/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* 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 TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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.
#include "main/image.h"
#include "main/bufferobj.h"
#include "main/macros.h"
-#include "main/mfeatures.h"
#include "main/pbo.h"
#include "program/program.h"
#include "program/prog_print.h"
p->Instructions[ic].DstReg.File = PROGRAM_TEMPORARY;
p->Instructions[ic].DstReg.Index = 0;
p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
+ p->Instructions[ic].SrcReg[0].Index = VARYING_SLOT_TEX0;
p->Instructions[ic].TexSrcUnit = samplerIndex;
p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
ic++;
assert(ic == p->NumInstructions);
- p->InputsRead = FRAG_BIT_TEX0;
+ p->InputsRead = VARYING_BIT_TEX0;
p->OutputsWritten = 0x0;
p->SamplersUsed = (1 << samplerIndex);
* Create texture to hold bitmap pattern.
*/
pt = st_texture_create(st, st->internal_target, st->bitmap.tex_format,
- 0, width, height, 1, 1,
+ 0, width, height, 1, 1, 0,
PIPE_BIND_SAMPLER_VIEW);
if (!pt) {
_mesa_unmap_pbo_source(ctx, unpack);
key.st = st;
key.bitmap = GL_TRUE;
key.clamp_color = st->clamp_frag_color_in_shader &&
- st->ctx->Color._ClampFragmentColor &&
- !st->ctx->DrawBuffer->_IntegerColor;
+ st->ctx->Color._ClampFragmentColor;
fpv = st_get_fp_variant(st, st->fp, &key);
cso_save_aux_vertex_buffer_slot(cso);
/* rasterizer state: just scissor */
- st->bitmap.rasterizer.scissor = ctx->Scissor.Enabled;
+ st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1;
cso_set_rasterizer(cso, &st->bitmap.rasterizer);
/* fragment shader state: TEX lookup program */
vp.scale[0] = 0.5f * width;
vp.scale[1] = height * (invert ? -0.5f : 0.5f);
vp.scale[2] = 0.5f;
- vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * width;
vp.translate[1] = 0.5f * height;
vp.translate[2] = 0.5f;
- vp.translate[3] = 0.0f;
cso_set_viewport(cso, &vp);
}
cso_set_vertex_elements(cso, 3, st->velems_util_draw);
- cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
+ cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
/* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
z = z * 2.0f - 1.0f;
cache->texture = st_texture_create(st, PIPE_TEXTURE_2D,
st->bitmap.tex_format, 0,
BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT,
- 1, 1,
+ 1, 1, 0,
PIPE_BIND_SAMPLER_VIEW);
}
/* create pass-through vertex shader now */
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_COLOR,
+ st->needs_texcoord_semantic ? TGSI_SEMANTIC_TEXCOORD :
TGSI_SEMANTIC_GENERIC };
const uint semantic_indexes[] = { 0, 0, 0 };
st->bitmap.vs = util_make_vertex_passthrough_shader(st->pipe, 3,
semantic_names,
- semantic_indexes);
+ semantic_indexes,
+ FALSE);
}
if (UseBitmapCache && accum_bitmap(ctx, x, y, width, height, unpack, bitmap))
/* init baseline rasterizer state once */
memset(&st->bitmap.rasterizer, 0, sizeof(st->bitmap.rasterizer));
- st->bitmap.rasterizer.gl_rasterization_rules = 1;
+ st->bitmap.rasterizer.half_pixel_center = 1;
+ st->bitmap.rasterizer.bottom_edge_rule = 1;
st->bitmap.rasterizer.depth_clip = 1;
/* find a usable texture format */