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graw: trivial geometry shader test
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parent
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commit
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2 changed files with 269 additions and 0 deletions
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@ -17,6 +17,7 @@ progs = [
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'quad-tex',
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'fp-test',
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'vp-test',
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'tri-gs',
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]
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for prog in progs:
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268
src/gallium/tests/graw/tri-gs.c
Normal file
268
src/gallium/tests/graw/tri-gs.c
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@ -0,0 +1,268 @@
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/* Display a cleared blue window. This demo has no dependencies on
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* any utility code, just the graw interface and gallium.
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*/
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#include "state_tracker/graw.h"
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#include "pipe/p_screen.h"
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#include "pipe/p_context.h"
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#include "pipe/p_shader_tokens.h"
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#include "pipe/p_state.h"
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#include "pipe/p_defines.h"
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#include "util/u_debug.h" /* debug_dump_surface_bmp() */
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#include "util/u_memory.h" /* Offset() */
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enum pipe_format formats[] = {
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PIPE_FORMAT_R8G8B8A8_UNORM,
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PIPE_FORMAT_B8G8R8A8_UNORM,
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PIPE_FORMAT_NONE
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};
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static const int WIDTH = 300;
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static const int HEIGHT = 300;
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static struct pipe_screen *screen = NULL;
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static struct pipe_context *ctx = NULL;
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static struct pipe_surface *surf = NULL;
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static void *window = NULL;
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struct vertex {
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float position[4];
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float color[4];
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};
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static struct vertex vertices[4] =
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{
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{ { 0.0f, -0.9f, 0.0f, 1.0f },
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{ 1.0f, 0.0f, 0.0f, 1.0f }
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},
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{ { -0.9f, 0.9f, 0.0f, 1.0f },
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{ 0.0f, 1.0f, 0.0f, 1.0f }
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},
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{ { 0.9f, 0.9f, 0.0f, 1.0f },
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{ 0.0f, 0.0f, 1.0f, 1.0f }
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}
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};
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static void set_viewport( float x, float y,
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float width, float height,
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float near, float far)
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{
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float z = far;
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float half_width = (float)width / 2.0f;
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float half_height = (float)height / 2.0f;
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float half_depth = ((float)far - (float)near) / 2.0f;
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struct pipe_viewport_state vp;
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vp.scale[0] = half_width;
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vp.scale[1] = half_height;
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vp.scale[2] = half_depth;
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vp.scale[3] = 1.0f;
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vp.translate[0] = half_width + x;
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vp.translate[1] = half_height + y;
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vp.translate[2] = half_depth + z;
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vp.translate[3] = 0.0f;
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ctx->set_viewport_state( ctx, &vp );
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}
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static void set_vertices( void )
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{
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struct pipe_vertex_element ve[2];
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struct pipe_vertex_buffer vbuf;
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void *handle;
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memset(ve, 0, sizeof ve);
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ve[0].src_offset = Offset(struct vertex, position);
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ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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ve[1].src_offset = Offset(struct vertex, color);
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ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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handle = ctx->create_vertex_elements_state(ctx, 2, ve);
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ctx->bind_vertex_elements_state(ctx, handle);
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vbuf.stride = sizeof( struct vertex );
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vbuf.max_index = sizeof(vertices) / vbuf.stride;
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vbuf.buffer_offset = 0;
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vbuf.buffer = screen->user_buffer_create(screen,
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vertices,
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sizeof(vertices),
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PIPE_BIND_VERTEX_BUFFER);
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ctx->set_vertex_buffers(ctx, 1, &vbuf);
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}
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static void set_vertex_shader( void )
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{
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void *handle;
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const char *text =
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"VERT\n"
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"DCL IN[0]\n"
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"DCL IN[1]\n"
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"DCL OUT[0], POSITION\n"
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"DCL OUT[1], COLOR\n"
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" 0: MOV OUT[1], IN[1]\n"
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" 1: MOV OUT[0], IN[0]\n"
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" 2: END\n";
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handle = graw_parse_vertex_shader(ctx, text);
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ctx->bind_vs_state(ctx, handle);
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}
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static void set_fragment_shader( void )
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{
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void *handle;
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const char *text =
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"FRAG\n"
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"DCL IN[0], COLOR, LINEAR\n"
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"DCL OUT[0], COLOR\n"
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" 0: MOV OUT[0], IN[0]\n"
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" 1: END\n";
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handle = graw_parse_fragment_shader(ctx, text);
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ctx->bind_fs_state(ctx, handle);
