g3dvl: Use texture instead of surface for backbuffer.

This commit is contained in:
Younes Manton 2008-11-23 14:06:20 -05:00
parent bacacd5ada
commit c064d5a1ba

View file

@ -5,6 +5,7 @@
#include <pipe/p_context.h>
#include <pipe/p_winsys.h>
#include <pipe/p_state.h>
#include <pipe/p_inlines.h>
#include <tgsi/tgsi_parse.h>
#include <tgsi/tgsi_build.h>
#include "vl_csc.h"
@ -33,6 +34,7 @@ struct vlBasicCSC
struct pipe_context *pipe;
struct pipe_viewport_state viewport;
struct pipe_framebuffer_state framebuffer;
struct pipe_texture *framebuffer_tex;
void *sampler;
void *vertex_shader, *fragment_shader;
struct pipe_vertex_buffer vertex_bufs[2];
@ -49,6 +51,7 @@ static int vlResizeFrameBuffer
{
struct vlBasicCSC *basic_csc;
struct pipe_context *pipe;
struct pipe_texture template;
assert(csc);
@ -58,13 +61,6 @@ static int vlResizeFrameBuffer
if (basic_csc->framebuffer.width == width && basic_csc->framebuffer.height == height)
return 0;
if (basic_csc->framebuffer.cbufs[0])
pipe->winsys->surface_release
(
pipe->winsys,
&basic_csc->framebuffer.cbufs[0]
);
basic_csc->viewport.scale[0] = width;
basic_csc->viewport.scale[1] = height;
basic_csc->viewport.scale[2] = 1;
@ -73,20 +69,30 @@ static int vlResizeFrameBuffer
basic_csc->viewport.translate[1] = 0;
basic_csc->viewport.translate[2] = 0;
basic_csc->viewport.translate[3] = 0;
if (basic_csc->framebuffer_tex)
pipe_texture_release(&basic_csc->framebuffer_tex);
memset(&template, 0, sizeof(struct pipe_texture));
template.target = PIPE_TEXTURE_2D;
template.format = PIPE_FORMAT_A8R8G8B8_UNORM;
template.last_level = 0;
template.width[0] = width;
template.height[0] = height;
template.depth[0] = 1;
template.compressed = 0;
pf_get_block(template.format, &template.block);
template.tex_usage = PIPE_TEXTURE_USAGE_DISPLAY_TARGET;
basic_csc->framebuffer_tex = pipe->screen->texture_create(pipe->screen, &template);
basic_csc->framebuffer.width = width;
basic_csc->framebuffer.height = height;
basic_csc->framebuffer.cbufs[0] = pipe->winsys->surface_alloc(pipe->winsys);
pipe->winsys->surface_alloc_storage
basic_csc->framebuffer.cbufs[0] = pipe->screen->get_tex_surface
(
pipe->winsys,
basic_csc->framebuffer.cbufs[0],
width,
height,
PIPE_FORMAT_A8R8G8B8_UNORM,
/* XXX: SoftPipe doesn't change GPU usage to CPU like it does for textures */
PIPE_BUFFER_USAGE_CPU_READ | PIPE_BUFFER_USAGE_CPU_WRITE,
0
pipe->screen,
basic_csc->framebuffer_tex,
0, 0, 0, PIPE_BUFFER_USAGE_GPU_READ | PIPE_BUFFER_USAGE_GPU_WRITE
);
/* Clear to black, in case video doesn't fill the entire window */
@ -111,7 +117,7 @@ static int vlBegin
pipe->set_framebuffer_state(pipe, &basic_csc->framebuffer);
pipe->set_viewport_state(pipe, &basic_csc->viewport);
pipe->bind_sampler_states(pipe, 1, (void**)&basic_csc->sampler);
/* Source texture set in vlPutSurface() */
/* Source texture set in vlPutPictureCSC() */
pipe->bind_vs_state(pipe, basic_csc->vertex_shader);
pipe->bind_fs_state(pipe, basic_csc->fragment_shader);
pipe->set_vertex_buffers(pipe, 2, basic_csc->vertex_bufs);
@ -218,12 +224,8 @@ static int vlDestroy
basic_csc = (struct vlBasicCSC*)csc;
pipe = basic_csc->pipe;
if (basic_csc->framebuffer.cbufs[0])
pipe->winsys->surface_release
(
pipe->winsys,
&basic_csc->framebuffer.cbufs[0]
);
if (basic_csc->framebuffer_tex)
pipe_texture_release(&basic_csc->framebuffer_tex);
pipe->delete_sampler_state(pipe, basic_csc->sampler);
pipe->delete_vs_state(pipe, basic_csc->vertex_shader);
@ -645,7 +647,10 @@ static int vlInit
pipe = csc->pipe;
/* Delay creating the FB until vlPutSurface() so we know window size */
/* Delay creating the FB until vlPutPictureCSC() so we know window size */
csc->framebuffer_tex = NULL;
csc->framebuffer.width = 0;
csc->framebuffer.height = 0;
csc->framebuffer.num_cbufs = 1;
csc->framebuffer.cbufs[0] = NULL;
csc->framebuffer.zsbuf = NULL;