g3dvl: extend the functionality of the compositor
[mesa.git] / src / gallium / auxiliary / vl / vl_compositor.c
index 6d461cb88001e7db34972dcf6f95be52a193ea75..76106ca26348c10ac98fc9115911b39cfc80e1ae 100644 (file)
@@ -1,8 +1,8 @@
 /**************************************************************************
- * 
+ *
  * Copyright 2009 Younes Manton.
  * All Rights Reserved.
- * 
+ *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the
  * "Software"), to deal in the Software without restriction, including
  * distribute, sub license, and/or sell copies of the Software, and to
  * permit persons to whom the Software is furnished to do so, subject to
  * the following conditions:
- * 
+ *
  * The above copyright notice and this permission notice (including the
  * next paragraph) shall be included in all copies or substantial portions
  * of the Software.
- * 
+ *
  * 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.
  * 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.
- * 
+ *
  **************************************************************************/
 
-#include "vl_compositor.h"
 #include <assert.h>
-#include <pipe/p_context.h>
-#include <util/u_inlines.h>
-#include <tgsi/tgsi_parse.h>
-#include <tgsi/tgsi_build.h>
-#include <util/u_memory.h>
-#include "vl_csc.h"
-#include "vl_shader_build.h"
 
-struct vertex2f
-{
-   float x, y;
-};
+#include "pipe/p_compiler.h"
+#include "pipe/p_context.h"
 
-struct vertex4f
-{
-   float x, y, z, w;
-};
+#include "util/u_memory.h"
+#include "util/u_draw.h"
+#include "util/u_surface.h"
 
-struct vertex_shader_consts
-{
-   struct vertex4f dst_scale;
-   struct vertex4f dst_trans;
-   struct vertex4f src_scale;
-   struct vertex4f src_trans;
-};
+#include "tgsi/tgsi_ureg.h"
 
-struct fragment_shader_consts
-{
-   float matrix[16];
-};
-
-/*
- * Represents 2 triangles in a strip in normalized coords.
- * Used to render the surface onto the frame buffer.
- */
-static const struct vertex2f surface_verts[4] =
-{
-   {0.0f, 0.0f},
-   {0.0f, 1.0f},
-   {1.0f, 0.0f},
-   {1.0f, 1.0f}
-};
-
-/*
- * Represents texcoords for the above. We can use the position values directly.
- * TODO: Duplicate these in the shader, no need to create a buffer.
- */
-static const struct vertex2f *surface_texcoords = surface_verts;
+#include "vl_csc.h"
+#include "vl_types.h"
+#include "vl_compositor.h"
 
-static void
+typedef float csc_matrix[16];
+
+static void *
 create_vert_shader(struct vl_compositor *c)
 {
-   const unsigned max_tokens = 50;
+   struct ureg_program *shader;
+   struct ureg_src vpos, vtex;
+   struct ureg_dst o_vpos, o_vtex;
 
-   struct pipe_shader_state vs;
-   struct tgsi_token *tokens;
-   struct tgsi_header *header;
+   shader = ureg_create(TGSI_PROCESSOR_VERTEX);
+   if (!shader)
+      return false;
 
-   struct tgsi_full_declaration decl;
-   struct tgsi_full_instruction inst;
+   vpos = ureg_DECL_vs_input(shader, 0);
+   vtex = ureg_DECL_vs_input(shader, 1);
+   o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, 0);
+   o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, 1);
 
-   unsigned ti;
+   /*
+    * o_vpos = vpos
+    * o_vtex = vtex
+    */
+   ureg_MOV(shader, o_vpos, vpos);
+   ureg_MOV(shader, o_vtex, vtex);
 
-   unsigned i;
+   ureg_END(shader);
 
-   assert(c);
+   return ureg_create_shader_and_destroy(shader, c->pipe);
+}
 
-   tokens = (struct tgsi_token*)MALLOC(max_tokens * sizeof(struct tgsi_token));
-   header = (struct tgsi_header*)&tokens[0];
-   *header = tgsi_build_header();
-   *(struct tgsi_processor*)&tokens[1] = tgsi_build_processor(TGSI_PROCESSOR_VERTEX, header);
+static void *
+create_frag_shader_video_buffer(struct vl_compositor *c)
+{
+   struct ureg_program *shader;
+   struct ureg_src tc;
+   struct ureg_src csc[3];
+   struct ureg_src sampler[3];
+   struct ureg_dst texel;
+   struct ureg_dst fragment;
+   unsigned i;
 
-   ti = 2;
+   shader = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+   if (!shader)
+      return false;
 
-   /*
-    * decl i0             ; Vertex pos
-    * decl i1             ; Vertex texcoords
-    */
-   for (i = 0; i < 2; i++) {
-      decl = vl_decl_input(i == 0 ? TGSI_SEMANTIC_POSITION : TGSI_SEMANTIC_GENERIC, i, i, i);
-      ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+   tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, 1, TGSI_INTERPOLATE_LINEAR);
+   for (i = 0; i < 3; ++i) {
+      csc[i] = ureg_DECL_constant(shader, i);
+      sampler[i] = ureg_DECL_sampler(shader, i);
    }
+   texel = ureg_DECL_temporary(shader);
+   fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
 
    /*
-    * decl c0             ; Scaling vector to scale vertex pos rect to destination size
-    * decl c1             ; Translation vector to move vertex pos rect into position
-    * decl c2             ; Scaling vector to scale texcoord rect to source size
-    * decl c3             ; Translation vector to move texcoord rect into position
+    * texel.xyz = tex(tc, sampler[i])
+    * fragment = csc * texel
     */
-   decl = vl_decl_constants(TGSI_SEMANTIC_GENERIC, 0, 0, 3);
-   ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+   for (i = 0; i < 3; ++i)
+      ureg_TEX(shader, ureg_writemask(texel, TGSI_WRITEMASK_X << i), TGSI_TEXTURE_2D, tc, sampler[i]);
 
