--- /dev/null
+#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
+
+//--------------------------------------------------------------------------------------
+// Mesh and VertexFormat Data
+//--------------------------------------------------------------------------------------
+struct Vertex
+{
+ XGL_FLOAT posX, posY, posZ, posW; // Position data
+ XGL_FLOAT r, g, b, a; // Color
+};
+
+#define XYZ1(_x_, _y_, _z_) (_x_), (_y_), (_z_), 1.f
+
+static const struct Vertex g_vb_solid_face_colors_Data[] =
+{
+ { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
+ { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 1.f, 0.f ) },
+
+ { XYZ1( 1, 1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
+
+ { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 1.f, 1.f, 0.f ) },
+ { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+
+ { XYZ1( 1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( 1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( -1, 1, 1 ), XYZ1( 1.f, 0.f, 1.f ) },
+ { XYZ1( -1, 1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
+
+ { XYZ1( 1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( -1, -1, 1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
+ { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
+};
+
+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;
+ } 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_MEMORY_VIEW_ATTACH_INFO view;
+
+ 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;
+
+ 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,
+ };
+ 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);
+
+ xglCmdDraw(demo->cmd, 0, 12 * 3, 0, 1);
+
+ err = xglEndCommandBuffer(demo->cmd);
+ assert(!err);
+}
+
+static void demo_clear_depth(struct demo *demo, XGL_FLOAT value)
+{
+ const XGL_INT tw = 128 / sizeof(uint16_t);
+ const XGL_INT th = 32;
+ const uint16_t depth_value = (uint16_t) (value * 65535);
+ XGL_INT i, j, w, h;
+ XGL_VOID *data;
+ XGL_RESULT err;
+
+ w = (demo->width + tw - 1) / tw;
+ h = (demo->height + th - 1) / th;
+
+ err = xglMapMemory(demo->depth.mem, 0, &data);
+ assert(!err);
+
+ for (i = 0; i < w * h; i++) {
+ uint16_t *tile = (uint16_t *) ((char *) data + 4096 * i);
+
+ for (j = 0; j < 2048; j++)
+ tile[j] = depth_value;
+ }
+
+ err = xglUnmapMemory(demo->depth.mem);
+ 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_RESULT err;
+
+ /* clear the depth buffer */
+ demo_clear_depth(demo, 1.0f);
+
+ demo_draw_build_cmd(demo);
+
+ err = xglQueueSubmit(demo->queue, 1, &demo->cmd,
+ 0, NULL, XGL_NULL_HANDLE);
+ assert(!err);
+
+ err = xglWsiX11QueuePresent(demo->queue, &present, XGL_NULL_HANDLE);
+ 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,
+ };
+ 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);
+ }
+}
+
+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;
+ 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);
+
+ /* clear the buffer */
+ demo_clear_depth(demo, 1.0f);
+}
+
+#if 1
+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;
+
+ /* 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);
+ }
+}
+#endif
+
+// this function will create the vertex buffer and fill it with the mesh data
+void demo_prepare_mesh( struct demo *demo )
+{
+ XGL_UINT32 m_numVertices;
+ XGL_GPU_SIZE vbStride;
+ XGL_RESULT err = XGL_SUCCESS;
+
+ m_numVertices = sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]);
+ vbStride = sizeof(g_vb_solid_face_colors_Data[0]);
+
+ XGL_MEMORY_ALLOC_INFO alloc_info;
+ XGL_UINT8 *pData;
+
+ memset(&alloc_info, 0, sizeof(alloc_info));
+ alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
+// alloc_info.pNext = NULL;
+ alloc_info.allocationSize = m_numVertices * vbStride;
+ alloc_info.alignment = 0;
+ alloc_info.heapCount = 1;
+ alloc_info.heaps[0] = 0; // TODO: Use known existing heap
+
+ alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
+ alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
+
+ err = xglAllocMemory(demo->device, &alloc_info, &demo->vertices.mem);
+ assert(!err);
+
+ err = xglMapMemory(demo->vertices.mem, 0, (XGL_VOID **) &pData);
+ assert(!err);
+
+ memcpy(pData, g_vb_solid_face_colors_Data, alloc_info.allocationSize);
+
+ err = xglUnmapMemory(demo->vertices.mem);
+ assert(!err);
+
+ // set up the memory view for the vertex buffer
+ demo->vertices.view.stride = vbStride;
+ demo->vertices.view.pNext = NULL;
+ demo->vertices.view.range = m_numVertices * vbStride;
