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authorBrian <brian.paul@tungstengraphics.com>2008-02-08 14:51:32 -0700
committerBrian <brian.paul@tungstengraphics.com>2008-02-08 15:13:48 -0700
commit0b64ee6960f9e099bc1a6ca6fa10720fee875b3a (patch)
treeb598178e23bf01e1ce3f20bf124c9ba5b01a916b /src/mesa/state_tracker/st_cb_drawpixels.c
parent864abce57d3b81d0f92673472959b71e09c4f245 (diff)
gallium: added inClipCoords param to st_draw_vertices() to indicate coord system of vertices
Also, export st_make_passthrough_vertex_shader() from st_cb_drawpixels.c
Diffstat (limited to 'src/mesa/state_tracker/st_cb_drawpixels.c')
-rw-r--r--src/mesa/state_tracker/st_cb_drawpixels.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c
index 34d420fcff..07886e7982 100644
--- a/src/mesa/state_tracker/st_cb_drawpixels.c
+++ b/src/mesa/state_tracker/st_cb_drawpixels.c
@@ -355,8 +355,8 @@ make_fragment_shader_z(struct st_context *st)
* Create a simple vertex shader that just passes through the
* vertex position and texcoord (and optionally, color).
*/
-static struct st_vertex_program *
-make_vertex_shader(struct st_context *st, GLboolean passColor)
+struct st_vertex_program *
+st_make_passthrough_vertex_shader(struct st_context *st, GLboolean passColor)
{
/* only make programs once and re-use */
static struct st_vertex_program *progs[2] = { NULL, NULL };
@@ -572,7 +572,7 @@ draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
verts[i][1][3] = 1.0; /*Q*/
}
- st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2);
+ st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, GL_FALSE);
}
@@ -625,7 +625,7 @@ draw_quad_colored(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
verts[i][2][3] = 1.0; /*Q*/
}
- st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 3);
+ st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 3, GL_FALSE);
}
@@ -945,7 +945,7 @@ st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
if (format == GL_DEPTH_COMPONENT) {
ps = st->state.framebuffer.zsbuf;
stfp = make_fragment_shader_z(ctx->st);
- stvp = make_vertex_shader(ctx->st, GL_TRUE);
+ stvp = st_make_passthrough_vertex_shader(ctx->st, GL_TRUE);
color = ctx->Current.RasterColor;
}
else if (format == GL_STENCIL_INDEX) {
@@ -956,7 +956,7 @@ st_DrawPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
else {
ps = st->state.framebuffer.cbufs[0];
stfp = combined_drawpix_fragment_program(ctx);
- stvp = make_vertex_shader(ctx->st, GL_FALSE);
+ stvp = st_make_passthrough_vertex_shader(ctx->st, GL_FALSE);
color = NULL;
}
@@ -1111,7 +1111,7 @@ st_Bitmap(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height,
struct st_context *st = ctx->st;
struct pipe_texture *pt;
- stvp = make_vertex_shader(ctx->st, GL_TRUE);
+ stvp = st_make_passthrough_vertex_shader(ctx->st, GL_TRUE);
stfp = combined_bitmap_fragment_program(ctx);
st_validate_state(st);
@@ -1229,13 +1229,13 @@ st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy,
rbRead = st_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer);
color = NULL;
stfp = combined_drawpix_fragment_program(ctx);
- stvp = make_vertex_shader(ctx->st, GL_FALSE);
+ stvp = st_make_passthrough_vertex_shader(ctx->st, GL_FALSE);
}
else {
rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer);
color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
stfp = make_fragment_shader_z(ctx->st);
- stvp = make_vertex_shader(ctx->st, GL_TRUE);
+ stvp = st_make_passthrough_vertex_shader(ctx->st, GL_TRUE);
}
psRead = rbRead->surface;