#include "util/u_inlines.h"
#include "pipe/p_screen.h"
#include "util/u_format.h"
+#include "util/u_sampler.h"
#include "util/u_memory.h"
#include "util/u_math.h"
#include "util/u_rect.h"
/* advertise OpenVG support */
PUBLIC const int st_api_OpenVG = 1;
-static struct pipe_texture *
+static struct pipe_resource *
create_texture(struct pipe_context *pipe, enum pipe_format format,
- VGint width, VGint height)
+ VGint width, VGint height)
{
- struct pipe_texture templ;
+ struct pipe_resource templ;
memset(&templ, 0, sizeof(templ));
templ.last_level = 0;
if (util_format_get_component_bits(format, UTIL_FORMAT_COLORSPACE_ZS, 1)) {
- templ.tex_usage = PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
+ templ.bind = PIPE_BIND_DEPTH_STENCIL;
} else {
- templ.tex_usage = (PIPE_TEXTURE_USAGE_DISPLAY_TARGET |
- PIPE_TEXTURE_USAGE_RENDER_TARGET |
- PIPE_TEXTURE_USAGE_SAMPLER);
+ templ.bind = (PIPE_BIND_DISPLAY_TARGET |
+ PIPE_BIND_RENDER_TARGET |
+ PIPE_BIND_SAMPLER_VIEW);
}
- return pipe->screen->texture_create(pipe->screen, &templ);
+ return pipe->screen->resource_create(pipe->screen, &templ);
+}
+
+static struct pipe_sampler_view *
+create_tex_and_view(struct pipe_context *pipe, enum pipe_format format,
+ VGint width, VGint height)
+{
+ struct pipe_resource *texture;
+ struct pipe_sampler_view view_templ;
+ struct pipe_sampler_view *view;
+
+ texture = create_texture(pipe, format, width, height);
+
+ if (!texture)
+ return NULL;
+
+ u_sampler_view_default_template(&view_templ, texture, texture->format);
+ view = pipe->create_sampler_view(pipe, texture, &view_templ);
+ /* want the texture to go away if the view is freed */
+ pipe_resource_reference(&texture, NULL);
+
+ return view;
}
/**
/* Free the old surface and texture
*/
pipe_surface_reference(&strb->surface, NULL);
- pipe_texture_reference(&strb->texture, NULL);
+ pipe_resource_reference(&strb->texture, NULL);
/* Probably need dedicated flags for surface usage too:
*/
- surface_usage = (PIPE_BUFFER_USAGE_GPU_READ |
- PIPE_BUFFER_USAGE_GPU_WRITE);
+ surface_usage = (PIPE_BIND_RENDER_TARGET |
+ PIPE_BIND_BLIT_SOURCE |
+ PIPE_BIND_BLIT_DESTINATION);
+
+ strb->texture = create_texture(pipe, strb->format, width, height);
- strb->texture = create_texture(pipe, strb->format,
- width, height);
if (!strb->texture)
return FALSE;
if (stencilFormat == depthFormat)
stfb->dsrb = st_new_renderbuffer_fb(stencilFormat);
else
- stfb->dsrb = st_new_renderbuffer_fb(PIPE_FORMAT_Z24S8_UNORM);
+ stfb->dsrb = st_new_renderbuffer_fb(PIPE_FORMAT_Z24_UNORM_S8_USCALED);
/*### currently we always allocate it but it's possible it's
not necessary if EGL_ALPHA_MASK_SIZE was 0
*/
- stfb->alpha_mask = 0;
+ stfb->alpha_mask_view = NULL;
stfb->width = width;
stfb->height = height;
uint width, uint height)
{
struct pipe_context *pipe = ctx->pipe;
- struct pipe_texture *old_texture = stfb->alpha_mask;
+ struct pipe_sampler_view *old_sampler_view = stfb->alpha_mask_view;
/*
we use PIPE_FORMAT_B8G8R8A8_UNORM because we want to render to
this texture and use it as a sampler, so while this wastes some
space it makes both of those a lot simpler
*/
- stfb->alpha_mask =
- create_texture(pipe, PIPE_FORMAT_B8G8R8A8_UNORM, width, height);
+ stfb->alpha_mask_view =
+ create_tex_and_view(pipe, PIPE_FORMAT_B8G8R8A8_UNORM, width, height);
- if (!stfb->alpha_mask) {
- if (old_texture)
- pipe_texture_reference(&old_texture, NULL);
+ if (!stfb->alpha_mask_view) {
+ if (old_sampler_view)
+ pipe_sampler_view_reference(&old_sampler_view, NULL);
return;
}
mask_fill(0, 0, width, height, 1.f);
/* if we had an old surface copy it over */
- if (old_texture) {
+ if (old_sampler_view) {
struct pipe_surface *surface = pipe->screen->get_tex_surface(
pipe->screen,
- stfb->alpha_mask,
+ stfb->alpha_mask_view->texture,
0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_WRITE);
+ PIPE_BIND_RENDER_TARGET |
+ PIPE_BIND_BLIT_DESTINATION);
struct pipe_surface *old_surface = pipe->screen->get_tex_surface(
pipe->screen,
- old_texture,
+ old_sampler_view->texture,
0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_READ);
+ PIPE_BIND_BLIT_SOURCE);
if (pipe->surface_copy) {
pipe->surface_copy(pipe,
surface,
/* Free the old texture
*/
- if (old_texture)
- pipe_texture_reference(&old_texture, NULL);
+ if (old_sampler_view)
+ pipe_sampler_view_reference(&old_sampler_view, NULL);
}
void st_resize_framebuffer(struct st_framebuffer *stfb,
setup_new_alpha_mask(ctx, stfb, width, height);
- pipe_texture_reference( &stfb->blend_texture, NULL );
- stfb->blend_texture = create_texture(ctx->pipe, PIPE_FORMAT_B8G8R8A8_UNORM,
- width, height);
+ pipe_sampler_view_reference( &stfb->blend_texture_view, NULL );
+ stfb->blend_texture_view = create_tex_and_view(ctx->pipe, PIPE_FORMAT_B8G8R8A8_UNORM,
+ width, height);
}
void st_set_framebuffer_surface(struct st_framebuffer *stfb,
/* unreference existing surfaces */
pipe_surface_reference( &rb->surface, NULL );
- pipe_texture_reference( &rb->texture, NULL );
+ pipe_resource_reference( &rb->texture, NULL );
/* reference new ones */
pipe_surface_reference( &rb->surface, surf );
- pipe_texture_reference( &rb->texture, surf->texture );
+ pipe_resource_reference( &rb->texture, surf->texture );
rb->width = surf->width;
rb->height = surf->height;
}
int st_get_framebuffer_texture(struct st_framebuffer *stfb,
- uint surfIndex, struct pipe_texture **tex)
+ uint surfIndex, struct pipe_resource **tex)
{
struct st_renderbuffer *rb = stfb->strb;
*tex = rb->texture;
void *winsys_drawable_handle)
{
vg_set_current_context(st);
- if (st) {
+ if (st)
st->draw_buffer = draw;
-
- /* VG state tracker doesn't seem to do front-buffer rendering
- * (no calls to flush_frontbuffer). If it ever did start doing
- * that, it would need to pass this value down in the
- * flush_frontbuffer call:
- */
- st->pipe->priv = winsys_drawable_handle;
- }
return VG_TRUE;
}