-   /*
-    * decl o0             ; Vertex pos
-    * decl o1             ; Vertex texcoords
-    */
-   for (i = 0; i < 2; i++) {
-      decl = vl_decl_output(i == 0 ? TGSI_SEMANTIC_POSITION : TGSI_SEMANTIC_GENERIC, i, i, i);
-      ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
-   }
+   ureg_MOV(shader, ureg_writemask(texel, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f));
 
-   /* decl t0, t1 */
-   decl = vl_decl_temps(0, 1);
-   ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
-
-   /*
-    * mad o0, i0, c0, c1  ; Scale and translate unit output rect to destination size and pos
-    * mad o1, i1, c2, c3  ; Scale and translate unit texcoord rect to source size and pos
-    */
-   for (i = 0; i < 2; ++i) {
-      inst = vl_inst4(TGSI_OPCODE_MAD, TGSI_FILE_OUTPUT, i, TGSI_FILE_INPUT, i, TGSI_FILE_CONSTANT, i * 2, TGSI_FILE_CONSTANT, i * 2 + 1);
-      ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
-   }
+   for (i = 0; i < 3; ++i)
+      ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(texel));
 
-   /* end */
-   inst = vl_end();
-   ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
+   ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_imm1f(shader, 1.0f));
 
-   assert(ti <= max_tokens);
+   ureg_release_temporary(shader, texel);
+   ureg_END(shader);
 
-   vs.tokens = tokens;
-   c->vertex_shader = c->pipe->create_vs_state(c->pipe, &vs);
-   FREE(tokens);
+   return ureg_create_shader_and_destroy(shader, c->pipe);
 }
 
-static void
-create_frag_shader(struct vl_compositor *c)
+static void *
+create_frag_shader_palette(struct vl_compositor *c, bool include_cc)
 {
-   const unsigned max_tokens = 50;
+   struct ureg_program *shader;
+   struct ureg_src csc[3];
+   struct ureg_src tc;
+   struct ureg_src sampler;
+   struct ureg_src palette;
+   struct ureg_dst texel;
+   struct ureg_dst fragment;
+   unsigned i;
 
-   struct pipe_shader_state fs;
-   struct tgsi_token *tokens;
-   struct tgsi_header *header;
+   shader = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+   if (!shader)
+      return false;
 
-   struct tgsi_full_declaration decl;
-   struct tgsi_full_instruction inst;
+   for (i = 0; i < 3; ++i)
+      csc[i] = ureg_DECL_constant(shader, i);
 
-   unsigned ti;
+   tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, 1, TGSI_INTERPOLATE_LINEAR);
+   sampler = ureg_DECL_sampler(shader, 0);
+   palette = ureg_DECL_sampler(shader, 1);
 
-   unsigned i;
+   texel = ureg_DECL_temporary(shader);
+   fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
 
-   assert(c);
+   /*
+    * texel = tex(tc, sampler)
+    * fragment.xyz = tex(texel, palette) * csc
+    * fragment.a = texel.a
+    */
+   ureg_TEX(shader, texel, TGSI_TEXTURE_2D, tc, sampler);
+   ureg_MOV(shader, ureg_writemask(fragment, TGSI_WRITEMASK_W), ureg_src(texel));
+
+   if (include_cc) {
+      ureg_TEX(shader, texel, TGSI_TEXTURE_1D, ureg_src(texel), palette);
+      for (i = 0; i < 3; ++i)
+         ureg_DP4(shader, ureg_writemask(fragment, TGSI_WRITEMASK_X << i), csc[i], ureg_src(texel));
+   } else {
+      ureg_TEX(shader, ureg_writemask(fragment, TGSI_WRITEMASK_XYZ),
+               TGSI_TEXTURE_1D, ureg_src(texel), palette);
+   }
 
-   tokens = (struct tgsi_token*)MALLOC(max_tokens * sizeof(struct tgsi_token));
-   header = (struct tgsi_header*)&tokens[0];
-   *header = tgsi_build_header();
-   *(struct tgsi_processor*)&tokens[1] = tgsi_build_processor(TGSI_PROCESSOR_FRAGMENT, header);
+   ureg_release_temporary(shader, texel);
+   ureg_END(shader);
 
-   ti = 2;
+   return ureg_create_shader_and_destroy(shader, c->pipe);
+}
+
+static void *
+create_frag_shader_rgba(struct vl_compositor *c)
+{
+   struct ureg_program *shader;
+   struct ureg_src tc;
+   struct ureg_src sampler;
+   struct ureg_dst fragment;
 
-   /* decl i0             ; Texcoords for s0 */
-   decl = vl_decl_interpolated_input(TGSI_SEMANTIC_GENERIC, 1, 0, 0, TGSI_INTERPOLATE_LINEAR);
-   ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+   shader = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+   if (!shader)
+      return false;
+
+   tc = ureg_DECL_fs_input(shader, TGSI_SEMANTIC_GENERIC, 1, TGSI_INTERPOLATE_LINEAR);
+   sampler = ureg_DECL_sampler(shader, 0);
+   fragment = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, 0);
 
    /*
-    * decl c0-c3          ; CSC matrix c0-c3
+    * fragment = tex(tc, sampler)
     */
-   decl = vl_decl_constants(TGSI_SEMANTIC_GENERIC, 0, 0, 3);
-   ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+   ureg_TEX(shader, fragment, TGSI_TEXTURE_2D, tc, sampler);
+   ureg_END(shader);
 
-   /* decl o0             ; Fragment color */
-   decl = vl_decl_output(TGSI_SEMANTIC_COLOR, 0, 0, 0);
-   ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+   return ureg_create_shader_and_destroy(shader, c->pipe);
+}
 
-   /* decl t0 */
-   decl = vl_decl_temps(0, 0);
-   ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+static bool
+init_shaders(struct vl_compositor *c)
+{
+   assert(c);
 
-   /* decl s0             ; Sampler for tex containing picture to display */
-   decl = vl_decl_samplers(0, 0);
-   ti += tgsi_build_full_declaration(&decl, &tokens[ti], header, max_tokens - ti);
+   c->vs = create_vert_shader(c);
+   if (!c->vs) {
+      debug_printf("Unable to create vertex shader.\n");
+      return false;
+   }
 
