Beispiel #1
0
void u_vbuf_destroy(struct u_vbuf *mgr)
{
   struct pipe_screen *screen = mgr->pipe->screen;
   unsigned i;
   unsigned num_vb = screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
                                              PIPE_SHADER_CAP_MAX_INPUTS);

   mgr->pipe->set_index_buffer(mgr->pipe, NULL);
   pipe_resource_reference(&mgr->index_buffer.buffer, NULL);

   mgr->pipe->set_vertex_buffers(mgr->pipe, 0, num_vb, NULL);

   for (i = 0; i < PIPE_MAX_ATTRIBS; i++) {
      pipe_resource_reference(&mgr->vertex_buffer[i].buffer, NULL);
   }
   for (i = 0; i < PIPE_MAX_ATTRIBS; i++) {
      pipe_resource_reference(&mgr->real_vertex_buffer[i].buffer, NULL);
   }
   pipe_resource_reference(&mgr->aux_vertex_buffer_saved.buffer, NULL);

   translate_cache_destroy(mgr->translate_cache);
   u_upload_destroy(mgr->uploader);
   cso_cache_delete(mgr->cso_cache);
   FREE(mgr);
}
Beispiel #2
0
/**
 * Prior to context destruction, this function unbinds all state objects.
 */
void cso_release_all( struct cso_context *ctx )
{
   unsigned i;
   struct sampler_info *info;

   if (ctx->pipe) {
      ctx->pipe->bind_blend_state( ctx->pipe, NULL );
      ctx->pipe->bind_rasterizer_state( ctx->pipe, NULL );
      ctx->pipe->bind_fragment_sampler_states( ctx->pipe, 0, NULL );
      if (ctx->pipe->bind_vertex_sampler_states)
         ctx->pipe->bind_vertex_sampler_states(ctx->pipe, 0, NULL);
      ctx->pipe->bind_depth_stencil_alpha_state( ctx->pipe, NULL );
      ctx->pipe->bind_fs_state( ctx->pipe, NULL );
      ctx->pipe->bind_vs_state( ctx->pipe, NULL );
      ctx->pipe->bind_vertex_elements_state( ctx->pipe, NULL );
      ctx->pipe->set_fragment_sampler_views(ctx->pipe, 0, NULL);
      if (ctx->pipe->set_vertex_sampler_views)
         ctx->pipe->set_vertex_sampler_views(ctx->pipe, 0, NULL);
      if (ctx->pipe->set_stream_output_targets)
         ctx->pipe->set_stream_output_targets(ctx->pipe, 0, NULL, 0);
   }

   /* free fragment samplers, views */
   info = &ctx->fragment_samplers;   
   for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
      pipe_sampler_view_reference(&info->views[i], NULL);
      pipe_sampler_view_reference(&info->views_saved[i], NULL);
   }

   /* free vertex samplers, views */
   info = &ctx->vertex_samplers;   
   for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
      pipe_sampler_view_reference(&info->views[i], NULL);
      pipe_sampler_view_reference(&info->views_saved[i], NULL);
   }

   util_unreference_framebuffer_state(&ctx->fb);
   util_unreference_framebuffer_state(&ctx->fb_saved);

   util_copy_vertex_buffers(ctx->vertex_buffers,
                            &ctx->nr_vertex_buffers,
                            NULL, 0);
   util_copy_vertex_buffers(ctx->vertex_buffers_saved,
                            &ctx->nr_vertex_buffers_saved,
                            NULL, 0);

   for (i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
      pipe_so_target_reference(&ctx->so_targets[i], NULL);
      pipe_so_target_reference(&ctx->so_targets_saved[i], NULL);
   }

   if (ctx->cache) {
      cso_cache_delete( ctx->cache );
      ctx->cache = NULL;
   }
}
Beispiel #3
0
/**
 * Prior to context destruction, this function unbinds all state objects.
 */
void cso_release_all( struct cso_context *ctx )
{
   unsigned i, shader;

   if (ctx->pipe) {
      ctx->pipe->bind_blend_state( ctx->pipe, NULL );
      ctx->pipe->bind_rasterizer_state( ctx->pipe, NULL );
      ctx->pipe->bind_fragment_sampler_states( ctx->pipe, 0, NULL );
      if (ctx->pipe->bind_vertex_sampler_states)
         ctx->pipe->bind_vertex_sampler_states(ctx->pipe, 0, NULL);
      ctx->pipe->bind_depth_stencil_alpha_state( ctx->pipe, NULL );
      ctx->pipe->bind_fs_state( ctx->pipe, NULL );
      ctx->pipe->bind_vs_state( ctx->pipe, NULL );
      ctx->pipe->bind_vertex_elements_state( ctx->pipe, NULL );
      ctx->pipe->set_fragment_sampler_views(ctx->pipe, 0, NULL);
      if (ctx->pipe->set_vertex_sampler_views)
         ctx->pipe->set_vertex_sampler_views(ctx->pipe, 0, NULL);
      if (ctx->pipe->set_stream_output_targets)
         ctx->pipe->set_stream_output_targets(ctx->pipe, 0, NULL, 0);
   }

