sampler.normalized_coords = normalized;
if (fpv) {
+ /* drawing a color image */
const struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
uint num = MAX2(MAX2(fpv->drawpix_sampler, fpv->pixelmap_sampler) + 1,
st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num, samplers);
} else {
+ /* drawing a depth/stencil image */
const struct pipe_sampler_state *samplers[2] = {&sampler, &sampler};
cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, samplers);
}
}
+ /* user textures, plus the drawpix textures */
+ if (fpv) {
+ /* drawing a color image */
+ struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
+ uint num = MAX3(fpv->drawpix_sampler + 1,
+ fpv->pixelmap_sampler + 1,
+ st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
+
+ memcpy(sampler_views, st->state.sampler_views[PIPE_SHADER_FRAGMENT],
+ sizeof(sampler_views));
+
+ sampler_views[fpv->drawpix_sampler] = sv[0];
+ if (sv[1])
+ sampler_views[fpv->pixelmap_sampler] = sv[1];
+ cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
+ } else {
+ /* drawing a depth/stencil image */
+ cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, sv);
+ }
+
/* viewport state: viewport matching window dims */
{
const float w = (float) ctx->DrawBuffer->Width;
cso_set_vertex_elements(cso, 3, st->velems_util_draw);
cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
- /* user textures, plus the drawpix textures */
- if (fpv) {
- struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
- uint num = MAX3(fpv->drawpix_sampler + 1,
- fpv->pixelmap_sampler + 1,
- st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
-
- memcpy(sampler_views, st->state.sampler_views[PIPE_SHADER_FRAGMENT],
- sizeof(sampler_views));
-
- sampler_views[fpv->drawpix_sampler] = sv[0];
- if (sv[1])
- sampler_views[fpv->pixelmap_sampler] = sv[1];
- cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
- } else
- cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, sv);
-
/* Compute Gallium window coords (y=0=top) with pixel zoom.
* Recall that these coords are transformed by the current
* vertex shader and viewport transformation.