/* u_sampler_view_default_template */
#include "util/u_sampler.h"
/* debug_dump_surface_bmp */
-#include "util/u_debug.h"
+#include "util/u_debug_image.h"
/* util_draw_vertex_buffer helper */
#include "util/u_draw_quad.h"
/* FREE & CALLOC_STRUCT */
assert(ret);
/* init a pipe screen */
- p->screen = pipe_loader_create_screen(p->dev, PIPE_SEARCH_DIR);
+ p->screen = pipe_loader_create_screen(p->dev);
assert(p->screen);
/* create the pipe driver context and cso context */
- p->pipe = p->screen->context_create(p->screen, NULL);
- p->cso = cso_create_context(p->pipe);
+ p->pipe = p->screen->context_create(p->screen, NULL, 0);
+ p->cso = cso_create_context(p->pipe, 0);
/* set clear color */
p->clear_color.f[0] = 0.3;
/* fragment shader */
p->fs = util_make_fragment_tex_shader(p->pipe, TGSI_TEXTURE_2D,
TGSI_INTERPOLATE_LINEAR,
- TGSI_RETURN_TYPE_FLOAT);
+ TGSI_RETURN_TYPE_FLOAT,
+ TGSI_RETURN_TYPE_FLOAT, false,
+ false);
}
static void close_prog(struct program *p)
static void draw(struct program *p)
{
+ const struct pipe_sampler_state *samplers[] = {&p->sampler};
+
/* set the render target */
cso_set_framebuffer(p->cso, &p->framebuffer);
cso_set_viewport(p->cso, &p->viewport);
/* sampler */
- cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler);
- cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
+ cso_set_samplers(p->cso, PIPE_SHADER_FRAGMENT, 1, samplers);
/* texture sampler view */
cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);