Example #1
0
static void
xa_yuv_bind_samplers(struct xa_context *r, struct xa_surface *yuv[])
{
    struct pipe_sampler_state *samplers[3];
    struct pipe_sampler_state sampler;
    struct pipe_sampler_view *views[3];
    struct pipe_sampler_view view_templ;
    unsigned int i;

    memset(&sampler, 0, sizeof(struct pipe_sampler_state));

    sampler.wrap_s = PIPE_TEX_WRAP_CLAMP;
    sampler.wrap_t = PIPE_TEX_WRAP_CLAMP;
    sampler.min_img_filter = PIPE_TEX_FILTER_LINEAR;
    sampler.mag_img_filter = PIPE_TEX_FILTER_LINEAR;
    sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NEAREST;
    sampler.normalized_coords = 1;

    for (i = 0; i < 3; ++i) {
	samplers[i] = &sampler;
	if (!yuv[i]->view) {
	    u_sampler_view_default_template(&view_templ,
					    yuv[i]->tex, yuv[i]->tex->format);

	    yuv[i]->view = r->pipe->create_sampler_view(r->pipe,
							yuv[i]->tex,
							&view_templ);
	}
	views[i] = yuv[i]->view;
    }

    cso_set_samplers(r->cso, 3, (const struct pipe_sampler_state **)samplers);
    cso_set_fragment_sampler_views(r->cso, 3, views);
}
Example #2
0
/**
 * Set renderer sampler and view states.
 *
 * This function modifies samplers and fragment_sampler_views states.
 */
static void renderer_set_samplers(struct renderer *r,
                                  uint num_views,
                                  struct pipe_sampler_view **views)
{
   struct pipe_sampler_state sampler;
   unsigned tex_filter = PIPE_TEX_FILTER_NEAREST;
   unsigned tex_wrap = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
   uint i;

   memset(&sampler, 0, sizeof(sampler));

   sampler.min_img_filter = tex_filter;
   sampler.mag_img_filter = tex_filter;
   sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;

   sampler.wrap_s = tex_wrap;
   sampler.wrap_t = tex_wrap;
   sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;

   sampler.normalized_coords = 1;

   /* set samplers */
   for (i = 0; i < num_views; i++)
      cso_single_sampler(r->cso, i, &sampler);
   cso_single_sampler_done(r->cso);

   /* set views */
   cso_set_fragment_sampler_views(r->cso, num_views, views);
}
Example #3
0
int
xa_solid_prepare(struct xa_context *ctx, struct xa_surface *dst,
		 uint32_t fg)
{
    unsigned vs_traits, fs_traits;
    struct xa_shader shader;
    int width, height;
    int ret;

    ret = xa_surface_psurf_create(ctx, dst);
    if (ret != XA_ERR_NONE)
	return ret;

    if (dst->srf->format == PIPE_FORMAT_L8_UNORM)
	xa_pixel_to_float4_a8(fg, ctx->solid_color);
    else
	xa_pixel_to_float4(fg, ctx->solid_color);
    ctx->has_solid_color = 1;

    ctx->dst = dst;
    width = dst->srf->width;
    height = dst->srf->height;

#if 0
    debug_printf("Color Pixel=(%d, %d, %d, %d), RGBA=(%f, %f, %f, %f)\n",
		 (fg >> 24) & 0xff, (fg >> 16) & 0xff,
		 (fg >> 8) & 0xff,  (fg >> 0) & 0xff,
		 exa->solid_color[0], exa->solid_color[1],
		 exa->solid_color[2], exa->solid_color[3]);
#endif

    vs_traits = VS_SOLID_FILL;
    fs_traits = FS_SOLID_FILL;

    renderer_bind_destination(ctx, dst->srf, width, height);
    bind_solid_blend_state(ctx);
    cso_set_samplers(ctx->cso, 0, NULL);
    cso_set_fragment_sampler_views(ctx->cso, 0, NULL);

    shader = xa_shaders_get(ctx->shaders, vs_traits, fs_traits);
    cso_set_vertex_shader_handle(ctx->cso, shader.vs);
    cso_set_fragment_shader_handle(ctx->cso, shader.fs);

    renderer_begin_solid(ctx);

    xa_surface_psurf_destroy(dst);
    return XA_ERR_NONE;
}
Example #4
0
/**
 * Set custom renderer fragment shader, and optionally set samplers and views
 * and upload the fragment constant buffer.
 *
 * This function modifies fragment_shader, samplers and fragment_sampler_views
 * states.
 */
static void renderer_set_custom_fs(struct renderer *renderer,
                                   void *fs,
                                   const struct pipe_sampler_state **samplers,
                                   struct pipe_sampler_view **views,
                                   VGint num_samplers,
                                   const void *const_buffer,
                                   VGint const_buffer_len)
{
   cso_set_fragment_shader_handle(renderer->cso, fs);

   /* set samplers and views */
   if (num_samplers) {
      cso_set_samplers(renderer->cso, num_samplers, samplers);
      cso_set_fragment_sampler_views(renderer->cso, num_samplers, views);
   }