+ demo->vertices.view.offset = 0;
+ demo->vertices.view.mem = demo->vertices.mem;
+ demo->vertices.view.format.channelFormat = XGL_CH_FMT_UNDEFINED;
+ demo->vertices.view.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
+ demo->vertices.view.state = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
+
+ demo->vertices.vi_bindings[0].strideInBytes = vbStride; // strideInBytes; Distance between vertices in bytes (0 = no advancement)
+ demo->vertices.vi_bindings[0].stepRate = XGL_VERTEX_INPUT_STEP_RATE_VERTEX; // stepRate;
+
+ // this is the current description of g_vbData
+ demo->vertices.vi_attrs[0].binding = 0; // index into vertexBindingDescriptions
+ demo->vertices.vi_attrs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
+ demo->vertices.vi_attrs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
+ demo->vertices.vi_attrs[0].offsetInBytes = 0; // Offset of first element in bytes from base of vertex
+ demo->vertices.vi_attrs[1].binding = 0; // index into vertexBindingDescriptions
+ demo->vertices.vi_attrs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32; // format of source data
+ demo->vertices.vi_attrs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
+ demo->vertices.vi_attrs[1].offsetInBytes = 16; // Offset of first element in bytes from base of vertex
+
+ 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;
+}
+
+#if 0
+static void demo_prepare_vertices(struct demo *demo)
+{
+ const float vb[3][5] = {
+ /* position texcoord */
+ { -1.0f, -1.0f, -1.0f, 0.0f, 0.0f },
+ { 1.0f, -1.0f, -1.0f, 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.view.sType = XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO;
+ demo->vertices.view.pNext = NULL;
+ demo->vertices.view.mem = demo->vertices.mem;
+ demo->vertices.view.offset = 0;
+ demo->vertices.view.range = sizeof(vb);
+ demo->vertices.view.stride = sizeof(vb[0]);
+ demo->vertices.view.format.channelFormat = XGL_CH_FMT_UNDEFINED;
+ demo->vertices.view.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
+ demo->vertices.view.state = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
+
+ 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;
+}
+#endif
+
+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 + 1,
+ };
+ XGL_RESULT err;
+ XGL_UINT i = 0;
+
+ err = xglCreateDescriptorSet(demo->device, &descriptor_set, &demo->dset);
+ assert(!err);
+
+ xglBeginDescriptorSetUpdate(demo->dset);
+ xglClearDescriptorSetSlots(demo->dset, 0, DEMO_TEXTURE_COUNT * 2 + 1);
+
+ 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);
+ }
+
+ xglAttachMemoryViewDescriptors(demo->dset, 2 * i, 1, &demo->vertices.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 shader;
+}
+
+static XGL_SHADER demo_prepare_vs(struct demo *demo)
+{
+ static const char *vertShaderText =
+ "#version 140\n"
+ "layout (std140) uniform bufferVals {\n"
+ " mat4 mvp;\n"
+ "} myBufferVals;\n"
+ "in vec4 pos;\n"
+ "in vec4 inColor;\n"
+ "out vec4 outColor;\n"
+ "void main() {\n"
+ " outColor = inColor;\n"
+ " gl_Position = myBufferVals.mvp * 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"
+ "in vec4 color;\n"
+ "void main() {\n"
+ " gl_FragColor = color;\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 vs_slots[DEMO_TEXTURE_COUNT * 2 + 1];
+ XGL_DESCRIPTOR_SLOT_INFO fs_slots[DEMO_TEXTURE_COUNT * 2 + 1];
+ 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(&vs_slots, 0, sizeof(vs_slots));
+ vs_slots[2 * DEMO_TEXTURE_COUNT].slotObjectType = XGL_SLOT_VERTEX_INPUT;
+ vs_slots[2 * DEMO_TEXTURE_COUNT].shaderEntityIndex = 0;
+
+ 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);
+ vs.shader.descriptorSetMapping[0].descriptorCount =
+ DEMO_TEXTURE_COUNT * 2 + 1;
+ vs.shader.descriptorSetMapping[0].pDescriptorInfo = vs_slots;
+
+ 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 + 1;
+ 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_mesh(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_KEY_RELEASE:
+ {
+ const xcb_key_release_event_t *key =
+ (const xcb_key_release_event_t *) event;
+
+ if (key->detail == 0x9)
+ 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_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);
+
+ 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 *) "cube",
+ .appVersion = 0,
+ .pEngineName = (const XGL_CHAR *) "cube",
+ .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].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;
+}