#include "renderer.h"
#include "vg_context.h"
-#include "image.h"
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "util/u_simple_shaders.h"
#include "util/u_memory.h"
#include "util/u_sampler.h"
+#include "util/u_surface.h"
#include "util/u_math.h"
+#include "util/u_format.h"
#include "cso_cache/cso_context.h"
#include "tgsi/tgsi_ureg.h"
struct pipe_depth_stencil_alpha_state dsa;
struct pipe_framebuffer_state fb;
} g3d;
+ struct matrix projection;
+ struct matrix mvp;
struct pipe_resource *vs_cbuf;
- VGfloat vs_cbuf_data[8];
struct pipe_resource *fs_cbuf;
VGfloat fs_cbuf_data[32];
struct pipe_screen *screen = renderer->pipe->screen;
return screen->is_format_supported(screen,
- res->format, res->target, 0, bindings, 0);
+ res->format, res->target, 0, bindings);
+}
+
+/**
+ * Set the model-view-projection matrix used by vertex shaders.
+ */
+static void renderer_set_mvp(struct renderer *renderer,
+ const struct matrix *mvp)
+{
+ struct matrix *cur = &renderer->mvp;
+ struct pipe_resource *cbuf;
+ VGfloat consts[3][4];
+ VGint i;
+
+ /* projection only */
+ if (!mvp)
+ mvp = &renderer->projection;
+
+ /* re-upload only if necessary */
+ if (memcmp(cur, mvp, sizeof(*mvp)) == 0)
+ return;
+
+ /* 3x3 matrix to 3 constant vectors (no Z) */
+ for (i = 0; i < 3; i++) {
+ consts[i][0] = mvp->m[i + 0];
+ consts[i][1] = mvp->m[i + 3];
+ consts[i][2] = 0.0f;
+ consts[i][3] = mvp->m[i + 6];
+ }
+
+ cbuf = renderer->vs_cbuf;
+ pipe_resource_reference(&cbuf, NULL);
+ cbuf = pipe_buffer_create(renderer->pipe->screen,
+ PIPE_BIND_CONSTANT_BUFFER,
+ PIPE_USAGE_STATIC,
+ sizeof(consts));
+ if (cbuf) {
+ pipe_buffer_write(renderer->pipe, cbuf,
+ 0, sizeof(consts), consts);
+ }
+ pipe_set_constant_buffer(renderer->pipe,
+ PIPE_SHADER_VERTEX, 0, cbuf);
+
+ memcpy(cur, mvp, sizeof(*mvp));
+ renderer->vs_cbuf = cbuf;
}
/**
static void *create_passthrough_vs(struct pipe_context *pipe, int semantic_name)
{
struct ureg_program *ureg;
- struct ureg_src src[2], constants[2];
+ struct ureg_src src[2], constants[3];
struct ureg_dst dst[2], tmp;
int i;
if (!ureg)
return NULL;
- /* position in surface coordinates */
+ /* position is in user coordinates */
src[0] = ureg_DECL_vs_input(ureg, 0);
dst[0] = ureg_DECL_output(ureg, TGSI_SEMANTIC_POSITION, 0);
tmp = ureg_DECL_temporary(ureg);
- for (i = 0; i < 2; i++)
+ for (i = 0; i < Elements(constants); i++)
constants[i] = ureg_DECL_constant(ureg, i);
/* transform to clipped coordinates */
- ureg_MUL(ureg, tmp, src[0], constants[0]);
- ureg_ADD(ureg, tmp, ureg_src(tmp), constants[1]);
+ ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_X), src[0], constants[0]);
+ ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_Y), src[0], constants[1]);
+ ureg_MOV(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_Z), src[0]);
+ ureg_DP4(ureg, ureg_writemask(tmp, TGSI_WRITEMASK_W), src[0], constants[2]);
ureg_MOV(ureg, dst[0], ureg_src(tmp));
if (semantic_name >= 0) {
switch (id) {
case RENDERER_FS_COLOR:
- fs = util_make_fragment_passthrough_shader(r->pipe);
+ fs = util_make_fragment_passthrough_shader(r->pipe,
+ TGSI_SEMANTIC_COLOR, TGSI_INTERPOLATE_PERSPECTIVE);
break;
case RENDERER_FS_TEXTURE:
fs = util_make_fragment_tex_shader(r->pipe,
/* set samplers */
for (i = 0; i < num_views; i++)
- cso_single_sampler(r->cso, i, &sampler);
- cso_single_sampler_done(r->cso);
+ cso_single_sampler(r->cso, PIPE_SHADER_FRAGMENT, i, &sampler);
+ cso_single_sampler_done(r->cso, PIPE_SHADER_FRAGMENT);
/* set views */