   /* upload fs constant buffer */
   if (const_buffer_len) {
      struct pipe_resource *cbuf = renderer->fs_cbuf;

      if (!cbuf || renderer->fs_cbuf_len != const_buffer_len ||
          memcmp(renderer->fs_cbuf_data, const_buffer, const_buffer_len)) {
         pipe_resource_reference(&cbuf, NULL);

         cbuf = pipe_buffer_create(renderer->pipe->screen,
               PIPE_BIND_CONSTANT_BUFFER, const_buffer_len);
         pipe_buffer_write(renderer->pipe, cbuf, 0,
               const_buffer_len, const_buffer);
         renderer->pipe->set_constant_buffer(renderer->pipe,
               PIPE_SHADER_FRAGMENT, 0, cbuf);

         renderer->fs_cbuf = cbuf;
         if (const_buffer_len <= sizeof(renderer->fs_cbuf_data)) {
            memcpy(renderer->fs_cbuf_data, const_buffer, const_buffer_len);
            renderer->fs_cbuf_len = const_buffer_len;
         }
         else {
            renderer->fs_cbuf_len = 0;
         }
      }
   }
}
Example #5
0
static void draw(struct program *p)
{
	/* set the render target */
	cso_set_framebuffer(p->cso, &p->framebuffer);

	/* clear the render target */
	p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0);

	/* set misc state we care about */
	cso_set_blend(p->cso, &p->blend);
	cso_set_depth_stencil_alpha(p->cso, &p->depthstencil);
	cso_set_rasterizer(p->cso, &p->rasterizer);
	cso_set_viewport(p->cso, &p->viewport);

	/* sampler */
	cso_single_sampler(p->cso, 0, &p->sampler);
	cso_single_sampler_done(p->cso);

	/* texture sampler view */
	cso_set_fragment_sampler_views(p->cso, 1, &p->view);

	/* shaders */
	cso_set_fragment_shader_handle(p->cso, p->fs);
	cso_set_vertex_shader_handle(p->cso, p->vs);

	/* vertex element data */
	cso_set_vertex_elements(p->cso, 2, p->velem);

	util_draw_vertex_buffer(p->pipe, p->cso,
	                        p->vbuf, 0,
	                        PIPE_PRIM_QUADS,
	                        4,  /* verts */
	                        2); /* attribs/vert */

        p->pipe->flush(p->pipe, NULL);

	debug_dump_surface_bmp(p->pipe, "result.bmp", p->framebuffer.cbufs[0]);
}
Example #6
0
static void
update_fragment_textures(struct st_context *st)
{
   const struct gl_context *ctx = st->ctx;
   struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
   GLuint su;
   int old_max = st->state.num_textures;
   GLbitfield samplers_used = fprog->Base.SamplersUsed;

   st->state.num_textures = 0;

   /* loop over sampler units (aka tex image units) */
   for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++, samplers_used >>= 1) {
      struct pipe_sampler_view *sampler_view = NULL;

      if (samplers_used & 1) {
         GLboolean retval;
         GLuint texUnit;

         texUnit = fprog->Base.SamplerUnits[su];

         retval = update_single_texture(st, &sampler_view, texUnit);
         if (retval == GL_FALSE)
            continue;

         st->state.num_textures = su + 1;
      } else if (samplers_used == 0 && su >= old_max) {
         /* if we've reset all the old views and we have no more new ones */
         break;
      }

      pipe_sampler_view_reference(&st->state.sampler_views[su], sampler_view);
   }

   cso_set_fragment_sampler_views(st->cso_context,
                                  st->state.num_textures,
                                  st->state.sampler_views);
}
Example #7
0
static void close_prog(struct program *p)
{
	/* unset bound textures as well */
	cso_set_fragment_sampler_views(p->cso, 0, NULL);

	/* unset all state */
	cso_release_all(p->cso);

	p->pipe->delete_vs_state(p->pipe, p->vs);
	p->pipe->delete_fs_state(p->pipe, p->fs);

	pipe_surface_reference(&p->framebuffer.cbufs[0], NULL);
	pipe_sampler_view_reference(&p->view, NULL);
	pipe_resource_reference(&p->target, NULL);
	pipe_resource_reference(&p->tex, NULL);
	pipe_resource_reference(&p->vbuf, NULL);

	cso_destroy_context(p->cso);
	p->pipe->destroy(p->pipe);
	p->screen->destroy(p->screen);

	FREE(p);
}
Example #8
0
void
renderer_copy_prepare(struct xa_context *r,
		      struct pipe_surface *dst_surface,
		      struct pipe_resource *src_texture,
		      const enum xa_formats src_xa_format,
		      const enum xa_formats dst_xa_format)
{
    struct pipe_context *pipe = r->pipe;
    struct pipe_screen *screen = pipe->screen;
    struct xa_shader shader;
    uint32_t fs_traits = FS_COMPOSITE;

    assert(screen->is_format_supported(screen, dst_surface->format,
				       PIPE_TEXTURE_2D, 0,
				       PIPE_BIND_RENDER_TARGET));
    (void)screen;

    /* set misc state we care about */
    {
	struct pipe_blend_state blend;

	memset(&blend, 0, sizeof(blend));
	blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
	blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
	blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
	blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
	blend.rt[0].colormask = PIPE_MASK_RGBA;
	cso_set_blend(r->cso, &blend);
    }

    /* sampler */
    {
	struct pipe_sampler_state sampler;

	memset(&sampler, 0, sizeof(sampler));
	sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
	sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
	sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
	sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
	sampler.normalized_coords = 1;
	cso_single_sampler(r->cso, 0, &sampler);
	cso_single_sampler_done(r->cso);
    }

    renderer_bind_destination(r, dst_surface,
			      dst_surface->width, dst_surface->height);

    /* texture/sampler view */
    {
	struct pipe_sampler_view templ;
	struct pipe_sampler_view *src_view;

	u_sampler_view_default_template(&templ,
					src_texture, src_texture->format);
	src_view = pipe->create_sampler_view(pipe, src_texture, &templ);
	cso_set_fragment_sampler_views(r->cso, 1, &src_view);
	pipe_sampler_view_reference(&src_view, NULL);
    }