-   /* tex2d t0, i0, s0    ; Read src pixel */
-   inst = vl_tex(TGSI_TEXTURE_2D, TGSI_FILE_TEMPORARY, 0, TGSI_FILE_INPUT, 0, TGSI_FILE_SAMPLER, 0);
-   ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
+   c->fs_video_buffer = create_frag_shader_video_buffer(c);
+   if (!c->fs_video_buffer) {
+      debug_printf("Unable to create YCbCr-to-RGB fragment shader.\n");
+      return false;
+   }
 
-   /*
-    * dp4 o0.x, t0, c0    ; Multiply pixel by the color conversion matrix
-    * dp4 o0.y, t0, c1
-    * dp4 o0.z, t0, c2
-    * dp4 o0.w, t0, c3
-    */
-   for (i = 0; i < 4; ++i) {
-      inst = vl_inst3(TGSI_OPCODE_DP4, TGSI_FILE_OUTPUT, 0, TGSI_FILE_TEMPORARY, 0, TGSI_FILE_CONSTANT, i);
-      inst.Dst[0].Register.WriteMask = TGSI_WRITEMASK_X << i;
-      ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
+   c->fs_palette.yuv = create_frag_shader_palette(c, true);
+   if (!c->fs_palette.yuv) {
+      debug_printf("Unable to create YUV-Palette-to-RGB fragment shader.\n");
+      return false;
    }
 
-   /* end */
-   inst = vl_end();
-   ti += tgsi_build_full_instruction(&inst, &tokens[ti], header, max_tokens - ti);
-       
-   assert(ti <= max_tokens);
+   c->fs_palette.rgb = create_frag_shader_palette(c, false);
+   if (!c->fs_palette.rgb) {
+      debug_printf("Unable to create RGB-Palette-to-RGB fragment shader.\n");
+      return false;
+   }
 
-   fs.tokens = tokens;
-   c->fragment_shader = c->pipe->create_fs_state(c->pipe, &fs);
-   FREE(tokens);
+   c->fs_rgba = create_frag_shader_rgba(c);
+   if (!c->fs_rgba) {
+      debug_printf("Unable to create RGB-to-RGB fragment shader.\n");
+      return false;
+   }
+
+   return true;
+}
+
+static void cleanup_shaders(struct vl_compositor *c)
+{
+   assert(c);
+
+   c->pipe->delete_vs_state(c->pipe, c->vs);
+   c->pipe->delete_fs_state(c->pipe, c->fs_video_buffer);
+   c->pipe->delete_fs_state(c->pipe, c->fs_palette.yuv);
+   c->pipe->delete_fs_state(c->pipe, c->fs_palette.rgb);
+   c->pipe->delete_fs_state(c->pipe, c->fs_rgba);
 }
 
 static bool
 init_pipe_state(struct vl_compositor *c)
 {
+   struct pipe_rasterizer_state rast;
    struct pipe_sampler_state sampler;
-   struct pipe_vertex_element vertex_elems[2];
+   struct pipe_blend_state blend;
+   struct pipe_depth_stencil_alpha_state dsa;
+   unsigned i;
 
    assert(c);
 
    c->fb_state.nr_cbufs = 1;
    c->fb_state.zsbuf = NULL;
 
+   c->viewport.scale[2] = 1;
+   c->viewport.scale[3] = 1;
+   c->viewport.translate[2] = 0;
+   c->viewport.translate[3] = 0;
+
+   memset(&sampler, 0, sizeof(sampler));
    sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
    sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
    sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
@@ -246,291 +265,534 @@ init_pipe_state(struct vl_compositor *c)
    sampler.compare_mode = PIPE_TEX_COMPARE_NONE;
    sampler.compare_func = PIPE_FUNC_ALWAYS;
    sampler.normalized_coords = 1;
-   /*sampler.lod_bias = ;*/
-   /*sampler.min_lod = ;*/
-   /*sampler.max_lod = ;*/
-   /*sampler.border_color[i] = ;*/
-   /*sampler.max_anisotropy = ;*/
-   c->sampler = c->pipe->create_sampler_state(c->pipe, &sampler);
+
+   c->sampler_linear = c->pipe->create_sampler_state(c->pipe, &sampler);
+
+   sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
+   sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
+   c->sampler_nearest = c->pipe->create_sampler_state(c->pipe, &sampler);
+
+   memset(&blend, 0, sizeof blend);
+   blend.independent_blend_enable = 0;
+   blend.rt[0].blend_enable = 0;
+   blend.logicop_enable = 0;
+   blend.logicop_func = PIPE_LOGICOP_CLEAR;
+   blend.rt[0].colormask = PIPE_MASK_RGBA;
+   blend.dither = 0;
+   c->blend_clear = c->pipe->create_blend_state(c->pipe, &blend);
+
+   blend.rt[0].blend_enable = 1;
+   blend.rt[0].rgb_func = PIPE_BLEND_ADD;
+   blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
+   blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
+   blend.rt[0].alpha_func = PIPE_BLEND_ADD;
+   blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
+   blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ONE;
+   c->blend_add = c->pipe->create_blend_state(c->pipe, &blend);
+
+   memset(&rast, 0, sizeof rast);
+   rast.flatshade = 1;
+   rast.front_ccw = 1;
+   rast.cull_face = PIPE_FACE_NONE;
+   rast.fill_back = PIPE_POLYGON_MODE_FILL;
+   rast.fill_front = PIPE_POLYGON_MODE_FILL;
+   rast.scissor = 1;
+   rast.line_width = 1;
+   rast.point_size_per_vertex = 1;
+   rast.offset_units = 1;
+   rast.offset_scale = 1;
+   rast.gl_rasterization_rules = 1;
+
+   c->rast = c->pipe->create_rasterizer_state(c->pipe, &rast);
+
+   memset(&dsa, 0, sizeof dsa);
+   dsa.depth.enabled = 0;
+   dsa.depth.writemask = 0;
+   dsa.depth.func = PIPE_FUNC_ALWAYS;
+   for (i = 0; i < 2; ++i) {
+      dsa.stencil[i].enabled = 0;
+      dsa.stencil[i].func = PIPE_FUNC_ALWAYS;
+      dsa.stencil[i].fail_op = PIPE_STENCIL_OP_KEEP;
+      dsa.stencil[i].zpass_op = PIPE_STENCIL_OP_KEEP;
+      dsa.stencil[i].zfail_op = PIPE_STENCIL_OP_KEEP;
+      dsa.stencil[i].valuemask = 0;
+      dsa.stencil[i].writemask = 0;
+   }
+   dsa.alpha.enabled = 0;
+   dsa.alpha.func = PIPE_FUNC_ALWAYS;
+   dsa.alpha.ref_value = 0;
+   c->dsa = c->pipe->create_depth_stencil_alpha_state(c->pipe, &dsa);
+   c->pipe->bind_depth_stencil_alpha_state(c->pipe, c->dsa);
+   return true;
+}
+
+static void cleanup_pipe_state(struct vl_compositor *c)
+{
+   assert(c);
+
+   /* Asserted in softpipe_delete_fs_state() for some reason */
+   c->pipe->bind_vs_state(c->pipe, NULL);
+   c->pipe->bind_fs_state(c->pipe, NULL);
+
+   c->pipe->delete_depth_stencil_alpha_state(c->pipe, c->dsa);
+   c->pipe->delete_sampler_state(c->pipe, c->sampler_linear);
+   c->pipe->delete_sampler_state(c->pipe, c->sampler_nearest);
+   c->pipe->delete_blend_state(c->pipe, c->blend_clear);
+   c->pipe->delete_blend_state(c->pipe, c->blend_add);
+   c->pipe->delete_rasterizer_state(c->pipe, c->rast);
+}
+
+static bool
+create_vertex_buffer(struct vl_compositor *c)
+{
+   assert(c);
+
+   pipe_resource_reference(&c->vertex_buf.buffer, NULL);
+   c->vertex_buf.buffer = pipe_buffer_create
+   (
+      c->pipe->screen,
+      PIPE_BIND_VERTEX_BUFFER,
+      PIPE_USAGE_STREAM,
+      sizeof(struct vertex4f) * VL_COMPOSITOR_MAX_LAYERS * 4
+   );
+   return c->vertex_buf.buffer != NULL;
+}
+
+static bool
+init_buffers(struct vl_compositor *c)
+{
+   struct pipe_vertex_element vertex_elems[2];
+
+   assert(c);
+
+   /*
+    * Create our vertex buffer and vertex buffer elements
+    */
+   c->vertex_buf.stride = sizeof(struct vertex4f);
+   c->vertex_buf.buffer_offset = 0;
+   create_vertex_buffer(c);
 
