struct pipe_viewport_state viewport;
void *vs;
- void *fs;
+ void *fs[TGSI_WRITEMASK_XYZW + 1];
struct pipe_buffer *vbuf; /**< quad vertices */
unsigned vbuf_slot;
}
/* fragment shader */
- ctx->fs = util_make_fragment_tex_shader(pipe);
+ ctx->fs[TGSI_WRITEMASK_XYZW] = util_make_fragment_tex_shader(pipe);
ctx->vbuf = NULL;
/* init vertex data that doesn't change */
util_destroy_blit(struct blit_state *ctx)
{
struct pipe_context *pipe = ctx->pipe;
+ unsigned i;
pipe->delete_vs_state(pipe, ctx->vs);
- pipe->delete_fs_state(pipe, ctx->fs);
+
+ for (i = 0; i < Elements(ctx->fs); i++)
+ if (ctx->fs[i])
+ pipe->delete_fs_state(pipe, ctx->fs[i]);
pipe_buffer_reference(&ctx->vbuf, NULL);
* XXX need some control over blitting Z and/or stencil.
*/
void
-util_blit_pixels(struct blit_state *ctx,
- struct pipe_surface *src,
- int srcX0, int srcY0,
- int srcX1, int srcY1,
- struct pipe_surface *dst,
- int dstX0, int dstY0,
- int dstX1, int dstY1,
- float z, uint filter)
+util_blit_pixels_writemask(struct blit_state *ctx,
+ struct pipe_surface *src,
+ int srcX0, int srcY0,
+ int srcX1, int srcY1,
+ struct pipe_surface *dst,
+ int dstX0, int dstY0,
+ int dstX1, int dstY1,
+ float z, uint filter,
+ uint writemask)
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
/* texture */
cso_set_sampler_textures(ctx->cso, 1, &tex);
+ if (ctx->fs[writemask] == NULL)
+ ctx->fs[writemask] = util_make_fragment_tex_shader_writemask(pipe, writemask);
+
/* shaders */
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
/* drawing dest */
}
+void
+util_blit_pixels(struct blit_state *ctx,
+ struct pipe_surface *src,
+ int srcX0, int srcY0,
+ int srcX1, int srcY1,
+ struct pipe_surface *dst,
+ int dstX0, int dstY0,
+ int dstX1, int dstY1,
+ float z, uint filter )
+{
+ util_blit_pixels_writemask( ctx, src,
+ srcX0, srcY0,
+ srcX1, srcY1,
+ dst,
+ dstX0, dstY0,
+ dstX1, dstY1,
+ z, filter,
+ TGSI_WRITEMASK_XYZW );
+}
+
+
/* Release vertex buffer at end of frame to avoid synchronous
* rendering.
*/
cso_set_sampler_textures(ctx->cso, 1, &tex);
/* shaders */
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
/* drawing dest */
/**
* Make simple fragment texture shader:
- * TEX OUT[0], IN[0], SAMP[0], 2D;
+ * IMM {0,0,0,1} // (if writemask != 0xf)
+ * MOV OUT[0], IMM[0] // (if writemask != 0xf)
+ * TEX OUT[0].writemask, IN[0], SAMP[0], 2D;
* END;
*/
void *
-util_make_fragment_tex_shader(struct pipe_context *pipe)
+util_make_fragment_tex_shader_writemask(struct pipe_context *pipe,
+ unsigned writemask )
{
struct ureg_program *ureg;
struct ureg_src sampler;
return ureg_create_shader_and_destroy( ureg, pipe );
}
+void *
+util_make_fragment_tex_shader(struct pipe_context *pipe )
+{
+ return util_make_fragment_tex_shader_writemask( pipe,
+ TGSI_WRITEMASK_XYZW );
+}
+