    /* shaders */
    if (src_texture->format == PIPE_FORMAT_L8_UNORM)
	fs_traits |= FS_SRC_LUMINANCE;
    if (dst_surface->format == PIPE_FORMAT_L8_UNORM)
	fs_traits |= FS_DST_LUMINANCE;
    if (xa_format_a(dst_xa_format) != 0 &&
	xa_format_a(src_xa_format) == 0)
	fs_traits |= FS_SRC_SET_ALPHA;

    shader = xa_shaders_get(r->shaders, VS_COMPOSITE, fs_traits);
    cso_set_vertex_shader_handle(r->cso, shader.vs);
    cso_set_fragment_shader_handle(r->cso, shader.fs);

    r->buffer_size = 0;
    r->attrs_per_vertex = 2;
}
Example #9
0
/** Run function of the MLAA filter. */
static void
pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
                   struct pipe_resource *out, unsigned int n, bool iscolor)
{

    struct program *p = ppq->p;

    struct pipe_depth_stencil_alpha_state mstencil;
    struct pipe_sampler_view v_tmp, *arr[3];

    unsigned int w = p->framebuffer.width;
    unsigned int h = p->framebuffer.height;

    const struct pipe_stencil_ref ref = { {1} };
    memset(&mstencil, 0, sizeof(mstencil));
    cso_set_stencil_ref(p->cso, &ref);

    /* Init the pixel size constant */
    if (dimensions[0] != p->framebuffer.width ||
            dimensions[1] != p->framebuffer.height) {
        constants[0] = 1.0 / p->framebuffer.width;
        constants[1] = 1.0 / p->framebuffer.height;

        up_consts(p->pipe);
        dimensions[0] = p->framebuffer.width;
        dimensions[1] = p->framebuffer.height;
    }

    p->pipe->set_constant_buffer(p->pipe, PIPE_SHADER_VERTEX, 0, constbuf);
    p->pipe->set_constant_buffer(p->pipe, PIPE_SHADER_FRAGMENT, 0, constbuf);

    mstencil.stencil[0].enabled = 1;
    mstencil.stencil[0].valuemask = mstencil.stencil[0].writemask = ~0;
    mstencil.stencil[0].func = PIPE_FUNC_ALWAYS;
    mstencil.stencil[0].fail_op = PIPE_STENCIL_OP_KEEP;
    mstencil.stencil[0].zfail_op = PIPE_STENCIL_OP_KEEP;
    mstencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;

    p->framebuffer.zsbuf = ppq->stencils;

    /* First pass: depth edge detection */
    if (iscolor)
        pp_filter_setup_in(p, in);
    else
        pp_filter_setup_in(p, ppq->depth);

    pp_filter_setup_out(p, ppq->inner_tmp[0]);

    pp_filter_set_fb(p);
    pp_filter_misc_state(p);
    cso_set_depth_stencil_alpha(p->cso, &mstencil);
    p->pipe->clear(p->pipe, PIPE_CLEAR_STENCIL | PIPE_CLEAR_COLOR,
                   &p->clear_color, 0, 0);

    cso_single_sampler(p->cso, 0, &p->sampler_point);
    cso_single_sampler_done(p->cso);
    cso_set_fragment_sampler_views(p->cso, 1, &p->view);

    cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]);    /* offsetvs */
    cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][2]);

    pp_filter_draw(p);
    pp_filter_end_pass(p);


    /* Second pass: blend weights */
    /* Sampler order: areamap, edgesmap, edgesmapL (reversed, thx compiler) */
    mstencil.stencil[0].func = PIPE_FUNC_EQUAL;
    mstencil.stencil[0].zpass_op = PIPE_STENCIL_OP_KEEP;
    cso_set_depth_stencil_alpha(p->cso, &mstencil);

    pp_filter_setup_in(p, areamaptex);
    pp_filter_setup_out(p, ppq->inner_tmp[1]);

    u_sampler_view_default_template(&v_tmp, ppq->inner_tmp[0],
                                    ppq->inner_tmp[0]->format);
    arr[1] = arr[2] = p->pipe->create_sampler_view(p->pipe,
                      ppq->inner_tmp[0], &v_tmp);

    pp_filter_set_clear_fb(p);

    cso_single_sampler(p->cso, 0, &p->sampler_point);
    cso_single_sampler(p->cso, 1, &p->sampler_point);
    cso_single_sampler(p->cso, 2, &p->sampler);
    cso_single_sampler_done(p->cso);

    arr[0] = p->view;
    cso_set_fragment_sampler_views(p->cso, 3, arr);

    cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][0]);    /* passvs */
    cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][3]);

    pp_filter_draw(p);
    pp_filter_end_pass(p);
    pipe_sampler_view_reference(&arr[1], NULL);


    /* Third pass: smoothed edges */
    /* Sampler order: colormap, blendmap (wtf compiler) */
    pp_filter_setup_in(p, ppq->inner_tmp[1]);
    pp_filter_setup_out(p, out);

    pp_filter_set_fb(p);

