struct pipe_surface *surf;
surf = screen->get_tex_surface(screen, strb->texture, 0, 0, 0,
- PIPE_BUFFER_USAGE_CPU_READ);
+ PIPE_BIND_TRANSFER_READ);
/* Do a row at a time to flip image data vertically */
for (i = 0; i < height; i++) {
static void setup_mask_operation(VGMaskOperation operation)
{
struct vg_context *ctx = vg_current_context();
- struct pipe_buffer **cbuf = &ctx->mask.cbuf;
+ struct pipe_resource **cbuf = &ctx->mask.cbuf;
const VGint param_bytes = 4 * sizeof(VGfloat);
const VGfloat ones[4] = {1.f, 1.f, 1.f, 1.f};
void *shader = 0;
/* We always need to get a new buffer, to keep the drivers simple and
* avoid gratuitous rendering synchronization.
*/
- pipe_buffer_reference(cbuf, NULL);
+ pipe_resource_reference(cbuf, NULL);
- *cbuf = pipe_buffer_create(ctx->pipe->screen, 1,
- PIPE_BUFFER_USAGE_CONSTANT,
+ *cbuf = pipe_buffer_create(ctx->pipe->screen,
+ PIPE_BIND_CONSTANT_BUFFER,
param_bytes);
if (*cbuf) {
st_no_flush_pipe_buffer_write(ctx, *cbuf,
static void setup_mask_fill(const VGfloat color[4])
{
struct vg_context *ctx = vg_current_context();
- struct pipe_buffer **cbuf = &ctx->mask.cbuf;
+ struct pipe_resource **cbuf = &ctx->mask.cbuf;
const VGint param_bytes = 4 * sizeof(VGfloat);
/* We always need to get a new buffer, to keep the drivers simple and
* avoid gratuitous rendering synchronization.
*/
- pipe_buffer_reference(cbuf, NULL);
+ pipe_resource_reference(cbuf, NULL);
- *cbuf = pipe_buffer_create(ctx->pipe->screen, 1,
- PIPE_BUFFER_USAGE_CONSTANT,
+ *cbuf = pipe_buffer_create(ctx->pipe->screen,
+ PIPE_BIND_CONSTANT_BUFFER,
param_bytes);
if (*cbuf) {
st_no_flush_pipe_buffer_write(ctx, *cbuf, 0, param_bytes, color);
VGint width, VGint height)
{
struct vg_context *ctx = vg_current_context();
- struct pipe_texture *texture = sampler_view->texture;
+ struct pipe_resource *texture = sampler_view->texture;
struct pipe_surface *surface =
- alpha_mask_surface(ctx, PIPE_BUFFER_USAGE_GPU_WRITE);
+ alpha_mask_surface(ctx, PIPE_BIND_RENDER_TARGET);
VGint offsets[4], loc[4];
if (!surface)
mask->height = height;
{
- struct pipe_texture pt;
+ struct pipe_resource pt;
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = ctx->pipe->screen;
struct pipe_sampler_view view_templ;
struct pipe_sampler_view *view = NULL;
- struct pipe_texture *texture;
+ struct pipe_resource *texture;
memset(&pt, 0, sizeof(pt));
pt.target = PIPE_TEXTURE_2D;
pt.width0 = width;
pt.height0 = height;
pt.depth0 = 1;
- pt.tex_usage = PIPE_TEXTURE_USAGE_SAMPLER;
+ pt.bind = PIPE_BIND_SAMPLER_VIEW;
pt.compressed = 0;
- texture = screen->texture_create(screen, &pt);
+ texture = screen->resource_create(screen, &pt);
if (texture) {
u_sampler_view_default_template(&view_templ, texture, texture->format);
view = pipe->create_sampler_view(pipe, texture, &view_templ);
}
- pipe_texture_reference(&texture, NULL);
+ pipe_resource_reference(&texture, NULL);
mask->sampler_view = view;
}
struct vg_context *ctx = vg_current_context();
vg_context_remove_object(ctx, VG_OBJECT_MASK, layer);
- pipe_texture_release(&layer->texture);
+ pipe_resource_release(&layer->texture);
free(layer);
}
surface = ctx->pipe->screen->get_tex_surface(
ctx->pipe->screen, layer->sampler_view->texture,
0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_WRITE);
+ PIPE_BIND_RENDER_TARGET);
surface_fill(surface,
layer->width, layer->height,
struct pipe_surface *surface;
surface = screen->get_tex_surface(screen, layer->sampler_view->texture, 0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_WRITE);
+ PIPE_BIND_RENDER_TARGET);
cso_save_framebuffer(ctx->cso_context);
cso_save_fragment_shader(ctx->cso_context);
struct vg_context *ctx = vg_current_context();
VGfloat alpha_color[4] = {.0f, .0f, .0f, value};
struct pipe_surface *surf = alpha_mask_surface(
- ctx, PIPE_BUFFER_USAGE_GPU_WRITE);
+ ctx, PIPE_BIND_RENDER_TARGET);
#if DEBUG_MASKS
debug_printf("mask_fill(%d, %d, %d, %d) with rgba(%f, %f, %f, %f)\n",