#include "pipe/p_context.h"
#include "pipe/p_state.h"
-#include "pipe/p_inlines.h"
+#include "util/u_inlines.h"
#include "pipe/p_screen.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_draw_quad.h"
#include "util/u_simple_shaders.h"
#include "util/u_memory.h"
-#include "util/u_rect.h"
+#include "util/u_sampler.h"
#include "cso_cache/cso_context.h"
{
struct pipe_context *pipe = ctx->pipe;
/* fragment shader */
- ctx->fs = util_make_fragment_tex_shader(pipe);
+ ctx->fs = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D,
+ TGSI_INTERPOLATE_LINEAR);
}
-static struct pipe_buffer *
+static struct pipe_resource *
setup_vertex_data(struct renderer *ctx,
float x0, float y0, float x1, float y1, float z)
{
return pipe_user_buffer_create( ctx->pipe->screen,
ctx->vertices,
- sizeof(ctx->vertices) );
+ sizeof(ctx->vertices),
+ PIPE_BIND_VERTEX_BUFFER);
}
-static struct pipe_buffer *
+static struct pipe_resource *
setup_vertex_data_tex(struct renderer *ctx,
float x0, float y0, float x1, float y1,
float s0, float t0, float s1, float t1,
return pipe_user_buffer_create( ctx->pipe->screen,
ctx->vertices,
- sizeof(ctx->vertices) );
+ sizeof(ctx->vertices),
+ PIPE_BIND_VERTEX_BUFFER);
}
-static struct pipe_buffer *
+static struct pipe_resource *
setup_vertex_data_qtex(struct renderer *ctx,
float x0, float y0, float x1, float y1,
float x2, float y2, float x3, float y3,
return pipe_user_buffer_create( ctx->pipe->screen,
ctx->vertices,
- sizeof(ctx->vertices) );
+ sizeof(ctx->vertices),
+ PIPE_BIND_VERTEX_BUFFER);
}
struct renderer * renderer_create(struct vg_context *owner)
ctx->fs = NULL;
}
#endif
- free(ctx);
+ FREE(ctx);
}
void renderer_draw_quad(struct renderer *r,
VGfloat x2, VGfloat y2,
VGfloat depth)
{
- struct pipe_buffer *buf;
+ struct pipe_resource *buf;
buf = setup_vertex_data(r, x1, y1, x2, y2, depth);
if (buf) {
+ cso_set_vertex_elements(r->cso, 2, r->owner->velems);
util_draw_vertex_buffer(r->pipe, buf, 0,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
- pipe_buffer_reference( &buf,
+ pipe_resource_reference( &buf,
NULL );
}
}
void renderer_draw_texture(struct renderer *r,
- struct pipe_texture *tex,
+ struct pipe_resource *tex,
VGfloat x1offset, VGfloat y1offset,
VGfloat x2offset, VGfloat y2offset,
VGfloat x1, VGfloat y1,
VGfloat x2, VGfloat y2)
{
struct pipe_context *pipe = r->pipe;
- struct pipe_buffer *buf;
+ struct pipe_resource *buf;
VGfloat s0, t0, s1, t1;
assert(tex->width0 != 0);
s0, t0, s1, t1, 0.0f);
if (buf) {
+ cso_set_vertex_elements(r->cso, 2, r->owner->velems);
util_draw_vertex_buffer(pipe, buf, 0,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
- pipe_buffer_reference( &buf,
+ pipe_resource_reference( &buf,
NULL );
}
}
void renderer_copy_texture(struct renderer *ctx,
- struct pipe_texture *src,
+ struct pipe_sampler_view *src,
VGfloat sx1, VGfloat sy1,
VGfloat sx2, VGfloat sy2,
- struct pipe_texture *dst,
+ struct pipe_resource *dst,
VGfloat dx1, VGfloat dy1,
VGfloat dx2, VGfloat dy2)
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
- struct pipe_buffer *buf;
+ struct pipe_resource *tex = src->texture;
+ struct pipe_resource *buf;
struct pipe_surface *dst_surf = screen->get_tex_surface(
screen, dst, 0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_WRITE);
+ PIPE_BIND_RENDER_TARGET);
struct pipe_framebuffer_state fb;
float s0, t0, s1, t1;
- assert(src->width0 != 0);
- assert(src->height0 != 0);
+ assert(tex->width0 != 0);
+ assert(tex->height0 != 0);
assert(dst->width0 != 0);
assert(dst->height0 != 0);
#endif
#if 1
- s0 = sx1 / src->width0;
- s1 = sx2 / src->width0;
- t0 = sy1 / src->height0;
- t1 = sy2 / src->height0;
+ s0 = sx1 / tex->width0;
+ s1 = sx2 / tex->width0;
+ t0 = sy1 / tex->height0;
+ t1 = sy2 / tex->height0;
#else
s0 = 0;
s1 = 1;
#endif
assert(screen->is_format_supported(screen, dst_surf->format, PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
+ 0, PIPE_BIND_RENDER_TARGET, 0));
/* save state (restored below) */
cso_save_blend(ctx->cso);
cso_save_samplers(ctx->cso);
- cso_save_sampler_textures(ctx->cso);
+ cso_save_fragment_sampler_views(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
{
struct pipe_blend_state blend;
memset(&blend, 0, sizeof(blend));
- blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
- blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
- blend.colormask = PIPE_MASK_RGBA;
+ blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.rt[0].colormask = PIPE_MASK_RGBA;
cso_set_blend(ctx->cso, &blend);
}
vg_set_viewport(ctx->owner, VEGA_Y0_TOP);
/* texture */
- cso_set_sampler_textures(ctx->cso, 1, &src);