    /* Blit the input to the output */
    util_blit_pixels(p->blitctx, in, 0, 0, 0,
                     w, h, 0, p->framebuffer.cbufs[0],
                     0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST);

    u_sampler_view_default_template(&v_tmp, in, in->format);
    arr[0] = p->pipe->create_sampler_view(p->pipe, in, &v_tmp);

    cso_single_sampler(p->cso, 0, &p->sampler_point);
    cso_single_sampler(p->cso, 1, &p->sampler_point);
    cso_single_sampler_done(p->cso);

    arr[1] = p->view;
    cso_set_fragment_sampler_views(p->cso, 2, arr);

    cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]);    /* offsetvs */
    cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][4]);

    p->blend.rt[0].blend_enable = 1;
    cso_set_blend(p->cso, &p->blend);

    pp_filter_draw(p);
    pp_filter_end_pass(p);
    pipe_sampler_view_reference(&arr[0], NULL);

    p->blend.rt[0].blend_enable = 0;
    p->framebuffer.zsbuf = NULL;
}
Example #10
0
static void
draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
                   GLsizei width, GLsizei height,
                   GLfloat zoomX, GLfloat zoomY,
                   struct pipe_sampler_view **sv,
                   int num_sampler_view,
                   void *driver_vp,
                   void *driver_fp,
                   const GLfloat *color,
                   GLboolean invertTex,
                   GLboolean write_depth, GLboolean write_stencil)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   GLfloat x0, y0, x1, y1;
   GLsizei maxSize;
   boolean normalized = sv[0]->texture->target != PIPE_TEXTURE_RECT;

   /* limit checks */
   /* XXX if DrawPixels image is larger than max texture size, break
    * it up into chunks.
    */
   maxSize = 1 << (pipe->screen->get_param(pipe->screen,
                                        PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
   assert(width <= maxSize);
   assert(height <= maxSize);

   cso_save_rasterizer(cso);
   cso_save_viewport(cso);
   cso_save_samplers(cso);
   cso_save_fragment_sampler_views(cso);
   cso_save_fragment_shader(cso);
   cso_save_vertex_shader(cso);
   cso_save_vertex_elements(cso);
   cso_save_vertex_buffers(cso);
   if (write_stencil) {
      cso_save_depth_stencil_alpha(cso);
      cso_save_blend(cso);
   }

   /* rasterizer state: just scissor */
   {
      struct pipe_rasterizer_state rasterizer;
      memset(&rasterizer, 0, sizeof(rasterizer));
      rasterizer.clamp_fragment_color = ctx->Color._ClampFragmentColor;
      rasterizer.gl_rasterization_rules = 1;
      rasterizer.scissor = ctx->Scissor.Enabled;
      cso_set_rasterizer(cso, &rasterizer);
   }

   if (write_stencil) {
      /* Stencil writing bypasses the normal fragment pipeline to
       * disable color writing and set stencil test to always pass.
       */
      struct pipe_depth_stencil_alpha_state dsa;
      struct pipe_blend_state blend;

      /* depth/stencil */
      memset(&dsa, 0, sizeof(dsa));
      dsa.stencil[0].enabled = 1;
      dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
      dsa.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
      dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
      if (write_depth) {
         /* writing depth+stencil: depth test always passes */
         dsa.depth.enabled = 1;
         dsa.depth.writemask = ctx->Depth.Mask;
         dsa.depth.func = PIPE_FUNC_ALWAYS;
      }
      cso_set_depth_stencil_alpha(cso, &dsa);

      /* blend (colormask) */
      memset(&blend, 0, sizeof(blend));
      cso_set_blend(cso, &blend);
   }

   /* fragment shader state: TEX lookup program */
   cso_set_fragment_shader_handle(cso, driver_fp);

   /* vertex shader state: position + texcoord pass-through */
   cso_set_vertex_shader_handle(cso, driver_vp);


   /* texture sampling state: */
   {
      struct pipe_sampler_state sampler;
      memset(&sampler, 0, sizeof(sampler));
      sampler.wrap_s = PIPE_TEX_WRAP_CLAMP;
      sampler.wrap_t = PIPE_TEX_WRAP_CLAMP;
      sampler.wrap_r = PIPE_TEX_WRAP_CLAMP;
      sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
      sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.normalized_coords = normalized;

      cso_single_sampler(cso, 0, &sampler);
      if (num_sampler_view > 1) {
         cso_single_sampler(cso, 1, &sampler);
      }
      cso_single_sampler_done(cso);
   }

   /* viewport state: viewport matching window dims */
   {
      const float w = (float) ctx->DrawBuffer->Width;
      const float h = (float) ctx->DrawBuffer->Height;
      struct pipe_viewport_state vp;
      vp.scale[0] =  0.5f * w;
      vp.scale[1] = -0.5f * h;
      vp.scale[2] = 0.5f;
      vp.scale[3] = 1.0f;
      vp.translate[0] = 0.5f * w;
      vp.translate[1] = 0.5f * h;
      vp.translate[2] = 0.5f;
      vp.translate[3] = 0.0f;
      cso_set_viewport(cso, &vp);
   }

   cso_set_vertex_elements(cso, 3, st->velems_util_draw);

   /* texture state: */
   cso_set_fragment_sampler_views(cso, 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.
    */
   if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) {
      y = ctx->DrawBuffer->Height - (int) (y + height * ctx->Pixel.ZoomY);
      invertTex = !invertTex;
   }

   x0 = (GLfloat) x;
   x1 = x + width * ctx->Pixel.ZoomX;
   y0 = (GLfloat) y;
   y1 = y + height * ctx->Pixel.ZoomY;

   /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
   z = z * 2.0 - 1.0;

   draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex,
             normalized ? ((GLfloat) width / sv[0]->texture->width0) : (GLfloat)width,
             normalized ? ((GLfloat) height / sv[0]->texture->height0) : (GLfloat)height);

