/** * Create shaders in a loop to test memory usage. */ #include #include "state_tracker/graw.h" #include "pipe/p_screen.h" #include "pipe/p_context.h" #include "pipe/p_state.h" #include "pipe/p_defines.h" #include "util/u_memory.h" /* Offset() */ #include "util/u_draw_quad.h" #include "util/u_inlines.h" static int num_iters = 100; enum pipe_format formats[] = { PIPE_FORMAT_RGBA8888_UNORM, PIPE_FORMAT_BGRA8888_UNORM, PIPE_FORMAT_NONE }; static const int WIDTH = 300; static const int HEIGHT = 300; static struct pipe_screen *screen = NULL; static struct pipe_context *ctx = NULL; static struct pipe_surface *surf = NULL; static struct pipe_resource *tex = NULL; static void *window = NULL; struct vertex { float position[4]; float color[4]; }; static struct vertex vertices[1] = { { { 0.0f, -0.9f, 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f, 1.0f } } }; static void set_viewport( float x, float y, float width, float height, float zNear, float zFar) { float z = zFar; float half_width = (float)width / 2.0f; float half_height = (float)height / 2.0f; float half_depth = ((float)zFar - (float)zNear) / 2.0f; struct pipe_viewport_state vp; vp.scale[0] = half_width; vp.scale[1] = half_height; vp.scale[2] = half_depth; vp.translate[0] = half_width + x; vp.translate[1] = half_height + y; vp.translate[2] = half_depth + z; ctx->set_viewport_states( ctx, 0, 1, &vp ); } static void set_vertices( void ) { struct pipe_vertex_element ve[2]; struct pipe_vertex_buffer vbuf; void *handle; memset(ve, 0, sizeof ve); ve[0].src_offset = Offset(struct vertex, position); ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; ve[1].src_offset = Offset(struct vertex, color); ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; handle = ctx->create_vertex_elements_state(ctx, 2, ve); ctx->bind_vertex_elements_state(ctx, handle); memset(&vbuf, 0, sizeof vbuf); vbuf.stride = sizeof(struct vertex); vbuf.buffer_offset = 0; vbuf.buffer.resource = pipe_buffer_create_with_data(ctx, PIPE_BIND_VERTEX_BUFFER, PIPE_USAGE_DEFAULT, sizeof(vertices), vertices); ctx->set_vertex_buffers(ctx, 0, 1, &vbuf); } static void set_vertex_shader( void ) { void *handle; const char *text = "VERT\n" "DCL IN[0]\n" "DCL IN[1]\n" "DCL OUT[0], POSITION\n" "DCL OUT[1], COLOR\n" " 0: MOV OUT[1], IN[1]\n" " 1: MOV OUT[0], IN[0]\n" " 2: END\n"; handle = graw_parse_vertex_shader(ctx, text); ctx->bind_vs_state(ctx, handle); } static void * set_fragment_shader( void ) { void *handle; const char *text = "FRAG\n" "DCL IN[0], COLOR, LINEAR\n" "DCL OUT[0], COLOR\n" "DCL TEMP[0..1]\n" " 0: MUL TEMP[0], IN[0], IN[0]\n" " 1: ADD TEMP[1], IN[0], IN[0]\n" " 2: SUB OUT[0], TEMP[0], TEMP[1]\n" " 3: END\n"; handle = graw_parse_fragment_shader(ctx, text); return handle; } static void draw( void ) { union pipe_color_union clear_color = { {0,0,0,1} }; int i; printf("Creating %d shaders\n", num_iters); for (i = 0; i < num_iters; i++) { void *fs = set_fragment_shader(); ctx->bind_fs_state(ctx, fs); ctx->clear(ctx, PIPE_CLEAR_COLOR, &clear_color, 0, 0); util_draw_arrays(ctx, PIPE_PRIM_POINTS, 0, 1); ctx->flush(ctx, NULL, 0); ctx->bind_fs_state(ctx, NULL); ctx->delete_fs_state(ctx, fs); } screen->flush_frontbuffer(screen, tex, 0, 0, window, NULL); ctx->destroy(ctx); exit(0); } static void init( void ) { struct pipe_framebuffer_state fb; struct pipe_resource templat; struct pipe_surface surf_tmpl; int i; /* It's hard to say whether window or screen should be created * first. Different environments would prefer one or the other. * * Also, no easy way of querying supported formats if the screen * cannot be created first. */ for (i = 0; formats[i] != PIPE_FORMAT_NONE; i++) { screen = graw_create_window_and_screen(0, 0, 300, 300, formats[i], &window); if (window && screen) break; } if (!screen || !window) { fprintf(stderr, "Unable to create window\n"); exit(1); } ctx = screen->context_create(screen, NULL, 0); if (ctx == NULL) exit(3); memset(&templat, 0, sizeof(templat)); templat.target = PIPE_TEXTURE_2D; templat.format = formats[i]; templat.width0 = WIDTH; templat.height0 = HEIGHT; templat.depth0 = 1; templat.last_level = 0; templat.nr_samples = 1; templat.bind = (PIPE_BIND_RENDER_TARGET | PIPE_BIND_DISPLAY_TARGET); tex = screen->resource_create(screen, &templat); if (tex == NULL) { fprintf(stderr, "Unable to create screen texture!\n"); exit(4); } surf_tmpl.format = templat.format; surf_tmpl.u.tex.level = 0; surf_tmpl.u.tex.first_layer = 0; surf_tmpl.u.tex.last_layer = 0; surf = ctx->create_surface(ctx, tex, &surf_tmpl); if (surf == NULL) { fprintf(stderr, "Unable to create tex surface!\n"); exit(5); } memset(&fb, 0, sizeof fb); fb.nr_cbufs = 1; fb.width = WIDTH; fb.height = HEIGHT; fb.cbufs[0] = surf; ctx->set_framebuffer_state(ctx, &fb); { struct pipe_blend_state blend; void *handle; memset(&blend, 0, sizeof blend); blend.rt[0].colormask = PIPE_MASK_RGBA; handle = ctx->create_blend_state(ctx, &blend); ctx->bind_blend_state(ctx, handle); } { struct pipe_depth_stencil_alpha_state depthstencil; void *handle; memset(&depthstencil, 0, sizeof depthstencil); handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil); ctx->bind_depth_stencil_alpha_state(ctx, handle); } { struct pipe_rasterizer_state rasterizer; void *handle; memset(&rasterizer, 0, sizeof rasterizer); rasterizer.cull_face = PIPE_FACE_NONE; rasterizer.half_pixel_center = 1; rasterizer.bottom_edge_rule = 1; rasterizer.depth_clip = 1; handle = ctx->create_rasterizer_state(ctx, &rasterizer); ctx->bind_rasterizer_state(ctx, handle); } set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000); set_vertices(); set_vertex_shader(); if (0) set_fragment_shader(); } int main( int argc, char *argv[] ) { if (argc > 1) num_iters = atoi(argv[1]); init(); graw_set_display_func( draw ); graw_main_loop(); return 0; }