#include "pipe/p_context.h"
#include "util/u_debug.h"
#include "pipe/p_defines.h"
-#include "pipe/p_inlines.h"
+#include "util/u_inlines.h"
#include "pipe/p_shader_tokens.h"
#include "pipe/p_state.h"
+#include "util/u_format.h"
#include "util/u_memory.h"
#include "util/u_draw_quad.h"
#include "util/u_gen_mipmap.h"
struct pipe_sampler_state sampler;
void *vs;
- void *fs;
+ void *fs2d, *fsCube;
struct pipe_buffer *vbuf; /**< quad vertices */
unsigned vbuf_slot;
{
enum dtype datatype;
uint comps;
- const int bpt = pf_get_blocksize(pformat);
+ const int bpt = util_format_get_blocksize(pformat);
const ubyte *srcA, *srcB;
ubyte *dst;
int row;
int dstWidth, int dstHeight, int dstDepth,
int dstRowStride, ubyte *dstPtr)
{
- const int bpt = pf_get_blocksize(pformat);
+ const int bpt = util_format_get_blocksize(pformat);
const int border = 0;
int img, row;
int bytesPerSrcImage, bytesPerDstImage;
const uint zslice = 0;
uint dstLevel;
- assert(pf_get_blockwidth(pt->format) == 1);
- assert(pf_get_blockheight(pt->format) == 1);
+ assert(util_format_get_blockwidth(pt->format) == 1);
+ assert(util_format_get_blockheight(pt->format) == 1);
for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
const uint srcLevel = dstLevel - 1;
struct pipe_screen *screen = pipe->screen;
uint dstLevel, zslice = 0;
- assert(pf_get_blockwidth(pt->format) == 1);
- assert(pf_get_blockheight(pt->format) == 1);
+ assert(util_format_get_blockwidth(pt->format) == 1);
+ assert(util_format_get_blockheight(pt->format) == 1);
for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
const uint srcLevel = dstLevel - 1;
/* disabled blending/masking */
memset(&ctx->blend, 0, sizeof(ctx->blend));
- ctx->blend.colormask = PIPE_MASK_RGBA;
+ ctx->blend.rt[0].colormask = PIPE_MASK_RGBA;
/* no-op depth/stencil/alpha */
memset(&ctx->depthstencil, 0, sizeof(ctx->depthstencil));
}
/* fragment shader */
- ctx->fs = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
+ ctx->fs2d = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D);
+ ctx->fsCube = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_CUBE);
/* vertex data that doesn't change */
for (i = 0; i < 4; i++) {
offset = get_next_slot( ctx );
- pipe_buffer_write(ctx->pipe->screen, ctx->vbuf,
- offset, sizeof(ctx->vertices), ctx->vertices);
+ pipe_buffer_write_nooverlap(ctx->pipe->screen, ctx->vbuf,
+ offset, sizeof(ctx->vertices), ctx->vertices);
return offset;
}
struct pipe_context *pipe = ctx->pipe;
pipe->delete_vs_state(pipe, ctx->vs);
- pipe->delete_fs_state(pipe, ctx->fs);
+ pipe->delete_fs_state(pipe, ctx->fs2d);
+ pipe->delete_fs_state(pipe, ctx->fsCube);
pipe_buffer_reference(&ctx->vbuf, NULL);
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_framebuffer_state fb;
+ void *fs = (pt->target == PIPE_TEXTURE_CUBE) ? ctx->fsCube : ctx->fs2d;
uint dstLevel;
uint zslice = 0;
uint offset;
cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil);
cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
+ cso_set_fragment_shader_handle(ctx->cso, fs);
cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
/* init framebuffer state */