], COLOR\n"
111       "  0: MOV OUT[1], IN[1]\n"
112       "  1: MOV OUT[0], IN[0]\n"
113       "  2: END\n";
114 
115    handle = graw_parse_vertex_shader(ctx, text);
116    ctx->bind_vs_state(ctx, handle);
117 }
118 
set_fragment_shader(void)119 static void set_fragment_shader( void )
120 {
121    void *handle;
122    const char *text =
123       "FRAG\n"
124       "DCL IN[0], COLOR, LINEAR\n"
125       "DCL OUT[0], COLOR\n"
126       "  0: MOV OUT[0], IN[0]\n"
127       "  1: END\n";
128 
129    handle = graw_parse_fragment_shader(ctx, text);
130    ctx->bind_fs_state(ctx, handle);
131 }
132 
133 
set_geometry_shader(void)134 static void set_geometry_shader( void )
135 {
136    void *handle;
137    const char *text =
138       "GEOM\n"
139       "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
140       "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
141       "DCL IN[][0], POSITION, CONSTANT\n"
142       "DCL IN[][1], COLOR, CONSTANT\n"
143       "DCL OUT[0], POSITION, CONSTANT\n"
144       "DCL OUT[1], COLOR, CONSTANT\n"
145       "0:MOV OUT[0], IN[0][0]\n"
146       "1:MOV OUT[1], IN[0][1]\n"
147       "2:EMIT\n"
148       "3:MOV OUT[0], IN[1][0]\n"
149       "4:MOV OUT[1], IN[0][1]\n" /* copy color from input vertex 0 */
150       "5:EMIT\n"
151       "6:MOV OUT[0], IN[2][0]\n"
152       "7:MOV OUT[1], IN[2][1]\n"
153       "8:EMIT\n"
154       "9:ENDPRIM\n"
155       "10:END\n";
156 
157    handle = graw_parse_geometry_shader(ctx, text);
158    ctx->bind_gs_state(ctx, handle);
159 }
160 
draw(void)161 static void draw( void )
162 {
163    union pipe_color_union clear_color = { {1,0,1,1} };
164 
165    ctx->clear(ctx, PIPE_CLEAR_COLOR, NULL, &clear_color, 0, 0);
166    util_draw_arrays(ctx, PIPE_PRIM_TRIANGLES, 0, 3);
167    ctx->flush(ctx, NULL, 0);
168 
169    screen->flush_frontbuffer(screen, tex, 0, 0, window, NULL);
170 }
171 
172 
init(void)173 static void init( void )
174 {
175    struct pipe_framebuffer_state fb;
176    struct pipe_resource templat;
177    struct pipe_surface surf_tmpl;
178    int i;
179 
180    /* It's hard to say whether window or screen should be created
181     * first.  Different environments would prefer one or the other.
182     *
183     * Also, no easy way of querying supported formats if the screen
184     * cannot be created first.
185     */
186    for (i = 0; formats[i] != PIPE_FORMAT_NONE; i++) {
187       screen = graw_create_window_and_screen(0, 0, 300, 300,
188                                              formats[i],
189                                              &window);
190       if (window && screen)
191          break;
192    }
193    if (!screen || !window) {
194       fprintf(stderr, "Unable to create window\n");
195       exit(1);
196    }
197 
198    ctx = screen->context_create(screen, NULL, 0);
199    if (ctx == NULL)
200       exit(3);
201 
202    memset(&templat, 0, sizeof(templat));
203    templat.target = PIPE_TEXTURE_2D;
204    templat.format = formats[i];
205    templat.width0 = WIDTH;
206    templat.height0 = HEIGHT;
207    templat.depth0 = 1;
208    templat.array_size = 1;
209    templat.last_level = 0;
210    templat.bind = (PIPE_BIND_RENDER_TARGET |
211                    PIPE_BIND_DISPLAY_TARGET);
212 
213    tex = screen->resource_create(screen,
214                                  &templat);
215    if (tex == NULL)
216       exit(4);
217 
218    surf_tmpl.format = templat.format;
219    surf_tmpl.u.tex.level = 0;
220    surf_tmpl.u.tex.first_layer = 0;
221    surf_tmpl.u.tex.last_layer = 0;
222    surf = ctx->create_surface(ctx, tex, &surf_tmpl);
223    if (surf == NULL)
224       exit(5);
225 
226    memset(&fb, 0, sizeof fb);
227    fb.nr_cbufs = 1;
228    fb.width = WIDTH;
229    fb.height = HEIGHT;
230    fb.cbufs[0] = surf;
231 
232    ctx->set_framebuffer_state(ctx, &fb);
233 
234    {
235       struct pipe_blend_state blend;
236       void *handle;
237       memset(&blend, 0, sizeof blend);
238       blend.rt[0].colormask = PIPE_MASK_RGBA;
239       handle = ctx->create_blend_state(ctx, &blend);
240       ctx->bind_blend_state(ctx, handle);
241    }
242 
243    {
244       struct pipe_depth_stencil_alpha_state depthstencil;
245       void *handle;
246       memset(&depthstencil, 0, sizeof depthstencil);
247       handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil);
248       ctx->bind_depth_stencil_alpha_state(ctx, handle);
249    }
250 
251    {
252       struct pipe_rasterizer_state rasterizer;
253       void *handle;
254       memset(&rasterizer, 0, sizeof rasterizer);
255       rasterizer.cull_face = PIPE_FACE_NONE;
256       rasterizer.half_pixel_center = 1;
257       rasterizer.bottom_edge_rule = 1;
258       rasterizer.depth_clip_near = 1;
259       rasterizer.depth_clip_far = 1;
260       handle = ctx->create_rasterizer_state(ctx, &rasterizer);
261       ctx->bind_rasterizer_state(ctx, handle);
262    }
263 
264    set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000);
265    set_vertices();
266    set_vertex_shader();
267    set_fragment_shader();
268    set_geometry_shader();
269 }
270 
271 
main(int argc,char * argv[])272 int main( int argc, char *argv[] )
273 {
274    init();
275 
276    graw_set_display_func( draw );
277    graw_main_loop();
278    return 0;
279 }
280