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diff --git a/src/gallium/state_trackers/python/samples/simple.py b/src/gallium/state_trackers/python/samples/simple.py
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+#!/usr/bin/env python
+##########################################################################
+#
+# Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
+# All Rights Reserved.
+#
+# Permission is hereby granted, free of charge, to any person obtaining a
+# copy of this software and associated documentation files (the
+# "Software"), to deal in the Software without restriction, including
+# without limitation the rights to use, copy, modify, merge, publish,
+# distribute, sub license, and/or sell copies of the Software, and to
+# permit persons to whom the Software is furnished to do so, subject to
+# the following conditions:
+#
+# The above copyright notice and this permission notice (including the
+# next paragraph) shall be included in all copies or substantial portions
+# of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+# OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+# IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+# ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+# TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+# SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+#
+##########################################################################
+
+
+from gallium import *
+
+
+def save_image(filename, surface):
+ pixels = FloatArray(surface.height*surface.width*4)
+ surface.get_tile_rgba(0, 0, surface.width, surface.height, pixels)
+
+ import Image
+ outimage = Image.new(
+ mode='RGB',
+ size=(surface.width, surface.height),
+ color=(0,0,0))
+ outpixels = outimage.load()
+ for y in range(0, surface.height):
+ for x in range(0, surface.width):
+ offset = (y*surface.width + x)*4
+ r, g, b, a = [int(pixels[offset + ch]*255) for ch in range(4)]
+ outpixels[x, y] = r, g, b
+ outimage.save(filename, "PNG")
+
+
+def test(dev):
+ ctx = dev.context_create()
+
+ width = 256
+ height = 256
+
+ # disabled blending/masking
+ blend = Blend()
+ blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE
+ blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE
+ blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO
+ blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO
+ blend.colormask = PIPE_MASK_RGBA
+ ctx.set_blend(blend)
+
+ # no-op depth/stencil/alpha
+ depth_stencil_alpha = DepthStencilAlpha()
+ ctx.set_depth_stencil_alpha(depth_stencil_alpha)
+
+ # rasterizer
+ rasterizer = Rasterizer()
+ rasterizer.front_winding = PIPE_WINDING_CW
+ rasterizer.cull_mode = PIPE_WINDING_NONE
+ rasterizer.bypass_clipping = 1
+ #rasterizer.bypass_vs = 1
+ ctx.set_rasterizer(rasterizer)
+
+ # viewport (identity, we setup vertices in wincoords)
+ viewport = Viewport()
+ scale = FloatArray(4)
+ scale[0] = 1.0
+ scale[1] = 1.0
+ scale[2] = 1.0
+ scale[3] = 1.0
+ viewport.scale = scale
+ translate = FloatArray(4)
+ translate[0] = 0.0
+ translate[1] = 0.0
+ translate[2] = 0.0
+ translate[3] = 0.0
+ viewport.translate = translate
+ ctx.set_viewport(viewport)
+
+ # samplers
+ sampler = Sampler()
+ sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE
+ sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE
+ sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE
+ sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE
+ sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST
+ sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST
+ sampler.normalized_coords = 1
+ ctx.set_sampler(0, sampler)
+
+ # texture
+ texture = dev.texture_create(PIPE_FORMAT_A8R8G8B8_UNORM, width, height, usage=PIPE_TEXTURE_USAGE_RENDER_TARGET)
+ ctx.set_sampler_texture(0, texture)
+
+ # drawing dest
+ surface = texture.get_surface(usage = PIPE_BUFFER_USAGE_GPU_WRITE)
+ fb = Framebuffer()
+ fb.width = surface.width
+ fb.height = surface.height
+ fb.num_cbufs = 1
+ fb.set_cbuf(0, surface)
+ ctx.set_framebuffer(fb)
+
+ # vertex shader
+ # vs = Shader()
+ #ctx.set_vertex_shader(vs)
+
+ # fragment shader
+ #fs = Shader()
+ #ctx.set_fragment_shader(fs)
+
+ if 0:
+ nverts = 4
+ nattrs = 1
+ vertices = FloatArray(n_verts * nattrs * 4)
+
+ # init vertex data that doesn't change
+ for i in range(nverts):
+ for j in range(nattrs):
+ vertices[(i*nattrs +j)*4 + 0] = 0.0
+ vertices[(i*nattrs +j)*4 + 1] = 0.0
+ vertices[(i*nattrs +j)*4 + 2] = 0.0
+ vertices[(i*nattrs +j)*4 + 3] = 0.0
+
+ ctx.draw_vertices(PIPE_PRIM_TRIANGLE_FAN,
+ 4, # verts
+ 2, # attribs/vert
+ vertices)
+ else:
+ ctx.draw_quad(32.0, 32.0, 224.0, 224.0)
+
+ ctx.flush()
+
+ save_image("simple.png", surface)
+
+
+
+def main():
+ dev = Device(0)
+ test(dev)
+
+
+if __name__ == '__main__':
+ main()