blob: 45bc4a980ab3a2bf685db010c74d864c2dd44831 [file] [log] [blame]
/*
* Draw a textured triangle with depth testing. This is written against Intel
* ICD. It does not do state transition nor object memory binding like it
* should. It also does no error checking.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
#include <assert.h>
#include <xcb/xcb.h>
#include <xgl.h>
#include <xglDbg.h>
#include <xglWsiX11Ext.h>
#include "icd-bil.h"
#define DEMO_BUFFER_COUNT 2
#define DEMO_TEXTURE_COUNT 1
struct demo {
xcb_connection_t *connection;
xcb_screen_t *screen;
XGL_PHYSICAL_GPU gpu;
XGL_DEVICE device;
XGL_QUEUE queue;
int width, height;
XGL_FORMAT format;
struct {
XGL_IMAGE image;
XGL_GPU_MEMORY mem;
XGL_COLOR_ATTACHMENT_VIEW view;
XGL_FENCE fence;
} buffers[DEMO_BUFFER_COUNT];
struct {
XGL_FORMAT format;
XGL_IMAGE image;
XGL_GPU_MEMORY mem;
XGL_DEPTH_STENCIL_VIEW view;
} depth;
struct {
XGL_SAMPLER sampler;
XGL_IMAGE image;
XGL_GPU_MEMORY mem;
XGL_IMAGE_VIEW view;
} textures[DEMO_TEXTURE_COUNT];
struct {
XGL_GPU_MEMORY mem;
XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi;
XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_bindings[1];
XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attrs[2];
} vertices;
XGL_DESCRIPTOR_SET dset;
XGL_PIPELINE pipeline;
XGL_VIEWPORT_STATE_OBJECT viewport;
XGL_RASTER_STATE_OBJECT raster;
XGL_MSAA_STATE_OBJECT msaa;
XGL_COLOR_BLEND_STATE_OBJECT color_blend;
XGL_DEPTH_STENCIL_STATE_OBJECT depth_stencil;
XGL_CMD_BUFFER cmd;
xcb_window_t window;
xcb_intern_atom_reply_t *atom_wm_delete_window;
bool quit;
XGL_UINT current_buffer;
};
static void demo_draw_build_cmd(struct demo *demo)
{
const XGL_COLOR_ATTACHMENT_BIND_INFO color_attachment = {
.view = demo->buffers[demo->current_buffer].view,
.colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL,
};
const XGL_DEPTH_STENCIL_BIND_INFO depth_stencil = {
.view = demo->depth.view,
.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL,
.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL,
};
const XGL_FLOAT clear_color[4] = { 0.2f, 0.2f, 0.2f, 0.2f };
const XGL_FLOAT clear_depth = 0.9f;
XGL_IMAGE_SUBRESOURCE_RANGE clear_range;
XGL_RESULT err;
err = xglBeginCommandBuffer(demo->cmd,
XGL_CMD_BUFFER_OPTIMIZE_GPU_SMALL_BATCH_BIT |
XGL_CMD_BUFFER_OPTIMIZE_ONE_TIME_SUBMIT_BIT);
assert(!err);
xglCmdBindPipeline(demo->cmd, XGL_PIPELINE_BIND_POINT_GRAPHICS,
demo->pipeline);
xglCmdBindDescriptorSet(demo->cmd, XGL_PIPELINE_BIND_POINT_GRAPHICS,
0, demo->dset, 0);
xglCmdBindStateObject(demo->cmd, XGL_STATE_BIND_VIEWPORT, demo->viewport);
xglCmdBindStateObject(demo->cmd, XGL_STATE_BIND_RASTER, demo->raster);
xglCmdBindStateObject(demo->cmd, XGL_STATE_BIND_MSAA, demo->msaa);
xglCmdBindStateObject(demo->cmd, XGL_STATE_BIND_COLOR_BLEND,
demo->color_blend);
xglCmdBindStateObject(demo->cmd, XGL_STATE_BIND_DEPTH_STENCIL,
demo->depth_stencil);
xglCmdBindAttachments(demo->cmd, 1, &color_attachment, &depth_stencil);
xglCmdBindVertexData(demo->cmd, demo->vertices.mem, 0, 0);
clear_range.aspect = XGL_IMAGE_ASPECT_COLOR;
clear_range.baseMipLevel = 0;
clear_range.mipLevels = 1;
