/************************************************************************** * * Copyright 2007 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /* * Authors: * Brian Paul */ #include "main/imports.h" #include "main/image.h" #include "main/bufferobj.h" #include "main/dlist.h" #include "main/macros.h" #include "main/pbo.h" #include "program/program.h" #include "program/prog_print.h" #include "st_context.h" #include "st_atom.h" #include "st_atom_constbuf.h" #include "st_draw.h" #include "st_program.h" #include "st_cb_bitmap.h" #include "st_sampler_view.h" #include "st_texture.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_shader_tokens.h" #include "util/u_inlines.h" #include "util/u_simple_shaders.h" #include "util/u_upload_mgr.h" #include "program/prog_instruction.h" #include "cso_cache/cso_context.h" /** * glBitmaps are drawn as textured quads. The user's bitmap pattern * is stored in a texture image. An alpha8 texture format is used. * The fragment shader samples a bit (texel) from the texture, then * discards the fragment if the bit is off. * * Note that we actually store the inverse image of the bitmap to * simplify the fragment program. An "on" bit gets stored as texel=0x0 * and an "off" bit is stored as texel=0xff. Then we kill the * fragment if the negated texel value is less than zero. */ /** * The bitmap cache attempts to accumulate multiple glBitmap calls in a * buffer which is then rendered en mass upon a flush, state change, etc. * A wide, short buffer is used to target the common case of a series * of glBitmap calls being used to draw text. */ static GLboolean UseBitmapCache = GL_TRUE; #define BITMAP_CACHE_WIDTH 512 #define BITMAP_CACHE_HEIGHT 32 struct bitmap_cache { /** Window pos to render the cached image */ GLint xpos, ypos; /** Bounds of region used in window coords */ GLint xmin, ymin, xmax, ymax; GLfloat color[4]; /** Bitmap's Z position */ GLfloat zpos; struct pipe_resource *texture; struct pipe_transfer *trans; GLboolean empty; /** An I8 texture image: */ ubyte *buffer; }; /** Epsilon for Z comparisons */ #define Z_EPSILON 1e-06 /** * Copy user-provide bitmap bits into texture buffer, expanding * bits into texels. * "On" bits will set texels to 0x0. * "Off" bits will not modify texels. * Note that the image is actually going to be upside down in * the texture. We deal with that with texcoords. */ static void unpack_bitmap(struct st_context *st, GLint px, GLint py, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap, ubyte *destBuffer, uint destStride) { destBuffer += py * destStride + px; _mesa_expand_bitmap(width, height, unpack, bitmap, destBuffer, destStride, 0x0); } /** * Create a texture which represents a bitmap image. */ static struct pipe_resource * make_bitmap_texture(struct gl_context *ctx, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct pipe_transfer *transfer; ubyte *dest; struct pipe_resource *pt; /* PBO source... */ bitmap = _mesa_map_pbo_source(ctx, unpack, bitmap); if (!bitmap) { return NULL; } /** * Create texture to hold bitmap pattern. */ pt = st_texture_create(st, st->internal_target, st->bitmap.tex_format, 0, width, height, 1, 1, 0, PIPE_BIND_SAMPLER_VIEW); if (!pt) { _mesa_unmap_pbo_source(ctx, unpack); return NULL; } dest = pipe_transfer_map(st->pipe, pt, 0, 0, PIPE_TRANSFER_WRITE, 0, 0, width, height, &transfer); /* Put image into texture transfer */ memset(dest, 0xff, height * transfer->stride); unpack_bitmap(st, 0, 0, width, height, unpack, bitmap, dest, transfer->stride); _mesa_unmap_pbo_source(ctx, unpack); /* Release transfer */ pipe_transfer_unmap(pipe, transfer); return pt; } /** * Setup pipeline state prior to rendering the bitmap textured quad. */ static void setup_render_state(struct gl_context *ctx, struct pipe_sampler_view *sv, const GLfloat *color, bool atlas) { struct