    vertex_elems[0].src_offset = 0;
    vertex_elems[0].instance_divisor = 0;
    vertex_elems[0].vertex_buffer_index = 0;
    vertex_elems[0].src_format = PIPE_FORMAT_R32G32_FLOAT;
-   vertex_elems[1].src_offset = 0;
+   vertex_elems[1].src_offset = sizeof(struct vertex2f);
    vertex_elems[1].instance_divisor = 0;
-   vertex_elems[1].vertex_buffer_index = 1;
+   vertex_elems[1].vertex_buffer_index = 0;
    vertex_elems[1].src_format = PIPE_FORMAT_R32G32_FLOAT;
-   c->vertex_elems = c->pipe->create_vertex_elements_state(c->pipe, 2, vertex_elems);
+   c->vertex_elems_state = c->pipe->create_vertex_elements_state(c->pipe, 2, vertex_elems);
 
+   /*
+    * Create our fragment shader's constant buffer
+    * Const buffer contains the color conversion matrix and bias vectors
+    */
+   /* XXX: Create with IMMUTABLE/STATIC... although it does change every once in a long while... */
+   c->csc_matrix = pipe_buffer_create
+   (
+      c->pipe->screen,
+      PIPE_BIND_CONSTANT_BUFFER,
+      PIPE_USAGE_STATIC,
+      sizeof(csc_matrix)
+   );
 
    return true;
 }
 
-static void cleanup_pipe_state(struct vl_compositor *c)
+static void
+cleanup_buffers(struct vl_compositor *c)
 {
    assert(c);
 
-   c->pipe->delete_sampler_state(c->pipe, c->sampler);
-   c->pipe->delete_vertex_elements_state(c->pipe, c->vertex_elems);
+   c->pipe->delete_vertex_elements_state(c->pipe, c->vertex_elems_state);
+   pipe_resource_reference(&c->vertex_buf.buffer, NULL);
+   pipe_resource_reference(&c->csc_matrix, NULL);
 }
 
-static bool
-init_shaders(struct vl_compositor *c)
+static INLINE struct pipe_video_rect
+default_rect(struct vl_compositor_layer *layer)
+{
+   struct pipe_resource *res = layer->sampler_views[0]->texture;
+   struct pipe_video_rect rect = { 0, 0, res->width0, res->height0 };
+   return rect;
+}
+
+static INLINE struct vertex2f
+calc_topleft(struct vertex2f size, struct pipe_video_rect rect)
+{
+   struct vertex2f res = { rect.x / size.x, rect.y / size.y };
+   return res;
+}
+
+static INLINE struct vertex2f
+calc_bottomright(struct vertex2f size, struct pipe_video_rect rect)
+{
+   struct vertex2f res = { (rect.x + rect.w) / size.x, (rect.y + rect.h) / size.y };
+   return res;
+}
+
+static INLINE void
+calc_src_and_dst(struct vl_compositor_layer *layer, unsigned width, unsigned height,
+                 struct pipe_video_rect src, struct pipe_video_rect dst)
 {
+   struct vertex2f size =  { width, height };
+
+   layer->src.tl = calc_topleft(size, src);
+   layer->src.br = calc_bottomright(size, src);
+   layer->dst.tl = calc_topleft(size, dst);
+   layer->dst.br = calc_bottomright(size, dst);
+}
+
+static void
+gen_rect_verts(struct vertex4f *vb, struct vl_compositor_layer *layer)
+{
+   assert(vb && layer);
+
+   vb[0].x = layer->dst.tl.x;
+   vb[0].y = layer->dst.tl.y;
+   vb[0].z = layer->src.tl.x;
+   vb[0].w = layer->src.tl.y;
+
+   vb[1].x = layer->dst.br.x;
+   vb[1].y = layer->dst.tl.y;
+   vb[1].z = layer->src.br.x;
+   vb[1].w = layer->src.tl.y;
+
+   vb[2].x = layer->dst.br.x;
+   vb[2].y = layer->dst.br.y;
+   vb[2].z = layer->src.br.x;
+   vb[2].w = layer->src.br.y;
+
+   vb[3].x = layer->dst.tl.x;
+   vb[3].y = layer->dst.br.y;
+   vb[3].z = layer->src.tl.x;
+   vb[3].w = layer->src.br.y;
+}
+
+static void
+gen_vertex_data(struct vl_compositor *c)
+{
+   struct vertex4f *vb;
+   struct pipe_transfer *buf_transfer;
+   unsigned i;
+
    assert(c);
 