   /* free fragment samplers, views */
   for (shader = 0; shader < Elements(ctx->samplers); shader++) {
      struct sampler_info *info = &ctx->samplers[shader];
      for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
         pipe_sampler_view_reference(&info->views[i], NULL);
         pipe_sampler_view_reference(&info->views_saved[i], NULL);
      }
   }

   util_unreference_framebuffer_state(&ctx->fb);
   util_unreference_framebuffer_state(&ctx->fb_saved);

   pipe_resource_reference(&ctx->aux_vertex_buffer_current.buffer, NULL);
   pipe_resource_reference(&ctx->aux_vertex_buffer_saved.buffer, NULL);

   for (i = 0; i < PIPE_SHADER_TYPES; i++) {
      pipe_resource_reference(&ctx->aux_constbuf_current[i].buffer, NULL);
      pipe_resource_reference(&ctx->aux_constbuf_saved[i].buffer, NULL);
   }

   for (i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
      pipe_so_target_reference(&ctx->so_targets[i], NULL);
      pipe_so_target_reference(&ctx->so_targets_saved[i], NULL);
   }

   if (ctx->cache) {
      cso_cache_delete( ctx->cache );
      ctx->cache = NULL;
   }
}
Beispiel #4
0
void u_vbuf_destroy(struct u_vbuf *mgr)
{
   unsigned i;

   mgr->pipe->set_vertex_buffers(mgr->pipe, 0, NULL);

   for (i = 0; i < mgr->nr_vertex_buffers; i++) {
      pipe_resource_reference(&mgr->vertex_buffer[i].buffer, NULL);
   }
   for (i = 0; i < mgr->nr_real_vertex_buffers; i++) {
      pipe_resource_reference(&mgr->real_vertex_buffer[i].buffer, NULL);
   }

   translate_cache_destroy(mgr->translate_cache);
   u_upload_destroy(mgr->uploader);
   cso_cache_delete(mgr->cso_cache);
   FREE(mgr);
}
Beispiel #5
0
/**
 * Prior to context destruction, this function unbinds all state objects.
 */
void cso_release_all( struct cso_context *ctx )
{
   unsigned i, shader;

   if (ctx->pipe) {
      ctx->pipe->bind_blend_state( ctx->pipe, NULL );
      ctx->pipe->bind_rasterizer_state( ctx->pipe, NULL );

      {
         static struct pipe_sampler_view *views[PIPE_MAX_SHADER_SAMPLER_VIEWS] = { NULL };
         static void *zeros[PIPE_MAX_SAMPLERS] = { NULL };
         struct pipe_screen *scr = ctx->pipe->screen;
         unsigned sh;
         for (sh = 0; sh < PIPE_SHADER_TYPES; sh++) {
            int maxsam = scr->get_shader_param(scr, sh,
                                               PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS);
            int maxview = scr->get_shader_param(scr, sh,
                                                PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS);
            assert(maxsam <= PIPE_MAX_SAMPLERS);
            assert(maxview <= PIPE_MAX_SHADER_SAMPLER_VIEWS);
            if (maxsam > 0) {
               ctx->pipe->bind_sampler_states(ctx->pipe, sh, 0, maxsam, zeros);
            }
            if (maxview > 0) {
               ctx->pipe->set_sampler_views(ctx->pipe, sh, 0, maxview, views);
            }
         }
      }

      ctx->pipe->bind_depth_stencil_alpha_state( ctx->pipe, NULL );
      ctx->pipe->bind_fs_state( ctx->pipe, NULL );
      ctx->pipe->bind_vs_state( ctx->pipe, NULL );
      ctx->pipe->bind_vertex_elements_state( ctx->pipe, NULL );

      if (ctx->has_streamout)
         ctx->pipe->set_stream_output_targets(ctx->pipe, 0, NULL, NULL);
   }