clear_range.baseArraySlice = 0;
clear_range.arraySize = 1;
xglCmdClearColorImage(demo->cmd,
demo->buffers[demo->current_buffer].image,
clear_color, 1, &clear_range);
clear_range.aspect = XGL_IMAGE_ASPECT_DEPTH;
xglCmdClearDepthStencil(demo->cmd, demo->depth.image,
clear_depth, 0, 1, &clear_range);
xglCmdDraw(demo->cmd, 0, 3, 0, 1);
err = xglEndCommandBuffer(demo->cmd);
assert(!err);
}
static void demo_draw(struct demo *demo)
{
const XGL_WSI_X11_PRESENT_INFO present = {
.destWindow = demo->window,
.srcImage = demo->buffers[demo->current_buffer].image,
};
XGL_FENCE fence = demo->buffers[demo->current_buffer].fence;
XGL_RESULT err;
demo_draw_build_cmd(demo);
err = xglWaitForFences(demo->device, 1, &fence, XGL_TRUE, ~((XGL_UINT64) 0));
assert(err == XGL_SUCCESS || err == XGL_ERROR_UNAVAILABLE);
err = xglQueueSubmit(demo->queue, 1, &demo->cmd,
0, NULL, XGL_NULL_HANDLE);
assert(!err);
err = xglWsiX11QueuePresent(demo->queue, &present, fence);
assert(!err);
demo->current_buffer = (demo->current_buffer + 1) % DEMO_BUFFER_COUNT;
}
static void demo_prepare_buffers(struct demo *demo)
{
const XGL_WSI_X11_PRESENTABLE_IMAGE_CREATE_INFO presentable_image = {
.format = demo->format,
.usage = XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
.extent = {
.width = demo->width,
.height = demo->height,
},
.flags = 0,
};
const XGL_FENCE_CREATE_INFO fence = {
.sType = XGL_STRUCTURE_TYPE_FENCE_CREATE_INFO,
.pNext = NULL,
.flags = 0,
};
XGL_RESULT err;
XGL_UINT i;
for (i = 0; i < DEMO_BUFFER_COUNT; i++) {
XGL_COLOR_ATTACHMENT_VIEW_CREATE_INFO color_attachment_view = {
.sType = XGL_STRUCTURE_TYPE_COLOR_ATTACHMENT_VIEW_CREATE_INFO,
.pNext = NULL,
.format = demo->format,
.mipLevel = 0,
.baseArraySlice = 0,
.arraySize = 1,
};
err = xglWsiX11CreatePresentableImage(demo->device, &presentable_image,
&demo->buffers[i].image, &demo->buffers[i].mem);
assert(!err);
color_attachment_view.image = demo->buffers[i].image;
err = xglCreateColorAttachmentView(demo->device,
&color_attachment_view, &demo->buffers[i].view);
assert(!err);
err = xglCreateFence(demo->device,
&fence, &demo->buffers[i].fence);
assert(!err);
}
}
static void demo_prepare_depth(struct demo *demo)
{
const XGL_FORMAT depth_format = { XGL_CH_FMT_R16, XGL_NUM_FMT_DS };
const XGL_IMAGE_CREATE_INFO image = {
.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.pNext = NULL,
.imageType = XGL_IMAGE_2D,
.format = depth_format,
.extent = { demo->width, demo->height, 1 },
.mipLevels = 1,
.arraySize = 1,
.samples = 1,
.tiling = XGL_OPTIMAL_TILING,
.usage = XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT,
.flags = 0,
};
XGL_MEMORY_ALLOC_INFO mem_alloc = {
.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO,
.pNext = NULL,
.allocationSize = 0,
.alignment = 0,
.flags = 0,
.heapCount = 0,
.memPriority = XGL_MEMORY_PRIORITY_NORMAL,
};
XGL_DEPTH_STENCIL_VIEW_CREATE_INFO view = {
.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_VIEW_CREATE_INFO,
.pNext = NULL,
.image = XGL_NULL_HANDLE,
.mipLevel = 0,
.baseArraySlice = 0,
.arraySize = 1,
.flags = 0,
};
XGL_MEMORY_REQUIREMENTS mem_reqs;
