/* * Copyright (c) 2012-2013 Etnaviv Project * * 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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. */ /* Mip cube, but in terms of minigallium pipe */ #include #include #include #include #include #include #include #include #include #include #include #include #include "etna_pipe.h" #include "util/u_inlines.h" #include "write_bmp.h" #include "state_tracker/graw.h" #include "fbdemos.h" #include "esTransform.h" #include "esShapes.h" #include "dds.h" /*********************************************************************/ #define VERTEX_BUFFER_SIZE 0x60000 static const char cubemap_sphere_vert[] = "VERT\n" "DCL IN[0]\n" "DCL IN[1]\n" "DCL IN[2]\n" "DCL OUT[0], POSITION\n" "DCL OUT[1], GENERIC[0]\n" "DCL OUT[2], GENERIC[1]\n" "DCL CONST[0..10]\n" "DCL TEMP[0..4], LOCAL\n" "IMM[0] FLT32 { 2.0000, 20.0000, 1.0000, 0.0000}\n" " 0: MUL TEMP[0], CONST[3], IN[0].xxxx\n" " 1: MAD TEMP[0], CONST[4], IN[0].yyyy, TEMP[0]\n" " 2: MAD TEMP[0], CONST[5], IN[0].zzzz, TEMP[0]\n" " 3: MAD TEMP[0], CONST[6], IN[0].wwww, TEMP[0]\n" " 4: MUL TEMP[1], CONST[7], IN[0].xxxx\n" " 5: MAD TEMP[1], CONST[8], IN[0].yyyy, TEMP[1]\n" " 6: MAD TEMP[1], CONST[9], IN[0].zzzz, TEMP[1]\n" " 7: MAD TEMP[1], CONST[10], IN[0].wwww, TEMP[1]\n" " 8: RCP TEMP[2].x, TEMP[1].wwww\n" " 9: MUL TEMP[1].xyz, TEMP[1].xyzz, TEMP[2].xxxx\n" " 10: ADD TEMP[1].xyz, IMM[0].xxyy, -TEMP[1].xyzz\n" " 11: MOV TEMP[2].w, IMM[0].zzzz\n" " 12: MUL TEMP[3].xyz, CONST[0].xyzz, IN[1].xxxx\n" " 13: MAD TEMP[3].xyz, CONST[1].xyzz, IN[1].yyyy, TEMP[3].xyzz\n" " 14: MAD TEMP[3].xyz, CONST[2].xyzz, IN[1].zzzz, TEMP[3].xyzz\n" " 15: DP3 TEMP[4].x, TEMP[1].xyzz, TEMP[1].xyzz\n" " 16: RSQ TEMP[4].x, TEMP[4].xxxx\n" " 17: MUL TEMP[1].xyz, TEMP[1].xyzz, TEMP[4].xxxx\n" " 18: DP3 TEMP[1].x, TEMP[3].xyzz, TEMP[1].xyzz\n" " 19: MAX TEMP[1].x, IMM[0].wwww, TEMP[1].xxxx\n" " 20: MOV TEMP[2].xyz, TEMP[1].xxxx\n" " 21: MOV TEMP[1].xyz, TEMP[3].xyzz\n" " 22: MOV OUT[1], TEMP[2]\n" " 23: MOV OUT[0], TEMP[0]\n" " 24: MOV OUT[2], TEMP[1]\n" " 25: END\n"; static const char cubemap_sphere_frag[] = "FRAG\n" "PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1\n" "DCL IN[0], GENERIC[0], PERSPECTIVE\n" "DCL IN[1], GENERIC[1], PERSPECTIVE\n" "DCL OUT[0], COLOR\n" "DCL SAMP[0]\n" "DCL TEMP[0..1], LOCAL\n" "IMM[0] FLT32 { 1.0000, 0.0000, 0.0000, 0.0000}\n" " 0: MUL TEMP[0], IMM[0].xxxx, IN[0]\n" " 1: TEX TEMP[1], IN[1].xyzz, SAMP[0], CUBE\n" " 2: MUL TEMP[0], TEMP[0], TEMP[1]\n" " 3: MOV OUT[0], TEMP[0]\n" " 4: END\n"; int main(int argc, char **argv) { struct fbdemos_scaffold *fbs = 0; fbdemo_init(&fbs); int width = fbs->width; int height = fbs->height; struct pipe_context *pipe = fbs->pipe; struct pipe_resource *tex_resource = fbdemo_create_cube(fbs->screen, PIPE_BIND_SAMPLER_VIEW, FMT_X8R8G8B8, 1, 1, 0); uint32_t tex_data[6] = { 0xffff0000, 0xff00ff00, 0xff0000ff, 0xffffff00, 0xffff00ff, 0xffffffff }; for(int layerid=0; layerid<6; ++layerid) etna_pipe_inline_write(pipe, tex_resource, layerid, 0, &tex_data[layerid], sizeof(uint32_t)); /* resources */ struct pipe_resource *rt_resource = fbdemo_create_2d(fbs->screen, PIPE_BIND_RENDER_TARGET, PIPE_FORMAT_B8G8R8X8_UNORM, width, height, 0); struct pipe_resource *z_resource = fbdemo_create_2d(fbs->screen, PIPE_BIND_RENDER_TARGET, PIPE_FORMAT_Z16_UNORM, width, height, 0); struct pipe_resource *vtx_resource = pipe_buffer_create(fbs->screen, PIPE_BIND_VERTEX_BUFFER, PIPE_USAGE_IMMUTABLE, VERTEX_BUFFER_SIZE); struct pipe_resource *idx_resource = pipe_buffer_create(fbs->screen, PIPE_BIND_INDEX_BUFFER, PIPE_USAGE_IMMUTABLE, VERTEX_BUFFER_SIZE); /* bind render target to framebuffer */ etna_fb_bind_resource(fbs, rt_resource); /* Phew, now we got all the memory we need. * Write interleaved attribute vertex stream. * Unlike the GL example we only do this once, not every time glDrawArrays is called, the same would be accomplished * from GL by using a vertex buffer object. */ float *vVertices; float *vNormals; float *vTexCoords; uint16_t *vIndices; int numVertices = 0; int numIndices = esGenSphere(20, 1.0f, &vVertices, &vNormals, &vTexCoords, &vIndices, &numVertices); struct pipe_transfer *vtx_transfer = 0; float *vtx_logical = pipe_buffer_map(pipe, vtx_resource, PIPE_TRANSFER_WRITE | PIPE_TRANSFER_UNSYNCHRONIZED, &vtx_transfer); for(int vert=0; vertcreate_blend_state(pipe, &(struct pipe_blend_state) { .rt[0] = { .blend_enable = 0, .rgb_func = PIPE_BLEND_ADD, .rgb_src_factor = PIPE_BLENDFACTOR_ONE, .rgb_dst_factor = PIPE_BLENDFACTOR_ZERO, .alpha_func = PIPE_BLEND_ADD, .alpha_src_factor = PIPE_BLENDFACTOR_ONE, .alpha_dst_factor = PIPE_BLENDFACTOR_ZERO, .colormask = 0xf } }); void *sampler = pipe->create_sampler_state(pipe, &(struct pipe_sampler_state) { .wrap_s = PIPE_TEX_WRAP_REPEAT, .wrap_t = PIPE_TEX_WRAP_REPEAT, .wrap_r = PIPE_TEX_WRAP_REPEAT, .min_img_filter = PIPE_TEX_FILTER_NEAREST, .min_mip_filter = PIPE_TEX_MIPFILTER_NONE, .mag_img_filter = PIPE_TEX_FILTER_NEAREST, .normalized_coords = 1, .lod_bias = 0.0f, .min_lod = 0.0f, .max_lod=1000.0f }); void *rasterizer = pipe->create_rasterizer_state(pipe, &(struct pipe_rasterizer_state){ .flatshade = 0, .light_twoside = 1, .clamp_vertex_color = 1, .clamp_fragment_color = 1, .front_ccw = 0, .cull_face = PIPE_FACE_BACK, /**< PIPE_FACE_x */ .fill_front = PIPE_POLYGON_MODE_FILL, /**< PIPE_POLYGON_MODE_x */ .fill_back = PIPE_POLYGON_MODE_FILL, /**< PIPE_POLYGON_MODE_x */ .offset_point = 0, .offset_line = 0, .offset_tri = 0, .scissor = 0, .poly_smooth = 1, .poly_stipple_enable = 0, .point_smooth = 0, .sprite_coord_mode = 0, /**< PIPE_SPRITE_COORD_ */ .point_quad_rasterization = 0, /** points rasterized as quads or points */ .point_size_per_vertex = 0, /**< size computed in vertex shader */ .multisample = 0, .line_smooth = 0, .line_stipple_enable = 0, .line_last_pixel = 0, .flatshade_first = 0, .half_pixel_center = 1, .rasterizer_discard = 0, .depth_clip = 0, .clip_plane_enable = 0, .line_stipple_factor = 0, .line_stipple_pattern = 0, .sprite_coord_enable = 0, .line_width = 1.0f, .point_size = 1.0f, .offset_units = 0.0f, .offset_scale = 0.0f, .offset_clamp = 0.0f }); void *dsa = pipe->create_depth_stencil_alpha_state(pipe, &(struct pipe_depth_stencil_alpha_state){ .depth = { .enabled = 0, .writemask = 0, .func = PIPE_FUNC_LESS /* GL default */ }, .stencil[0] = { .enabled = 0 }, .stencil[1] = { .enabled = 0 }, .alpha = { .enabled = 0 } }); struct pipe_vertex_element pipe_vertex_elements[] = { { /* positions */ .src_offset = 0, .instance_divisor = 0, .vertex_buffer_index = 0, .src_format = PIPE_FORMAT_R32G32B32_FLOAT }, { /* normals */ .src_offset = 0xc, .instance_divisor = 0, .vertex_buffer_index = 0, .src_format = PIPE_FORMAT_R32G32B32_FLOAT }, { /* texture coord */ .src_offset = 0x18, .instance_divisor = 0, .vertex_buffer_index = 0, .src_format = PIPE_FORMAT_R32G32_FLOAT } }; void *vertex_elements = pipe->create_vertex_elements_state(pipe, sizeof(pipe_vertex_elements)/sizeof(pipe_vertex_elements[0]), pipe_vertex_elements); struct pipe_sampler_view *sampler_view = pipe->create_sampler_view(pipe, tex_resource, &(struct pipe_sampler_view){ .format = tex_resource->format, .u.tex.first_level = 0, .u.tex.last_level = 0, .swizzle_r = PIPE_SWIZZLE_RED, .swizzle_g = PIPE_SWIZZLE_GREEN, .swizzle_b = PIPE_SWIZZLE_BLUE, .swizzle_a = PIPE_SWIZZLE_ALPHA, }); struct pipe_surface *cbuf = pipe->create_surface(pipe, rt_resource, &(struct pipe_surface){ .texture = rt_resource, .format = rt_resource->format, .u.tex.level = 0 }); struct pipe_surface *zsbuf = pipe->create_surface(pipe, z_resource, &(struct pipe_surface){ .texture = z_resource, .format = z_resource->format, .u.tex.level = 0 }); /* bind */ pipe->bind_blend_state(pipe, blend); pipe->bind_fragment_sampler_states(pipe, 1, &sampler); pipe->bind_rasterizer_state(pipe, rasterizer); pipe->bind_depth_stencil_alpha_state(pipe, dsa); pipe->bind_vertex_elements_state(pipe, vertex_elements); pipe->set_blend_color(pipe, &(struct pipe_blend_color){ .color = {0.0f,0.0f,0.0f,1.0f} }); pipe->set_stencil_ref(pipe, &(struct pipe_stencil_ref){ .ref_value[0] = 0xff, .ref_value[1] = 0xff }); pipe->set_sample_mask(pipe, 0xf); pipe->set_framebuffer_state(pipe, &(struct pipe_framebuffer_state){ .width = width, .height = height, .nr_cbufs = 1, .cbufs[0] = cbuf, .zsbuf = zsbuf }); pipe->set_scissor_states(pipe, 0, 1, &(struct pipe_scissor_state){ .minx = 0, .miny = 0, .maxx = 65535, .maxy = 65535 }); pipe->set_viewport_states(pipe, 0, 1, &(struct pipe_viewport_state){ .scale = {width/2.0f, height/2.0f, 0.5f, 1.0f}, .translate = {width/2.0f, height/2.0f, 0.5f, 1.0f} }); pipe->set_fragment_sampler_views(pipe, 1, &sampler_view); pipe->set_vertex_buffers(pipe, 0, 1, &(struct pipe_vertex_buffer){ .stride = (3 + 3 + 2)*4, .buffer_offset = 0, .buffer = vtx_resource, .user_buffer = 0 }); pipe->set_index_buffer(pipe, &(struct pipe_index_buffer){ .index_size = 2, .offset = 0, .buffer = idx_resource, .user_buffer = 0 }); /* non-indexed rendering */ void *vtx_shader = graw_parse_vertex_shader(pipe, cubemap_sphere_vert); void *frag_shader = graw_parse_fragment_shader(pipe, cubemap_sphere_frag); pipe->bind_vs_state(pipe, vtx_shader); pipe->bind_fs_state(pipe, frag_shader); for(int frame=0; frame<1000; ++frame) { float vs_const[11*4]; if(frame%50 == 0) printf("*** FRAME %i ****\n", frame); /* Compute transform matrices in the same way as cube egl demo */ ESMatrix modelview, projection, modelviewprojection; ESMatrix inverse, normal; esMatrixLoadIdentity(&modelview); esTranslate(&modelview, 0.0f, 0.0f, -8.0f); esRotate(&modelview, 45.0f, 1.0f, 0.0f, 0.0f); esRotate(&modelview, 45.0f, 0.0f, 1.0f, 0.0f); esRotate(&modelview, frame*0.5f, 0.0f, 0.0f, 1.0f); float aspect = (float)(height) / (float)(width); esMatrixLoadIdentity(&projection); esFrustum(&projection, -1.8f, +1.8f, -1.8f * aspect, +1.8f * aspect, 6.0f, 10.0f); esMatrixLoadIdentity(&modelviewprojection); esMatrixMultiply(&modelviewprojection, &modelview, &projection); esMatrixInverse3x3(&inverse, &modelview); esMatrixTranspose(&normal, &inverse); /* Clear render target */ pipe->clear(pipe, PIPE_CLEAR_COLOR | PIPE_CLEAR_DEPTHSTENCIL, &(const union pipe_color_union) { .f = {0.2, 0.2, 0.2, 1.0} }, 1.0, 0xff); memcpy(&vs_const[0*4], &normal.m[0][0], 3*4); /* CONST[0] */ memcpy(&vs_const[1*4], &normal.m[1][0], 3*4); /* CONST[1] */ memcpy(&vs_const[2*4], &normal.m[2][0], 3*4); /* CONST[2] */ memcpy(&vs_const[3*4], &modelviewprojection.m[0][0], 16*4); /* CONST[3..6] */ memcpy(&vs_const[7*4], &modelview.m[0][0], 16*4); /* CONST[7..10] */ pipe->set_constant_buffer(pipe, PIPE_SHADER_VERTEX, 0, &(struct pipe_constant_buffer){ .user_buffer = vs_const, .buffer_size = sizeof(vs_const) }); pipe->draw_vbo(pipe, &(struct pipe_draw_info){ .indexed = 1, .mode = PIPE_PRIM_TRIANGLES, .start = 0, .count = numIndices }); #if 0 etna_dump_cmd_buffer(ctx); exit(0); #endif etna_swap_buffers(fbs->buffers); } #ifdef DUMP bmp_dump32(etna_bo_map(fbs->fb.buffer[1-fbs->buffers->backbuffer]), width, height, false, "/mnt/sdcard/fb.bmp"); printf("Dump complete\n"); #endif fbdemo_free(fbs); return 0; }