   /* restore state */
   cso_restore_rasterizer(cso);
   cso_restore_viewport(cso);
   cso_restore_samplers(cso);
   cso_restore_fragment_sampler_views(cso);
   cso_restore_fragment_shader(cso);
   cso_restore_vertex_shader(cso);
   cso_restore_vertex_elements(cso);
   cso_restore_vertex_buffers(cso);
   if (write_stencil) {
      cso_restore_depth_stencil_alpha(cso);
      cso_restore_blend(cso);
   }
}
Example #11
0
/**
 * Render a glBitmap by drawing a textured quad
 */
static void
draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
                 GLsizei width, GLsizei height,
                 struct pipe_sampler_view *sv,
                 const GLfloat *color)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   struct st_fp_variant *fpv;
   struct st_fp_variant_key key;
   GLuint maxSize;
   GLuint offset;

   memset(&key, 0, sizeof(key));
   key.st = st;
   key.bitmap = GL_TRUE;

   fpv = st_get_fp_variant(st, st->fp, &key);

   /* As an optimization, Mesa's fragment programs will sometimes get the
    * primary color from a statevar/constant rather than a varying variable.
    * when that's the case, we need to ensure that we use the 'color'
    * parameter and not the current attribute color (which may have changed
    * through glRasterPos and state validation.
    * So, we force the proper color here.  Not elegant, but it works.
    */
   {
      GLfloat colorSave[4];
      COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
      COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color);
      st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
      COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave);
   }


   /* limit checks */
   /* XXX if the bitmap is larger than the max texture size, break
    * it up into chunks.
    */
   maxSize = 1 << (pipe->screen->get_param(pipe->screen,
                                    PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
   assert(width <= (GLsizei)maxSize);
   assert(height <= (GLsizei)maxSize);

   cso_save_rasterizer(cso);
   cso_save_samplers(cso);
   cso_save_fragment_sampler_views(cso);
   cso_save_viewport(cso);
   cso_save_fragment_shader(cso);
   cso_save_vertex_shader(cso);
   cso_save_vertex_elements(cso);
   cso_save_vertex_buffers(cso);

   /* rasterizer state: just scissor */
   st->bitmap.rasterizer.scissor = ctx->Scissor.Enabled;
   cso_set_rasterizer(cso, &st->bitmap.rasterizer);

   /* fragment shader state: TEX lookup program */
   cso_set_fragment_shader_handle(cso, fpv->driver_shader);

   /* vertex shader state: position + texcoord pass-through */
   cso_set_vertex_shader_handle(cso, st->bitmap.vs);

   /* user samplers, plus our bitmap sampler */
   {
      struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
      uint num = MAX2(fpv->bitmap_sampler + 1, st->state.num_samplers);
      uint i;
      for (i = 0; i < st->state.num_samplers; i++) {
         samplers[i] = &st->state.samplers[i];
      }
      samplers[fpv->bitmap_sampler] =
         &st->bitmap.samplers[sv->texture->target != PIPE_TEXTURE_RECT];
      cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers);
   }

   /* user textures, plus the bitmap texture */
   {
      struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
      uint num = MAX2(fpv->bitmap_sampler + 1, st->state.num_textures);
      memcpy(sampler_views, st->state.sampler_views, sizeof(sampler_views));
      sampler_views[fpv->bitmap_sampler] = sv;
      cso_set_fragment_sampler_views(cso, num, sampler_views);
   }

   /* viewport state: viewport matching window dims */
   {
      const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
      const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
      const GLfloat width = (GLfloat)fb->Width;
      const GLfloat height = (GLfloat)fb->Height;
      struct pipe_viewport_state vp;
      vp.scale[0] =  0.5f * width;
      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
      vp.scale[2] = 0.5f;
      vp.scale[3] = 1.0f;
      vp.translate[0] = 0.5f * width;
      vp.translate[1] = 0.5f * height;
      vp.translate[2] = 0.5f;
      vp.translate[3] = 0.0f;
      cso_set_viewport(cso, &vp);
   }

   cso_set_vertex_elements(cso, 3, st->velems_util_draw);

   /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
   z = z * 2.0 - 1.0;

   /* draw textured quad */
   offset = setup_bitmap_vertex_data(st,
                                     sv->texture->target != PIPE_TEXTURE_RECT,
                                     x, y, width, height, z, color);

   util_draw_vertex_buffer(pipe, st->cso_context, st->bitmap.vbuf, offset,
                           PIPE_PRIM_TRIANGLE_FAN,
                           4,  /* verts */
                           3); /* attribs/vert */


   /* restore state */
   cso_restore_rasterizer(cso);
   cso_restore_samplers(cso);
   cso_restore_fragment_sampler_views(cso);
   cso_restore_viewport(cso);
   cso_restore_fragment_shader(cso);
   cso_restore_vertex_shader(cso);
   cso_restore_vertex_elements(cso);
   cso_restore_vertex_buffers(cso);
}
Example #12
0
File: u_blit.c Project: UIKit0/mesa
/**
 * Copy pixel block from src texture to dst surface.
 * The sampler view's first_level field indicates the source
 * mipmap level to use.
 * XXX need some control over blitting Z and/or stencil.
 */
void
util_blit_pixels_tex(struct blit_state *ctx,
                     struct pipe_sampler_view *src_sampler_view,
                     int srcX0, int srcY0,
                     int srcX1, int srcY1,
                     struct pipe_surface *dst,
                     int dstX0, int dstY0,
                     int dstX1, int dstY1,
                     float z, uint filter)
{
   boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
   struct pipe_framebuffer_state fb;
   float s0, t0, s1, t1;
   unsigned offset;
   struct pipe_resource *tex = src_sampler_view->texture;