-   create_vert_shader(c);
-   create_frag_shader(c);
+   vb = pipe_buffer_map(c->pipe, c->vertex_buf.buffer,
+                        PIPE_TRANSFER_WRITE | PIPE_TRANSFER_DISCARD | PIPE_TRANSFER_DONTBLOCK,
+                        &buf_transfer);
 
-   return true;
+   if (!vb) {
+      // If buffer is still locked from last draw create a new one
+      create_vertex_buffer(c);
+      vb = pipe_buffer_map(c->pipe, c->vertex_buf.buffer,
+                           PIPE_TRANSFER_WRITE | PIPE_TRANSFER_DISCARD,
+                           &buf_transfer);
+   }
+
+   for (i = 0; i < VL_COMPOSITOR_MAX_LAYERS; i++) {
+      if (c->used_layers & (1 << i)) {
+         struct vl_compositor_layer *layer = &c->layers[i];
+         gen_rect_verts(vb, layer);
+         vb += 4;
+
+         if (layer->clearing &&
+             c->dirty_tl.x >= layer->dst.tl.x &&
+             c->dirty_tl.y >= layer->dst.tl.y &&
+             c->dirty_br.x <= layer->dst.br.x &&
+             c->dirty_br.y <= layer->dst.br.y) {
+
+            // We clear the dirty area anyway, no need for clear_render_target
+            c->dirty_tl.x = c->dirty_tl.y = 1.0f;
+            c->dirty_br.x = c->dirty_br.y = 0.0f;
+         }
+      }
+   }
+
+   pipe_buffer_unmap(c->pipe, buf_transfer);
 }
 
-static void cleanup_shaders(struct vl_compositor *c)
+static void
+draw_layers(struct vl_compositor *c)
 {
+   unsigned vb_index, i;
+
    assert(c);
-       
-   c->pipe->delete_vs_state(c->pipe, c->vertex_shader);
-   c->pipe->delete_fs_state(c->pipe, c->fragment_shader);
+
+   for (i = 0, vb_index = 0; i < VL_COMPOSITOR_MAX_LAYERS; ++i) {
+      if (c->used_layers & (1 << i)) {
+         struct vl_compositor_layer *layer = &c->layers[i];
+         struct pipe_sampler_view **samplers = &layer->sampler_views[0];
+         unsigned num_sampler_views = !samplers[1] ? 1 : !samplers[2] ? 2 : 3;
+
+         c->pipe->bind_blend_state(c->pipe, layer->blend);
+         c->pipe->bind_fs_state(c->pipe, layer->fs);
+         c->pipe->bind_fragment_sampler_states(c->pipe, num_sampler_views, layer->samplers);
+         c->pipe->set_fragment_sampler_views(c->pipe, num_sampler_views, samplers);
+         util_draw_arrays(c->pipe, PIPE_PRIM_QUADS, vb_index * 4, 4);
+         vb_index++;
+
+         // Remember the currently drawn area as dirty for the next draw command
+         c->dirty_tl.x = MIN2(layer->dst.tl.x, c->dirty_tl.x);
+         c->dirty_tl.y = MIN2(layer->dst.tl.y, c->dirty_tl.y);
+         c->dirty_br.x = MAX2(layer->dst.br.x, c->dirty_br.x);
+         c->dirty_br.y = MAX2(layer->dst.br.y, c->dirty_br.y);
+      }
+   }
 }
 
-static bool
-init_buffers(struct vl_compositor *c)
+void
+vl_compositor_reset_dirty_area(struct vl_compositor *c)
 {
-   struct fragment_shader_consts fsc;
+   assert(c);
+
+   c->dirty_tl.x = c->dirty_tl.y = 0.0f;
+   c->dirty_br.x = c->dirty_br.y = 1.0f;
+}
+
+void
+vl_compositor_set_clear_color(struct vl_compositor *c, float color[4])
+{
+   unsigned i;
 
    assert(c);
-       
-   /*
-    * Create our vertex buffer and vertex buffer element
-    * VB contains 4 vertices that render a quad covering the entire window
-    * to display a rendered surface
-    * Quad is rendered as a tri strip
-    */
-   c->vertex_bufs[0].stride = sizeof(struct vertex2f);
-   c->vertex_bufs[0].max_index = 3;
-   c->vertex_bufs[0].buffer_offset = 0;
-   c->vertex_bufs[0].buffer = pipe_buffer_create
-   (
-      c->pipe->screen,
-      1,
-      PIPE_BUFFER_USAGE_VERTEX,
-      sizeof(struct vertex2f) * 4
-   );
 
-   memcpy
-   (
-      pipe_buffer_map(c->pipe->screen, c->vertex_bufs[0].buffer, PIPE_BUFFER_USAGE_CPU_WRITE),
-      surface_verts,
-      sizeof(struct vertex2f) * 4
-   );
+   for (i = 0; i < 4; ++i)
+      c->clear_color[i] = color[i];
+}
 
