/* Helper function to build a subset of a driver stack consisting of * one of the software rasterizers (llvmpipe, softpipe) and the * xlib winsys. */ static struct pipe_screen * swrast_xlib_create_screen( Display *display ) { struct sw_winsys *winsys; struct pipe_screen *screen = NULL; /* Create the underlying winsys, which performs presents to Xlib * drawables: */ winsys = xlib_create_sw_winsys( display ); if (winsys == NULL) return NULL; /* Create a software rasterizer on top of that winsys: */ screen = sw_screen_create( winsys ); if (screen == NULL) goto fail; /* Inject any wrapping layers we want to here: */ return debug_screen_wrap( screen ); fail: if (winsys) winsys->destroy( winsys ); return NULL; }
status_t GalliumContext::CreateScreen() { CALLED(); // Allocate winsys and attach callback hooks struct sw_winsys* winsys = hgl_create_sw_winsys(); if (!winsys) { ERROR("%s: Couldn't allocate sw_winsys!\n", __func__); return B_ERROR; } fScreen = sw_screen_create(winsys); if (fScreen == NULL) { ERROR("%s: Couldn't create screen!\n", __FUNCTION__); FREE(winsys); return B_ERROR; } debug_screen_wrap(fScreen); const char* driverName = fScreen->get_name(fScreen); ERROR("%s: Using %s driver.\n", __func__, driverName); return B_OK; }
struct pipe_screen * swrast_create_screen(struct sw_winsys *ws) { struct pipe_screen *screen; screen = sw_screen_create(ws); if (screen) screen = debug_screen_wrap(screen); return screen; }
static void init_prog(struct program *p) { struct pipe_surface surf_tmpl; /* create the software rasterizer */ p->screen = sw_screen_create(null_sw_create()); /* wrap the screen with any debugger */ p->screen = debug_screen_wrap(p->screen); /* create the pipe driver context and cso context */ p->pipe = p->screen->context_create(p->screen, NULL); p->cso = cso_create_context(p->pipe); /* set clear color */ p->clear_color.f[0] = 0.3; p->clear_color.f[1] = 0.1; p->clear_color.f[2] = 0.3; p->clear_color.f[3] = 1.0; /* vertex buffer */ { float vertices[4][2][4] = { { { 0.9f, 0.9f, 0.0f, 1.0f }, { 1.0f, 1.0f, 0.0f, 1.0f } }, { { -0.9f, 0.9f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } }, { { -0.9f, -0.9f, 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } }, { { 0.9f, -0.9f, 0.0f, 1.0f }, { 1.0f, 0.0f, 1.0f, 1.0f } } }; p->vbuf = pipe_buffer_create(p->screen, PIPE_BIND_VERTEX_BUFFER, PIPE_USAGE_STATIC, sizeof(vertices)); pipe_buffer_write(p->pipe, p->vbuf, 0, sizeof(vertices), vertices); } /* render target texture */ { struct pipe_resource tmplt; memset(&tmplt, 0, sizeof(tmplt)); tmplt.target = PIPE_TEXTURE_2D; tmplt.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */ tmplt.width0 = WIDTH; tmplt.height0 = HEIGHT; tmplt.depth0 = 1; tmplt.array_size = 1; tmplt.last_level = 0; tmplt.bind = PIPE_BIND_RENDER_TARGET; p->target = p->screen->resource_create(p->screen, &tmplt); } /* sampler texture */ { uint32_t *ptr; struct pipe_transfer *t; struct pipe_resource t_tmplt; struct pipe_sampler_view v_tmplt; struct pipe_box box; memset(&t_tmplt, 0, sizeof(t_tmplt)); t_tmplt.target = PIPE_TEXTURE_2D; t_tmplt.