#include "util/u_format.h"
#include "util/u_math.h"
#include "util/u_memory.h"
+#include "util/u_sampler.h"
#include "util/u_simple_shaders.h"
#include "util/u_surface.h"
#include "util/u_rect.h"
void *vs;
void *fs[TGSI_WRITEMASK_XYZW + 1];
- struct pipe_buffer *vbuf; /**< quad vertices */
+ struct pipe_resource *vbuf; /**< quad vertices */
unsigned vbuf_slot;
float vertices[4][2][4]; /**< vertex/texcoords for quad */
if (ctx->fs[i])
pipe->delete_fs_state(pipe, ctx->fs[i]);
- pipe_buffer_reference(&ctx->vbuf, NULL);
+ pipe_resource_reference(&ctx->vbuf, NULL);
FREE(ctx);
}
if (!ctx->vbuf) {
ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
- 32,
- PIPE_BUFFER_USAGE_VERTEX,
+ PIPE_BIND_VERTEX_BUFFER,
max_slots * sizeof ctx->vertices);
}
offset = get_next_slot( ctx );
- pipe_buffer_write_nooverlap(ctx->pipe->screen, ctx->vbuf,
+ pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf,
offset, sizeof(ctx->vertices), ctx->vertices);
return offset;
void
util_blit_pixels_writemask(struct blit_state *ctx,
struct pipe_surface *src,
+ struct pipe_sampler_view *src_sampler_view,
int srcX0, int srcY0,
int srcX1, int srcY1,
struct pipe_surface *dst,
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
- struct pipe_texture *tex = NULL;
+ struct pipe_sampler_view *sampler_view = NULL;
struct pipe_framebuffer_state fb;
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
filter == PIPE_TEX_MIPFILTER_LINEAR);
assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_SAMPLER, 0));
+ PIPE_BIND_SAMPLER_VIEW, 0));
assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
+ PIPE_BIND_RENDER_TARGET, 0));
/* do the regions overlap? */
overlap = util_same_surface(src, dst) &&
}
assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
+ PIPE_BIND_RENDER_TARGET, 0));
/* Create a temporary texture when src and dest alias or when src
* is anything other than a single-level 2d texture.
src->texture->target != PIPE_TEXTURE_2D ||
src->texture->last_level != 0)
{
- struct pipe_texture texTemp;
+ struct pipe_resource texTemp;
+ struct pipe_resource *tex;
+ struct pipe_sampler_view sv_templ;
struct pipe_surface *texSurf;
const int srcLeft = MIN2(srcX0, srcX1);
const int srcTop = MIN2(srcY0, srcY1);
texTemp.height0 = srcH;
texTemp.depth0 = 1;
- tex = screen->texture_create(screen, &texTemp);
+ tex = screen->resource_create(screen, &texTemp);
if (!tex)
return;
+ u_sampler_view_default_template(&sv_templ, tex, tex->format);
+
+ sampler_view = ctx->pipe->create_sampler_view(ctx->pipe, tex, &sv_templ);
+ if (!sampler_view) {
+ pipe_resource_reference(&tex, NULL);
+ return;
+ }
+
texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_WRITE);
+ PIPE_BIND_BLIT_DESTINATION);
/* load temp texture */
if (pipe->surface_copy) {
s1 = 1.0f;
t0 = 0.0f;
t1 = 1.0f;
+
+ pipe_resource_reference(&tex, NULL);
}
else {
- pipe_texture_reference(&tex, src->texture);
- s0 = srcX0 / (float)tex->width0;
- s1 = srcX1 / (float)tex->width0;
- t0 = srcY0 / (float)tex->height0;
- t1 = srcY1 / (float)tex->height0;
+ pipe_sampler_view_reference(&sampler_view, src_sampler_view);
+ s0 = srcX0 / (float)src->texture->width0;
+ s1 = srcX1 / (float)src->texture->width0;
+ t0 = srcY0 / (float)src->texture->height0;
+ t1 = srcY1 / (float)src->texture->height0;
}
+
/* save state (restored below) */
cso_save_blend(ctx->cso);
cso_save_depth_stencil_alpha(ctx->cso);
cso_save_rasterizer(ctx->cso);
cso_save_samplers(ctx->cso);
- cso_save_sampler_textures(ctx->cso);
+ cso_save_fragment_sampler_views(ctx->cso);
cso_save_viewport(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_set_viewport(ctx->cso, &ctx->viewport);
/* texture */
- cso_set_sampler_textures(ctx->cso, 1, &tex);
+ cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
if (ctx->fs[writemask] == NULL)
ctx->fs[writemask] =
cso_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
cso_restore_samplers(ctx->cso);
- cso_restore_sampler_textures(ctx->cso);
+ cso_restore_fragment_sampler_views(ctx->cso);
cso_restore_viewport(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_clip(ctx->cso);
cso_restore_vertex_elements(ctx->cso);
- pipe_texture_reference(&tex, NULL);
+ pipe_sampler_view_reference(&sampler_view, NULL);
}
void
util_blit_pixels(struct blit_state *ctx,
struct pipe_surface *src,
+ struct pipe_sampler_view *src_sampler_view,
int srcX0, int srcY0,
int srcX1, int srcY1,
struct pipe_surface *dst,
int dstX1, int dstY1,
float z, uint filter )
{
- util_blit_pixels_writemask( ctx, src,
+ util_blit_pixels_writemask( ctx, src, src_sampler_view,
srcX0, srcY0,
srcX1, srcY1,
dst,
*/
void util_blit_flush( struct blit_state *ctx )
{
- pipe_buffer_reference(&ctx->vbuf, NULL);
+ pipe_resource_reference(&ctx->vbuf, NULL);
ctx->vbuf_slot = 0;
}
*/
void
util_blit_pixels_tex(struct blit_state *ctx,
- struct pipe_texture *tex,
- int srcX0, int srcY0,
- int srcX1, int srcY1,
- struct pipe_surface *dst,
- int dstX0, int dstY0,
- int dstX1, int dstY1,
- float z, uint filter)
+ struct pipe_sampler_view *src_sampler_view,
+ int srcX0, int srcY0,
+ int srcX1, int srcY1,
+ struct pipe_surface *dst,
+ int dstX0, int dstY0,
+ int dstX1, int dstY1,
+ float z, uint filter)
{
struct pipe_framebuffer_state fb;
float s0, t0, s1, t1;
unsigned offset;
+ struct pipe_resource *tex = src_sampler_view->texture;
assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
filter == PIPE_TEX_MIPFILTER_LINEAR);
+ assert(tex);
assert(tex->width0 != 0);
assert(tex->height0 != 0);
assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_RENDER_TARGET,
+ PIPE_BIND_RENDER_TARGET,
0));
/* save state (restored below) */
cso_save_depth_stencil_alpha(ctx->cso);
cso_save_rasterizer(ctx->cso);
cso_save_samplers(ctx->cso);
- cso_save_sampler_textures(ctx->cso);
+ cso_save_fragment_sampler_views(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
cso_set_viewport(ctx->cso, &ctx->viewport);
/* texture */
- cso_set_sampler_textures(ctx->cso, 1, &tex);
+ cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
/* shaders */
cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
cso_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
cso_restore_samplers(ctx->cso);
- cso_restore_sampler_textures(ctx->cso);
+ cso_restore_fragment_sampler_views(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);