   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
          filter == PIPE_TEX_MIPFILTER_LINEAR);

   assert(tex);
   assert(tex->width0 != 0);
   assert(tex->height0 != 0);

   s0 = srcX0;
   s1 = srcX1;
   t0 = srcY0;
   t1 = srcY1;

   if(normalized)
   {
      /* normalize according to the mipmap level's size */
      int level = src_sampler_view->u.tex.first_level;
      float w = (float) u_minify(tex->width0, level);
      float h = (float) u_minify(tex->height0, level);
      s0 /= w;
      s1 /= w;
      t0 /= h;
      t1 /= h;
   }

   assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
                                                 PIPE_TEXTURE_2D,
                                                 dst->texture->nr_samples,
                                                 PIPE_BIND_RENDER_TARGET));

   /* save state (restored below) */
   cso_save_blend(ctx->cso);
   cso_save_depth_stencil_alpha(ctx->cso);
   cso_save_rasterizer(ctx->cso);
   cso_save_samplers(ctx->cso);
   cso_save_fragment_sampler_views(ctx->cso);
   cso_save_stream_outputs(ctx->cso);
   cso_save_viewport(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);
   cso_save_geometry_shader(ctx->cso);
   cso_save_vertex_elements(ctx->cso);
   cso_save_vertex_buffers(ctx->cso);

   /* set misc state we care about */
   cso_set_blend(ctx->cso, &ctx->blend_write_color);
   cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
   cso_set_stream_outputs(ctx->cso, 0, NULL, 0);

   /* sampler */
   ctx->sampler.normalized_coords = normalized;
   ctx->sampler.min_img_filter = filter;
   ctx->sampler.mag_img_filter = filter;
   cso_single_sampler(ctx->cso, 0, &ctx->sampler);
   cso_single_sampler_done(ctx->cso);

   /* viewport */
   ctx->viewport.scale[0] = 0.5f * dst->width;
   ctx->viewport.scale[1] = 0.5f * dst->height;
   ctx->viewport.scale[2] = 0.5f;
   ctx->viewport.scale[3] = 1.0f;
   ctx->viewport.translate[0] = 0.5f * dst->width;
   ctx->viewport.translate[1] = 0.5f * dst->height;
   ctx->viewport.translate[2] = 0.5f;
   ctx->viewport.translate[3] = 0.0f;
   cso_set_viewport(ctx->cso, &ctx->viewport);

   /* texture */
   cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);

   /* shaders */
   set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW,
                       src_sampler_view->texture->target);
   set_vertex_shader(ctx);
   cso_set_geometry_shader_handle(ctx->cso, NULL);

   /* drawing dest */
   memset(&fb, 0, sizeof(fb));
   fb.width = dst->width;
   fb.height = dst->height;
   fb.nr_cbufs = 1;
   fb.cbufs[0] = dst;
   cso_set_framebuffer(ctx->cso, &fb);

   /* draw quad */
   offset = setup_vertex_data_tex(ctx,
                                  (float) dstX0 / dst->width * 2.0f - 1.0f,
                                  (float) dstY0 / dst->height * 2.0f - 1.0f,
                                  (float) dstX1 / dst->width * 2.0f - 1.0f,
                                  (float) dstY1 / dst->height * 2.0f - 1.0f,
                                  s0, t0, s1, t1,
                                  z);

   util_draw_vertex_buffer(ctx->pipe, ctx->cso,
                           ctx->vbuf, offset,
                           PIPE_PRIM_TRIANGLE_FAN,
                           4,  /* verts */
                           2); /* attribs/vert */

   /* restore state we changed */
   cso_restore_blend(ctx->cso);
   cso_restore_depth_stencil_alpha(ctx->cso);
   cso_restore_rasterizer(ctx->cso);
   cso_restore_samplers(ctx->cso);
   cso_restore_fragment_sampler_views(ctx->cso);
   cso_restore_viewport(ctx->cso);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_geometry_shader(ctx->cso);
   cso_restore_vertex_elements(ctx->cso);
   cso_restore_vertex_buffers(ctx->cso);
   cso_restore_stream_outputs(ctx->cso);
}
Example #13
0
File: u_blit.c Project: UIKit0/mesa
/**
 * Copy pixel block from src surface to dst surface.
 * Overlapping regions are acceptable.
 * Flipping and stretching are supported.
 * \param filter  one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
 * \param writemask  controls which channels in the dest surface are sourced
 *                   from the src surface.  Disabled channels are sourced
 *                   from (0,0,0,1).
 */
void
util_blit_pixels(struct blit_state *ctx,
                 struct pipe_resource *src_tex,
                 unsigned src_level,
                 int srcX0, int srcY0,
                 int srcX1, int srcY1,
                 int srcZ0,
                 struct pipe_surface *dst,
                 int dstX0, int dstY0,
                 int dstX1, int dstY1,
                 float z, uint filter,
                 uint writemask, uint zs_writemask)
{
   struct pipe_context *pipe = ctx->pipe;
   struct pipe_screen *screen = pipe->screen;
   enum pipe_format src_format, dst_format;
   struct pipe_sampler_view *sampler_view = NULL;
   struct pipe_sampler_view sv_templ;
   struct pipe_surface *dst_surface;
   struct pipe_framebuffer_state fb;
   const int srcW = abs(srcX1 - srcX0);
   const int srcH = abs(srcY1 - srcY0);
   unsigned offset;
   boolean overlap;
   float s0, t0, s1, t1;
   boolean normalized;
   boolean is_stencil, is_depth, blit_depth, blit_stencil;
   const struct util_format_description *src_desc =
         util_format_description(src_tex->format);

