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      1 /* Test the TGSI_SEMANTIC_FACE fragment shader input.
      2  */
      3 
      4 #include <stdio.h>
      5 
      6 #include "graw_util.h"
      7 
      8 
      9 static int width = 300;
     10 static int height = 300;
     11 
     12 static struct graw_info info;
     13 
     14 struct vertex {
     15    float position[4];
     16    float color[4];
     17 };
     18 
     19 #define z0 0.2
     20 #define z01 0.5
     21 #define z1 0.4
     22 
     23 static struct vertex vertices[] =
     24 {
     25    /* left quad: clock-wise, front-facing, red */
     26    {
     27       {-0.8, -0.9, z0, 1.0 },
     28       { 0, 0, 0, 1 }
     29    },
     30 
     31    {
     32       { -0.2, -0.9, z0, 1.0 },
     33       { 0, 0, 0, 1 }
     34    },
     35 
     36    {
     37       { 0.2,  0.9, z01, 1.0 },
     38       { 0, 0, 0, 1 }
     39    },
     40 
     41    {
     42       {-0.9,  0.9, z01, 1.0 },
     43       { 0, 0, 0, 1 }
     44    },
     45 
     46    /* right quad : counter-clock-wise, back-facing, green */
     47    {
     48       { 0.2,  -0.9, z1, 1.0 },
     49       { 1, 1, 1, -1 }
     50    },
     51 
     52    {
     53       { -0.2,  0.8, z1, 1.0 },
     54       { 1, 1, 1, -1 }
     55    },
     56 
     57    {
     58       { 0.9,  0.8, z1, 1.0 },
     59       { 1, 1, 1, -1 }
     60    },
     61 
     62    {
     63       { 0.8, -0.9, z1, 1.0 },
     64       { 1, 1, 1, -1 }
     65    },
     66 };
     67 
     68 #define NUM_VERTS (sizeof(vertices) / sizeof(vertices[0]))
     69 
     70 
     71 
     72 static void
     73 set_vertices(void)
     74 {
     75    struct pipe_vertex_element ve[2];
     76    struct pipe_vertex_buffer vbuf;
     77    void *handle;
     78 
     79    memset(ve, 0, sizeof ve);
     80 
     81    ve[0].src_offset = Offset(struct vertex, position);
     82    ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
     83    ve[1].src_offset = Offset(struct vertex, color);
     84    ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
     85 
     86    handle = info.ctx->create_vertex_elements_state(info.ctx, 2, ve);
     87    info.ctx->bind_vertex_elements_state(info.ctx, handle);
     88 
     89    memset(&vbuf, 0, sizeof vbuf);
     90 
     91    vbuf.stride = sizeof(struct vertex);
     92    vbuf.buffer_offset = 0;
     93    vbuf.buffer = pipe_buffer_create_with_data(info.ctx,
     94                                               PIPE_BIND_VERTEX_BUFFER,
     95                                               PIPE_USAGE_DEFAULT,
     96                                               sizeof(vertices),
     97                                               vertices);
     98 
     99    info.ctx->set_vertex_buffers(info.ctx, 0, 1, &vbuf);
    100 }
    101 
    102 
    103 static void
    104 set_vertex_shader(void)
    105 {
    106    void *handle;
    107    const char *text =
    108       "VERT\n"
    109       "DCL IN[0]\n"
    110       "DCL IN[1]\n"
    111       "DCL OUT[0], POSITION\n"
    112       "DCL OUT[1], GENERIC[0]\n"
    113       "  0: MOV OUT[0], IN[0]\n"
    114       "  1: MOV OUT[1], IN[1]\n"
    115       "  2: END\n";
    116 
    117    handle = graw_parse_vertex_shader(info.ctx, text);
    118    info.ctx->bind_vs_state(info.ctx, handle);
    119 }
    120 
    121 
    122 static void
    123 set_fragment_shader(void)
    124 {
    125    void *handle;
    126    const char *text =
    127       "FRAG\n"
    128       "DCL IN[0], FACE, CONSTANT\n"
    129       "DCL IN[1], GENERIC, CONSTANT\n"
    130       "DCL OUT[0], COLOR\n"
    131       "DCL TEMP[0]\n"
    132       "IMM FLT32 {    1.0,     0.0,     0.0,     0.0 }\n"
    133       "IMM FLT32 {    0.0,     1.0,     0.0,     0.0 }\n"
    134       "IMM FLT32 {    0.5,     0.6,     0.0,     0.0 }\n"
    135       " 0: SGT TEMP[0].x, IN[0].xxxx, IMM[1].xxxx\n"  /* TMP[0].x = IN[0].x > 0.0 */
    136       " 1: IF TEMP[0].xxxx :4\n"
    137       " 2:   MOV OUT[0], IMM[0]\n"    /* front-facing: red */
    138       " 3: ELSE :5\n"
    139       " 4:   MOV OUT[0], IMM[1]\n"    /* back-facing: green */
    140       " 5: ENDIF\n"
    141       " 6: END\n";
    142 
    143    handle = graw_parse_fragment_shader(info.ctx, text);
    144    info.ctx->bind_fs_state(info.ctx, handle);
    145 }
    146 
    147 
    148 static void
    149 draw(void)
    150 {
    151    union pipe_color_union clear_color;
    152 
    153    clear_color.f[0] = 0.25;
    154    clear_color.f[1] = 0.25;
    155    clear_color.f[2] = 0.25;
    156    clear_color.f[3] = 1.00;
    157 
    158    info.ctx->clear(info.ctx,
    159               PIPE_CLEAR_COLOR | PIPE_CLEAR_DEPTHSTENCIL,
    160               &clear_color, 1.0, 0);
    161    util_draw_arrays(info.ctx, PIPE_PRIM_QUADS, 0, NUM_VERTS);
    162    info.ctx->flush(info.ctx, NULL, 0);
    163 
    164    graw_util_flush_front(&info);
    165 }
    166 
    167 
    168 #if 0
    169 static void
    170 resize(int w, int h)
    171 {
    172    width = w;
    173    height = h;
    174 
    175    set_viewport(0, 0, width, height, 30, 1000);
    176 }
    177 #endif
    178 
    179 
    180 static void
    181 init(void)
    182 {
    183    if (!graw_util_create_window(&info, width, height, 1, TRUE))
    184       exit(1);
    185 
    186    graw_util_default_state(&info, TRUE);
    187 
    188    graw_util_viewport(&info, 0, 0, width, height, -1.0, 1.0);
    189 
    190    set_vertices();
    191    set_vertex_shader();
    192    set_fragment_shader();
    193 }
    194 
    195 
    196 int
    197 main(int argc, char *argv[])
    198 {
    199    init();
    200 
    201    printf("Left quad: clock-wise, front-facing, red\n");
    202    printf("Right quad: counter clock-wise, back-facing, green\n");
    203 
    204    graw_set_display_func(draw);
    205    /*graw_set_reshape_func(resize);*/
    206    graw_main_loop();
    207    return 0;
    208 }
    209