st_context *st = st_context(ctx); struct cso_context *cso = st->cso_context; struct st_fp_variant *fpv; struct st_fp_variant_key key; memset(&key, 0, sizeof(key)); key.st = st->has_shareable_shaders ? NULL : st; key.bitmap = GL_TRUE; key.clamp_color = st->clamp_frag_color_in_shader && ctx->Color._ClampFragmentColor; 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, st->fp->Base.Base.Parameters, MESA_SHADER_FRAGMENT); COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave); } cso_save_state(cso, (CSO_BIT_RASTERIZER | CSO_BIT_FRAGMENT_SAMPLERS | CSO_BIT_FRAGMENT_SAMPLER_VIEWS | CSO_BIT_VIEWPORT | CSO_BIT_STREAM_OUTPUTS | CSO_BIT_VERTEX_ELEMENTS | CSO_BIT_AUX_VERTEX_BUFFER_SLOT | CSO_BITS_ALL_SHADERS)); /* rasterizer state: just scissor */ st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1; 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); /* disable other shaders */ cso_set_tessctrl_shader_handle(cso, NULL); cso_set_tesseval_shader_handle(cso, NULL); cso_set_geometry_shader_handle(cso, NULL); /* 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[PIPE_SHADER_FRAGMENT]); uint i; for (i = 0; i < st->state.num_samplers[PIPE_SHADER_FRAGMENT]; i++) { samplers[i] = &st->state.samplers[PIPE_SHADER_FRAGMENT][i]; } if (atlas) samplers[fpv->bitmap_sampler] = &st->bitmap.atlas_sampler; else samplers[fpv->bitmap_sampler] = &st->bitmap.sampler; cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, 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_sampler_views[PIPE_SHADER_FRAGMENT]); memcpy(sampler_views, st->state.sampler_views[PIPE_SHADER_FRAGMENT], sizeof(sampler_views)); sampler_views[fpv->bitmap_sampler] = sv; cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views); } /* viewport state: viewport matching window dims */ cso_set_viewport_dims(cso, st->state.framebuffer.width, st->state.framebuffer.height, st->state.fb_orientation == Y_0_TOP); cso_set_vertex_elements(cso, 3, st->util_velems); cso_set_stream_outputs(st->cso_context, 0, NULL, NULL); } /** * Restore pipeline state after rendering the bitmap textured quad. */ static void restore_render_state(struct gl_context *ctx) { struct st_context *st = st_context(ctx); struct cso_context *cso = st->cso_context; cso_restore_state(cso); } /** * 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; const float fb_width = (float) st->state.framebuffer.width; const float fb_height = (float) st->state.framebuffer.height; const float x0 = (float) x; const float x1 = (float) (x + width); const float y0 = (float) y; const float y1 = (float) (y + height); float sLeft = 0.0f, sRight = 1.0f; float tTop = 0.0f, tBot = 1.0f - tTop; const float clip_x0 = x0 / fb_width * 2.0f - 1.0f; const float clip_y0 = y0 / fb_height * 2.0f - 1.0f; const float clip_x1 = x1 / fb_width * 2.0f - 1.0f; const float clip_y1 = y1 / fb_height * 2.0f - 1.0f; /* limit checks */ { /* XXX if the bitmap is larger than the max texture size, break * it up into chunks. */ GLuint maxSize = 1 << (pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1); assert(width <= (GLsizei) maxSize); assert(height <= (GLsizei) maxSize); } setup_render_state(ctx, sv, color, false); /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */ z = z * 2.0f - 1.0f; if (sv->texture->target == PIPE_TEXTURE_RECT) { /* use non-normalized texcoords */ sRight = (float) width; tBot = (float) height; } if (!st_draw_quad(st, clip_x0, clip_y0, clip_x1, clip_y1, z, sLeft, tBot, sRight, tTop, color, 0)) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBitmap"); } restore_render_state(ctx); /* We uploaded modified constants, need to invalidate them. */ st->dirty |= ST_NEW_FS_CONSTANTS; } static void reset_cache(struct st_context *st) { struct bitmap_cache *cache = st->bitmap.cache; /*memset(cache->buffer, 0xff, sizeof(cache->buffer));*/ cache->empty = GL_TRUE; cache->xmin = 1000000; cache->xmax = -1000000; cache->ymin = 1000000; cache->ymax = -1000000; assert(!cache->texture); /* allocate a new texture */ cache->texture = st_texture_create(st, st->internal_target, st->bitmap.tex_format, 0, BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT, 1, 1, 0, PIPE_BIND_SAMPLER_VIEW); } /** Print bitmap image to stdout (debug) */ static void print_cache(const struct bitmap_cache *cache) { int i, j, k; for (i = 0; i < BITMAP_CACHE_HEIGHT; i++) { k = BITMAP_CACHE_WIDTH * (BITMAP_CACHE_HEIGHT - i - 1); for (j = 0; j < BITMAP_CACHE_WIDTH; j++) { if (cache->buffer[k]) printf("X"); else printf(" "); k++; } printf("\n"); } } /** * Create gallium pipe_transfer object for the bitmap cache. */ static void create_cache_trans(struct st_context *st) { struct pipe_context *pipe = st->pipe; struct bitmap_cache *cache = st->bitmap.cache; if (cache->trans) return; /* Map the texture transfer. * Subsequent glBitmap calls will write into the texture image. */ cache->buffer = pipe_transfer_map(pipe, cache->texture, 0, 0, PIPE_TRANSFER_WRITE, 0, 0, BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT, &cache->trans); /* init image to all 0xff */ memset(cache->buffer, 0xff, cache->trans->stride * BITMAP_CACHE_HEIGHT); } /** * If there's anything in the bitmap cache, draw/flush it now. */ void st_flush_bitmap_cache(struct st_context *st) { struct bitmap_cache *cache = st->bitmap.cache; if (cache && !cache->empty) { struct pipe_context *pipe = st->pipe; struct pipe_sampler_view *sv; assert(cache->xmin <= cache->xmax); if (0) printf("flush bitmap, size %d x %d at %d, %d\n", cache->xmax - cache->xmin, cache->ymax - cache->ymin, cache->xpos, cache->ypos); /* The texture transfer has been mapped until now. * So unmap and release the texture transfer before drawing. */ if (cache->trans && cache->buffer) { if (0) print_cache(cache); pipe_transfer_unmap(pipe, cache->trans); cache->buffer = NULL; cache->trans = NULL; } sv = st_create_texture_sampler_view(st->pipe, cache->texture); if (sv) { draw_bitmap_quad(st->ctx, cache->xpos, cache->ypos, cache->zpos, BITMAP_CACHE_WIDTH, BITMAP_CACHE_HEIGHT, sv, cache->color); pipe_sampler_view_reference(&sv, NULL); } /* release/free the texture */ pipe_resource_reference(&cache->texture, NULL); reset_cache(st); } } /** * Try to accumulate this glBitmap call in the bitmap cache. * \return GL_TRUE for success, GL_FALSE if bitmap is too large, etc. */ static GLboolean accum_bitmap(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ) { struct st_context *st = ctx->st; struct bitmap_cache *cache = st->bitmap.cache; int px = -999, py = -999; const GLfloat z = ctx->Current.RasterPos[2]; if (width > BITMAP_CACHE_WIDTH || height > BITMAP_CACHE_HEIGHT) return GL_FALSE; /* too big to cache */ if (!cache->empty) { px = x - cache->xpos; /* pos in buffer */ py = y - cache->ypos; if (px < 0 || px + width > BITMAP_CACHE_WIDTH || py < 0 || py + height > BITMAP_CACHE_HEIGHT || !TEST_EQ_4V(ctx->Current.RasterColor, cache->color) || ((fabs(z - cache->zpos) > Z_EPSILON))) { /* This bitmap would extend beyond cache bounds, or the bitmap * color is changing * so flush and continue. */ st_flush_bitmap_cache(st); } } if (cache->empty) { /* Initialize. Center bitmap vertically in the buffer. */ px = 0; py = (BITMAP_CACHE_HEIGHT - height) / 2; cache->xpos = x; cache->ypos = y - py; cache->zpos = z; cache->empty = GL_FALSE; COPY_4FV(cache->color, ctx->Current.RasterColor); } assert(px != -999); assert(py != -999); if (x < cache->xmin) cache->xmin = x; if (y < cache->ymin) cache->ymin = y; if (x + width > cache->xmax) cache->xmax = x + width; if (y + height > cache->ymax) cache->ymax = y + height; /* create the transfer if needed */ create_cache_trans(st); /* PBO source... */ bitmap = _mesa_map_pbo_source(ctx, unpack, bitmap); if (!bitmap) { return FALSE; } unpack_bitmap(st, px, py, width, height, unpack, bitmap, cache->buffer, BITMAP_CACHE_WIDTH); _mesa_unmap_pbo_source(ctx, unpack); return GL_TRUE; /* accumulated */ } /** * One-time init for drawing bitmaps. */ static void init_bitmap_state(struct st_context *st) { struct pipe_context *pipe = st->pipe; struct pipe_screen *screen = pipe->screen; /* This function should only be called once */ assert(st->bitmap.cache == NULL); assert(st->internal_target == PIPE_TEXTURE_2D || st->internal_target == PIPE_TEXTURE_RECT); /* alloc bitmap cache object */ st->bitmap.cache = ST_CALLOC_STRUCT(bitmap_cache); /* init sampler state once */ memset(&st->bitmap.sampler, 0, sizeof(st->bitmap.sampler)); st->bitmap.sampler.wrap_s = PIPE_TEX_WRAP_CLAMP; st->bitmap.sampler.wrap_t = PIPE_TEX_WRAP_CLAMP; st->bitmap.sampler.wrap_r = PIPE_TEX_WRAP_CLAMP; st->bitmap.sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; st->bitmap.sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; st->bitmap.sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; st->bitmap.sampler.normalized_coords = st->internal_target == PIPE_TEXTURE_2D; st->bitmap.atlas_sampler = st->bitmap.sampler; st->bitmap.atlas_sampler.normalized_coords = 0; /* init baseline rasterizer state once */ memset(&st->bitmap.rasterizer, 0, sizeof(st->bitmap.rasterizer)); st->bitmap.rasterizer.half_pixel_center = 1; st->bitmap.rasterizer.bottom_edge_rule = 1; st->bitmap.rasterizer.depth_clip = 1; /* find a usable texture format */ if (screen->is_format_supported(screen, PIPE_FORMAT_I8_UNORM, st->internal_target, 0, PIPE_BIND_SAMPLER_VIEW)) { st->bitmap.tex_format = PIPE_FORMAT_I8_UNORM; } else if (screen->is_format_supported(screen, PIPE_FORMAT_A8_UNORM, st->internal_target, 0, PIPE_BIND_SAMPLER_VIEW)) { st->bitmap.tex_format = PIPE_FORMAT_A8_UNORM; } else if (screen->is_format_supported(screen, PIPE_FORMAT_L8_UNORM, st->internal_target, 0, PIPE_BIND_SAMPLER_VIEW)) { st->bitmap.tex_format = PIPE_FORMAT_L8_UNORM; } else { /* XXX support more formats */ assert(0); } /* Create the vertex shader */ { const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, TGSI_SEMANTIC_COLOR, st->needs_texcoord_semantic ? TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC }; const uint semantic_indexes[] = { 0, 0, 0 }; st->bitmap.vs = util_make_vertex_passthrough_shader(st->pipe, 3, semantic_names, semantic_indexes, FALSE); } reset_cache(st); } /** * Called via ctx->Driver.Bitmap() */ static void st_Bitmap(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ) { struct st_context *st = st_context(ctx); struct pipe_resource *pt; assert(width > 0); assert(height > 0); st_invalidate_readpix_cache(st); if (!st->bitmap.cache) { init_bitmap_state(st); } /* We only need to validate any non-ST_NEW_CONSTANTS state. The VS we use * for bitmap drawing uses no constants and the FS constants are * explicitly uploaded in the draw_bitmap_quad() function. */ if ((st->dirty | ctx->NewDriverState) & ~ST_NEW_CONSTANTS & ST_PIPELINE_RENDER_STATE_MASK || st->gfx_shaders_may_be_dirty) { st_validate_state(st, ST_PIPELINE_RENDER); } if (UseBitmapCache && accum_bitmap(ctx, x, y, width, height, unpack, bitmap)) return; pt = make_bitmap_texture(ctx, width, height, unpack, bitmap); if (pt) { struct pipe_sampler_view *sv = st_create_texture_sampler_view(st->pipe, pt); assert(pt->target == PIPE_TEXTURE_2D || pt->target == PIPE_TEXTURE_RECT); if (sv) { draw_bitmap_quad(ctx, x, y, ctx->Current.RasterPos[2], width, height, sv, ctx->Current.RasterColor); pipe_sampler_view_reference(&sv, NULL); } /* release/free the texture */ pipe_resource_reference(&pt, NULL); } } /** * Called via ctx->Driver.DrawAtlasBitmap() */ static void st_DrawAtlasBitmaps(struct gl_context *ctx, const struct gl_bitmap_atlas *atlas, GLuint count, const GLubyte *ids) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct st_texture_object *stObj = st_texture_object(atlas->texObj); struct pipe_sampler_view *sv; /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */ const float z = ctx->Current.RasterPos[2] * 2.0f - 1.0f; const float *color = ctx->Current.RasterColor; const float clip_x_scale = 2.0f / st->state.framebuffer.width; const float clip_y_scale = 2.0f / st->state.framebuffer.height; const unsigned num_verts = count * 4; const unsigned num_vert_bytes = num_verts * sizeof(struct st_util_vertex); struct st_util_vertex *verts; struct pipe_vertex_buffer vb = {0}; unsigned i; if (!st->bitmap.cache) { init_bitmap_state(st); } st_flush_bitmap_cache(st); st_validate_state(st, ST_PIPELINE_RENDER); st_invalidate_readpix_cache(st); sv = st_create_texture_sampler_view(pipe, stObj->pt); if (!sv) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCallLists(bitmap text)"); return; } setup_render_state(ctx, sv, color, true); vb.stride = sizeof(struct st_util_vertex); u_upload_alloc(st->uploader, 0, num_vert_bytes, 4, &vb.buffer_offset, &vb.buffer, (void **) &verts); /* build quads vertex data */ for (i = 0; i < count; i++) { const GLfloat epsilon = 0.0001F; const struct gl_bitmap_glyph *g = &atlas->glyphs[ids[i]]; const float xmove = g->xmove, ymove = g->ymove; const float xorig = g->xorig, yorig = g->yorig; const float s0 = g->x, t0 = g->y; const float s1 = s0 + g->w, t1 = t0 + g->h; const float x0 = IFLOOR(ctx->Current.RasterPos[0] - xorig + epsilon); const float y0 = IFLOOR(ctx->Current.RasterPos[1] - yorig + epsilon); const float x1 = x0 + g->w, y1 = y0 + g->h; const float clip_x0 = x0 * clip_x_scale - 1.0f; const float clip_y0 = y0 * clip_y_scale - 1.0f; const float clip_x1 = x1 * clip_x_scale - 1.0f; const float clip_y1 = y1 * clip_y_scale - 1.0f; /* lower-left corner */ verts->x = clip_x0; verts->y = clip_y0; verts->z = z; verts->r = color[0]; verts->g = color[1]; verts->b = color[2]; verts->a = color[3]; verts->s = s0; verts->t = t0; verts++; /* lower-right corner */ verts->x = clip_x1; verts->y = clip_y0; verts->z = z; verts->r = color[0]; verts->g = color[1]; verts->b = color[2]; verts->a = color[3]; verts->s = s1; verts->t = t0; verts++; /* upper-right corner */ verts->x = clip_x1; verts->y = clip_y1; verts->z = z; verts->r = color[0]; verts->g = color[1]; verts->b = color[2]; verts->a = color[3]; verts->s = s1; verts->t = t1; verts++; /* upper-left corner */ verts->x = clip_x0; verts->y = clip_y1; verts->z = z; verts->r = color[0]; verts->g = color[1]; verts->b = color[2]; verts->a = color[3]; verts->s = s0; verts->t = t1; verts++; /* Update the raster position */ ctx->Current.RasterPos[0] += xmove; ctx->Current.RasterPos[1] += ymove; } u_upload_unmap(st->uploader); cso_set_vertex_buffers(st->cso_context, cso_get_aux_vertex_buffer_slot(st->cso_context), 1, &vb); cso_draw_arrays(st->cso_context, PIPE_PRIM_QUADS, 0, num_verts); restore_render_state(ctx); pipe_resource_reference(&vb.buffer, NULL); pipe_sampler_view_reference(&sv, NULL); /* We uploaded modified constants, need to invalidate them. */ st->dirty |= ST_NEW_FS_CONSTANTS; } /** Per-context init */ void st_init_bitmap_functions(struct dd_function_table *functions) { functions->Bitmap = st_Bitmap; functions->DrawAtlasBitmaps = st_DrawAtlasBitmaps; } /** Per-context tear-down */ void st_destroy_bitmap(struct st_context *st) { struct pipe_context *pipe = st->pipe; struct bitmap_cache *cache = st->bitmap.cache; if (st->bitmap.vs) { cso_delete_vertex_shader(st->cso_context, st->bitmap.vs); st->bitmap.vs = NULL; } if (cache) { if (cache->trans && cache->buffer) { pipe_transfer_unmap(pipe, cache->trans); } pipe_resource_reference(&st->bitmap.cache->texture, NULL); free(st->bitmap.cache); st->bitmap.cache = NULL; } }