/************************************************************************** * * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 TUNGSTEN GRAPHICS 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. * **************************************************************************/ /** * @file * Copy/blit pixel rect between surfaces * * @author Brian Paul */ #include "pipe/p_context.h" #include "util/u_debug.h" #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "pipe/p_shader_tokens.h" #include "pipe/p_state.h" #include "util/u_blit.h" #include "util/u_draw_quad.h" #include "util/u_format.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_sampler.h" #include "util/u_simple_shaders.h" #include "cso_cache/cso_context.h" struct blit_state { struct pipe_context *pipe; struct cso_context *cso; struct pipe_blend_state blend; struct pipe_depth_stencil_alpha_state depthstencil_keep; struct pipe_depth_stencil_alpha_state depthstencil_write; struct pipe_rasterizer_state rasterizer; struct pipe_sampler_state sampler; struct pipe_viewport_state viewport; struct pipe_clip_state clip; struct pipe_vertex_element velem[2]; enum pipe_texture_target internal_target; void *vs; void *fs[TGSI_WRITEMASK_XYZW + 1]; void *fs_depth; struct pipe_resource *vbuf; /**< quad vertices */ unsigned vbuf_slot; float vertices[4][2][4]; /**< vertex/texcoords for quad */ }; /** * Create state object for blit. * Intended to be created once and re-used for many blit() calls. */ struct blit_state * util_create_blit(struct pipe_context *pipe, struct cso_context *cso) { struct blit_state *ctx; uint i; ctx = CALLOC_STRUCT(blit_state); if (!ctx) return NULL; ctx->pipe = pipe; ctx->cso = cso; /* disabled blending/masking */ memset(&ctx->blend, 0, sizeof(ctx->blend)); ctx->blend.rt[0].colormask = PIPE_MASK_RGBA; /* no-op depth/stencil/alpha */ memset(&ctx->depthstencil_keep, 0, sizeof(ctx->depthstencil_keep)); memset(&ctx->depthstencil_write, 0, sizeof(ctx->depthstencil_write)); ctx->depthstencil_write.depth.enabled = 1; ctx->depthstencil_write.depth.writemask = 1; ctx->depthstencil_write.depth.func = PIPE_FUNC_ALWAYS; /* rasterizer */ memset(&ctx->rasterizer, 0, sizeof(ctx->rasterizer)); ctx->rasterizer.cull_face = PIPE_FACE_NONE; ctx->rasterizer.gl_rasterization_rules = 1; /* samplers */ memset(&ctx->sampler, 0, sizeof(ctx->sampler)); ctx->sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE; ctx->sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE; ctx->sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE; ctx->sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE; ctx->sampler.min_img_filter = 0; /* set later */ ctx->sampler.mag_img_filter = 0; /* set later */ /* vertex elements state */ memset(&ctx->velem[0], 0, sizeof(ctx->velem[0]) * 2); for (i = 0; i < 2; i++) { ctx->velem[i].src_offset = i * 4 * sizeof(float); ctx->velem[i].instance_divisor = 0; ctx->velem[i].vertex_buffer_index = 0; ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; } ctx->vbuf = NULL; /* init vertex data that doesn't change */ for (i = 0; i < 4; i++) { ctx->vertices[i][0][3] = 1.0f; /* w */ ctx->vertices[i][1][2] = 0.0f; /* r */ ctx->vertices[i][1][3] = 1.0f; /* q */ } if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES)) ctx->internal_target = PIPE_TEXTURE_2D; else ctx->internal_target = PIPE_TEXTURE_RECT; return ctx; } /** * Destroy a blit context */ void util_destroy_blit(struct blit_state *ctx) { struct pipe_context *pipe = ctx->pipe; unsigned i; if (ctx->vs) pipe->delete_vs_state(pipe, ctx->vs); for (i = 0; i < Elements(ctx->fs); i++) if (ctx->fs[i]) pipe->delete_fs_state(pipe, ctx->fs[i]); if (ctx->fs_depth) pipe->delete_fs_state(pipe, ctx->fs_depth); pipe_resource_reference(&ctx->vbuf, NULL); FREE(ctx); } /** * Helper