#include "main/image.h"
#include "main/bufferobj.h"
#include "main/macros.h"
+#include "main/mfeatures.h"
#include "program/program.h"
#include "program/prog_print.h"
* Create texture to hold bitmap pattern.
*/
pt = st_texture_create(st, st->internal_target, st->bitmap.tex_format,
- 0, width, height, 1,
+ 0, width, height, 1, 1,
PIPE_BIND_SAMPLER_VIEW);
if (!pt) {
_mesa_unmap_pbo_source(ctx, unpack);
if (!st->bitmap.vbuf) {
st->bitmap.vbuf = pipe_buffer_create(pipe->screen,
PIPE_BIND_VERTEX_BUFFER,
+ PIPE_USAGE_STREAM,
max_slots *
sizeof(st->bitmap.vertices));
}
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct cso_context *cso = st->cso_context;
- struct st_fp_varient *fpv;
- struct st_fp_varient_key key;
+ struct st_fp_variant *fpv;
+ struct st_fp_variant_key key;
GLuint maxSize;
GLuint offset;
key.st = st;
key.bitmap = GL_TRUE;
- fpv = st_get_fp_varient(st, st->fp, &key);
+ fpv = st_get_fp_variant(st, st->fp, &key);
/* As an optimization, Mesa's fragment programs will sometimes get the
* primary color from a statevar/constant rather than a varying variable.
cso_save_fragment_shader(cso);
cso_save_vertex_shader(cso);
cso_save_vertex_elements(cso);
+ cso_save_vertex_buffers(cso);
/* rasterizer state: just scissor */
st->bitmap.rasterizer.scissor = ctx->Scissor.Enabled;
sv->texture->target != PIPE_TEXTURE_RECT,
x, y, width, height, z, color);
- util_draw_vertex_buffer(pipe, st->bitmap.vbuf, offset,
+ util_draw_vertex_buffer(pipe, st->cso_context, st->bitmap.vbuf, offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
3); /* attribs/vert */
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
cso_restore_vertex_elements(cso);
+ cso_restore_vertex_buffers(cso);
}
cache->texture = st_texture_create(st, PIPE_TEXTURE_2D,
st->bitmap.tex_format, 0,
BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT,
- 1,
+ 1, 1,
PIPE_BIND_SAMPLER_VIEW);
}