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 "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 #include "util/u_inlines.h"
15 
16 enum pipe_format formats[] = {
17    PIPE_FORMAT_R8G8B8A8_UNORM,
18    PIPE_FORMAT_B8G8R8A8_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 near,float far)52 static void set_viewport( float x, float y,
53                           float width, float height,
54                           float near, float far)
55 {
56    float z = 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;
61 
62    vp.scale[0] = half_width;
63    vp.scale[1] = half_height;
64    vp.scale[2] = half_depth;
65    vp.scale[3] = 1.0f;
66 
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;
71 
72    ctx->set_viewport_state( ctx, &vp );
73 }
74 
set_vertices(void)75 static void set_vertices( void )
76 {
77    struct pipe_vertex_element ve[2];
78    struct pipe_vertex_buffer vbuf;
79    void *handle;
80 
81    memset(ve, 0, sizeof ve);
82 
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;
87 
88    handle = ctx->create_vertex_elements_state(ctx, 2, ve);
89    ctx->bind_vertex_elements_state(ctx, handle);
90 
91 
92    vbuf.stride = sizeof( struct vertex );
93    vbuf.buffer_offset = 0;
94    vbuf.buffer = pipe_buffer_create_with_data(ctx,
95                                               PIPE_BIND_VERTEX_BUFFER,
96                                               PIPE_USAGE_STATIC,
97                                               sizeof(vertices),
98                                               vertices);
99 
100    ctx->set_vertex_buffers(ctx, 1, &vbuf);
101 }
102 
set_vertex_shader(void)103 static void set_vertex_shader( void )
104 {
105    void *handle;
106    const char *text =
107       "VERT\n"
108       "DCL IN[0]\n"
109       "DCL IN[1]\n"
110       "DCL OUT[0], POSITION\n"
111       "DCL OUT[1], COLOR\n"
112       "  0: MOV OUT[1], IN[1]\n"
113       "  1: MOV OUT[0], IN[0]\n"
114       "  2: END\n";
115 
116    handle = graw_parse_vertex_shader(ctx, text);
117    ctx->bind_vs_state(ctx, handle);
118 }
119 
set_fragment_shader(void)120 static void 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       "  0: MOV OUT[0], IN[0]\n"
128       "  1: END\n";
129 
130    handle = graw_parse_fragment_shader(ctx, text);
131    ctx->bind_fs_state(ctx, handle);
132 }
133 
134 
set_geometry_shader(void)135 static void set_geometry_shader( void )
136 {
137    void *handle;
138    const char *text =
139       "GEOM\n"
140       "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
141       "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
142       "DCL IN[][0], POSITION, CONSTANT\n"
143       "DCL IN[][1], COLOR, CONSTANT\n"
144       "DCL OUT[0], POSITION, CONSTANT\n"
145       "DCL OUT[1], COLOR, CONSTANT\n"
146       "0:MOV OUT[0], IN[0][0]\n"
147       "1:MOV OUT[1], IN[0][1]\n"
148       "2:EMIT\n"
149       "3:MOV OUT[0], IN[1][0]\n"
150       "4:MOV OUT[1], IN[0][1]\n" /* copy color from input vertex 0 */
151       "5:EMIT\n"
152       "6:MOV OUT[0], IN[2][0]\n"
153       "7:MOV OUT[1], IN[2][1]\n"
154       "8:EMIT\n"
155       "9:ENDPRIM\n"
156       "10:END\n";
157 
158    handle = graw_parse_geometry_shader(ctx, text);
159    ctx->bind_gs_state(ctx, handle);
160 }
161 
draw(void)162 static void draw( void )
163 {
164    union pipe_color_union clear_color = { {1,0,1,1} };
165 
166    ctx->clear(ctx, PIPE_CLEAR_COLOR, &clear_color, 0, 0);
167    util_draw_arrays(ctx, PIPE_PRIM_TRIANGLES, 0, 3);
168    ctx->flush(ctx, NULL);
169 
170    screen->flush_frontbuffer(screen, tex, 0, 0, window);
171 }
172 
173 
init(void)174 static void init( void )
175 {
176    struct pipe_framebuffer_state fb;
177    struct pipe_resource templat;
178    struct pipe_surface surf_tmpl;
179    int i;
180 
181    /* It's hard to say whether window or screen should be created
182     * first.  Different environments would prefer one or the other.
183     *
184     * Also, no easy way of querying supported formats if the screen
185     * cannot be created first.
186     */
187    for (i = 0; formats[i] != PIPE_FORMAT_NONE; i++) {
188       screen = graw_create_window_and_screen(0, 0, 300, 300,
189                                              formats[i],
190                                              &window);
191       if (window && screen)
192          break;
193    }
194    if (!screen || !window) {
195       fprintf(stderr, "Unable to create window\n");
196       exit(1);
197    }
198 
199    ctx = screen->context_create(screen, NULL);
200    if (ctx == NULL)
201       exit(3);
202 
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.nr_samples = 1;
211    templat.bind = (PIPE_BIND_RENDER_TARGET |
212                    PIPE_BIND_DISPLAY_TARGET);
213 
214    tex = screen->resource_create(screen,
215                                  &templat);
216    if (tex == NULL)
217       exit(4);
218 
219    surf_tmpl.format = templat.format;
220    surf_tmpl.usage = PIPE_BIND_RENDER_TARGET;
221    surf_tmpl.u.tex.level = 0;
222    surf_tmpl.u.tex.first_layer = 0;
223    surf_tmpl.u.tex.last_layer = 0;
224    surf = ctx->create_surface(ctx, tex, &surf_tmpl);
225    if (surf == NULL)
226       exit(5);
227 
228    memset(&fb, 0, sizeof fb);
229    fb.nr_cbufs = 1;
230    fb.width = WIDTH;
231    fb.height = HEIGHT;
232    fb.cbufs[0] = surf;
233 
234    ctx->set_framebuffer_state(ctx, &fb);
235 
236    {
237       struct pipe_blend_state blend;
238       void *handle;
239       memset(&blend, 0, sizeof blend);
240       blend.rt[0].colormask = PIPE_MASK_RGBA;
241       handle = ctx->create_blend_state(ctx, &blend);
242       ctx->bind_blend_state(ctx, handle);
243    }
244 
245    {
246       struct pipe_depth_stencil_alpha_state depthstencil;
247       void *handle;
248       memset(&depthstencil, 0, sizeof depthstencil);
249       handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil);
250       ctx->bind_depth_stencil_alpha_state(ctx, handle);
251    }
252 
253    {
254       struct pipe_rasterizer_state rasterizer;
255       void *handle;
256       memset(&rasterizer, 0, sizeof rasterizer);
257       rasterizer.cull_face = PIPE_FACE_NONE;
258       rasterizer.gl_rasterization_rules = 1;
259       rasterizer.depth_clip = 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