   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
          filter == PIPE_TEX_MIPFILTER_LINEAR);

   assert(src_level <= src_tex->last_level);

   /* do the regions overlap? */
   overlap = src_tex == dst->texture &&
             dst->u.tex.level == src_level &&
             dst->u.tex.first_layer == srcZ0 &&
      regions_overlap(srcX0, srcY0, srcX1, srcY1,
                      dstX0, dstY0, dstX1, dstY1);

   src_format = util_format_linear(src_tex->format);
   dst_format = util_format_linear(dst->format);

   /* See whether we will blit depth or stencil. */
   is_depth = util_format_has_depth(src_desc);
   is_stencil = util_format_has_stencil(src_desc);

   blit_depth = is_depth && (zs_writemask & BLIT_WRITEMASK_Z);
   blit_stencil = is_stencil && (zs_writemask & BLIT_WRITEMASK_STENCIL);

   assert((writemask && !zs_writemask && !is_depth && !is_stencil) ||
          (!writemask && (blit_depth || blit_stencil)));

   /*
    * Check for simple case:  no format conversion, no flipping, no stretching,
    * no overlapping.
    * Filter mode should not matter since there's no stretching.
    */
   if (formats_compatible(src_format, dst_format) &&
       is_stencil == blit_stencil &&
       is_depth == blit_depth &&
       srcX0 < srcX1 &&
       dstX0 < dstX1 &&
       srcY0 < srcY1 &&
       dstY0 < dstY1 &&
       (dstX1 - dstX0) == (srcX1 - srcX0) &&
       (dstY1 - dstY0) == (srcY1 - srcY0) &&
       !overlap) {
      struct pipe_box src_box;
      src_box.x = srcX0;
      src_box.y = srcY0;
      src_box.z = srcZ0;
      src_box.width = srcW;
      src_box.height = srcH;
      src_box.depth = 1;
      pipe->resource_copy_region(pipe,
                                 dst->texture, dst->u.tex.level,
                                 dstX0, dstY0, dst->u.tex.first_layer,/* dest */
                                 src_tex, src_level,
                                 &src_box);
      return;
   }

   /* It's a mistake to call this function with a stencil format and
    * without shader stencil export. We don't do software fallbacks here.
    * Ignore stencil and only copy depth.
    */
   if (blit_stencil && !ctx->has_stencil_export) {
      blit_stencil = FALSE;

      if (!blit_depth)
         return;
   }

   if (dst_format == dst->format) {
      dst_surface = dst;
   } else {
      struct pipe_surface templ = *dst;
      templ.format = dst_format;
      dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
   }

   /* Create a temporary texture when src and dest alias.
    */
   if (src_tex == dst_surface->texture &&
       dst_surface->u.tex.level == src_level &&
       dst_surface->u.tex.first_layer == srcZ0) {
      /* Make a temporary texture which contains a copy of the source pixels.
       * Then we'll sample from the temporary texture.
       */
      struct pipe_resource texTemp;
      struct pipe_resource *tex;
      struct pipe_sampler_view sv_templ;
      struct pipe_box src_box;
      const int srcLeft = MIN2(srcX0, srcX1);
      const int srcTop = MIN2(srcY0, srcY1);

      if (srcLeft != srcX0) {
         /* left-right flip */
         int tmp = dstX0;
         dstX0 = dstX1;
         dstX1 = tmp;
      }

      if (srcTop != srcY0) {
         /* up-down flip */
         int tmp = dstY0;
         dstY0 = dstY1;
         dstY1 = tmp;
      }

      /* create temp texture */
      memset(&texTemp, 0, sizeof(texTemp));
      texTemp.target = ctx->internal_target;
      texTemp.format = src_format;
      texTemp.last_level = 0;
      texTemp.width0 = srcW;
      texTemp.height0 = srcH;
      texTemp.depth0 = 1;
      texTemp.array_size = 1;
      texTemp.bind = PIPE_BIND_SAMPLER_VIEW;

      tex = screen->resource_create(screen, &texTemp);
      if (!tex)
         return;

      src_box.x = srcLeft;
      src_box.y = srcTop;
      src_box.z = srcZ0;
      src_box.width = srcW;
      src_box.height = srcH;
      src_box.depth = 1;
      /* load temp texture */
      pipe->resource_copy_region(pipe,
                                 tex, 0, 0, 0, 0,  /* dest */
                                 src_tex, src_level, &src_box);

      normalized = tex->target != PIPE_TEXTURE_RECT;
      if(normalized) {
         s0 = 0.0f;
         s1 = 1.0f;
         t0 = 0.0f;
         t1 = 1.0f;
      }
      else {
         s0 = 0;
         s1 = srcW;
         t0 = 0;
         t1 = srcH;
      }

      u_sampler_view_default_template(&sv_templ, tex, tex->format);
      if (!blit_depth && blit_stencil) {
         /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
         sv_templ.format = util_format_stencil_only(tex->format);
         assert(sv_templ.format != PIPE_FORMAT_NONE);
      }
      sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);

      if (!sampler_view) {
         pipe_resource_reference(&tex, NULL);
         return;
      }
      pipe_resource_reference(&tex, NULL);
   }
   else {
      /* Directly sample from the source resource/texture */
      u_sampler_view_default_template(&sv_templ, src_tex, src_format);
      if (!blit_depth && blit_stencil) {
         /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
         sv_templ.format = util_format_stencil_only(src_format);
         assert(sv_templ.format != PIPE_FORMAT_NONE);
      }
      sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);

      if (!sampler_view) {
         return;
      }

      s0 = srcX0;
      s1 = srcX1;
      t0 = srcY0;
      t1 = srcY1;
      normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
      if(normalized)
      {
         s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
         s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
         t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
         t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
      }
   }

   assert(screen->is_format_supported(screen, sampler_view->format,
                     ctx->internal_target, sampler_view->texture->nr_samples,
                     PIPE_BIND_SAMPLER_VIEW));
   assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
                     dst_surface->texture->nr_samples,
                     is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL :
                                              PIPE_BIND_RENDER_TARGET));

