Esempio n. 1
0
struct vg_context * vg_create_context(struct pipe_context *pipe,
                                      const void *visual,
                                      struct vg_context *share)
{
   struct vg_context *ctx;

   ctx = CALLOC_STRUCT(vg_context);

   ctx->pipe = pipe;
   if (!choose_depth_stencil_format(ctx)) {
      FREE(ctx);
      return NULL;
   }

   ctx->dispatch = api_create_dispatch();

   vg_init_state(&ctx->state.vg);
   ctx->state.dirty = ALL_DIRTY;

   ctx->cso_context = cso_create_context(pipe);

   ctx->default_paint = paint_create(ctx);
   ctx->state.vg.stroke_paint = ctx->default_paint;
   ctx->state.vg.fill_paint = ctx->default_paint;


   ctx->mask.sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->mask.sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->mask.sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->mask.sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
   ctx->mask.sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->mask.sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->mask.sampler.normalized_coords = 0;

   ctx->blend_sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->blend_sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->blend_sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->blend_sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
   ctx->blend_sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->blend_sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->blend_sampler.normalized_coords = 0;

   vg_set_error(ctx, VG_NO_ERROR);

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

   ctx->renderer = renderer_create(ctx);
   ctx->sc = shaders_cache_create(ctx);
   ctx->shader = shader_create(ctx);

   ctx->blit = util_create_blit(ctx->pipe, ctx->cso_context);

   return ctx;
}
Esempio n. 2
0
struct vg_context * vg_create_context(struct pipe_context *pipe,
                                      const void *visual,
                                      struct vg_context *share)
{
   struct vg_context *ctx;
   unsigned i;

   ctx = CALLOC_STRUCT(vg_context);

   ctx->pipe = pipe;
   if (!choose_depth_stencil_format(ctx)) {
      FREE(ctx);
      return NULL;
   }

   ctx->dispatch = api_create_dispatch();

   vg_init_state(&ctx->state.vg);
   ctx->state.dirty = ALL_DIRTY;

   ctx->cso_context = cso_create_context(pipe);

   init_clear(ctx);

   ctx->default_paint = paint_create(ctx);
   ctx->state.vg.stroke_paint = ctx->default_paint;
   ctx->state.vg.fill_paint = ctx->default_paint;


   ctx->mask.sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->mask.sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->mask.sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
   ctx->mask.sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->mask.sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->mask.sampler.normalized_coords = 0;

   ctx->blend_sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->blend_sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   ctx->blend_sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
   ctx->blend_sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->blend_sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
   ctx->blend_sampler.normalized_coords = 0;

   for (i = 0; i < 2; i++) {
      ctx->velems[i].src_offset = i * 4 * sizeof(float);
      ctx->velems[i].instance_divisor = 0;
      ctx->velems[i].vertex_buffer_index = 0;
      ctx->velems[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   }

   vg_set_error(ctx, VG_NO_ERROR);

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

   ctx->renderer = renderer_create(ctx);
   ctx->sc = shaders_cache_create(ctx);
   ctx->shader = shader_create(ctx);

   ctx->blit = util_create_blit(ctx->pipe, ctx->cso_context);

   return ctx;
}