#include "util/u_draw_quad.h"
#include "util/u_pack_color.h"
#include "util/u_rect.h"
+#include "util/u_sampler.h"
#include "util/u_simple_shaders.h"
#include "util/u_texture.h"
struct blitter_context blitter;
struct pipe_context *pipe; /**< pipe context */
- struct pipe_buffer *vbuf; /**< quad */
+ struct pipe_resource *vbuf; /**< quad */
float vertices[4][2][4]; /**< {pos, color} or {pos, texcoord} */
/* Rasterizer state. */
void *rs_state;
+ struct pipe_sampler_view *sampler_view;
+
/* Viewport state. */
struct pipe_viewport_state viewport;
struct blitter_context *util_blitter_create(struct pipe_context *pipe)
{
struct blitter_context_priv *ctx;
- struct pipe_blend_state blend = { 0 };
- struct pipe_depth_stencil_alpha_state dsa = { { 0 } };
- struct pipe_rasterizer_state rs_state = { 0 };
+ struct pipe_blend_state blend;
+ struct pipe_depth_stencil_alpha_state dsa;
+ struct pipe_rasterizer_state rs_state;
struct pipe_sampler_state *sampler_state;
struct pipe_vertex_element velem[2];
unsigned i;
ctx->blitter.saved_vs = INVALID_PTR;
ctx->blitter.saved_velem_state = INVALID_PTR;
ctx->blitter.saved_fb_state.nr_cbufs = ~0;
- ctx->blitter.saved_num_textures = ~0;
+ ctx->blitter.saved_num_sampler_views = ~0;
ctx->blitter.saved_num_sampler_states = ~0;
+ ctx->blitter.saved_num_vertex_buffers = ~0;
/* blend state objects */
+ memset(&blend, 0, sizeof(blend));
ctx->blend_keep_color = pipe->create_blend_state(pipe, &blend);
blend.rt[0].colormask = PIPE_MASK_RGBA;
ctx->blend_write_color = pipe->create_blend_state(pipe, &blend);
/* depth stencil alpha state objects */
+ memset(&dsa, 0, sizeof(dsa));
ctx->dsa_keep_depth_stencil =
pipe->create_depth_stencil_alpha_state(pipe, &dsa);
sampler_state->wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler_state->wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
sampler_state->wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
+ sampler_state->normalized_coords = TRUE;
/* The sampler state objects which sample from a specified mipmap level
* are created on-demand. */
/* create the vertex buffer */
ctx->vbuf = pipe_buffer_create(ctx->pipe->screen,
- 32,
- PIPE_BUFFER_USAGE_VERTEX,
+ PIPE_BIND_VERTEX_BUFFER,
sizeof(ctx->vertices));
return &ctx->blitter;
if (ctx->sampler_state[i])
pipe->delete_sampler_state(pipe, ctx->sampler_state[i]);
- pipe_buffer_reference(&ctx->vbuf, NULL);
+ if (ctx->sampler_view) {
+ pipe_sampler_view_reference(&ctx->sampler_view, NULL);
+ }
+
+ pipe_resource_reference(&ctx->vbuf, NULL);
FREE(ctx);
}
ctx->blitter.saved_num_sampler_states = ~0;
}
- if (ctx->blitter.saved_num_textures != ~0) {
- pipe->set_fragment_sampler_textures(pipe,
- ctx->blitter.saved_num_textures,
- ctx->blitter.saved_textures);
- ctx->blitter.saved_num_textures = ~0;
+ if (ctx->blitter.saved_num_sampler_views != ~0) {
+ pipe->set_fragment_sampler_views(pipe,
+ ctx->blitter.saved_num_sampler_views,
+ ctx->blitter.saved_sampler_views);
+ ctx->blitter.saved_num_sampler_views = ~0;
+ }
+
+ if (ctx->blitter.saved_num_vertex_buffers != ~0) {
+ pipe->set_vertex_buffers(pipe,
+ ctx->blitter.saved_num_vertex_buffers,
+ ctx->blitter.saved_vertex_buffers);
+ ctx->blitter.saved_num_vertex_buffers = ~0;
}
}
struct pipe_context *pipe = ctx->pipe;
/* write vertices and draw them */
- pipe_buffer_write(pipe->screen, ctx->vbuf,
+ pipe_buffer_write(pipe, ctx->vbuf,
0, sizeof(ctx->vertices), ctx->vertices);
