#!/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(''' VERT1.1 DCL IN[0], POSITION, CONSTANT DCL IN[1], COLOR, CONSTANT DCL OUT[0], POSITION, CONSTANT DCL OUT[1], COLOR, CONSTANT 0:MOV OUT[0], IN[0] 1:MOV OUT[1], IN[1] 2:END ''') #vs.dump() ctx.set_vertex_shader(vs) # fragment shader fs = Shader(''' FRAG1.1 DCL IN[0], COLOR, LINEAR DCL OUT[0], COLOR, CONSTANT 0:MOV OUT[0], IN[0] 1:END ''') #fs.dump() ctx.set_fragment_shader(fs) nverts = 3 nattrs = 2 verts = FloatArray(nverts * nattrs * 4) verts[ 0] = 128.0 # x1 verts[ 1] = 32.0 # y1 verts[ 2] = 0.0 # z1 verts[ 3] = 1.0 # w1 verts[ 4] = 1.0 # r1 verts[ 5] = 0.0 # g1 verts[ 6] = 0.0 # b1 verts[ 7] = 1.0 # a1 verts[ 8] = 32.0 # x2 verts[ 9] = 224.0 # y2 verts[10] = 0.0 # z2 verts[11] = 1.0 # w2 verts[12] = 0.0 # r2 verts[13] = 1.0 # g2 verts[14] = 0.0 # b2 verts[15] = 1.0 # a2 verts[16] = 224.0 # x3 verts[17] = 224.0 # y3 verts[18] = 0.0 # z3 verts[19] = 1.0 # w3 verts[20] = 0.0 # r3 verts[21] = 0.0 # g3 verts[22] = 1.0 # b3 verts[23] = 1.0 # a3 ctx.surface_clear(surface, 0x00000000) ctx.draw_vertices(PIPE_PRIM_TRIANGLES, nverts, nattrs, verts) ctx.flush() save_image("tri.png", surface) def main(): dev = Device(hardware = False) test(dev) if __name__ == '__main__': main()