   /* free fragment sampler views */
   for (shader = 0; shader < Elements(ctx->samplers); shader++) {
      struct sampler_info *info = &ctx->samplers[shader];
      for (i = 0; i < PIPE_MAX_SHADER_SAMPLER_VIEWS; i++) {
         pipe_sampler_view_reference(&info->views[i], NULL);
         pipe_sampler_view_reference(&info->views_saved[i], NULL);
      }
   }

   util_unreference_framebuffer_state(&ctx->fb);
   util_unreference_framebuffer_state(&ctx->fb_saved);

   pipe_resource_reference(&ctx->aux_vertex_buffer_current.buffer, NULL);
   pipe_resource_reference(&ctx->aux_vertex_buffer_saved.buffer, NULL);

   for (i = 0; i < PIPE_SHADER_TYPES; i++) {
      pipe_resource_reference(&ctx->aux_constbuf_current[i].buffer, NULL);
      pipe_resource_reference(&ctx->aux_constbuf_saved[i].buffer, NULL);
   }

   for (i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
      pipe_so_target_reference(&ctx->so_targets[i], NULL);
      pipe_so_target_reference(&ctx->so_targets_saved[i], NULL);
   }

   if (ctx->cache) {
      cso_cache_delete( ctx->cache );
      ctx->cache = NULL;
   }
}
/**
 * Free the CSO context.
 */
void cso_destroy_context( struct cso_context *ctx )
{
   unsigned i;

   if (ctx->pipe) {
      ctx->pipe->set_index_buffer(ctx->pipe, NULL);

      ctx->pipe->bind_blend_state( ctx->pipe, NULL );
      ctx->pipe->bind_rasterizer_state( ctx->pipe, NULL );

      {
         static struct pipe_sampler_view *views[PIPE_MAX_SHADER_SAMPLER_VIEWS] = { NULL };
         static void *zeros[PIPE_MAX_SAMPLERS] = { NULL };
         struct pipe_screen *scr = ctx->pipe->screen;
         unsigned sh;
         for (sh = 0; sh < PIPE_SHADER_TYPES; sh++) {
            int maxsam = scr->get_shader_param(scr, sh,
                                               PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS);
            int maxview = scr->get_shader_param(scr, sh,
                                                PIPE_SHADER_CAP_MAX_SAMPLER_VIEWS);
            assert(maxsam <= PIPE_MAX_SAMPLERS);
            assert(maxview <= PIPE_MAX_SHADER_SAMPLER_VIEWS);
            if (maxsam > 0) {
               ctx->pipe->bind_sampler_states(ctx->pipe, sh, 0, maxsam, zeros);
            }
            if (maxview > 0) {
               ctx->pipe->set_sampler_views(ctx->pipe, sh, 0, maxview, views);
            }
         }
      }

      ctx->pipe->bind_depth_stencil_alpha_state( ctx->pipe, NULL );
      ctx->pipe->bind_fs_state( ctx->pipe, NULL );
      ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_FRAGMENT, 0, NULL);
      ctx->pipe->bind_vs_state( ctx->pipe, NULL );
      ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_VERTEX, 0, NULL);
      if (ctx->has_geometry_shader) {
         ctx->pipe->bind_gs_state(ctx->pipe, NULL);
         ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_GEOMETRY, 0, NULL);
      }
      if (ctx->has_tessellation) {
         ctx->pipe->bind_tcs_state(ctx->pipe, NULL);
         ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_TESS_CTRL, 0, NULL);
         ctx->pipe->bind_tes_state(ctx->pipe, NULL);
         ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_TESS_EVAL, 0, NULL);
      }
      if (ctx->has_compute_shader) {
         ctx->pipe->bind_compute_state(ctx->pipe, NULL);
         ctx->pipe->set_constant_buffer(ctx->pipe, PIPE_SHADER_COMPUTE, 0, NULL);
      }
      ctx->pipe->bind_vertex_elements_state( ctx->pipe, NULL );

      if (ctx->has_streamout)
         ctx->pipe->set_stream_output_targets(ctx->pipe, 0, NULL, NULL);
   }

   for (i = 0; i < PIPE_MAX_SHADER_SAMPLER_VIEWS; i++) {
      pipe_sampler_view_reference(&ctx->fragment_views[i], NULL);
      pipe_sampler_view_reference(&ctx->fragment_views_saved[i], NULL);
   }

   util_unreference_framebuffer_state(&ctx->fb);
   util_unreference_framebuffer_state(&ctx->fb_saved);

   pipe_resource_reference(&ctx->aux_vertex_buffer_current.buffer, NULL);
   pipe_resource_reference(&ctx->aux_vertex_buffer_saved.buffer, NULL);

   for (i = 0; i < PIPE_SHADER_TYPES; i++) {
      pipe_resource_reference(&ctx->aux_constbuf_current[i].buffer, NULL);
      pipe_resource_reference(&ctx->aux_constbuf_saved[i].buffer, NULL);
   }

   for (i = 0; i < PIPE_MAX_SO_BUFFERS; i++) {
      pipe_so_target_reference(&ctx->so_targets[i], NULL);
      pipe_so_target_reference(&ctx->so_targets_saved[i], NULL);
   }

   if (ctx->cache) {
      cso_cache_delete( ctx->cache );
      ctx->cache = NULL;
   }

   if (ctx->vbuf)
      u_vbuf_destroy(ctx->vbuf);
   FREE( ctx );
}