ctx.set_clip(clip)
# framebuffer
- cbuf = dev.texture_create(PIPE_FORMAT_X8R8G8B8_UNORM,
- width, height,
- usage=PIPE_TEXTURE_USAGE_DISPLAY_TARGET)
+ cbuf = dev.texture_create(
+ PIPE_FORMAT_X8R8G8B8_UNORM,
+ width, height,
+ tex_usage=PIPE_TEXTURE_USAGE_DISPLAY_TARGET,
+ )
_cbuf = cbuf.get_surface(usage = PIPE_BUFFER_USAGE_GPU_READ|PIPE_BUFFER_USAGE_GPU_WRITE)
fb = Framebuffer()
fb.width = width
1:MOV OUT[1], IN[1]
2:END
''')
- #vs.dump()
ctx.set_vertex_shader(vs)
# fragment shader
0:MOV OUT[0], IN[0]
1:END
''')
- #fs.dump()
ctx.set_fragment_shader(fs)
nverts = 3
ctx.flush()
show_image(cbuf.get_surface(usage = PIPE_BUFFER_USAGE_CPU_READ|PIPE_BUFFER_USAGE_CPU_WRITE))
+ #save_image('tri.png', cbuf.get_surface(usage = PIPE_BUFFER_USAGE_CPU_READ|PIPE_BUFFER_USAGE_CPU_WRITE))