#include "cso_cache/cso_context.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->pipe = p->screen->context_create(p->screen, NULL, 0);
p->cso = cso_create_context(p->pipe);
/* set clear color */
p->viewport.scale[0] = half_width;
p->viewport.scale[1] = half_height * scale;
p->viewport.scale[2] = half_depth;
- p->viewport.scale[3] = 1.0f;
p->viewport.translate[0] = half_width + x;
p->viewport.translate[1] = (half_height + y) * scale + bias;
p->viewport.translate[2] = half_depth + z;
- p->viewport.translate[3] = 0.0f;
}
/* vertex elements state */
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_COLOR };
const uint semantic_indexes[] = { 0, 0 };
- p->vs = util_make_vertex_passthrough_shader(p->pipe, 2, semantic_names, semantic_indexes);
+ p->vs = util_make_vertex_passthrough_shader(p->pipe, 2, semantic_names, semantic_indexes, FALSE);
}
/* fragment shader */
static void close_prog(struct program *p)
{
- /* unset all state */
- cso_release_all(p->cso);
+ cso_destroy_context(p->cso);
p->pipe->delete_vs_state(p->pipe, p->vs);
p->pipe->delete_fs_state(p->pipe, p->fs);
pipe_resource_reference(&p->target, NULL);
pipe_resource_reference(&p->vbuf, NULL);
- cso_destroy_context(p->cso);
p->pipe->destroy(p->pipe);
p->screen->destroy(p->screen);
pipe_loader_release(&p->dev, 1);