XGL_SIZE mem_reqs_size= sizeof(XGL_MEMORY_REQUIREMENTS);
XGL_RESULT err;
demo->depth.format = depth_format;
/* create image */
err = xglCreateImage(demo->device, &image,
&demo->depth.image);
assert(!err);
err = xglGetObjectInfo(demo->depth.image,
XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
&mem_reqs_size, &mem_reqs);
assert(!err && mem_reqs_size == sizeof(mem_reqs));
mem_alloc.allocationSize = mem_reqs.size;
mem_alloc.alignment = mem_reqs.alignment;
mem_alloc.heapCount = mem_reqs.heapCount;
memcpy(mem_alloc.heaps, mem_reqs.heaps,
sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
/* allocate memory */
err = xglAllocMemory(demo->device, &mem_alloc,
&demo->depth.mem);
assert(!err);
/* bind memory */
err = xglBindObjectMemory(demo->depth.image,
demo->depth.mem, 0);
assert(!err);
/* create image view */
view.image = demo->depth.image;
err = xglCreateDepthStencilView(demo->device, &view,
&demo->depth.view);
assert(!err);
}
static void demo_prepare_textures(struct demo *demo)
{
const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM };
const XGL_INT tex_width = 2;
const XGL_INT tex_height = 2;
const uint32_t tex_colors[DEMO_TEXTURE_COUNT][2] = {
{ 0xffff0000, 0xff00ff00 },
};
XGL_RESULT err;
XGL_UINT i;
for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
const XGL_SAMPLER_CREATE_INFO sampler = {
.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
.pNext = NULL,
.magFilter = XGL_TEX_FILTER_NEAREST,
.minFilter = XGL_TEX_FILTER_NEAREST,
.mipMode = XGL_TEX_MIPMAP_BASE,
.addressU = XGL_TEX_ADDRESS_WRAP,
.addressV = XGL_TEX_ADDRESS_WRAP,
.addressW = XGL_TEX_ADDRESS_WRAP,
.mipLodBias = 0.0f,
.maxAnisotropy = 0,
.compareFunc = XGL_COMPARE_NEVER,
.minLod = 0.0f,
.maxLod = 0.0f,
.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE,
};
const XGL_IMAGE_CREATE_INFO image = {
.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.pNext = NULL,
.imageType = XGL_IMAGE_2D,
.format = tex_format,
.extent = { tex_width, tex_height, 1 },
.mipLevels = 1,
.arraySize = 1,
.samples = 1,
.tiling = XGL_LINEAR_TILING,
.usage = XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT,
.flags = 0,
};
XGL_MEMORY_ALLOC_INFO mem_alloc = {
.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO,
.pNext = NULL,
.allocationSize = 0,
.alignment = 0,
.flags = 0,
.heapCount = 0,
.memPriority = XGL_MEMORY_PRIORITY_NORMAL,
};
XGL_IMAGE_VIEW_CREATE_INFO view = {
.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.pNext = NULL,
.image = XGL_NULL_HANDLE,
.viewType = XGL_IMAGE_VIEW_2D,
.format = image.format,
.channels = { XGL_CHANNEL_SWIZZLE_R,
XGL_CHANNEL_SWIZZLE_G,
XGL_CHANNEL_SWIZZLE_B,
XGL_CHANNEL_SWIZZLE_A, },
.subresourceRange = { XGL_IMAGE_ASPECT_COLOR, 0, 1, 0, 1 },
.minLod = 0.0f,
};
XGL_MEMORY_REQUIREMENTS mem_reqs;
XGL_SIZE mem_reqs_size= sizeof(XGL_MEMORY_REQUIREMENTS);
/* create sampler */
err = xglCreateSampler(demo->device, &sampler,
&demo->textures[i].sampler);
assert(!err);
/* create image */
err = xglCreateImage(demo->device, &image,
&demo->textures[i].image);
assert(!err);
err = xglGetObjectInfo(demo->textures[i].image,
XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
&mem_reqs_size, &mem_reqs);
assert(!err && mem_reqs_size == sizeof(mem_reqs));
mem_alloc.allocationSize = mem_reqs.size;
mem_alloc.alignment = mem_reqs.alignment;
mem_alloc.heapCount = mem_reqs.heapCount;
memcpy(mem_alloc.heaps, mem_reqs.heaps,
sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
/* allocate memory */
err = xglAllocMemory(demo->device, &mem_alloc,
&demo->textures[i].mem);
assert(!err);
/* bind memory */
err = xglBindObjectMemory(demo->textures[i].image,
demo->textures[i].mem, 0);
assert(!err);
/* create image view */
view.image = demo->textures[i].image;
err = xglCreateImageView(demo->device, &view,
&demo->textures[i].view);
assert(!err);
}
for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
const XGL_IMAGE_SUBRESOURCE subres = {
.aspect = XGL_IMAGE_ASPECT_COLOR,
.mipLevel = 0,
.arraySlice = 0,
};
XGL_SUBRESOURCE_LAYOUT layout;
XGL_SIZE layout_size;
XGL_VOID *data;
XGL_INT x, y;
err = xglGetImageSubresourceInfo(demo->textures[i].image, &subres,
XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, &layout_size, &layout);
assert(!err && layout_size == sizeof(layout));
err = xglMapMemory(demo->textures[i].mem, 0, &data);
assert(!err);
for (y = 0; y < tex_height; y++) {
uint32_t *row = (uint32_t *) ((char *) data + layout.rowPitch * y);
for (x = 0; x < tex_width; x++)
row[x] = tex_colors[i][(x & 1) ^ (y & 1)];
}
err = xglUnmapMemory(demo->textures[i].mem);
assert(!err);
}
}
static void demo_prepare_vertices(struct demo *demo)
{
const float vb[3][5] = {
/* position texcoord */
{ -1.0f, -1.0f, -0.6f, 0.0f, 0.0f },
{ 1.0f, -1.0f, -0.5f, 1.0f, 0.0f },
{ 0.0f, 1.0f, 1.0f, 0.5f, 1.0f },
};
const XGL_MEMORY_ALLOC_INFO mem_alloc = {
.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO,
.pNext = NULL,
.allocationSize = sizeof(vb),
.alignment = 0,
.flags = 0,
.heapCount = 1,
.heaps[0] = 0,
.memPriority = XGL_MEMORY_PRIORITY_NORMAL,
};
XGL_RESULT err;
void *data;
memset(&demo->vertices, 0, sizeof(demo->vertices));
err = xglAllocMemory(demo->device, &mem_alloc, &demo->vertices.mem);
assert(!err);
err = xglMapMemory(demo->vertices.mem, 0, &data);
assert(!err);
memcpy(data, vb, sizeof(vb));
err = xglUnmapMemory(demo->vertices.mem);
assert(!err);
demo->vertices.vi.sType = XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO;
demo->vertices.vi.pNext = NULL;
demo->vertices.vi.bindingCount = 1;
demo->vertices.vi.pVertexBindingDescriptions = demo->vertices.vi_bindings;
demo->vertices.vi.attributeCount = 2;
demo->vertices.vi.pVertexAttributeDescriptions = demo->vertices.vi_attrs;
demo->vertices.vi_bindings[0].strideInBytes = sizeof(vb[0]);
demo->vertices.vi_bindings[0].stepRate = XGL_VERTEX_INPUT_STEP_RATE_VERTEX;
demo->vertices.vi_attrs[0].binding = 0;
demo->vertices.vi_attrs[0].format.channelFormat = XGL_CH_FMT_R32G32B32;
demo->vertices.vi_attrs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
demo->vertices.vi_attrs[0].offsetInBytes = 0;
demo->vertices.vi_attrs[1].binding = 0;
demo->vertices.vi_attrs[1].format.channelFormat = XGL_CH_FMT_R32G32;
demo->vertices.vi_attrs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