   /* save state (restored below) */
   cso_save_blend(ctx->cso);
   cso_save_depth_stencil_alpha(ctx->cso);
   cso_save_rasterizer(ctx->cso);
   cso_save_samplers(ctx->cso);
   cso_save_fragment_sampler_views(ctx->cso);
   cso_save_stream_outputs(ctx->cso);
   cso_save_viewport(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);
   cso_save_geometry_shader(ctx->cso);
   cso_save_vertex_elements(ctx->cso);
   cso_save_vertex_buffers(ctx->cso);

   /* set misc state we care about */
   if (writemask)
      cso_set_blend(ctx->cso, &ctx->blend_write_color);
   else
      cso_set_blend(ctx->cso, &ctx->blend_keep_color);

   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
   cso_set_stream_outputs(ctx->cso, 0, NULL, 0);

   /* default sampler state */
   ctx->sampler.normalized_coords = normalized;
   ctx->sampler.min_img_filter = filter;
   ctx->sampler.mag_img_filter = filter;
   ctx->sampler.min_lod = src_level;
   ctx->sampler.max_lod = src_level;

   /* Depth stencil state, fragment shader and sampler setup depending on what
    * we blit.
    */
   if (blit_depth && blit_stencil) {
      cso_single_sampler(ctx->cso, 0, &ctx->sampler);
      /* don't filter stencil */
      ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      cso_single_sampler(ctx->cso, 1, &ctx->sampler);

      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil);
      set_depthstencil_fragment_shader(ctx, sampler_view->texture->target);
   }
   else if (blit_depth) {
      cso_single_sampler(ctx->cso, 0, &ctx->sampler);
      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth);
      set_depth_fragment_shader(ctx, sampler_view->texture->target);
   }
   else if (blit_stencil) {
      /* don't filter stencil */
      ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      cso_single_sampler(ctx->cso, 0, &ctx->sampler);

      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil);
      set_stencil_fragment_shader(ctx, sampler_view->texture->target);
   }
   else { /* color */
      cso_single_sampler(ctx->cso, 0, &ctx->sampler);
      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
      set_fragment_shader(ctx, writemask, sampler_view->texture->target);
   }
   cso_single_sampler_done(ctx->cso);

   /* textures */
   if (blit_depth && blit_stencil) {
      /* Setup two samplers, one for depth and the other one for stencil. */
      struct pipe_sampler_view templ;
      struct pipe_sampler_view *views[2];

      templ = *sampler_view;
      templ.format = util_format_stencil_only(templ.format);
      assert(templ.format != PIPE_FORMAT_NONE);

      views[0] = sampler_view;
      views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ);
      cso_set_fragment_sampler_views(ctx->cso, 2, views);

      pipe_sampler_view_reference(&views[1], NULL);
   }
   else {
      cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
   }

   /* viewport */
   ctx->viewport.scale[0] = 0.5f * dst_surface->width;
   ctx->viewport.scale[1] = 0.5f * dst_surface->height;
   ctx->viewport.scale[2] = 0.5f;
   ctx->viewport.scale[3] = 1.0f;
   ctx->viewport.translate[0] = 0.5f * dst_surface->width;
   ctx->viewport.translate[1] = 0.5f * dst_surface->height;
   ctx->viewport.translate[2] = 0.5f;
   ctx->viewport.translate[3] = 0.0f;
   cso_set_viewport(ctx->cso, &ctx->viewport);

   set_vertex_shader(ctx);
   cso_set_geometry_shader_handle(ctx->cso, NULL);

   /* drawing dest */
   memset(&fb, 0, sizeof(fb));
   fb.width = dst_surface->width;
   fb.height = dst_surface->height;
   if (blit_depth || blit_stencil) {
      fb.zsbuf = dst_surface;
   } else {
      fb.nr_cbufs = 1;
      fb.cbufs[0] = dst_surface;
   }
   cso_set_framebuffer(ctx->cso, &fb);

   /* draw quad */
   offset = setup_vertex_data_tex(ctx,
                                  (float) dstX0 / dst_surface->width * 2.0f - 1.0f,
                                  (float) dstY0 / dst_surface->height * 2.0f - 1.0f,
                                  (float) dstX1 / dst_surface->width * 2.0f - 1.0f,
                                  (float) dstY1 / dst_surface->height * 2.0f - 1.0f,
                                  s0, t0,
                                  s1, t1,
                                  z);

   if (ctx->vbuf) {
      util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, offset,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              2); /* attribs/vert */
   }

   /* restore state we changed */
   cso_restore_blend(ctx->cso);
   cso_restore_depth_stencil_alpha(ctx->cso);
   cso_restore_rasterizer(ctx->cso);
   cso_restore_samplers(ctx->cso);
   cso_restore_fragment_sampler_views(ctx->cso);
   cso_restore_viewport(ctx->cso);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_geometry_shader(ctx->cso);
   cso_restore_vertex_elements(ctx->cso);
   cso_restore_vertex_buffers(ctx->cso);
   cso_restore_stream_outputs(ctx->cso);

   pipe_sampler_view_reference(&sampler_view, NULL);
   if (dst_surface != dst)
      pipe_surface_reference(&dst_surface, NULL);
}