function to set the fragment shaders. */ static INLINE void set_fragment_shader(struct blit_state *ctx, uint writemask) { if (!ctx->fs[writemask]) ctx->fs[writemask] = util_make_fragment_tex_shader_writemask(ctx->pipe, TGSI_TEXTURE_2D, TGSI_INTERPOLATE_LINEAR, writemask); cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]); } /** * Helper function to set the depthwrite shader. */ static INLINE void set_depth_fragment_shader(struct blit_state *ctx) { if (!ctx->fs_depth) ctx->fs_depth = util_make_fragment_tex_shader_writedepth(ctx->pipe, TGSI_TEXTURE_2D, TGSI_INTERPOLATE_LINEAR); cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth); } /** * Helper function to set the vertex shader. */ static INLINE void set_vertex_shader(struct blit_state *ctx) { /* vertex shader - still required to provide the linkage between * fragment shader input semantics and vertex_element/buffers. */ if (!ctx->vs) { const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, TGSI_SEMANTIC_GENERIC }; const uint semantic_indexes[] = { 0, 0 }; ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2, semantic_names, semantic_indexes); } cso_set_vertex_shader_handle(ctx->cso, ctx->vs); } /** * Get offset of next free slot in vertex buffer for quad vertices. */ static unsigned get_next_slot( struct blit_state *ctx ) { const unsigned max_slots = 4096 / sizeof ctx->vertices; if (ctx->vbuf_slot >= max_slots) util_blit_flush( ctx ); if (!ctx->vbuf) { ctx->vbuf = pipe_buffer_create(ctx->pipe->screen, PIPE_BIND_VERTEX_BUFFER, PIPE_USAGE_STREAM, max_slots * sizeof ctx->vertices); } return ctx->vbuf_slot++ * sizeof ctx->vertices; } /** * Setup vertex data for the textured quad we'll draw. * Note: y=0=top */ static unsigned setup_vertex_data_tex(struct blit_state *ctx, float x0, float y0, float x1, float y1, float s0, float t0, float s1, float t1, float z) { unsigned offset; ctx->vertices[0][0][0] = x0; ctx->vertices[0][0][1] = y0; ctx->vertices[0][0][2] = z; ctx->vertices[0][1][0] = s0; /*s*/ ctx->vertices[0][1][1] = t0; /*t*/ ctx->vertices[1][0][0] = x1; ctx->vertices[1][0][1] = y0; ctx->vertices[1][0][2] = z; ctx->vertices[1][1][0] = s1; /*s*/ ctx->vertices[1][1][1] = t0; /*t*/ ctx->vertices[2][0][0] = x1; ctx->vertices[2][0][1] = y1; ctx->vertices[2][0][2] = z; ctx->vertices[2][1][0] = s1; ctx->vertices[2][1][1] = t1; ctx->vertices[3][0][0] = x0; ctx->vertices[3][0][1] = y1; ctx->vertices[3][0][2] = z; ctx->vertices[3][1][0] = s0; ctx->vertices[3][1][1] = t1; offset = get_next_slot( ctx ); pipe_buffer_write_nooverlap(ctx->pipe, ctx->vbuf, offset, sizeof(ctx->vertices), ctx->vertices); return offset; } /** * \return TRUE if two regions overlap, FALSE otherwise */ static boolean regions_overlap(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1) { if (MAX2(srcX0, srcX1) < MIN2(dstX0, dstX1)) return FALSE; /* src completely left of dst */ if (MAX2(dstX0, dstX1) < MIN2(srcX0, srcX1)) return FALSE; /* dst completely left of src */ if (MAX2(srcY0, srcY1) < MIN2(dstY0, dstY1)) return FALSE; /* src completely above dst */ if (MAX2(dstY0, dstY1) < MIN2(srcY0, srcY1)) return FALSE; /* dst completely above src */ return TRUE; /* some overlap */ } /** * 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). * XXX need some control over blitting stencil. */ void util_blit_pixels_writemask(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) { 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, dst_is_depth; float s0, t0, s1, t1; boolean normalized; 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); /* * Check for simple case: no format conversion, no flipping, no stretching, * no overlapping. * Filter mode should not matter since there's no stretching. */ if (dst_format == src_format && 