demo->vertices.vi_attrs[1].offsetInBytes = sizeof(float) * 3;
}
static void demo_prepare_descriptor_set(struct demo *demo)
{
const XGL_DESCRIPTOR_SET_CREATE_INFO descriptor_set = {
.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO,
.pNext = NULL,
.slots = DEMO_TEXTURE_COUNT * 2,
};
XGL_RESULT err;
XGL_UINT i;
err = xglCreateDescriptorSet(demo->device, &descriptor_set, &demo->dset);
assert(!err);
xglBeginDescriptorSetUpdate(demo->dset);
xglClearDescriptorSetSlots(demo->dset, 0, DEMO_TEXTURE_COUNT * 2);
for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
const XGL_IMAGE_VIEW_ATTACH_INFO image_view = {
.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO,
.pNext = NULL,
.view = demo->textures[i].view,
.state = XGL_IMAGE_STATE_GRAPHICS_SHADER_READ_ONLY,
};
xglAttachSamplerDescriptors(demo->dset, 2 * i, 1,
&demo->textures[i].sampler);
xglAttachImageViewDescriptors(demo->dset, 2 * i + 1, 1,
&image_view);
}
xglEndDescriptorSetUpdate(demo->dset);
}
static XGL_SHADER demo_prepare_shader(struct demo *demo,
XGL_PIPELINE_SHADER_STAGE stage,
const void *code,
XGL_SIZE size)
{
XGL_SHADER_CREATE_INFO createInfo;
XGL_SHADER shader;
XGL_RESULT err;
createInfo.sType = XGL_STRUCTURE_TYPE_SHADER_CREATE_INFO;
createInfo.pNext = NULL;
// Create fake BIL structure to feed GLSL
// to the driver "under the covers"
createInfo.codeSize = 3 * sizeof(uint32_t) + size + 1;
createInfo.pCode = malloc(createInfo.codeSize);
createInfo.flags = 0;
/* try version 0 first: XGL_PIPELINE_SHADER_STAGE followed by GLSL */
((uint32_t *) createInfo.pCode)[0] = ICD_BIL_MAGIC;
((uint32_t *) createInfo.pCode)[1] = 0;
((uint32_t *) createInfo.pCode)[2] = stage;
memcpy(((uint32_t *) createInfo.pCode + 3), code, size + 1);
err = xglCreateShader(demo->device, &createInfo, &shader);
if (err) {
free((void *) createInfo.pCode);
return NULL;
}
return shader;
}
static XGL_SHADER demo_prepare_vs(struct demo *demo)
{
static const char *vertShaderText =
"#version 130\n"
"in vec4 pos;\n"
"in vec2 attr;\n"
"out vec2 texcoord;\n"
"void main() {\n"
" texcoord = attr;\n"
" gl_Position = pos;\n"
"}\n";
return demo_prepare_shader(demo, XGL_SHADER_STAGE_VERTEX,
(const void *) vertShaderText,
strlen(vertShaderText));
}
static XGL_SHADER demo_prepare_fs(struct demo *demo)
{
static const char *fragShaderText =
"#version 130\n"
"uniform sampler2D tex;\n"
"in vec2 texcoord;\n"
"void main() {\n"
" gl_FragColor = texture(tex, texcoord);\n"
"}\n";
return demo_prepare_shader(demo, XGL_SHADER_STAGE_FRAGMENT,
(const void *) fragShaderText,
strlen(fragShaderText));
}
static void demo_prepare_pipeline(struct demo *demo)
{
XGL_GRAPHICS_PIPELINE_CREATE_INFO pipeline;
XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi;
XGL_PIPELINE_IA_STATE_CREATE_INFO ia;
XGL_PIPELINE_RS_STATE_CREATE_INFO rs;
XGL_PIPELINE_CB_STATE cb;
XGL_PIPELINE_DB_STATE_CREATE_INFO db;
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs;
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO fs;
XGL_DESCRIPTOR_SLOT_INFO fs_slots[DEMO_TEXTURE_COUNT * 2];
XGL_RESULT err;
XGL_UINT i;