-   pipe_buffer_unmap(c->pipe->screen, c->vertex_bufs[0].buffer);
+void
+vl_compositor_clear_layers(struct vl_compositor *c)
+{
+   unsigned i, j;
 
-   /*
-    * Create our texcoord buffer and texcoord buffer element
-    * Texcoord buffer contains the TCs for mapping the rendered surface to the 4 vertices
-    */
-   c->vertex_bufs[1].stride = sizeof(struct vertex2f);
-   c->vertex_bufs[1].max_index = 3;
-   c->vertex_bufs[1].buffer_offset = 0;
-   c->vertex_bufs[1].buffer = pipe_buffer_create
-   (
-      c->pipe->screen,
-      1,
-      PIPE_BUFFER_USAGE_VERTEX,
-      sizeof(struct vertex2f) * 4
-   );
+   assert(c);
 
-   memcpy
-   (
-      pipe_buffer_map(c->pipe->screen, c->vertex_bufs[1].buffer, PIPE_BUFFER_USAGE_CPU_WRITE),
-      surface_texcoords,
-      sizeof(struct vertex2f) * 4
-   );
+   c->used_layers = 0;
+   for ( i = 0; i < VL_COMPOSITOR_MAX_LAYERS; ++i) {
+      c->layers[i].clearing = i ? false : true;
+      c->layers[i].blend = i ? c->blend_add : c->blend_clear;
+      c->layers[i].fs = NULL;
+      for ( j = 0; j < 3; j++)
+         pipe_sampler_view_reference(&c->layers[i].sampler_views[j], NULL);
+   }
+}
 
-   pipe_buffer_unmap(c->pipe->screen, c->vertex_bufs[1].buffer);
+void
+vl_compositor_cleanup(struct vl_compositor *c)
+{
+   assert(c);
 
-   /*
-    * Create our vertex shader's constant buffer
-    * Const buffer contains scaling and translation vectors
-    */
-   c->vs_const_buf = pipe_buffer_create
-   (
-      c->pipe->screen,
-      1,
-      PIPE_BUFFER_USAGE_CONSTANT | PIPE_BUFFER_USAGE_DISCARD,
-      sizeof(struct vertex_shader_consts)
-   );
+   vl_compositor_clear_layers(c);
 
-   /*
-    * Create our fragment shader's constant buffer
-    * Const buffer contains the color conversion matrix and bias vectors
-    */
-   c->fs_const_buf = pipe_buffer_create
+   cleanup_buffers(c);
+   cleanup_shaders(c);
+   cleanup_pipe_state(c);
+}
+
+void
+vl_compositor_set_csc_matrix(struct vl_compositor *c, const float matrix[16])
+{
+   struct pipe_transfer *buf_transfer;
+
+   assert(c);
+
+   memcpy
    (
-      c->pipe->screen,
-      1,
-      PIPE_BUFFER_USAGE_CONSTANT,
-      sizeof(struct fragment_shader_consts)
+      pipe_buffer_map(c->pipe, c->csc_matrix,
+                      PIPE_TRANSFER_WRITE | PIPE_TRANSFER_DISCARD,
+                      &buf_transfer),
+               matrix,
+               sizeof(csc_matrix)
    );
 
-   vl_csc_get_matrix(VL_CSC_COLOR_STANDARD_IDENTITY, NULL, true, fsc.matrix);
+   pipe_buffer_unmap(c->pipe, buf_transfer);
+}
+
+void
+vl_compositor_set_layer_blend(struct vl_compositor *c,
+                              unsigned layer, void *blend,
+                              bool is_clearing)
+{
+   assert(c && blend);
 
-   vl_compositor_set_csc_matrix(c, fsc.matrix);
+   assert(layer < VL_COMPOSITOR_MAX_LAYERS);
 
-   return true;
+   c->layers[layer].clearing = is_clearing;
+   c->layers[layer].blend = blend;
 }
 
-static void
-cleanup_buffers(struct vl_compositor *c)
+void
+vl_compositor_set_buffer_layer(struct vl_compositor *c,
+                               unsigned layer,
+                               struct pipe_video_buffer *buffer,
+                               struct pipe_video_rect *src_rect,
+                               struct pipe_video_rect *dst_rect)
 {
+   struct pipe_sampler_view **sampler_views;
    unsigned i;
 
-   assert(c);
-       
-   for (i = 0; i < 2; ++i)
-      pipe_buffer_reference(&c->vertex_bufs[i].buffer, NULL);
+   assert(c && buffer);
 
-   pipe_buffer_reference(&c->vs_const_buf, NULL);
-   pipe_buffer_reference(&c->fs_const_buf, NULL);
+   assert(layer < VL_COMPOSITOR_MAX_LAYERS);
+
+   c->used_layers |= 1 << layer;
+   c->layers[layer].fs = c->fs_video_buffer;
+
+   sampler_views = buffer->get_sampler_view_components(buffer);
+   for (i = 0; i < 3; ++i) {
+      c->layers[layer].samplers[i] = c->sampler_linear;
+      pipe_sampler_view_reference(&c->layers[layer].sampler_views[i], sampler_views[i]);
+   }
+
+   calc_src_and_dst(&c->layers[layer], buffer->width, buffer->height,
+                    src_rect ? *src_rect : default_rect(&c->layers[layer]),
+                    dst_rect ? *dst_rect : default_rect(&c->layers[layer]));
 }
 
-bool vl_compositor_init(struct vl_compositor *compositor, struct pipe_context *pipe)
+void
+vl_compositor_set_palette_layer(struct vl_compositor *c,
+                                unsigned layer,
+                                struct pipe_sampler_view *indexes,
+                                struct pipe_sampler_view *palette,
+                                struct pipe_video_rect *src_rect,
+                                struct pipe_video_rect *dst_rect,
+                                bool include_color_conversion)
 {
-   assert(compositor);
+   assert(c && indexes && palette);
 
-   memset(compositor, 0, sizeof(struct vl_compositor));
+   assert(layer < VL_COMPOSITOR_MAX_LAYERS);
 
-   compositor->pipe = pipe;
+   c->used_layers |= 1 << layer;
 
