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#!/usr/bin/env python
##########################################################################
#
# Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas.
# All Rights Reserved.
#
# 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 TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
#
##########################################################################
from gallium import *
def save_image(filename, surface):
pixels = FloatArray(surface.height*surface.width*4)
surface.get_tile_rgba(0, 0, surface.width, surface.height, pixels)
import Image
outimage = Image.new(
mode='RGB',
size=(surface.width, surface.height),
color=(0,0,0))
outpixels = outimage.load()
for y in range(0, surface.height):
for x in range(0, surface.width):
offset = (y*surface.width + x)*4
r, g, b, a = [int(pixels[offset + ch]*255) for ch in range(4)]
outpixels[x, y] = r, g, b
outimage.save(filename, "PNG")
def test(dev):
ctx = dev.context_create()
width = 256
height = 256
# disabled blending/masking
blend = Blend()
blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE
blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE
blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO
blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO
blend.colormask = PIPE_MASK_RGBA
ctx.set_blend(blend)
# no-op depth/stencil/alpha
depth_stencil_alpha = DepthStencilAlpha()
ctx.set_depth_stencil_alpha(depth_stencil_alpha)
# rasterizer
rasterizer = Rasterizer()
rasterizer.front_winding = PIPE_WINDING_CW
rasterizer.cull_mode = PIPE_WINDING_NONE
rasterizer.bypass_clipping = 1
#rasterizer.bypass_vs = 1
ctx.set_rasterizer(rasterizer)
# viewport (identity, we setup vertices in wincoords)
viewport = Viewport()
scale = FloatArray(4)
scale[0] = 1.0
scale[1] = 1.0
scale[2] = 1.0
scale[3] = 1.0
viewport.scale = scale
translate = FloatArray(4)
translate[0] = 0.0
translate[1] = 0.0
translate[2] = 0.0
translate[3] = 0.0
viewport.translate = translate
ctx.set_viewport(viewport)
# samplers
sampler = Sampler()
sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE
sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE
sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE
sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE
sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST
sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST
sampler.normalized_coords = 1
ctx.set_sampler(0, sampler)
# texture
texture = dev.texture_create(PIPE_FORMAT_A8R8G8B8_UNORM,
width, height,
usage=PIPE_TEXTURE_USAGE_RENDER_TARGET)
ctx.set_sampler_texture(0, texture)
# drawing dest
surface = texture.get_surface(usage = PIPE_BUFFER_USAGE_GPU_WRITE)
fb = Framebuffer()
fb.width = surface.width
fb.height = surface.height
fb.num_cbufs = 1
fb.set_cbuf(0, surface)
ctx.set_framebuffer(fb)
# vertex shader
vs = Shader('''
VERT1.1
DCL IN[0], POSITION, CONSTANT
DCL IN[1], COLOR, CONSTANT
DCL OUT[0], POSITION, CONSTANT
DCL OUT[1], COLOR, CONSTANT
0:MOV OUT[0], IN[0]
1:MOV OUT[1], IN[1]
2:END
''')
#vs.dump()
ctx.set_vertex_shader(vs)
# fragment shader
fs = Shader('''
FRAG1.1
DCL IN[0], COLOR, LINEAR
DCL OUT[0], COLOR, CONSTANT
0:MOV OUT[0], IN[0]
1:END
''')
#fs.dump()
ctx.set_fragment_shader(fs)
nverts = 3
nattrs = 2
verts = FloatArray(nverts * nattrs * 4)
verts[ 0] = 128.0 # x1
verts[ 1] = 32.0 # y1
verts[ 2] = 0.0 # z1
verts[ 3] = 1.0 # w1
verts[ 4] = 1.0 # r1
verts[ 5] = 0.0 # g1
verts[ 6] = 0.0 # b1
verts[ 7] = 1.0 # a1
verts[ 8] = 32.0 # x2
verts[ 9] = 224.0 # y2
verts[10] = 0.0 # z2
verts[11] = 1.0 # w2
verts[12] = 0.0 # r2
verts[13] = 1.0 # g2
verts[14] = 0.0 # b2
verts[15] = 1.0 # a2
verts[16] = 224.0 # x3
verts[17] = 224.0 # y3
verts[18] = 0.0 # z3
verts[19] = 1.0 # w3
verts[20] = 0.0 # r3
verts[21] = 0.0 # g3
verts[22] = 1.0 # b3
verts[23] = 1.0 # a3
ctx.surface_clear(surface, 0x00000000)
ctx.draw_vertices(PIPE_PRIM_TRIANGLES,
nverts,
nattrs,
verts)
ctx.flush()
save_image("tri.png", surface)
def main():
dev = Device(hardware = False)
test(dev)
if __name__ == '__main__':
main()
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