memset(&pipeline, 0, sizeof(pipeline));
pipeline.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
vi = demo->vertices.vi;
memset(&ia, 0, sizeof(ia));
ia.sType = XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO;
ia.topology = XGL_TOPOLOGY_TRIANGLE_LIST;
memset(&rs, 0, sizeof(rs));
rs.sType = XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO;
memset(&cb, 0, sizeof(cb));
cb.sType = XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO;
cb.attachment[0].format = demo->format;
cb.attachment[0].channelWriteMask = 0xf;
memset(&db, 0, sizeof(db));
db.sType = XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO;
db.format = demo->depth.format;
memset(&fs_slots, 0, sizeof(fs_slots));
for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
fs_slots[2 * i].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
fs_slots[2 * i].shaderEntityIndex = i;
fs_slots[2 * i + 1].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
fs_slots[2 * i + 1].shaderEntityIndex = i;
}
memset(&vs, 0, sizeof(vs));
vs.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vs.shader.stage = XGL_SHADER_STAGE_VERTEX;
vs.shader.shader = demo_prepare_vs(demo);
memset(&fs, 0, sizeof(fs));
fs.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
fs.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
fs.shader.shader = demo_prepare_fs(demo);
fs.shader.descriptorSetMapping[0].descriptorCount =
DEMO_TEXTURE_COUNT * 2;
fs.shader.descriptorSetMapping[0].pDescriptorInfo = fs_slots;
pipeline.pNext = (const XGL_VOID *) &vi;
vi.pNext = (XGL_VOID *) &ia;
ia.pNext = (const XGL_VOID *) &rs;
rs.pNext = (const XGL_VOID *) &cb;
cb.pNext = (const XGL_VOID *) &db;
db.pNext = (const XGL_VOID *) &vs;
vs.pNext = (const XGL_VOID *) &fs;
err = xglCreateGraphicsPipeline(demo->device, &pipeline, &demo->pipeline);
assert(!err);
xglDestroyObject(vs.shader.shader);
xglDestroyObject(fs.shader.shader);
}
static void demo_prepare_dynamic_states(struct demo *demo)
{
XGL_VIEWPORT_STATE_CREATE_INFO viewport;
XGL_RASTER_STATE_CREATE_INFO raster;
XGL_MSAA_STATE_CREATE_INFO msaa;
XGL_COLOR_BLEND_STATE_CREATE_INFO color_blend;
XGL_DEPTH_STENCIL_STATE_CREATE_INFO depth_stencil;
XGL_RESULT err;
memset(&viewport, 0, sizeof(viewport));
viewport.viewportCount = 1;
viewport.scissorEnable = XGL_FALSE;
viewport.viewports[0].width = (XGL_FLOAT) demo->width;
viewport.viewports[0].height = (XGL_FLOAT) demo->height;
viewport.viewports[0].minDepth = (XGL_FLOAT) 0.0f;
viewport.viewports[0].maxDepth = (XGL_FLOAT) 1.0f;
memset(&raster, 0, sizeof(raster));
raster.sType = XGL_STRUCTURE_TYPE_RASTER_STATE_CREATE_INFO;
raster.fillMode = XGL_FILL_SOLID;
raster.cullMode = XGL_CULL_NONE;
raster.frontFace = XGL_FRONT_FACE_CCW;
memset(&msaa, 0, sizeof(msaa));
msaa.sType = XGL_STRUCTURE_TYPE_MSAA_STATE_CREATE_INFO;
msaa.samples = 1;
msaa.sampleMask = 0x1;
memset(&color_blend, 0, sizeof(color_blend));
color_blend.sType = XGL_STRUCTURE_TYPE_COLOR_BLEND_STATE_CREATE_INFO;
memset(&depth_stencil, 0, sizeof(depth_stencil));
depth_stencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
depth_stencil.depthTestEnable = XGL_TRUE;