-   if (!init_pipe_state(compositor))
-      return false;
-   if (!init_shaders(compositor)) {
-      cleanup_pipe_state(compositor);
-      return false;
-   }
-   if (!init_buffers(compositor)) {
-      cleanup_shaders(compositor);
-      cleanup_pipe_state(compositor);
-      return false;
-   }
+   c->layers[layer].fs = include_color_conversion ?
+      c->fs_palette.yuv : c->fs_palette.rgb;
+
+   c->layers[layer].samplers[0] = c->sampler_linear;
+   c->layers[layer].samplers[1] = c->sampler_nearest;
+   c->layers[layer].samplers[2] = NULL;
+   pipe_sampler_view_reference(&c->layers[layer].sampler_views[0], indexes);
+   pipe_sampler_view_reference(&c->layers[layer].sampler_views[1], palette);
+   pipe_sampler_view_reference(&c->layers[layer].sampler_views[2], NULL);
+   calc_src_and_dst(&c->layers[layer], indexes->texture->width0, indexes->texture->height0,
+                    src_rect ? *src_rect : default_rect(&c->layers[layer]),
+                    dst_rect ? *dst_rect : default_rect(&c->layers[layer]));
 
-   return true;
 }
 
-void vl_compositor_cleanup(struct vl_compositor *compositor)
+void
+vl_compositor_set_rgba_layer(struct vl_compositor *c,
+                             unsigned layer,
+                             struct pipe_sampler_view *rgba,
+                             struct pipe_video_rect *src_rect,
+                             struct pipe_video_rect *dst_rect)
 {
-   assert(compositor);
-       
-   cleanup_buffers(compositor);
-   cleanup_shaders(compositor);
-   cleanup_pipe_state(compositor);
+   assert(c && rgba);
+
+   assert(layer < VL_COMPOSITOR_MAX_LAYERS);
+
+   c->used_layers |= 1 << layer;
+   c->layers[layer].fs = c->fs_rgba;
+   c->layers[layer].samplers[0] = c->sampler_linear;
+   c->layers[layer].samplers[1] = NULL;
+   c->layers[layer].samplers[2] = NULL;
+   pipe_sampler_view_reference(&c->layers[layer].sampler_views[0], rgba);
+   pipe_sampler_view_reference(&c->layers[layer].sampler_views[1], NULL);
+   pipe_sampler_view_reference(&c->layers[layer].sampler_views[2], NULL);
+   calc_src_and_dst(&c->layers[layer], rgba->texture->width0, rgba->texture->height0,
+                    src_rect ? *src_rect : default_rect(&c->layers[layer]),
+                    dst_rect ? *dst_rect : default_rect(&c->layers[layer]));
 }
 
-void vl_compositor_render(struct vl_compositor          *compositor,
-                          /*struct pipe_texture         *backround,
-                          struct pipe_video_rect        *backround_area,*/
-                          struct pipe_texture           *src_surface,
-                          enum pipe_mpeg12_picture_type picture_type,
-                          /*unsigned                    num_past_surfaces,
-                          struct pipe_texture           *past_surfaces,
-                          unsigned                      num_future_surfaces,
-                          struct pipe_texture           *future_surfaces,*/
-                          struct pipe_video_rect        *src_area,
-                          struct pipe_texture           *dst_surface,
-                          struct pipe_video_rect        *dst_area,
-                          /*unsigned                      num_layers,
-                          struct pipe_texture           *layers,
-                          struct pipe_video_rect        *layer_src_areas,
-                          struct pipe_video_rect        *layer_dst_areas*/
-                          struct pipe_fence_handle      **fence)
+void
+vl_compositor_render(struct vl_compositor *c,
+                     struct pipe_surface           *dst_surface,
+                     struct pipe_video_rect        *dst_area,
+                     struct pipe_video_rect        *dst_clip,
+                     bool clear_dirty_area)
 {
-   struct vertex_shader_consts *vs_consts;
+   struct pipe_scissor_state scissor;
 
-   assert(compositor);
-   assert(src_surface);
-   assert(src_area);
+   assert(c);
    assert(dst_surface);
-   assert(dst_area);
-   assert(picture_type == PIPE_MPEG12_PICTURE_TYPE_FRAME);
 
-   compositor->fb_state.width = dst_surface->width0;
-   compositor->fb_state.height = dst_surface->height0;
-   compositor->fb_state.cbufs[0] = compositor->pipe->screen->get_tex_surface
-   (
-      compositor->pipe->screen,
-      dst_surface,
-      0, 0, 0, PIPE_BUFFER_USAGE_GPU_READ | PIPE_BUFFER_USAGE_GPU_WRITE
-   );
+   c->fb_state.width = dst_surface->width;
+   c->fb_state.height = dst_surface->height;
+   c->fb_state.cbufs[0] = dst_surface;
+   
+   if (dst_area) {
+      c->viewport.scale[0] = dst_area->w;
+      c->viewport.scale[1] = dst_area->h;
+      c->viewport.translate[0] = dst_area->x;
+      c->viewport.translate[1] = dst_area->y;
+   } else {
+      c->viewport.scale[0] = dst_surface->width;
+      c->viewport.scale[1] = dst_surface->height;
+      c->viewport.translate[0] = 0;
+      c->viewport.translate[1] = 0;
+   }
 