- cso_set_fragment_sampler_views(r->cso, num_views, views);
+ cso_set_sampler_views(r->cso, PIPE_SHADER_FRAGMENT, num_views, views);
}
/**
/* set samplers and views */
if (num_samplers) {
- cso_set_samplers(renderer->cso, num_samplers, samplers);
- cso_set_fragment_sampler_views(renderer->cso, num_samplers, views);
+ cso_set_samplers(renderer->cso, PIPE_SHADER_FRAGMENT, num_samplers, samplers);
+ cso_set_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT, num_samplers, views);
}
/* upload fs constant buffer */
pipe_resource_reference(&cbuf, NULL);
cbuf = pipe_buffer_create(renderer->pipe->screen,
- PIPE_BIND_CONSTANT_BUFFER, const_buffer_len);
+ PIPE_BIND_CONSTANT_BUFFER, PIPE_USAGE_STATIC,
+ const_buffer_len);
pipe_buffer_write(renderer->pipe, cbuf, 0,
const_buffer_len, const_buffer);
- renderer->pipe->set_constant_buffer(renderer->pipe,
+ pipe_set_constant_buffer(renderer->pipe,
PIPE_SHADER_FRAGMENT, 0, cbuf);
renderer->fs_cbuf = cbuf;
*/
static void renderer_quad_draw(struct renderer *r)
{
- struct pipe_resource *buf;
-
- buf = pipe_user_buffer_create(r->pipe->screen,
- r->vertices,
- sizeof(r->vertices),
- PIPE_BIND_VERTEX_BUFFER);
- if (buf) {
- util_draw_vertex_buffer(r->pipe, buf, 0,
- PIPE_PRIM_TRIANGLE_FAN,
- Elements(r->vertices), /* verts */
- Elements(r->vertices[0])); /* attribs/vert */
-
- pipe_resource_reference(&buf, NULL);
- }
+ util_draw_user_vertex_buffer(r->cso, r->vertices, PIPE_PRIM_TRIANGLE_FAN,
+ Elements(r->vertices), /* verts */
+ Elements(r->vertices[0])); /* attribs/vert */
}
/**
cso_save_framebuffer(renderer->cso);
cso_save_viewport(renderer->cso);
cso_save_blend(renderer->cso);
- cso_save_samplers(renderer->cso);
- cso_save_fragment_sampler_views(renderer->cso);
+ cso_save_samplers(renderer->cso, PIPE_SHADER_FRAGMENT);
+ cso_save_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT);
cso_save_fragment_shader(renderer->cso);
cso_save_vertex_shader(renderer->cso);
renderer_set_fs(renderer, RENDERER_FS_TEXTURE);
renderer_set_vs(renderer, RENDERER_VS_TEXTURE);
+ renderer_set_mvp(renderer, NULL);
+
/* remember the texture size */
renderer->u.copy.tex_width = src->texture->width0;
renderer->u.copy.tex_height = src->texture->height0;
cso_restore_framebuffer(renderer->cso);
cso_restore_viewport(renderer->cso);
cso_restore_blend(renderer->cso);
- cso_restore_samplers(renderer->cso);
- cso_restore_fragment_sampler_views(renderer->cso);
+ cso_restore_samplers(renderer->cso, PIPE_SHADER_FRAGMENT);
+ cso_restore_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT);
cso_restore_fragment_shader(renderer->cso);
cso_restore_vertex_shader(renderer->cso);
return VG_FALSE;
cso_save_blend(renderer->cso);
- cso_save_samplers(renderer->cso);
- cso_save_fragment_sampler_views(renderer->cso);
+ cso_save_samplers(renderer->cso, PIPE_SHADER_FRAGMENT);
+ cso_save_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT);
cso_save_fragment_shader(renderer->cso);
cso_save_vertex_shader(renderer->cso);
renderer_set_fs(renderer, RENDERER_FS_TEXTURE);
renderer_set_vs(renderer, RENDERER_VS_TEXTURE);
+ renderer_set_mvp(renderer, NULL);
+
/* remember the texture size */
renderer->u.drawtex.tex_width = src->texture->width0;
renderer->u.drawtex.tex_height = src->texture->height0;
assert(renderer->state == RENDERER_STATE_DRAWTEX);
cso_restore_blend(renderer->cso);
- cso_restore_samplers(renderer->cso);
- cso_restore_fragment_sampler_views(renderer->cso);
+ cso_restore_samplers(renderer->cso, PIPE_SHADER_FRAGMENT);