+ cso_set_fragment_sampler_views(ctx->cso, 1, &src);
/* shaders */
cso_set_vertex_shader_handle(ctx->cso, vg_texture_vs(ctx->owner));
0.0f);
if (buf) {
+ cso_set_vertex_elements(ctx->cso, 2, ctx->owner->velems);
util_draw_vertex_buffer(ctx->pipe, buf, 0,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
- pipe_buffer_reference( &buf,
+ pipe_resource_reference( &buf,
NULL );
}
/* restore state we changed */
cso_restore_blend(ctx->cso);
cso_restore_samplers(ctx->cso);
- cso_restore_sampler_textures(ctx->cso);
+ cso_restore_fragment_sampler_views(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
- struct pipe_buffer *buf;
- struct pipe_texture texTemp, *tex;
- struct pipe_surface *texSurf;
+ struct pipe_resource *buf;
+ struct pipe_sampler_view view_templ;
+ struct pipe_sampler_view *view;
+ struct pipe_resource texTemp, *tex;
+ struct pipe_subresource subsrc, subdst;
struct pipe_framebuffer_state fb;
struct st_framebuffer *stfb = ctx->owner->draw_buffer;
const int srcW = abs(srcX1 - srcX0);
}
assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_SAMPLER, 0));
+ 0, PIPE_BIND_SAMPLER_VIEW, 0));
assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_SAMPLER, 0));
+ 0, PIPE_BIND_SAMPLER_VIEW, 0));
assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
- PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));
+ 0, PIPE_BIND_RENDER_TARGET, 0));
/*
* XXX for now we're always creating a temporary texture.
texTemp.width0 = srcW;
texTemp.height0 = srcH;
texTemp.depth0 = 1;
+ texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
- tex = screen->texture_create(screen, &texTemp);
+ tex = screen->resource_create(screen, &texTemp);
if (!tex)
return;
- texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
- PIPE_BUFFER_USAGE_GPU_WRITE);
-
- /* load temp texture */
- if (pipe->surface_copy) {
- pipe->surface_copy(pipe,
- texSurf, 0, 0, /* dest */
- src, srcLeft, srcTop, /* src */
- srcW, srcH); /* size */
- } else {
- util_surface_copy(pipe, FALSE,
- texSurf, 0, 0, /* dest */
- src, srcLeft, srcTop, /* src */
- srcW, srcH); /* size */
- }
+ u_sampler_view_default_template(&view_templ, tex, tex->format);
+ view = pipe->create_sampler_view(pipe, tex, &view_templ);
+
+ if (!view)
+ return;
+
+ subdst.face = 0;
+ subdst.level = 0;
+ subsrc.face = src->face;
+ subsrc.level = src->level;
- /* free the surface, update the texture if necessary.*/
- screen->tex_surface_destroy(texSurf);
+ pipe->resource_copy_region(pipe,
+ tex, subdst, 0, 0, 0, /* dest */
+ src->texture, subsrc, srcLeft, srcTop, src->zslice, /* src */
+ srcW, srcH); /* size */
/* save state (restored below) */
cso_save_blend(ctx->cso);
cso_save_samplers(ctx->cso);
- cso_save_sampler_textures(ctx->cso);
+ cso_save_fragment_sampler_views(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
{
struct pipe_blend_state blend;
memset(&blend, 0, sizeof(blend));
- blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
- blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
- blend.colormask = PIPE_MASK_RGBA;
+ blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.rt[0].colormask = PIPE_MASK_RGBA;
cso_set_blend(ctx->cso, &blend);
}
}
/* texture */
- cso_set_sampler_textures(ctx->cso, 1, &tex);
+ cso_set_fragment_sampler_views(ctx->cso, 1, &view);
/* shaders */
cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
(float) dstX1, (float) dstY1, z);
if (buf) {
+ cso_set_vertex_elements(ctx->cso, 2, ctx->owner->velems);
util_draw_vertex_buffer(ctx->pipe, buf, 0,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
- pipe_buffer_reference( &buf,
+ pipe_resource_reference( &buf,
NULL );
}
/* restore state we changed */
cso_restore_blend(ctx->cso);
cso_restore_samplers(ctx->cso);
- cso_restore_sampler_textures(ctx->cso);
+ cso_restore_fragment_sampler_views(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
cso_restore_viewport(ctx->cso);
- pipe_texture_reference(&tex, NULL);
+ pipe_resource_reference(&tex, NULL);
+ pipe_sampler_view_reference(&view, NULL);
}
void renderer_texture_quad(struct renderer *r,
- struct pipe_texture *tex,
+ struct pipe_resource *tex,
VGfloat x1offset, VGfloat y1offset,
VGfloat x2offset, VGfloat y2offset,
VGfloat x1, VGfloat y1,
VGfloat x4, VGfloat y4)
{
struct pipe_context *pipe = r->pipe;
- struct pipe_buffer *buf;
+ struct pipe_resource *buf;
VGfloat s0, t0, s1, t1;
assert(tex->width0 != 0);
s0, t0, s1, t1, 0.0f);
if (buf) {
+ cso_set_vertex_elements(r->cso, 2, r->owner->velems);
util_draw_vertex_buffer(pipe, buf, 0,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
- pipe_buffer_reference(&buf,
+ pipe_resource_reference(&buf,
NULL);
}