/* constant state object helper */
#include "cso_cache/cso_context.h"
+#include "util/macros.h"
/* u_sampler_view_default_template */
#include "util/u_sampler.h"
/* debug_dump_surface_bmp */
struct pipe_sampler_state sampler;
struct pipe_viewport_state viewport;
struct pipe_framebuffer_state framebuffer;
- struct pipe_vertex_element velem[2];
+ struct cso_velems_state velem;
void *vs;
void *fs;
static void init_prog(struct program *p)
{
struct pipe_surface surf_tmpl;
- int ret;
+ ASSERTED int ret;
/* find a hardware device */
ret = pipe_loader_probe(&p->dev, 1);
p->rasterizer.cull_face = PIPE_FACE_NONE;
p->rasterizer.half_pixel_center = 1;
p->rasterizer.bottom_edge_rule = 1;
- p->rasterizer.depth_clip = 1;
+ p->rasterizer.depth_clip_near = 1;
+ p->rasterizer.depth_clip_far = 1;
/* sampler */
memset(&p->sampler, 0, sizeof(p->sampler));
}
/* vertex elements state */
- memset(p->velem, 0, sizeof(p->velem));
- p->velem[0].src_offset = 0 * 4 * sizeof(float); /* offset 0, first element */
- p->velem[0].instance_divisor = 0;
- p->velem[0].vertex_buffer_index = 0;
- p->velem[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+ memset(&p->velem, 0, sizeof(p->velem));
+ p->velem.count = 2;
- p->velem[1].src_offset = 1 * 4 * sizeof(float); /* offset 16, second element */
- p->velem[1].instance_divisor = 0;
- p->velem[1].vertex_buffer_index = 0;
- p->velem[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+ p->velem.velems[0].src_offset = 0 * 4 * sizeof(float); /* offset 0, first element */
+ p->velem.velems[0].instance_divisor = 0;
+ p->velem.velems[0].vertex_buffer_index = 0;
+ p->velem.velems[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+
+ p->velem.velems[1].src_offset = 1 * 4 * sizeof(float); /* offset 16, second element */
+ p->velem.velems[1].instance_divisor = 0;
+ p->velem.velems[1].vertex_buffer_index = 0;
+ p->velem.velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
/* vertex shader */
{
cso_set_framebuffer(p->cso, &p->framebuffer);
/* clear the render target */
- p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0);
+ p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, NULL, &p->clear_color, 0, 0);
/* set misc state we care about */
cso_set_blend(p->cso, &p->blend);
cso_set_vertex_shader_handle(p->cso, p->vs);
/* vertex element data */
- cso_set_vertex_elements(p->cso, 2, p->velem);
+ cso_set_vertex_elements(p->cso, &p->velem);
util_draw_vertex_buffer(p->pipe, p->cso,
p->vbuf, 0, 0,