+ cso_restore_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT);
cso_restore_fragment_shader(renderer->cso);
cso_restore_vertex_shader(renderer->cso);
renderer_set_blend(renderer, 0);
renderer_set_fs(renderer, RENDERER_FS_SCISSOR);
+ renderer_set_mvp(renderer, NULL);
+
renderer->u.scissor.restore_dsa = restore_dsa;
renderer->state = RENDERER_STATE_SCISSOR;
renderer_set_fs(renderer, RENDERER_FS_COLOR);
renderer_set_vs(renderer, RENDERER_VS_COLOR);
+ renderer_set_mvp(renderer, NULL);
+
renderer->state = RENDERER_STATE_CLEAR;
return VG_TRUE;
const void *const_buffer,
VGint const_buffer_len)
{
- struct pipe_surface *surf;
+ struct pipe_surface *surf, surf_tmpl;
assert(renderer->state == RENDERER_STATE_INIT);
if (!renderer_can_support(renderer, dst, PIPE_BIND_RENDER_TARGET))
return VG_FALSE;
- surf = renderer->pipe->screen->get_tex_surface(renderer->pipe->screen,
- dst, 0, 0, 0, PIPE_BIND_RENDER_TARGET);
+ u_surface_default_template(&surf_tmpl, dst);
+ surf = renderer->pipe->create_surface(renderer->pipe, dst, &surf_tmpl);
if (!surf)
return VG_FALSE;
if (num_samplers) {
struct pipe_resource *tex;
- cso_save_samplers(renderer->cso);
- cso_save_fragment_sampler_views(renderer->cso);
+ cso_save_samplers(renderer->cso, PIPE_SHADER_FRAGMENT);
+ cso_save_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT);
cso_save_fragment_shader(renderer->cso);
cso_save_vertex_shader(renderer->cso);
renderer->u.filter.use_sampler = VG_FALSE;
}
+ renderer_set_mvp(renderer, NULL);
+
renderer->state = RENDERER_STATE_FILTER;
return VG_TRUE;
assert(renderer->state == RENDERER_STATE_FILTER);
if (renderer->u.filter.use_sampler) {
- cso_restore_samplers(renderer->cso);
- cso_restore_fragment_sampler_views(renderer->cso);
+ cso_restore_samplers(renderer->cso, PIPE_SHADER_FRAGMENT);
+ cso_restore_sampler_views(renderer->cso, PIPE_SHADER_FRAGMENT);
cso_restore_vertex_shader(renderer->cso);
}
{
assert(renderer->state == RENDERER_STATE_POLYGON_STENCIL);
- renderer->pipe->set_vertex_buffers(renderer->pipe, 1, vbuf);
+ cso_set_vertex_buffers(renderer->cso, 0, 1, vbuf);
if (!renderer->u.polygon_stencil.manual_two_sides) {
- util_draw_arrays(renderer->pipe, mode, start, count);
+ cso_draw_arrays(renderer->cso, mode, start, count);
}
else {
struct pipe_rasterizer_state raster;
cso_set_rasterizer(renderer->cso, &raster);
cso_set_depth_stencil_alpha(renderer->cso, &dsa);
- util_draw_arrays(renderer->pipe, mode, start, count);
+ cso_draw_arrays(renderer->cso, mode, start, count);
/* back */
raster.cull_face = PIPE_FACE_FRONT;
cso_set_rasterizer(renderer->cso, &raster);
cso_set_depth_stencil_alpha(renderer->cso, &dsa);
- util_draw_arrays(renderer->pipe, mode, start, count);
+ cso_draw_arrays(renderer->cso, mode, start, count);
}
}
/* GL rasterization rules */
raster = &renderer->g3d.rasterizer;
memset(raster, 0, sizeof(*raster));
- raster->gl_rasterization_rules = 1;
+ raster->half_pixel_center = 1;
+ raster->bottom_edge_rule = 1;
+ raster->depth_clip = 1;
cso_set_rasterizer(renderer->cso, raster);
/* fixed at 0 */
}
}
+static void renderer_validate_blend(struct renderer *renderer,
+ const struct vg_state *state,
+ enum pipe_format fb_format)
+{
+ struct pipe_blend_state blend;
+
+ memset(&blend, 0, sizeof(blend));
+ blend.rt[0].colormask = PIPE_MASK_RGBA;
+ blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
+
+ /* TODO alpha masking happens after blending? */
+
+ switch (state->blend_mode) {
+ case VG_BLEND_SRC:
+ blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ break;