depth_stencil.depthWriteEnable = XGL_TRUE;
depth_stencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
depth_stencil.depthBoundsEnable = XGL_FALSE;
err = xglCreateViewportState(demo->device, &viewport, &demo->viewport);
assert(!err);
err = xglCreateRasterState(demo->device, &raster, &demo->raster);
assert(!err);
err = xglCreateMsaaState(demo->device, &msaa, &demo->msaa);
assert(!err);
err = xglCreateColorBlendState(demo->device,
&color_blend, &demo->color_blend);
assert(!err);
err = xglCreateDepthStencilState(demo->device,
&depth_stencil, &demo->depth_stencil);
assert(!err);
}
static void demo_prepare(struct demo *demo)
{
const XGL_CMD_BUFFER_CREATE_INFO cmd = {
.sType = XGL_STRUCTURE_TYPE_CMD_BUFFER_CREATE_INFO,
.pNext = NULL,
.queueType = XGL_QUEUE_TYPE_GRAPHICS,
.flags = 0,
};
XGL_RESULT err;
demo_prepare_buffers(demo);
demo_prepare_depth(demo);
demo_prepare_textures(demo);
demo_prepare_vertices(demo);
demo_prepare_descriptor_set(demo);
demo_prepare_pipeline(demo);
demo_prepare_dynamic_states(demo);
err = xglCreateCommandBuffer(demo->device, &cmd, &demo->cmd);
assert(!err);
}
static void demo_handle_event(struct demo *demo,
const xcb_generic_event_t *event)
{
switch (event->response_type & 0x7f) {
case XCB_EXPOSE:
demo_draw(demo);
break;
case XCB_CLIENT_MESSAGE:
if((*(xcb_client_message_event_t*)event).data.data32[0] ==
(*demo->atom_wm_delete_window).atom) {
demo->quit = true;
}
break;
case XCB_KEY_RELEASE:
{
const xcb_key_release_event_t *key =
(const xcb_key_release_event_t *) event;
if (key->detail == 0x9)
demo->quit = true;
}
break;
case XCB_DESTROY_NOTIFY:
demo->quit = true;
break;
default:
break;
}
}
static void demo_run(struct demo *demo)
{
xcb_flush(demo->connection);
while (!demo->quit) {
xcb_generic_event_t *event;
event = xcb_wait_for_event(demo->connection);
if (event) {
demo_handle_event(demo, event);
free(event);
}
}
}
static void demo_create_window(struct demo *demo)
{
uint32_t value_mask, value_list[32];
demo->window = xcb_generate_id(demo->connection);
value_mask = XCB_CW_BACK_PIXEL | XCB_CW_EVENT_MASK;
value_list[0] = demo->screen->black_pixel;
value_list[1] = XCB_EVENT_MASK_KEY_RELEASE |
XCB_EVENT_MASK_EXPOSURE |
XCB_EVENT_MASK_STRUCTURE_NOTIFY;
xcb_create_window(demo->connection,
XCB_COPY_FROM_PARENT,
demo->window, demo->screen->root,
0, 0, demo->width, demo->height, 0,
XCB_WINDOW_CLASS_INPUT_OUTPUT,
demo->screen->root_visual,
value_mask, value_list);
/* Magic code that will send notification when window is destroyed */
xcb_intern_atom_cookie_t cookie = xcb_intern_atom(demo->connection, 1, 12,
"WM_PROTOCOLS");
xcb_intern_atom_reply_t* reply = xcb_intern_atom_reply(demo->connection, cookie, 0);
xcb_intern_atom_cookie_t cookie2 = xcb_intern_atom(demo->connection, 0, 16, "WM_DELETE_WINDOW");
demo->atom_wm_delete_window = xcb_intern_atom_reply(demo->connection, cookie2, 0);
xcb_change_property(demo->connection, XCB_PROP_MODE_REPLACE,
demo->window, (*reply).atom, 4, 32, 1,
&(*demo->atom_wm_delete_window).atom);
free(reply);
xcb_map_window(demo->connection, demo->window);
}
static void demo_init_xgl(struct demo *demo)
{
