demos: Add spinning cube demo
authorCourtney Goeltzenleuchter <courtney@LunarG.com>
Thu, 23 Oct 2014 19:16:59 +0000 (13:16 -0600)
committerCourtney Goeltzenleuchter <courtney@LunarG.com>
Fri, 31 Oct 2014 21:29:19 +0000 (15:29 -0600)
demos/CMakeLists.txt
demos/cube.c [new file with mode: 0644]

index 323ef9d..2b0447a 100644 (file)
@@ -13,3 +13,6 @@ link_libraries(${XCB_LIBRARIES} XGL)
 
 add_executable(tri tri.c)
 target_link_libraries(tri)
+
+add_executable(cube cube.c)
+target_link_libraries(cube)
diff --git a/demos/cube.c b/demos/cube.c
new file mode 100644 (file)
index 0000000..6711e1b
--- /dev/null
@@ -0,0 +1,1058 @@
+#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;
+}