Beispiel #1
0
XA_EXPORT void
xa_context_destroy(struct xa_context *r)
{
    struct pipe_resource **vsbuf = &r->vs_const_buffer;
    struct pipe_resource **fsbuf = &r->fs_const_buffer;

    if (*vsbuf)
	pipe_resource_reference(vsbuf, NULL);

    if (*fsbuf)
	pipe_resource_reference(fsbuf, NULL);

    if (r->shaders) {
	xa_shaders_destroy(r->shaders);
	r->shaders = NULL;
    }

    xa_ctx_sampler_views_destroy(r);

    if (r->cso) {
	cso_release_all(r->cso);
	cso_destroy_context(r->cso);
	r->cso = NULL;
    }

    r->pipe->destroy(r->pipe);
}
Beispiel #2
0
void st_destroy_context( struct st_context *st )
{
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   GLcontext *ctx = st->ctx;
   GLuint i;

   /* need to unbind and destroy CSO objects before anything else */
   cso_release_all(st->cso_context);

   st_reference_fragprog(st, &st->fp, NULL);
   st_reference_vertprog(st, &st->vp, NULL);

   /* release framebuffer surfaces */
   for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
      pipe_surface_reference(&st->state.framebuffer.cbufs[i], NULL);
   }
   pipe_surface_reference(&st->state.framebuffer.zsbuf, NULL);

   _mesa_delete_program_cache(st->ctx, st->pixel_xfer.cache);

   _vbo_DestroyContext(st->ctx);

   _mesa_free_context_data(ctx);

   st_destroy_context_priv(st);

   cso_destroy_context(cso);

   pipe->destroy( pipe );

   free(ctx);
}
Beispiel #3
0
void vg_destroy_context(struct vg_context *ctx)
{
   struct pipe_resource **cbuf = &ctx->mask.cbuf;

   util_destroy_blit(ctx->blit);
   renderer_destroy(ctx->renderer);
   shaders_cache_destroy(ctx->sc);
   shader_destroy(ctx->shader);
   paint_destroy(ctx->default_paint);

   if (*cbuf)
      pipe_resource_reference(cbuf, NULL);

   if (ctx->mask.union_fs)
      vg_shader_destroy(ctx, ctx->mask.union_fs);
   if (ctx->mask.intersect_fs)
      vg_shader_destroy(ctx, ctx->mask.intersect_fs);
   if (ctx->mask.subtract_fs)
      vg_shader_destroy(ctx, ctx->mask.subtract_fs);
   if (ctx->mask.set_fs)
      vg_shader_destroy(ctx, ctx->mask.set_fs);

   cso_release_all(ctx->cso_context);
   cso_destroy_context(ctx->cso_context);

   cso_hash_delete(ctx->owned_objects[VG_OBJECT_PAINT]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_IMAGE]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_MASK]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_FONT]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_PATH]);

   api_destroy_dispatch(ctx->dispatch);

   FREE(ctx);
}
void vg_destroy_context(struct vg_context *ctx)
{
   struct pipe_resource **cbuf = &ctx->mask.cbuf;
   struct pipe_resource **vsbuf = &ctx->vs_const_buffer;

   util_destroy_blit(ctx->blit);
   renderer_destroy(ctx->renderer);
   shaders_cache_destroy(ctx->sc);
   shader_destroy(ctx->shader);
   paint_destroy(ctx->default_paint);

   if (*cbuf)
      pipe_resource_reference(cbuf, NULL);

   if (*vsbuf)
      pipe_resource_reference(vsbuf, NULL);

   if (ctx->clear.fs) {
      cso_delete_fragment_shader(ctx->cso_context, ctx->clear.fs);
      ctx->clear.fs = NULL;
   }

   if (ctx->plain_vs) {
      vg_shader_destroy(ctx, ctx->plain_vs);
      ctx->plain_vs = NULL;
   }
   if (ctx->clear_vs) {
      vg_shader_destroy(ctx, ctx->clear_vs);
      ctx->clear_vs = NULL;
   }
   if (ctx->texture_vs) {
      vg_shader_destroy(ctx, ctx->texture_vs);
      ctx->texture_vs = NULL;
   }

   if (ctx->pass_through_depth_fs)
      vg_shader_destroy(ctx, ctx->pass_through_depth_fs);
   if (ctx->mask.union_fs)
      vg_shader_destroy(ctx, ctx->mask.union_fs);
   if (ctx->mask.intersect_fs)
      vg_shader_destroy(ctx, ctx->mask.intersect_fs);
   if (ctx->mask.subtract_fs)
      vg_shader_destroy(ctx, ctx->mask.subtract_fs);
   if (ctx->mask.set_fs)
      vg_shader_destroy(ctx, ctx->mask.set_fs);

   cso_release_all(ctx->cso_context);
   cso_destroy_context(ctx->cso_context);

   cso_hash_delete(ctx->owned_objects[VG_OBJECT_PAINT]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_IMAGE]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_MASK]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_FONT]);
   cso_hash_delete(ctx->owned_objects[VG_OBJECT_PATH]);

   api_destroy_dispatch(ctx->dispatch);

