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      1 /* Test the writing Z in fragment shader.
      2  * The red quad should be entirely in front of the blue quad even
      3  * though the overlap and intersect in Z.
      4  */
      5 
      6 #include <stdio.h>
      7 
      8 #include "graw_util.h"
      9 
     10 
     11 static int width = 300;
     12 static int height = 300;
     13 
     14 static struct graw_info info;
     15 
     16 
     17 struct vertex {
     18    float position[4];
     19    float color[4];
     20 };
     21 
     22 #define z0 0.2
     23 #define z01 0.5
     24 #define z1 0.4
     25 
     26 
     27 static struct vertex vertices[] =
     28 {
     29    /* left quad: clock-wise, front-facing, red */
     30    {
     31       {-0.8, -0.9, z0, 1.0 },
     32       { 1, 0, 0, 1 }
     33    },
     34 
     35    {
     36       { -0.2, -0.9, z0, 1.0 },
     37       { 1, 0, 0, 1 }
     38    },
     39 
     40    {
     41       { 0.2,  0.9, z01, 1.0 },
     42       { 1, 0, 0, 1 }
     43    },
     44 
     45    {
     46       {-0.9,  0.9, z01, 1.0 },
     47       { 1, 0, 0, 1 }
     48    },
     49 
     50    /* right quad : counter-clock-wise, back-facing, green */
     51    {
     52       { 0.2,  -0.9, z1, 1.0 },
     53       { 0, 0, 1, -1 }
     54    },
     55 
     56    {
     57       { -0.2,  0.8, z1, 1.0 },
     58       { 0, 0, 1, -1 }
     59    },
     60 
     61    {
     62       { 0.9,  0.8, z1, 1.0 },
     63       { 0, 0, 1, -1 }
     64    },
     65 
     66    {
     67       { 0.8, -0.9, z1, 1.0 },
     68       { 0, 0, 1, -1 }
     69    },
     70 };
     71 
     72 #define NUM_VERTS (sizeof(vertices) / sizeof(vertices[0]))
     73 
     74 
     75 
     76 static void
     77 set_vertices(void)
     78 {
     79    struct pipe_vertex_element ve[2];
     80    struct pipe_vertex_buffer vbuf;
     81    void *handle;
     82 
     83    memset(ve, 0, sizeof ve);
     84 
     85    ve[0].src_offset = Offset(struct vertex, position);
     86    ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
     87    ve[1].src_offset = Offset(struct vertex, color);
     88    ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
     89 
     90    handle = info.ctx->create_vertex_elements_state(info.ctx, 2, ve);
     91    info.ctx->bind_vertex_elements_state(info.ctx, handle);
     92 
     93    memset(&vbuf, 0, sizeof vbuf);
     94 
     95    vbuf.stride = sizeof(struct vertex);
     96    vbuf.buffer_offset = 0;
     97    vbuf.buffer = pipe_buffer_create_with_data(info.ctx,
     98                                               PIPE_BIND_VERTEX_BUFFER,
     99                                               PIPE_USAGE_DEFAULT,
    100                                               sizeof(vertices),
    101                                               vertices);
    102 
    103    info.ctx->set_vertex_buffers(info.ctx, 0, 1, &vbuf);
    104 }
    105 
    106 
    107 static void
    108 set_vertex_shader(void)
    109 {
    110    void *handle;
    111    const char *text =
    112       "VERT\n"
    113       "DCL IN[0]\n"
    114       "DCL IN[1]\n"
    115       "DCL OUT[0], POSITION\n"
    116       "DCL OUT[1], GENERIC[0]\n"
    117       "  0: MOV OUT[0], IN[0]\n"
    118       "  1: MOV OUT[1], IN[1]\n"
    119       "  2: END\n";
    120 
    121    handle = graw_parse_vertex_shader(info.ctx, text);
    122    info.ctx->bind_vs_state(info.ctx, handle);
    123 }
    124 
    125 
    126 static void
    127 set_fragment_shader(void)
    128 {
    129    void *handle;
    130    const char *text =
    131       "FRAG\n"
    132       "DCL IN[0], GENERIC, CONSTANT\n"
    133       "DCL OUT[0], COLOR\n"
    134       "DCL OUT[1], POSITION\n"
    135       "DCL TEMP[0]\n"
    136       "IMM FLT32 {    1.0,     0.0,     0.0,     0.0 }\n"
    137       "IMM FLT32 {    0.0,     1.0,     0.0,     0.0 }\n"
    138       "IMM FLT32 {    0.5,     0.4,     0.0,     0.0 }\n"
    139       " 0: MOV OUT[0], IN[0]\n"    /* front-facing: red */
    140       " 1: IF IN[0].xxxx :3\n"
    141       " 2:   MOV OUT[1].z, IMM[2].yyyy\n"   /* red: Z = 0.4 */
    142       " 3: ELSE :5\n"
    143       " 4:   MOV OUT[1].z, IMM[2].xxxx\n"   /* blue: Z = 0.5 */
    144       " 5: ENDIF\n"
    145       " 6: END\n";
    146 
    147    handle = graw_parse_fragment_shader(info.ctx, text);
    148    info.ctx->bind_fs_state(info.ctx, handle);
    149 }
    150 
    151 
    152 
    153 static void
    154 draw(void)
    155 {
    156    union pipe_color_union clear_color;
    157 
    158    clear_color.f[0] = 0.25;
    159    clear_color.f[1] = 0.25;
    160    clear_color.f[2] = 0.25;
    161    clear_color.f[3] = 1.00;
    162 
    163    info.ctx->clear(info.ctx,
    164               PIPE_CLEAR_COLOR | PIPE_CLEAR_DEPTHSTENCIL,
    165               &clear_color, 1.0, 0);
    166    util_draw_arrays(info.ctx, PIPE_PRIM_QUADS, 0, NUM_VERTS);
    167    info.ctx->flush(info.ctx, NULL, 0);
    168 
    169 #if 0
    170    /* At the moment, libgraw leaks out/makes available some of the
    171     * symbols from gallium/auxiliary, including these debug helpers.
    172     * Will eventually want to bless some of these paths, and lock the
    173     * others down so they aren't accessible from test programs.
    174     *
    175     * This currently just happens to work on debug builds - a release
    176     * build will probably fail to link here:
    177     */
    178    debug_dump_surface_bmp(info.ctx, "result.bmp", surf);
    179 #endif
    180 
    181    graw_util_flush_front(&info);
    182 }
    183 
    184 
    185 #if 0
    186 static void
    187 resize(int w, int h)
    188 {
    189    width = w;
    190    height = h;
    191 
    192    graw_util_viewport(&info, 0, 0, width, height, -1.0, 1.0);
    193 }
    194 #endif
    195 
    196 
    197 static void
    198 init(void)
    199 {
    200    if (!graw_util_create_window(&info, width, height, 1, TRUE))
    201       exit(1);
    202 
    203    graw_util_default_state(&info, TRUE);
    204 
    205    graw_util_viewport(&info, 0, 0, width, height, -1.0, 1.0);
    206 
    207    set_vertices();
    208    set_vertex_shader();
    209    set_fragment_shader();
    210 }
    211 
    212 
    213 int
    214 main(int argc, char *argv[])
    215 {
    216    init();
    217 
    218    printf("The red quad should be entirely in front of the blue quad.\n");
    219 
    220    graw_set_display_func(draw);
    221    /*graw_set_reshape_func(resize);*/
    222    graw_main_loop();
    223    return 0;
    224 }
    225