VEGA_SOLID_FILL_SHADER));
}
-static void setup_mask_viewport()
-{
- struct vg_context *ctx = vg_current_context();
- vg_set_viewport(ctx, VEGA_Y0_TOP);
-}
-
static void setup_mask_blend()
{
struct vg_context *ctx = vg_current_context();
cso_save_framebuffer(ctx->cso_context);
cso_save_blend(ctx->cso_context);
cso_save_fragment_shader(ctx->cso_context);
- cso_save_viewport(ctx->cso_context);
setup_mask_blend();
setup_mask_fill(color);
setup_mask_framebuffer(surf, surf_width, surf_height);
- setup_mask_viewport();
renderer_draw_quad(ctx->renderer, x, y,
x + width, y + height, 0.0f/*depth should be disabled*/);
cso_restore_blend(ctx->cso_context);
cso_restore_framebuffer(ctx->cso_context);
cso_restore_fragment_shader(ctx->cso_context);
- cso_restore_viewport(ctx->cso_context);
}
cso_save_framebuffer(ctx->cso_context);
cso_save_blend(ctx->cso_context);
cso_save_fragment_shader(ctx->cso_context);
- cso_save_viewport(ctx->cso_context);
setup_mask_samplers(sampler_view);
setup_mask_blend();
setup_mask_operation(operation);
setup_mask_framebuffer(surface, surface->width, surface->height);
- setup_mask_viewport();
/* render the quad to propagate the rendering from stencil */
renderer_draw_texture(ctx->renderer, texture,
cso_restore_fragment_shader(ctx->cso_context);
cso_restore_samplers(ctx->cso_context);
cso_restore_fragment_sampler_views(ctx->cso_context);
- cso_restore_viewport(ctx->cso_context);
pipe_surface_reference(&surface, NULL);
}
cso_save_framebuffer(ctx->cso_context);
cso_save_fragment_shader(ctx->cso_context);
- cso_save_viewport(ctx->cso_context);
setup_mask_blend();
setup_mask_fill(fill_color);
setup_mask_framebuffer(surface, layer->width, layer->height);
- setup_mask_viewport();
if (paint_modes & VG_FILL_PATH) {
struct matrix *mat = &ctx->state.vg.path_user_to_surface_matrix;
cso_restore_framebuffer(ctx->cso_context);
cso_restore_fragment_shader(ctx->cso_context);
- cso_restore_viewport(ctx->cso_context);
ctx->state.dirty |= BLEND_DIRTY;
screen->tex_surface_release(ctx->pipe->screen, &surface);