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}
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static void set_geometry_shader( void )
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{
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void *handle;
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const char *text =
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"GEOM\n"
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"PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
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"PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
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"DCL IN[][0], POSITION, CONSTANT\n"
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"DCL IN[][1], COLOR, CONSTANT\n"
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"DCL OUT[0], POSITION, CONSTANT\n"
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"DCL OUT[1], COLOR, CONSTANT\n"
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"0:MOV OUT[0], IN[0][0]\n"
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"1:MOV OUT[1], IN[0][1]\n"
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"2:EMIT\n"
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"3:MOV OUT[0], IN[1][0]\n"
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"4:MOV OUT[1], IN[0][1]\n" /* copy color from input vertex 0 */
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"5:EMIT\n"
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"6:MOV OUT[0], IN[2][0]\n"
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"7:MOV OUT[1], IN[2][1]\n"
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"8:EMIT\n"
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"9:ENDPRIM\n"
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"10:END\n";
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handle = graw_parse_geometry_shader(ctx, text);
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ctx->bind_gs_state(ctx, handle);
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}
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static void draw( void )
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{
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float clear_color[4] = {1,0,1,1};
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ctx->clear(ctx, PIPE_CLEAR_COLOR, clear_color, 0, 0);
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ctx->draw_arrays(ctx, PIPE_PRIM_TRIANGLES, 0, 3);
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ctx->flush(ctx, PIPE_FLUSH_RENDER_CACHE, NULL);
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screen->flush_frontbuffer(screen, surf, window);
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}
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static void init( void )
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{
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struct pipe_framebuffer_state fb;
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struct pipe_resource *tex, templat;
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int i;
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/* It's hard to say whether window or screen should be created
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* first. Different environments would prefer one or the other.
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*
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* Also, no easy way of querying supported formats if the screen
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* cannot be created first.
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*/
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for (i = 0;
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window == NULL && formats[i] != PIPE_FORMAT_NONE;
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i++) {
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screen = graw_create_window_and_screen(0,0,300,300,
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formats[i],
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&window);
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}
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ctx = screen->context_create(screen, NULL);
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if (ctx == NULL)
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exit(3);
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templat.target = PIPE_TEXTURE_2D;
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templat.format = formats[i];
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templat.width0 = WIDTH;
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templat.height0 = HEIGHT;
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templat.depth0 = 1;
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templat.last_level = 0;
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templat.nr_samples = 1;
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templat.bind = (PIPE_BIND_RENDER_TARGET |
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PIPE_BIND_DISPLAY_TARGET);
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tex = screen->resource_create(screen,
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&templat);
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if (tex == NULL)
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exit(4);
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surf = screen->get_tex_surface(screen, tex, 0, 0, 0,
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PIPE_BIND_RENDER_TARGET |
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PIPE_BIND_DISPLAY_TARGET);
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if (surf == NULL)
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exit(5);
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memset(&fb, 0, sizeof fb);
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fb.nr_cbufs = 1;
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fb.width = WIDTH;
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fb.height = HEIGHT;
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fb.cbufs[0] = surf;
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ctx->set_framebuffer_state(ctx, &fb);
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{
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struct pipe_blend_state blend;
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void *handle;
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memset(&blend, 0, sizeof blend);
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blend.rt[0].colormask = PIPE_MASK_RGBA;
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handle = ctx->create_blend_state(ctx, &blend);
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ctx->bind_blend_state(ctx, handle);
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}
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{
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struct pipe_depth_stencil_alpha_state depthstencil;
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void *handle;
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memset(&depthstencil, 0, sizeof depthstencil);
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handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil);
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ctx->bind_depth_stencil_alpha_state(ctx, handle);
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}
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{
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struct pipe_rasterizer_state rasterizer;
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void *handle;
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memset(&rasterizer, 0, sizeof rasterizer);
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rasterizer.cull_face = PIPE_FACE_NONE;
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rasterizer.gl_rasterization_rules = 1;
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handle = ctx->create_rasterizer_state(ctx, &rasterizer);
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ctx->bind_rasterizer_state(ctx, handle);
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}
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set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000);
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set_vertices();
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set_vertex_shader();
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set_fragment_shader();
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set_geometry_shader();
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}
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int main( int argc, char *argv[] )
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{
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init();
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graw_set_display_func( draw );
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graw_main_loop();
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return 0;
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}
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