#include "mask.h"
#include "pipe/p_context.h"
-#include "pipe/p_inlines.h"
+#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 *
create_texture(struct pipe_context *pipe, enum pipe_format format,
- VGint width, VGint height)
+ VGint width, VGint height)
{
struct pipe_texture templ;
templ.format = format;
}
else {
- templ.format = PIPE_FORMAT_A8R8G8B8_UNORM;
+ templ.format = PIPE_FORMAT_B8G8R8A8_UNORM;
}
templ.target = PIPE_TEXTURE_2D;
templ.depth0 = 1;
templ.last_level = 0;
- if (pf_get_component_bits(format, PIPE_FORMAT_COMP_S)) {
+ if (util_format_get_component_bits(format, UTIL_FORMAT_COLORSPACE_ZS, 1)) {
templ.tex_usage = PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
} else {
templ.tex_usage = (PIPE_TEXTURE_USAGE_DISPLAY_TARGET |
return pipe->screen->texture_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_texture *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_texture_reference(&texture, NULL);
+
+ return view;
+}
+
/**
* Allocate a renderbuffer for a an on-screen window (not a user-created
* renderbuffer). The window system code determines the format.
surface_usage = (PIPE_BUFFER_USAGE_GPU_READ |
PIPE_BUFFER_USAGE_GPU_WRITE);
- 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_S8Z24_UNORM);
+ stfb->dsrb = st_new_renderbuffer_fb(PIPE_FORMAT_Z24S8_UNORM);
/*### 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->init_width = width;
- stfb->init_height = height;
+ stfb->width = width;
+ stfb->height = height;
stfb->privateData = privateData;
}
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_A8R8G8B8_UNORM because we want to render to
+ 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_A8R8G8B8_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);
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);
if (pipe->surface_copy) {
/* 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,
/* If this is a noop, exit early and don't do the clear, etc below.
*/
- if (strb->width == width &&
- strb->height == height &&
+ if (stfb->width == width &&
+ stfb->height == height &&
state->zsbuf)
return;
+ stfb->width = width;
+ stfb->height = height;
+
if (strb->width != width || strb->height != height)
st_renderbuffer_alloc_storage(ctx, strb,
width, height);
setup_new_alpha_mask(ctx, stfb, width, height);
- pipe_texture_reference( &stfb->blend_texture, NULL );
- stfb->blend_texture = create_texture(ctx->pipe, PIPE_FORMAT_A8R8G8B8_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,
/* FIXME */
}
-void st_make_current(struct vg_context *st,
- struct st_framebuffer *draw,
- struct st_framebuffer *read)
+boolean st_make_current(struct vg_context *st,
+ struct st_framebuffer *draw,
+ struct st_framebuffer *read,
+ void *winsys_drawable_handle)
{
vg_set_current_context(st);
- if (st) {
+ if (st)
st->draw_buffer = draw;
- }
+ return VG_TRUE;
}
struct vg_context *st_get_current(void)
{
return 0;
}
+
+st_proc st_get_proc_address(const char *procname)
+{
+ return NULL;
+}