* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR
+ * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
pp_run(struct pp_queue_t *ppq, struct pipe_resource *in,
struct pipe_resource *out, struct pipe_resource *indepth)
{
-
+ struct pipe_resource *refin = NULL, *refout = NULL;
unsigned int i;
+ struct cso_context *cso = ppq->p->cso;
if (in->width0 != ppq->p->framebuffer.width ||
in->height0 != ppq->p->framebuffer.height) {
pp_debug("Resizing the temp pp buffers\n");
pp_free_fbos(ppq);
- pp_init_fbos(ppq, in->width0, in->height0, indepth);
+ pp_init_fbos(ppq, in->width0, in->height0);
}
if (in == out && ppq->n_filters == 1) {
util_blit_pixels(ppq->p->blitctx, in, 0, 0, 0,
w, h, 0, ppq->tmps[0],
- 0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST);
+ 0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST,
+ TGSI_WRITEMASK_XYZW, 0);
in = ppq->tmp[0];
}
+ /* save state (restored below) */
+ cso_save_blend(cso);
+ cso_save_depth_stencil_alpha(cso);
+ cso_save_fragment_shader(cso);
+ cso_save_framebuffer(cso);
+ cso_save_geometry_shader(cso);
+ cso_save_rasterizer(cso);
+ cso_save_sample_mask(cso);
+ cso_save_samplers(cso, PIPE_SHADER_FRAGMENT);
+ cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
+ cso_save_stencil_ref(cso);
+ cso_save_stream_outputs(cso);
+ cso_save_vertex_elements(cso);
+ cso_save_vertex_shader(cso);
+ cso_save_viewport(cso);
+ cso_save_aux_vertex_buffer_slot(cso);
+ cso_save_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX);
+ cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
+ cso_save_render_condition(cso);
+
+ /* set default state */
+ cso_set_sample_mask(cso, ~0);
+ cso_set_stream_outputs(cso, 0, NULL, 0);
+ cso_set_geometry_shader_handle(cso, NULL);
+ cso_set_render_condition(cso, NULL, FALSE, 0);
+
+ // Kept only for this frame.
+ pipe_resource_reference(&ppq->depth, indepth);
+ pipe_resource_reference(&refin, in);
+ pipe_resource_reference(&refout, out);
+
switch (ppq->n_filters) {
case 1: /* No temp buf */
ppq->pp_queue[0] (ppq, in, out, 0);
break;
}
+
+ /* restore state we changed */
+ cso_restore_blend(cso);
+ cso_restore_depth_stencil_alpha(cso);
+ cso_restore_fragment_shader(cso);
+ cso_restore_framebuffer(cso);
+ cso_restore_geometry_shader(cso);
+ cso_restore_rasterizer(cso);
+ cso_restore_sample_mask(cso);
+ cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT);
+ cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
+ cso_restore_stencil_ref(cso);
+ cso_restore_stream_outputs(cso);
+ cso_restore_vertex_elements(cso);
+ cso_restore_vertex_shader(cso);
+ cso_restore_viewport(cso);
+ cso_restore_aux_vertex_buffer_slot(cso);
+ cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_VERTEX);
+ cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
+ cso_restore_render_condition(cso);
+
+ pipe_resource_reference(&ppq->depth, NULL);
+ pipe_resource_reference(&refin, NULL);
+ pipe_resource_reference(&refout, NULL);
}
pp_filter_setup_out(struct program *p, struct pipe_resource *out)
{
p->surf.format = out->format;
- p->surf.usage = PIPE_BIND_RENDER_TARGET;
p->framebuffer.cbufs[0] = p->pipe->create_surface(p->pipe, out, &p->surf);
}
}
state.tokens = tokens;
+ memset(&state.stream_output, 0, sizeof(state.stream_output));
if (isvs)
return pipe->create_vs_state(pipe, &state);
void
pp_filter_draw(struct program *p)
{
- util_draw_vertex_buffer(p->pipe, p->cso, p->vbuf, 0,
+ util_draw_vertex_buffer(p->pipe, p->cso, p->vbuf, 0, 0,
PIPE_PRIM_QUADS, 4, 2);
- p->pipe->flush(p->pipe, NULL);
}
/** Set the framebuffer as active. */
pp_filter_set_clear_fb(struct program *p)
{
cso_set_framebuffer(p->cso, &p->framebuffer);
- p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, p->clear_color, 0, 0);
+ p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0);
}