summaryrefslogtreecommitdiff
path: root/src/gallium/tests/graw/shader-leak.c
blob: b53f0a046ca8c1750a368e824eada7039c2da337 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
/**
 * Create shaders in a loop to test memory usage.
 */

#include <stdio.h>
#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"


static int num_iters = 100;


enum pipe_format formats[] = {
   PIPE_FORMAT_R8G8B8A8_UNORM,
   PIPE_FORMAT_B8G8R8A8_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 near, float far)
{
   float z = far;
   float half_width = (float)width / 2.0f;
   float half_height = (float)height / 2.0f;
   float half_depth = ((float)far - (float)near) / 2.0f;
   struct pipe_viewport_state vp;

   vp.scale[0] = half_width;
   vp.scale[1] = half_height;
   vp.scale[2] = half_depth;
   vp.scale[3] = 1.0f;

   vp.translate[0] = half_width + x;
   vp.translate[1] = half_height + y;
   vp.translate[2] = half_depth + z;
   vp.translate[3] = 0.0f;

   ctx->set_viewport_state( ctx, &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);


   vbuf.stride = sizeof(struct vertex);
   vbuf.max_index = sizeof(vertices) / vbuf.stride;
   vbuf.buffer_offset = 0;
   vbuf.buffer = screen->user_buffer_create(screen,
                                            vertices,
                                            sizeof(vertices),
                                            PIPE_BIND_VERTEX_BUFFER);

   ctx->set_vertex_buffers(ctx, 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 )
{
   float clear_color[4] = {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, PIPE_FLUSH_RENDER_CACHE, NULL);

      ctx->bind_fs_state(ctx, NULL);
      ctx->delete_fs_state(ctx, fs);
   }

   screen->flush_frontbuffer(screen, tex, 0, 0, window);
   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; 
        window == NULL && formats[i] != PIPE_FORMAT_NONE;
        i++) {
      
      screen = graw_create_window_and_screen(0,0,300,300,
                                             formats[i],
                                             &window);
   }
   
   ctx = screen->context_create(screen, NULL);
   if (ctx == NULL)
      exit(3);

   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.usage = PIPE_BIND_RENDER_TARGET;
   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.gl_rasterization_rules = 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;
}