somehow those got lost...
cso_save_viewport(cso);
cso_save_fragment_shader(cso);
cso_save_vertex_shader(cso);
+ cso_save_vertex_elements(cso);
/* rasterizer state: just scissor */
st->bitmap.rasterizer.scissor = ctx->Scissor.Enabled;
cso_set_viewport(cso, &vp);
}
+ cso_set_vertex_elements(cso, 3, st->velems_util_draw);
+
/* draw textured quad */
offset = setup_bitmap_vertex_data(st, x, y, width, height, z, color);
cso_restore_viewport(cso);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
+ cso_restore_vertex_elements(cso);
}
cso_save_rasterizer(st->cso_context);
cso_save_fragment_shader(st->cso_context);
cso_save_vertex_shader(st->cso_context);
+ cso_save_vertex_elements(st->cso_context);
/* blend state: RGBA masking */
{
cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
}
+ cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
+
cso_set_rasterizer(st->cso_context, &st->clear.raster);
cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
cso_restore_rasterizer(st->cso_context);
cso_restore_fragment_shader(st->cso_context);
cso_restore_vertex_shader(st->cso_context);
+ cso_restore_vertex_elements(st->cso_context);
}
cso_save_sampler_textures(cso);
cso_save_fragment_shader(cso);
cso_save_vertex_shader(cso);
+ cso_save_vertex_elements(cso);
/* rasterizer state: just scissor */
{
cso_set_viewport(cso, &vp);
}
+ cso_set_vertex_elements(cso, 3, st->velems_util_draw);
+
/* texture state: */
if (st->pixel_xfer.pixelmap_enabled) {
struct pipe_texture *textures[2];
cso_restore_sampler_textures(cso);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
+ cso_restore_vertex_elements(cso);
}
for (i = 0; i < PIPE_MAX_SAMPLERS; i++)
st->state.sampler_list[i] = &st->state.samplers[i];
+ for (i = 0; i < 3; i++) {
+ memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element));
+ st->velems_util_draw[i].src_offset = i * 4 * sizeof(float);
+ st->velems_util_draw[i].instance_divisor = 0;
+ st->velems_util_draw[i].vertex_buffer_index = 0;
+ st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+ }
+
/* we want all vertex data to be placed in buffer objects */
vbo_use_buffer_objects(ctx);
unsigned vbuf_slot;
} clear;
+ /** used for anything using util_draw_vertex_buffer */
+ struct pipe_vertex_element velems_util_draw[3];
+
void *passthrough_fs; /**< simple pass-through frag shader */
struct gen_mipmap_state *gen_mipmap;