const XGL_APPLICATION_INFO app = {
.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO,
.pNext = NULL,
.pAppName = (const XGL_CHAR *) "tri",
.appVersion = 0,
.pEngineName = (const XGL_CHAR *) "tri",
.engineVersion = 0,
.apiVersion = XGL_MAKE_VERSION(0, 22, 0),
};
const XGL_WSI_X11_CONNECTION_INFO connection = {
.pConnection = demo->connection,
.root = demo->screen->root,
.provider = 0,
};
const XGL_DEVICE_QUEUE_CREATE_INFO queue = {
.queueNodeIndex = 0,
.queueCount = 1,
};
const XGL_CHAR *ext_names[] = {
(const XGL_CHAR *) "XGL_WSI_X11",
};
const XGL_DEVICE_CREATE_INFO device = {
.sType = XGL_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
.pNext = NULL,
.queueRecordCount = 1,
.pRequestedQueues = &queue,
.extensionCount = 1,
.ppEnabledExtensionNames = ext_names,
.maxValidationLevel = XGL_VALIDATION_LEVEL_END_RANGE,
.flags = XGL_DEVICE_CREATE_VALIDATION_BIT,
};
XGL_RESULT err;
XGL_UINT gpu_count;
XGL_UINT i;
err = xglInitAndEnumerateGpus(&app, NULL, 1, &gpu_count, &demo->gpu);
assert(!err && gpu_count == 1);
for (i = 0; i < device.extensionCount; i++) {
err = xglGetExtensionSupport(demo->gpu, ext_names[i]);
assert(!err);
}
err = xglWsiX11AssociateConnection(demo->gpu, &connection);
assert(!err);
err = xglCreateDevice(demo->gpu, &device, &demo->device);
assert(!err);
err = xglGetDeviceQueue(demo->device, XGL_QUEUE_TYPE_GRAPHICS,
0, &demo->queue);
assert(!err);
}
static void demo_init_connection(struct demo *demo)
{
const xcb_setup_t *setup;
xcb_screen_iterator_t iter;
int scr;
demo->connection = xcb_connect(NULL, &scr);
setup = xcb_get_setup(demo->connection);
iter = xcb_setup_roots_iterator(setup);
while (scr-- > 0)
xcb_screen_next(&iter);
demo->screen = iter.data;
}
static void demo_init(struct demo *demo)
{
memset(demo, 0, sizeof(*demo));
demo_init_connection(demo);
demo_init_xgl(demo);
demo->width = 300;
demo->height = 300;
demo->format.channelFormat = XGL_CH_FMT_B8G8R8A8;
demo->format.numericFormat = XGL_NUM_FMT_UNORM;
}
static void demo_cleanup(struct demo *demo)
{
XGL_UINT i;
xglDestroyObject(demo->cmd);
xglDestroyObject(demo->viewport);
xglDestroyObject(demo->raster);
xglDestroyObject(demo->msaa);
xglDestroyObject(demo->color_blend);
xglDestroyObject(demo->depth_stencil);
xglDestroyObject(demo->pipeline);
xglDestroyObject(demo->dset);
xglFreeMemory(demo->vertices.mem);
for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
xglDestroyObject(demo->textures[i].view);
xglDestroyObject(demo->textures[i].image);
xglFreeMemory(demo->textures[i].mem);
xglDestroyObject(demo->textures[i].sampler);
}
xglDestroyObject(demo->depth.view);
xglDestroyObject(demo->depth.image);
xglFreeMemory(demo->depth.mem);
for (i = 0; i < DEMO_BUFFER_COUNT; i++) {
xglDestroyObject(demo->buffers[i].fence);
xglDestroyObject(demo->buffers[i].view);
xglDestroyObject(demo->buffers[i].image);
}
xglDestroyDevice(demo->device);
xcb_destroy_window(demo->connection, demo->window);
xcb_disconnect(demo->connection);
}
int main(void)
{
struct demo demo;
demo_init(&demo);
demo_prepare(&demo);
demo_create_window(&demo);
demo_run(&demo);
demo_cleanup(&demo);
return 0;
}