   FREE(ctx);
}
Beispiel #5
0
void st_destroy_context( struct st_context *st )
{
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   struct gl_context *ctx = st->ctx;
   GLuint i;

   _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);

   /* need to unbind and destroy CSO objects before anything else */
   cso_release_all(st->cso_context);

   st_reference_fragprog(st, &st->fp, NULL);
   st_reference_geomprog(st, &st->gp, NULL);
   st_reference_vertprog(st, &st->vp, NULL);

   /* release framebuffer surfaces */
   for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
      pipe_surface_reference(&st->state.framebuffer.cbufs[i], NULL);
   }
   pipe_surface_reference(&st->state.framebuffer.zsbuf, NULL);

   pipe->set_index_buffer(pipe, NULL);

   for (i = 0; i < PIPE_SHADER_TYPES; i++) {
      pipe->set_constant_buffer(pipe, i, 0, NULL);
   }

   _mesa_delete_program_cache(st->ctx, st->pixel_xfer.cache);

   _vbo_DestroyContext(st->ctx);

   st_destroy_program_variants(st);

   _mesa_free_context_data(ctx);

   /* This will free the st_context too, so 'st' must not be accessed
    * afterwards. */
   st_destroy_context_priv(st);
   st = NULL;

   cso_destroy_context(cso);

   pipe->destroy( pipe );

   free(ctx);
}
static void close_prog(struct program *p)
{
	/* unset all state */
	cso_release_all(p->cso);

	p->pipe->delete_vs_state(p->pipe, p->vs);
	p->pipe->delete_fs_state(p->pipe, p->fs);

	pipe_surface_reference(&p->framebuffer.cbufs[0], NULL);
	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);

	FREE(p);
}
Beispiel #7
0
void renderer_destroy(struct xorg_renderer *r)
{
   struct pipe_constant_buffer *vsbuf = &r->vs_const_buffer;
   struct pipe_constant_buffer *fsbuf = &r->fs_const_buffer;

   if (vsbuf && vsbuf->buffer)
      pipe_buffer_reference(&vsbuf->buffer, NULL);

   if (fsbuf && fsbuf->buffer)
      pipe_buffer_reference(&fsbuf->buffer, NULL);

   if (r->shaders) {
      xorg_shaders_destroy(r->shaders);
      r->shaders = NULL;
   }

   if (r->cso) {
      cso_release_all(r->cso);
      cso_destroy_context(r->cso);
      r->cso = NULL;
   }
}
Beispiel #8
0
void
xa_context_destroy(struct xa_context *r)
{
    struct pipe_resource **vsbuf = &r->vs_const_buffer;
    struct pipe_resource **fsbuf = &r->fs_const_buffer;

    if (*vsbuf)
	pipe_resource_reference(vsbuf, NULL);

    if (*fsbuf)
	pipe_resource_reference(fsbuf, NULL);

    if (r->shaders) {
	xa_shaders_destroy(r->shaders);
	r->shaders = NULL;
    }

    if (r->cso) {
	cso_release_all(r->cso);
	cso_destroy_context(r->cso);
	r->cso = NULL;
    }
}
Beispiel #9
0
static void close_prog(struct program *p)
{
	/* unset bound textures as well */
	cso_set_fragment_sampler_views(p->cso, 0, NULL);

	/* unset all state */
	cso_release_all(p->cso);

	p->pipe->delete_vs_state(p->pipe, p->vs);
	p->pipe->delete_fs_state(p->pipe, p->fs);

	pipe_surface_reference(&p->framebuffer.cbufs[0], NULL);
	pipe_sampler_view_reference(&p->view, NULL);
	pipe_resource_reference(&p->target, NULL);
	pipe_resource_reference(&p->tex, NULL);
	pipe_resource_reference(&p->vbuf, NULL);

	cso_destroy_context(p->cso);
	p->pipe->destroy(p->pipe);
	p->screen->destroy(p->screen);

	FREE(p);
}
Beispiel #10
0
void st_destroy_context( struct st_context *st )
{
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   GLcontext *ctx = st->ctx;

   /* need to unbind and destroy CSO objects before anything else */
   cso_release_all(st->cso_context);

   st_reference_fragprog(st, &st->fp, NULL);
   st_reference_vertprog(st, &st->vp, NULL);

   _mesa_delete_program_cache(st->ctx, st->pixel_xfer.cache);

   _mesa_free_context_data(ctx);

   st_destroy_context_priv(st);

   cso_destroy_context(cso);

   pipe->destroy( pipe );

   free(ctx);
}