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; } 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 or when src * is anything other than a 2d texture. * XXX should just use appropriate shader to access 1d / 3d slice / cube face, * much like the u_blitter code does (should be pretty trivial). * * This can still be improved upon. */ if ((src_tex == dst_surface->texture && dst_surface->u.tex.level == src_level && dst_surface->u.tex.first_layer == srcZ0) || (src_tex->target != PIPE_TEXTURE_2D && src_tex->target != PIPE_TEXTURE_2D && src_tex->target != PIPE_TEXTURE_RECT)) { 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); 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 { u_sampler_view_default_template(&sv_templ, src_tex, src_format); 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)); } } dst_is_depth = util_format_is_depth_or_stencil(dst_format); 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, dst_is_depth ? 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_viewport(ctx->cso); cso_save_framebuffer(ctx->cso); cso_save_fragment_shader(ctx->cso); cso_save_vertex_shader(ctx->cso); cso_save_clip(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); cso_set_depth_stencil_alpha(ctx->cso, dst_is_depth ? &ctx->depthstencil_write : &ctx->depthstencil_keep); cso_set_rasterizer(ctx->cso, &ctx->rasterizer); cso_set_clip(ctx->cso, &ctx->clip); cso_set_vertex_elements(ctx->cso, 2, ctx->velem); /* sampler */ 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; cso_single_sampler(ctx->cso, 0, &ctx->sampler); cso_single_sampler_done(ctx->cso); /* 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); /* texture */ cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view); /* shaders */ if (dst_is_depth) { set_depth_fragment_shader(ctx); } else { set_fragment_shader(ctx, writemask); } set_vertex_shader(ctx); /* drawing dest */ memset(&fb, 0, sizeof(fb)); fb.width = dst_surface->width; fb.height = dst_surface->height; if (dst_is_depth) { 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); 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_clip(ctx->cso); cso_restore_vertex_elements(ctx->cso); cso_restore_vertex_buffers(ctx->cso); pipe_sampler_view_reference(&sampler_view, NULL); if (dst_surface != dst) pipe_surface_reference(&dst_surface, NULL); } 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 srcZ, struct pipe_surface *dst, int dstX0, int dstY0, int dstX1, int dstY1, float z, uint filter ) { util_blit_pixels_writemask( ctx, src_tex, src_level, srcX0, srcY0, srcX1, srcY1, srcZ, dst, dstX0, dstY0, dstX1, dstY1, z, filter, TGSI_WRITEMASK_XYZW ); } /* Release vertex buffer at end of frame to avoid synchronous * rendering. */ void util_blit_flush( struct blit_state *ctx ) { pipe_resource_reference(&ctx->vbuf, NULL); ctx->vbuf_slot = 0; } /** * Copy pixel block from src texture to dst surface. * * XXX Should support selection of level. * 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) { s0 /= (float)tex->width0; s1 /= (float)tex->width0; t0 /= (float)tex->height0; t1 /= (float)tex->height0; } 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_viewport(ctx->cso); cso_save_framebuffer(ctx->cso); cso_save_fragment_shader(ctx->cso); cso_save_vertex_shader(ctx->cso); cso_save_clip(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); cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil_keep); cso_set_rasterizer(ctx->cso, &ctx->rasterizer); cso_set_clip(ctx->cso, &ctx->clip); cso_set_vertex_elements(ctx->cso, 2, ctx->velem); /* 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); set_vertex_shader(ctx); /* 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_clip(ctx->cso); cso_restore_vertex_elements(ctx->cso); cso_restore_vertex_buffers(ctx->cso); }