util_draw_vertex_buffer(pipe, ctx->vbuf, 0, PIPE_PRIM_TRIANGLE_FAN,
struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
struct pipe_context *pipe = ctx->pipe;
struct pipe_framebuffer_state fb_state;
+ struct pipe_sampler_view viewTempl, *view;
assert(blitter->saved_fb_state.nr_cbufs != ~0);
- assert(blitter->saved_num_textures != ~0);
+ assert(blitter->saved_num_sampler_views != ~0);
assert(blitter->saved_num_sampler_states != ~0);
assert(src->texture->target < PIPE_MAX_TEXTURE_TYPES);
fb_state.zsbuf = 0;
}
+ u_sampler_view_default_template(&viewTempl,
+ src->texture,
+ src->texture->format);
+ view = pipe->create_sampler_view(pipe,
+ src->texture,
+ &viewTempl);
+
+ if (ctx->sampler_view) {
+ pipe_sampler_view_reference(&ctx->sampler_view, NULL);
+ }
+ ctx->sampler_view = view;
+
pipe->bind_rasterizer_state(pipe, ctx->rs_state);
pipe->bind_vs_state(pipe, ctx->vs_tex);
pipe->bind_fragment_sampler_states(pipe, 1,
blitter_get_sampler_state(ctx, src->level));
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
- pipe->set_fragment_sampler_textures(pipe, 1, &src->texture);
+ pipe->set_fragment_sampler_views(pipe, 1, &view);
pipe->set_framebuffer_state(pipe, &fb_state);
/* set texture coordinates */
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
- struct pipe_texture texTemp;
- struct pipe_texture *texture;
+ struct pipe_resource texTemp;
+ struct pipe_resource *texture;
struct pipe_surface *tex_surf;
/* check whether the states are properly saved */
texTemp.height0 = height;
texTemp.depth0 = 1;
- texture = screen->texture_create(screen, &texTemp);
+ texture = screen->resource_create(screen, &texTemp);
if (!texture)
return;
tex_surf = screen->get_tex_surface(screen, texture, 0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_READ |
- PIPE_BUFFER_USAGE_GPU_WRITE);
+ PIPE_BIND_BLIT_SOURCE |
+ PIPE_BIND_BLIT_DESTINATION);
/* blit from the src to the temp */
util_blitter_do_copy(blitter, tex_surf, 0, 0,
width, height,
FALSE);
pipe_surface_reference(&tex_surf, NULL);
- pipe_texture_reference(&texture, NULL);
+ pipe_resource_reference(&texture, NULL);
blitter_restore_CSOs(ctx);
}
is_depth = util_format_get_component_bits(src->format, UTIL_FORMAT_COLORSPACE_ZS, 0) != 0;
is_stencil = util_format_get_component_bits(src->format, UTIL_FORMAT_COLORSPACE_ZS, 1) != 0;
- dst_tex_usage = is_depth || is_stencil ? PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
- PIPE_TEXTURE_USAGE_RENDER_TARGET;
+ dst_tex_usage = is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL :
+ PIPE_BIND_RENDER_TARGET;
/* check if we can sample from and render to the surfaces */
/* (assuming copying a stencil buffer is not possible) */
!screen->is_format_supported(screen, dst->format, dst->texture->target,
dst_tex_usage, 0) ||
!screen->is_format_supported(screen, src->format, src->texture->target,
- PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
+ PIPE_BIND_SAMPLER_VIEW, 0)) {
util_surface_copy(pipe, FALSE, dst, dstx, dsty, src, srcx, srcy,
width, height);
return;
/* check if we can render to the surface */
if (util_format_is_depth_or_stencil(dst->format) || /* unlikely, but you never know */
!screen->is_format_supported(screen, dst->format, dst->texture->target,
- PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
+ PIPE_BIND_RENDER_TARGET, 0)) {
util_surface_fill(pipe, dst, dstx, dsty, width, height, value);
return;
}