+ case VG_BLEND_SRC_OVER:
+ /* use the blend state only when there is no alpha channel */
+ if (!util_format_has_alpha(fb_format)) {
+ blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
+ blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
+ blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
+ blend.rt[0].blend_enable = 1;
+ }
+ break;
+ case VG_BLEND_SRC_IN:
+ blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_DST_ALPHA;
+ blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.rt[0].blend_enable = 1;
+ break;
+ case VG_BLEND_DST_IN:
+ blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
+ blend.rt[0].blend_enable = 1;
+ break;
+ case VG_BLEND_DST_OVER:
+ case VG_BLEND_MULTIPLY:
+ case VG_BLEND_SCREEN:
+ case VG_BLEND_DARKEN:
+ case VG_BLEND_LIGHTEN:
+ case VG_BLEND_ADDITIVE:
+ /* need a shader */
+ break;
+ default:
+ assert(!"not implemented blend mode");
+ break;
+ }
+
+ cso_set_blend(renderer->cso, &blend);
+}
+
/**
* Propogate OpenVG state changes to the renderer. Only framebuffer, blending
* and scissoring states are relevant here.
dirty |= renderer->dirty;
renderer->dirty = 0;
- if (dirty & BLEND_DIRTY) {
- struct pipe_blend_state blend;
- memset(&blend, 0, sizeof(blend));
- blend.rt[0].blend_enable = 1;
- blend.rt[0].colormask = PIPE_MASK_RGBA;
-
- switch (state->blend_mode) {
- case VG_BLEND_SRC:
- blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
- blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
- blend.rt[0].blend_enable = 0;
- break;
- case VG_BLEND_SRC_OVER:
- blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
- blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
- blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_INV_SRC_ALPHA;
- break;
- case VG_BLEND_DST_OVER:
- blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_INV_DST_ALPHA;
- blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_INV_DST_ALPHA;
- blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_DST_ALPHA;
- blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_DST_ALPHA;
- break;
- case VG_BLEND_SRC_IN:
- blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_DST_ALPHA;
- blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_DST_ALPHA;
- blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
- blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
- break;
- case VG_BLEND_DST_IN:
- blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ZERO;
- blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ZERO;
- blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
- blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_SRC_ALPHA;
- break;
- case VG_BLEND_MULTIPLY:
- case VG_BLEND_SCREEN:
- case VG_BLEND_DARKEN:
- case VG_BLEND_LIGHTEN:
- blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
- blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
- blend.rt[0].blend_enable = 0;
- break;
- case VG_BLEND_ADDITIVE:
- blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ONE;
- break;
- default:
- assert(!"not implemented blend mode");
- }
- cso_set_blend(renderer->cso, &blend);
- }
-
if (dirty & FRAMEBUFFER_DIRTY) {
struct pipe_framebuffer_state *fb = &renderer->g3d.fb;
- struct pipe_resource *cbuf;
- VGfloat vs_consts[8];
+ struct matrix *proj = &renderer->projection;
memset(fb, 0, sizeof(struct pipe_framebuffer_state));
fb->width = stfb->width;
cso_set_framebuffer(renderer->cso, fb);
vg_set_viewport(renderer, VEGA_Y0_BOTTOM);
- /* surface coordinates to clipped coordinates */
- vs_consts[0] = 2.0f / fb->width;
