#include "asm_util.h"
#include "st_inlines.h"
#include "vg_manager.h"
+#include "api.h"
#include "pipe/p_context.h"
#include "util/u_inlines.h"
#include "util/u_simple_shaders.h"
#include "util/u_memory.h"
#include "util/u_blit.h"
+#include "util/u_sampler.h"
struct vg_context *_vg_context = 0;
st->clear.fs =
util_make_fragment_passthrough_shader(pipe);
}
+
+/**
+ * A depth/stencil rb will be needed regardless of what the visual says.
+ */
+static boolean
+choose_depth_stencil_format(struct vg_context *ctx)
+{
+ struct pipe_screen *screen = ctx->pipe->screen;
+ enum pipe_format formats[] = {
+ PIPE_FORMAT_Z24_UNORM_S8_USCALED,
+ PIPE_FORMAT_S8_USCALED_Z24_UNORM,
+ PIPE_FORMAT_NONE
+ };
+ enum pipe_format *fmt;
+
+ for (fmt = formats; *fmt != PIPE_FORMAT_NONE; fmt++) {
+ if (screen->is_format_supported(screen, *fmt,
+ PIPE_TEXTURE_2D, 0, PIPE_BIND_DEPTH_STENCIL, 0))
+ break;
+ }
+
+ ctx->ds_format = *fmt;
+
+ return (ctx->ds_format != PIPE_FORMAT_NONE);
+}
+
void vg_set_current_context(struct vg_context *ctx)
{
_vg_context = ctx;
+ api_make_dispatch_current((ctx) ? ctx->dispatch : NULL);
}
struct vg_context * vg_create_context(struct pipe_context *pipe,
ctx = CALLOC_STRUCT(vg_context);
ctx->pipe = pipe;
+ if (!choose_depth_stencil_format(ctx)) {
+ FREE(ctx);
+ return NULL;
+ }
+
+ ctx->dispatch = api_create_dispatch();
vg_init_state(&ctx->state.vg);
ctx->state.dirty = ALL_DIRTY;
void vg_destroy_context(struct vg_context *ctx)
{
- struct pipe_buffer **cbuf = &ctx->mask.cbuf;
- struct pipe_buffer **vsbuf = &ctx->vs_const_buffer;
+ struct pipe_resource **cbuf = &ctx->mask.cbuf;
+ struct pipe_resource **vsbuf = &ctx->vs_const_buffer;
util_destroy_blit(ctx->blit);
renderer_destroy(ctx->renderer);
paint_destroy(ctx->default_paint);
if (*cbuf)
- pipe_buffer_reference(cbuf, NULL);
+ pipe_resource_reference(cbuf, NULL);
if (*vsbuf)
- pipe_buffer_reference(vsbuf, NULL);
+ pipe_resource_reference(vsbuf, NULL);
if (ctx->clear.fs) {
cso_delete_fragment_shader(ctx->cso_context, ctx->clear.fs);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_FONT]);
cso_hash_delete(ctx->owned_objects[VG_OBJECT_PATH]);
+ api_destroy_dispatch(ctx->dispatch);
+
free(ctx);
}
2.f/fb->width, 2.f/fb->height, 1, 1,
-1, -1, 0, 0
};
- struct pipe_buffer **cbuf = &ctx->vs_const_buffer;
+ struct pipe_resource **cbuf = &ctx->vs_const_buffer;
vg_set_viewport(ctx, VEGA_Y0_BOTTOM);
- pipe_buffer_reference(cbuf, NULL);
- *cbuf = pipe_buffer_create(ctx->pipe->screen, 16,
- PIPE_BUFFER_USAGE_CONSTANT,
- param_bytes);
+ pipe_resource_reference(cbuf, NULL);
+ *cbuf = pipe_buffer_create(ctx->pipe->screen,
+ PIPE_BIND_CONSTANT_BUFFER,
+ param_bytes);
if (*cbuf) {
st_no_flush_pipe_buffer_write(ctx, *cbuf,
{
struct pipe_surface *dest_surface = NULL;
struct pipe_context *pipe = ctx->pipe;
+ struct pipe_sampler_view *view;
+ struct pipe_sampler_view view_templ;
struct st_framebuffer *stfb = ctx->draw_buffer;
struct st_renderbuffer *strb = stfb->strb;
/* first finish all pending rendering */
vgFinish();
+ u_sampler_view_default_template(&view_templ, strb->texture, strb->texture->format);
+ view = pipe->create_sampler_view(pipe, strb->texture, &view_templ);
+
dest_surface = pipe->screen->get_tex_surface(pipe->screen,
- stfb->blend_texture,
+ stfb->blend_texture_view->texture,
0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_WRITE);
+ PIPE_BIND_RENDER_TARGET);
/* flip it, because we want to use it as a sampler */
util_blit_pixels_tex(ctx->blit,
- strb->texture,
+ view,
0, strb->height,
strb->width, 0,
dest_surface,
/* make sure it's complete */
vgFinish();
+
+ pipe_sampler_view_reference(&view, NULL);
}
vgFinish();
dest_surface = pipe->screen->get_tex_surface(pipe->screen,
- stfb->blend_texture,
+ stfb->blend_texture_view->texture,
0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_WRITE);
+ PIPE_BIND_RENDER_TARGET);
/* flip it, because we want to use it as a sampler */
util_blit_pixels_tex(ctx->blit,
- stfb->alpha_mask,
+ stfb->alpha_mask_view,
0, strb->height,
strb->width, 0,
dest_surface,