-   compositor->viewport.scale[0] = compositor->fb_state.width;
-   compositor->viewport.scale[1] = compositor->fb_state.height;
-   compositor->viewport.scale[2] = 1;
-   compositor->viewport.scale[3] = 1;
-   compositor->viewport.translate[0] = 0;
-   compositor->viewport.translate[1] = 0;
-   compositor->viewport.translate[2] = 0;
-   compositor->viewport.translate[3] = 0;
-
-   compositor->scissor.maxx = compositor->fb_state.width;
-   compositor->scissor.maxy = compositor->fb_state.height;
-
-   compositor->pipe->set_framebuffer_state(compositor->pipe, &compositor->fb_state);
-   compositor->pipe->set_viewport_state(compositor->pipe, &compositor->viewport);
-   compositor->pipe->set_scissor_state(compositor->pipe, &compositor->scissor);
-   compositor->pipe->bind_fragment_sampler_states(compositor->pipe, 1, &compositor->sampler);
-   compositor->pipe->set_fragment_sampler_textures(compositor->pipe, 1, &src_surface);
-   compositor->pipe->bind_vs_state(compositor->pipe, compositor->vertex_shader);
-   compositor->pipe->bind_fs_state(compositor->pipe, compositor->fragment_shader);
-   compositor->pipe->set_vertex_buffers(compositor->pipe, 2, compositor->vertex_bufs);
-   compositor->pipe->bind_vertex_elements_state(compositor->pipe, compositor->vertex_elems);
-   compositor->pipe->set_constant_buffer(compositor->pipe, PIPE_SHADER_VERTEX, 0, compositor->vs_const_buf);
-   compositor->pipe->set_constant_buffer(compositor->pipe, PIPE_SHADER_FRAGMENT, 0, compositor->fs_const_buf);
-
-   vs_consts = pipe_buffer_map
-   (
-      compositor->pipe->screen,
-      compositor->vs_const_buf,
-      PIPE_BUFFER_USAGE_CPU_WRITE | PIPE_BUFFER_USAGE_DISCARD
-   );
+   if (dst_clip) {
+      scissor.minx = dst_clip->x;
+      scissor.miny = dst_clip->y;
+      scissor.maxx = dst_clip->x + dst_clip->w;
+      scissor.maxy = dst_clip->y + dst_clip->h;
+   } else {
+      scissor.minx = 0;
+      scissor.miny = 0;
+      scissor.maxx = dst_surface->width;
+      scissor.maxy = dst_surface->height;
+   }
+
+   gen_vertex_data(c);
+
+   if (clear_dirty_area && (c->dirty_tl.x < c->dirty_br.x ||
+                            c->dirty_tl.y < c->dirty_br.y)) {
+      util_clear_render_target(c->pipe, dst_surface, c->clear_color,
+                               0, 0, dst_surface->width, dst_surface->height);
+      c->dirty_tl.x = c->dirty_tl.y = 1.0f;
+      c->dirty_br.x = c->dirty_br.y = 0.0f;
+   }
+
+   c->pipe->set_scissor_state(c->pipe, &scissor);
+   c->pipe->set_framebuffer_state(c->pipe, &c->fb_state);
+   c->pipe->set_viewport_state(c->pipe, &c->viewport);
+   c->pipe->bind_vs_state(c->pipe, c->vs);
+   c->pipe->set_vertex_buffers(c->pipe, 1, &c->vertex_buf);
+   c->pipe->bind_vertex_elements_state(c->pipe, c->vertex_elems_state);
+   c->pipe->set_constant_buffer(c->pipe, PIPE_SHADER_FRAGMENT, 0, c->csc_matrix);
+   c->pipe->bind_rasterizer_state(c->pipe, c->rast);
 
-   vs_consts->dst_scale.x = dst_area->w / (float)compositor->fb_state.cbufs[0]->width;
-   vs_consts->dst_scale.y = dst_area->h / (float)compositor->fb_state.cbufs[0]->height;
-   vs_consts->dst_scale.z = 1;
-   vs_consts->dst_scale.w = 1;
-   vs_consts->dst_trans.x = dst_area->x / (float)compositor->fb_state.cbufs[0]->width;
-   vs_consts->dst_trans.y = dst_area->y / (float)compositor->fb_state.cbufs[0]->height;
-   vs_consts->dst_trans.z = 0;
-   vs_consts->dst_trans.w = 0;
-
-   vs_consts->src_scale.x = src_area->w / (float)src_surface->width0;
-   vs_consts->src_scale.y = src_area->h / (float)src_surface->height0;
-   vs_consts->src_scale.z = 1;
-   vs_consts->src_scale.w = 1;
-   vs_consts->src_trans.x = src_area->x / (float)src_surface->width0;
-   vs_consts->src_trans.y = src_area->y / (float)src_surface->height0;
-   vs_consts->src_trans.z = 0;
-   vs_consts->src_trans.w = 0;
-
-   pipe_buffer_unmap(compositor->pipe->screen, compositor->vs_const_buf);
-
-   compositor->pipe->draw_arrays(compositor->pipe, PIPE_PRIM_TRIANGLE_STRIP, 0, 4);
-   compositor->pipe->flush(compositor->pipe, PIPE_FLUSH_RENDER_CACHE, fence);
-
-   pipe_surface_reference(&compositor->fb_state.cbufs[0], NULL);
+   draw_layers(c);
 }
 
-void vl_compositor_set_csc_matrix(struct vl_compositor *compositor, const float *mat)
+bool
+vl_compositor_init(struct vl_compositor *c, struct pipe_context *pipe)
 {
-   assert(compositor);
+   csc_matrix csc_matrix;
 
-   memcpy
-   (
-      pipe_buffer_map(compositor->pipe->screen, compositor->fs_const_buf, PIPE_BUFFER_USAGE_CPU_WRITE),
-      mat,
-      sizeof(struct fragment_shader_consts)
-   );
+   c->pipe = pipe;
+
+   if (!init_pipe_state(c))
+      return false;
+
+   if (!init_shaders(c)) {
+      cleanup_pipe_state(c);
+      return false;
+   }
+   if (!init_buffers(c)) {
+      cleanup_shaders(c);
+      cleanup_pipe_state(c);
+      return false;
+   }
+
+   vl_compositor_clear_layers(c);
 
-   pipe_buffer_unmap(compositor->pipe->screen, compositor->fs_const_buf);
+   vl_csc_get_matrix(VL_CSC_COLOR_STANDARD_IDENTITY, NULL, true, csc_matrix);
+   vl_compositor_set_csc_matrix(c, csc_matrix);
+
+   c->clear_color[0] = c->clear_color[1] = 0.0f;
+   c->clear_color[2] = c->clear_color[3] = 0.0f;
+   vl_compositor_reset_dirty_area(c);
+
+   return true;
 }