- vs_consts[1] = 2.0f / fb->height;
- vs_consts[2] = 1.0f;
- vs_consts[3] = 1.0f;
- vs_consts[4] = -1.0f;
- vs_consts[5] = -1.0f;
- vs_consts[6] = 0.0f;
- vs_consts[7] = 0.0f;
-
- /* upload if needed */
- cbuf = renderer->vs_cbuf;
- if (!cbuf ||
- memcmp(renderer->vs_cbuf_data, vs_consts, sizeof(vs_consts)) != 0) {
- pipe_resource_reference(&cbuf, NULL);
- cbuf = pipe_buffer_create(renderer->pipe->screen,
- PIPE_BIND_CONSTANT_BUFFER,
- sizeof(vs_consts));
- if (cbuf) {
- pipe_buffer_write(renderer->pipe, cbuf, 0,
- sizeof(vs_consts), vs_consts);
- }
- renderer->pipe->set_constant_buffer(renderer->pipe,
- PIPE_SHADER_VERTEX, 0, cbuf);
-
- renderer->vs_cbuf = cbuf;
- memcpy(renderer->vs_cbuf_data, vs_consts, sizeof(vs_consts));
- }
+ matrix_load_identity(proj);
+ matrix_translate(proj, -1.0f, -1.0f);
+ matrix_scale(proj, 2.0f / fb->width, 2.0f / fb->height);
/* we also got a new depth buffer */
if (dirty & DEPTH_STENCIL_DIRTY) {
update_clip_state(renderer, state);
cso_set_depth_stencil_alpha(renderer->cso, &renderer->g3d.dsa);
}
+
+ if (dirty & BLEND_DIRTY)
+ renderer_validate_blend(renderer, state, stfb->strb->format);
}
/**
const struct pipe_sampler_state **samplers,
struct pipe_sampler_view **views,
VGint num_samplers,
+ const struct matrix *modelview,
void *fs,
const void *const_buffer,
VGint const_buffer_len)
{
+ struct matrix mvp = renderer->projection;
+
+ /* will be used in POLYGON_STENCIL and POLYGON_FILL */
+ matrix_mult(&mvp, modelview);
+ renderer_set_mvp(renderer, &mvp);
+
renderer_set_custom_fs(renderer, fs,
samplers, views, num_samplers,
const_buffer, const_buffer_len);
}
void renderer_validate_for_mask_rendering(struct renderer *renderer,
- struct pipe_surface *dst)
+ struct pipe_surface *dst,
+ const struct matrix *modelview)
{
+ struct matrix mvp = renderer->projection;
+
+ /* will be used in POLYGON_STENCIL and POLYGON_FILL */
+ matrix_mult(&mvp, modelview);
+ renderer_set_mvp(renderer, &mvp);
+
renderer_set_target(renderer, dst, renderer->g3d.fb.zsbuf, VG_FALSE);
renderer_set_blend(renderer, ~0);
renderer_set_fs(renderer, RENDERER_FS_WHITE);
struct pipe_screen *screen = pipe->screen;
struct pipe_sampler_view view_templ;
struct pipe_sampler_view *view;
+ struct pipe_box src_box;
struct pipe_resource texTemp, *tex;
- struct pipe_subresource subsrc, subdst;
const struct pipe_framebuffer_state *fb = &ctx->g3d.fb;
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
}
assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
- 0, PIPE_BIND_SAMPLER_VIEW, 0));
+ 0, PIPE_BIND_SAMPLER_VIEW));
assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
- 0, PIPE_BIND_SAMPLER_VIEW, 0));
+ 0, PIPE_BIND_SAMPLER_VIEW));
assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
- 0, PIPE_BIND_RENDER_TARGET, 0));
+ 0, PIPE_BIND_RENDER_TARGET));
/*
* XXX for now we're always creating a temporary texture.
texTemp.width0 = srcW;
texTemp.height0 = srcH;
texTemp.depth0 = 1;
+ texTemp.array_size = 1;
texTemp.bind = PIPE_BIND_SAMPLER_VIEW;
tex = screen->resource_create(screen, &texTemp);
if (!view)
return;
- subdst.face = 0;
- subdst.level = 0;
- subsrc.face = src->face;
- subsrc.level = src->level;
+ u_box_2d_zslice(srcLeft, srcTop, src->u.tex.first_layer, srcW, srcH, &src_box);
pipe->resource_copy_region(pipe,
- tex, subdst, 0, 0, 0, /* dest */
- src->texture, subsrc, srcLeft, srcTop, src->zslice, /* src */
- srcW, srcH); /* size */
+ tex, 0, 0, 0, 0, /* dest */
+ src->texture, 0, &src_box);
assert(floatsEqual(z, 0.0f));