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */ t_tmplt.width0 = 2; t_tmplt.height0 = 2; t_tmplt.depth0 = 1; t_tmplt.array_size = 1; t_tmplt.last_level = 0; t_tmplt.bind = PIPE_BIND_RENDER_TARGET; p->tex = p->screen->resource_create(p->screen, &t_tmplt); memset(&box, 0, sizeof(box)); box.width = 2; box.height = 2; t = p->pipe->get_transfer(p->pipe, p->tex, 0, PIPE_TRANSFER_WRITE, &box); ptr = p->pipe->transfer_map(p->pipe, t); ptr[0] = 0xffff0000; ptr[1] = 0xff0000ff; ptr[2] = 0xff00ff00; ptr[3] = 0xffffff00; p->pipe->transfer_unmap(p->pipe, t); p->pipe->transfer_destroy(p->pipe, t); u_sampler_view_default_template(&v_tmplt, p->tex, p->tex->format); p->view = p->pipe->create_sampler_view(p->pipe, p->tex, &v_tmplt); } /* disabled blending/masking */ memset(&p->blend, 0, sizeof(p->blend)); p->blend.rt[0].colormask = PIPE_MASK_RGBA; /* no-op depth/stencil/alpha */ memset(&p->depthstencil, 0, sizeof(p->depthstencil)); /* rasterizer */ memset(&p->rasterizer, 0, sizeof(p->rasterizer)); p->rasterizer.cull_face = PIPE_FACE_NONE; p->rasterizer.gl_rasterization_rules = 1; p->rasterizer.depth_clip = 1; /* sampler */ memset(&p->sampler, 0, sizeof(p->sampler)); p->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; p->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; p->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; p->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; p->sampler.min_img_filter = PIPE_TEX_MIPFILTER_LINEAR; p->sampler.mag_img_filter = PIPE_TEX_MIPFILTER_LINEAR; p->sampler.normalized_coords = 1; surf_tmpl.format = PIPE_FORMAT_B8G8R8A8_UNORM; /* All drivers support this */ surf_tmpl.usage = PIPE_BIND_RENDER_TARGET; surf_tmpl.u.tex.level = 0; surf_tmpl.u.tex.first_layer = 0; surf_tmpl.u.tex.last_layer = 0; /* drawing destination */ memset(&p->framebuffer, 0, sizeof(p->framebuffer)); p->framebuffer.width = WIDTH; p->framebuffer.height = HEIGHT; p->framebuffer.nr_cbufs = 1; p->framebuffer.cbufs[0] = p->pipe->create_surface(p->pipe, p->target, &surf_tmpl); /* viewport, depth isn't really needed */ { float x = 0; float y = 0; float z = FAR; float half_width = (float)WIDTH / 2.0f; float half_height = (float)HEIGHT / 2.0f; float half_depth = ((float)FAR - (float)NEAR) / 2.0f; float scale, bias; if (FLIP) { scale = -1.0f; bias = (float)HEIGHT; } else { scale = 1.0f; bias = 0.0f; } p->viewport.scale[0] = half_width; p->viewport.scale[1] = half_height * scale; p->viewport.scale[2] = half_depth; p->viewport.scale[3] = 1.0f; p->viewport.translate[0] = half_width + x; p->viewport.translate[1] = (half_height + y) * scale + bias; p->viewport.translate[2] = half_depth + z; p->viewport.translate[3] = 0.0f; } /* vertex elements state */ memset(p->velem, 0, sizeof(p->velem)); p->velem[0].src_offset = 0 * 4 * sizeof(float); /* offset 0, first element */ p->velem[0].instance_divisor = 0; p->velem[0].vertex_buffer_index = 0; p->velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; p->velem[1].src_offset = 1 * 4 * sizeof(float); /* offset 16, second element */ p->velem[1].instance_divisor = 0; p->velem[1].vertex_buffer_index = 0; p->velem[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; /* vertex shader */ { const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, TGSI_SEMANTIC_GENERIC }; const uint semantic_indexes[] = { 0, 0 }; p->vs = util_make_vertex_passthrough_shader(p->pipe, 2, semantic_names, semantic_indexes); } /* fragment shader */ p->fs = util_make_fragment_tex_shader(p->pipe, TGSI_TEXTURE_2D, TGSI_INTERPOLATE_LINEAR); }