/* Init the pixel size constant */
if (dimensions[0] != p->framebuffer.width ||
dimensions[1] != p->framebuffer.height) {
- constants[0] = 1.0 / p->framebuffer.width;
- constants[1] = 1.0 / p->framebuffer.height;
+ constants[0] = 1.0f / p->framebuffer.width;
+ constants[1] = 1.0f / p->framebuffer.height;
up_consts(p->pipe);
dimensions[0] = p->framebuffer.width;
dimensions[1] = p->framebuffer.height;
}
- pipe_set_constant_buffer(p->pipe, PIPE_SHADER_VERTEX, 0, constbuf);
- pipe_set_constant_buffer(p->pipe, PIPE_SHADER_FRAGMENT, 0, constbuf);
+ cso_set_constant_buffer_resource(p->cso, PIPE_SHADER_VERTEX, 0, constbuf);
+ cso_set_constant_buffer_resource(p->cso, PIPE_SHADER_FRAGMENT, 0, constbuf);
mstencil.stencil[0].enabled = 1;
mstencil.stencil[0].valuemask = mstencil.stencil[0].writemask = ~0;
p->pipe->clear(p->pipe, PIPE_CLEAR_STENCIL | PIPE_CLEAR_COLOR,
&p->clear_color, 0, 0);
- cso_single_sampler(p->cso, 0, &p->sampler_point);
- cso_single_sampler_done(p->cso);
- cso_set_fragment_sampler_views(p->cso, 1, &p->view);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
+ cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
+ cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);
cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]); /* offsetvs */
cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][2]);
pp_filter_set_clear_fb(p);
- cso_single_sampler(p->cso, 0, &p->sampler_point);
- cso_single_sampler(p->cso, 1, &p->sampler_point);
- cso_single_sampler(p->cso, 2, &p->sampler);
- cso_single_sampler_done(p->cso);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 2, &p->sampler);
+ cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
arr[0] = p->view;
- cso_set_fragment_sampler_views(p->cso, 3, arr);
+ cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 3, arr);
cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][0]); /* passvs */
cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][3]);
/* Blit the input to the output */
util_blit_pixels(p->blitctx, in, 0, 0, 0,
w, h, 0, p->framebuffer.cbufs[0],
- 0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST);
+ 0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST,
+ TGSI_WRITEMASK_XYZW, 0);
u_sampler_view_default_template(&v_tmp, in, in->format);
arr[0] = p->pipe->create_sampler_view(p->pipe, in, &v_tmp);
- cso_single_sampler(p->cso, 0, &p->sampler_point);
- cso_single_sampler(p->cso, 1, &p->sampler_point);
- cso_single_sampler_done(p->cso);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
+ cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
+ cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
arr[1] = p->view;
- cso_set_fragment_sampler_views(p->cso, 2, arr);
+ cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 2, arr);
cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]); /* offsetvs */
cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][4]);